Werewolf the Apocalypse information source

spiritcitymother

Streets Tell Stories

Rank 3 Bone Gnawers Gift

You’ve got an ear to the sidewalk… literally. By touching a road, sidewalk, or path of some kind, you recieve a flash of impressions about what has transpired there during the last twenty-four hours. Urban spirits whisper words, waft scents, and even give a taste of events in the neighborhood. This Gift is bestowed by a City Mother or City Father Totem, usually as a reward for acting in defense of the city.

System: Spend one Gnosis and roll Perception + Streetwise (difficulty 6). You may specify what sort of information you require before you roll the dice. One success reveals a brief sensory impression with any one sense other than sight. Three successes gives a rush of images (described rapid-fire by the Storyteller); you may ask questions about any one of them and receive more specific details with all five senses. Five successes gives you access complete recall about everyone who’s passes within the last day, including impressions from all five senses. However, you’ll need to spend a scene sitting and thinking to recall this amount of detail.

 

Source: Tribebook: Bone Gnawers (Revised) 


Call the City’s Wolves

Rank 4 Glass Walker Gift

The city is a rich and complex ecosystem, and humans, animals and machines fill the roles that natural creatures fill in the wilderness. The Glass Walkers cannot often get wild wolves to aid them, but the city has its own predators. With this Gift, the Glass Walker can make a phone call, send an email or fax and expect some sort of backup; some master Theurges simply knock on the nearest door and wait to see who emerges. A City Mother or Father teaches this Gift.

System: The player spends a Rage point and rolls Wits + Leadership. The number of successes equals the number of city predators who will emerge: the figures who control and cull the human herd. These may be gang kids, members of citizen vigilante groups, vicious cops, or even wild, diseased dogs. The spiritually summoned backup arrives a scene later, although the Garou can convert extra successes to speed the arrival of assistance rather than adding to the numbers. (One success spent in this fashion brings the help in ten turns; two successes halve the wait to five turns, while three successes brings backup on the next turn.) The “wolves” will be disposed to cooperate with the Glass Walkers, but won’t charge blindly into battle for him. The effects last for one scene.

Source: Book of the City


Song of the City-Beast

Rank 5 Glass Walker Gift

The lupus of many tribes know the Songs of the Great Beast, which can summon semi-legendary monsters such as giant sharks, apemen and dinosaurs. While skunk-apes, Jersey Devils and mothmen are not common in cities, the knowledgeable Glass Walker can call forces of equal power with this Gift. This Gift is usually taught by a City Father or Mother, often in return for the accomplishment of a great deed.

System: The player spends two Gnosis points and rolls Charisma + Streetwise, difficulty 8. A City-Beast is less of an actual mythological entity and more of an event — rampaging construction machinery, a collapsing building, a plague of hell-rats, even an incredibly aggressive St. James Day parade or a block party gone riot. The Beast will stay long enough to assist in immobilizing or defeating Gaia’s enemies. Its nature depends on the story but it is likely to be very powerful.

Source: Book of the City


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