Werewolf the Apocalypse information source

spiritcockroach

Wriggle

Rank 2 Metis Gift

Metis sometimes have to hide in all the wrong places at the wrong times. With this Gift, they can take best advantage of their surroundings to get away and take a breather. The spirit of a Cockroach teaches this Gift.

System: Spend a Gnosis point, and the Gift takes effect immediately. For the rest of the scene, no matter what her form, the metis can squeeze into a space no less than half the size of her body. Storytellers should make judgments on space limitations.

Source: Guardians of the Caerns


Recycle / Render Down / Rot Weavertech

Rank 3 & 4 Red Talon Gift
Rank 4 in the 2nd edition Player’s Guide, Rank 3 in 20th Anniversary. Different books gave this gift different names.

Red Talons who posses this powerful Gift can destroy any man-made substance. Plastics, alloys and any other material not found in nature disintegrate with just a touch. Lawn chairs dissolve into oily puddles and steel melts into iron and carbon.

The cockroach-spirit, which has witnessed the human’s secret creation rites, knows the Gifts that can dissolve almost anything.

System: The Garou must touch the material for the Gift to work. Only materials that science has manufactured are viable targets. For instance, a wooden chair would be unaffected, whereas a plastic chair would melt to the ground. The Garou then must roll her Rage against a difficulty determined by the item’s complexity. The difficulty ranges from iron (difficulty6) and ordinary plastics (difficulty 7) to rare and complex metal alloys (difficulty 9). Every success reduces five pounds of the target material to its base components.

Source: Player’s Guide Second Edition / Player’s Guide 1st Edition / 20th Anniversary Edition


Intrusion

Rank 3 Glass Walkers Gift

It’s impossible to keep a cockroach out of a house, and it’s equally impossible to keep a Glass Walker out, provided she has this Gift. Once this Gift is activated, the Glass Walker can easily break almost any barrier that is presented to her. Doors mysteriously unlock upon her approach; padlocks fall open with no explanation. The Gift has, however, a very short and specific time limit. A cockroach-spirit teaches the Gift.

System: The player spends one point of Gnosis and then rolls his Gnosis pool, difficulty 7. Every success will keep this Gift active for exactly one minute, and many Glass Walkers deliberately time themselves with stopwatches so they can know when this Gift will wear off. (If a hard mechanical number is needed, assume each minute is one turn.) During this time almost no door or barrier can possibly stop the Glass Walker. Highly secure doors (such as foot-thick iron security doors) may require a Dexterity or Wits+Streetwise roll, but every success on the initial Gnosis roll for this Gift adds one automatic success to such rolls.

Source: Tribebook: Glass Walkers (Revised)


Spirit Path

Rank 3 Theurge Gift

The Umbra can often confuse the senses of even the most perceptive tracker. The Theurge who possesses this Gift can track a particular spirit anywhere in the spirit world. As long as the Garou knows the spirit’s name, she can find that spirit no matter which Umbral realm it takes refuge in. A cockroach-spirit can teach this Gift.

System: As long as the Garou knows the true name of the spirit, she can use this Gift. She must spend a Gnosis point to be able to find the spirit. A successful Perception + Enigmas roll (difficulty 8) reveals the location of the errant Umbral denizen. Some Realms and certain Charms can make this Gift more difficult to use. The Gift: Name the Spirit can be used in conjunction with Spirit Path.

Source: Player’s Guide Second Edition.


Attunement / Lay of the Land

Rank 4 Bone Gnawers Gift / Rank 4 Glass Walker Gift / Rank 4 Silent Strider Gift / Rank 4 Uktena Gift (Lay of the Land)

The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.

Glass Walkers: a cockroach-spirit teaches this Gift.

Silent Strider: one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The “city” version is identical to the Bone Gnawer Gift. The “wilderness” version is similar, but the roll required is Perception + Survival.

Uktena: any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas, and the required roll is Perception + Survival.

System: The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation).

Source: Core book revised / Tribebook: Uktena (revised)


Summon Net-Spider

Rank 5 Glass Walker Gift

The Garou can summon a Net-Spider, a Weaver spirit that gives its summoner near-absolute control over any computer system. The Spider can disrupt, erase or destroy whatever system it is sent into (the exact effects are left to the Storyteller, but are typically destructive). An avatar of Cockroach teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Computer (difficulty 8). If successful, the Net-Spider appears and heeds the Garou’s commands. This Gift allows the Garou to halve all computer-related difficulties along with the aforementioned destructive capacity of the spirit.

Source: Core book revised.


css.php