Werewolf the Apocalypse information source


Falling Touch

Rank 1 Ahroun Gift / Rank 1 Stargazer Gift

This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.

System: The Garou’s player rolls Dexterity + Medicine (difficulty of the opponent’s Stamina + Athletics). Even one success send the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things.

Source: Core book revised.

Tommy’s New Trick

Rank 1 Glass Walker Gift

Camp: Wise Guys

While one of the Wise Guys favorite gun Gifts (Trick Shot, rediscovered from the Iron Riders by Gianluigi Lucci) eventually leaked to the whole tribe, this one may well go with them to their grave. This Gift ensures that when spraying bullets from an automatic gun, not a single bullet misses its target. A bird spirit (though never a pigeon) teaches this Gift.

System: The player spends one point of Gnosis and makes a standard Dexterity + Firearms roll to make a spray attack. However, the standard +2 difficulty does not apply. Before the attack is resolved, the Wise Guy may spend one Willpower point to turn one failed die into a success, and this may be repeated until all dice are considered successes. The only exception to this is if the roll is a botch, in which case no Willpower may be spent and every bullet misses their target by exactly an inch.

In addition, not one bullet is left at the scene, nor will any bullet hit anything but the Wise Guy’s opponents. This Gift cannot be used on a single enemy; the attack must be a spray involving at least two targets.

Source: Glass Walker Tribebook (revised)

Ma’at’s Feather

Rank 1 Philodox Gift

According to Egyptian legend, if the heart of one of the dead was heavier than Ma’at’s feather, she would feed it to the beast Ammit, destroying their soul entirely. If it was lighter, then the dead person was admitted to the afterlife. This Gift was first the province of Silent Strider Philodox (and is still most common amongst that tribe), but has spread throughout all of Garou society. It allows the Philodox to sense the weight of a fallen Garou’s soul and determine if he died as one of Gaia, or had fallen to the Wyrm. It is used to determine what rituals will be undertaken for the deceased, and is taught by a bird- or lion-spirit.

System: If the Garou died in the service of Gaia, the Gift works automatically, revealing this to be so. If however, the Garou had betrayed the Mother, then a roll of the Philodox’s Perception + Occult (difficulty of the deceased’s former Gnosis) is needed to correctly determine their guilt. A simple success is sufficient, and the Storyteller is encouraged to roll secretly for each use of this Gift, to keep the players guessing.

Source: Players’ Guide to Garou (revised)

Spear of Dancing

Rank 2 Fianna Gift

The old tales tell of Fianna throwing spears while balanced on the beam of a chariot at full gallop, or even crossing an army by leaping from spearpoint to spearpoint. This Gift gives the Fianna the ability to balance on the smallest surfaces, whether tightrope, post or even a spearpoint. If successful, the Garou takes no damage from stepping or handstanding on sharp objects, but may otherwise be wounded normally. A bird-spirit or an ancestor-spirit may teach this Gift.

System: The player spends a Gnosis point and rolls Dexterity + Athletics (difficulty varies: 5 to stand on the back of a  trotting horse, 6 to stay aloft a rolling ball, 8 to jog across a tightrope, and 9 to balance on the point of a spear).  Storytellers may require additional successes for more difficult feats (for example, the horse breaks into a gallop, or the tightrope is in a high wind). The effects last for a scene.

Source: Fianna Tribebook (revised)

Spirit of the Bird / Dark Aerie

Rank 2 Uktena Gift / Rank 3 Shadow Lord (Camp: Children of Crow) Gift

Few enemies would expect a werewolf to attack from above, which is precisely why the Uktena developed the means to do so. The Garou may hover, fly or float. Any bird spirit can teach this Gift.

System: The player spends one Gnosis point. The Garou can fly at 20 mph and hover as she desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour.

In the Shadowlord version of this Gift, the servant of Crow is enveloped by shadows as he escapes.

Source: Core book revised.

Sing the Spirits

Rank 3 Galliard Gift

The earliest incantations to the spirits were sung, and although the Theurges may be the auspice chosen to deal with them, the Galliards still know some songs with power in them. Such songs are many, but always have a similar construction. They begin by calling out the spirit’s name, and ordering it to stay away, and finish with a threat issued against it if it doesn’t. When done right, the spirit will be unable to approach the Galliard, or anyone she touches. The Gift is taught by a bird or fish-spirit.

System: The player spends one Gnosis and rolls Strength + Performance (difficulty 7). The spirit named must remain one meter per success away from the Galliard and anyone she is touching. The Galliard doesn’t need to know the exact name of a spirit, but must be able to name it appropriately. (Telling it what kind of spirit it is, such as “Cat” or “Nexus Crawler” is sufficient.). The spirit may attempt to break through this ward by rolling their Rage, difficulty 8; they must receive more successes than the Galliard did on their Performance roll. The effects of this Gift last one scene.

Source: Players’ Guide to Garou (revised)

Mental Speech

Rank 3 Metis Gift / Rank 3 Philodox Gift

This Gift grants metnal communication, even over vast distances. The user must either knownthe target personally (although he does not have to be friends with tat person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night.

System: The player rolls Charisma + Empathy (difficulty 8) and expends a Willpower point; the effects last for a scene. His character may hold a mental conversation with a target at a maximum distance of 10 miles per success. It does not allow mind reading, but the werewolf may use social Abilities, such as Intimidation.

Source: Core book revised / 20th Anniversary Edition

Seven Mile Leap

Rank 3 Stargazers Gift

Camp: Trance Runners

The name of this Gift is a bit of a misnomer, since it doesn’t technically allow a Trance-Runner to leap seven miles up into the air. What it does do, however, is effectively increase the tautness and tension of her muscles, making her a light and powerful adversary. She can move quickly, jump to obscene heights, and land safely. This Gift is taught by any bird-spirit.

System: Once learned, this Gift is always “on.” It allows the Trance-Runner to triple the distances she can jump.

Source: Stargazers Tribebook (revised)

Corner Shot

Rank 4 Glass Walker Gift

Camp: Wise Guys

A feared Gift, this allows the Wise Guy to shoot around corners. Packs were fond of timing this Gift with multiple guns, creating hails of gunfire through open doorways before entering a room. A bird spirit (again, never a pigeon) teaches the Gift.

System: The player spends one Gnosis point and rolls Perception + Marksmanship, difficulty 9. Only one success is needed. Only single shots may be fired with this Gift, never autofire.

Source: Glass Walker Tribebook (revised)

Scent of Beyond

Rank 4 Philodox Gift

The werewolf can bring all his senses to bear on one spot with which he is familiar (even an Umbral site), no matter how far away that spot is. The Philodox senses the site from a point of view as if he were standing in the middle of the area being scanned. A bird-spirit teaches this Gift.

System: The player rolls Perception + Enigmas (difficulty 8). If the spot is in the Umbra, the difficulty is 9 or the Gauntlet rating (whichever is higher).

Source: Core book revised.