Werewolf the Apocalypse information source


Whisper Catching

Rank 1 Shadow Lord Gift

Secrets are an important commodity, and those who strive to keep their secrets may very well be hiding something dangerous. This Gift was developed to root out potential traitors or plotters against the Garou, but has been open to… certain abuses ever since. The Shadow Lord may supernaturally eavesdrop on whispered conversations nearby, giving her an edge over those with something to hide. This Gift is taught by a crow-spirit.

System: The player spends a Willpower point. For the duration of the scene, any whisper within earshot is as audible to the Shadow Lord as if the speaker were speaking loudly and clearly. The player may still have to make Perception checks to hear whispers within earshot if obstacles or distance would make even an ordinary conversation difficult to hear. The Murmur Rite blocks this Gift; the Shadow Lords are not willing to violate the privacy of a shadow moot, even for their own personal gain.

Source: Shadow Lords Tribebook Revised

Sense Guilt

Rank 2 Get of Fenris Gift

The Hand of Tyr camp specializes in the use and misuse of this Gift. By staring into the eyes of another, the Get can sense whether the target harbors guilt for some past offense. The most experienced Get can even get a feeling for what sort of crime transpired. Unfortunately, a few Get have been known to take advantage of this Gift by “sensing” guilt where none exists or by blackmailing Garou after a successful reading. A crow-spirit teaches this Gift.

System: A successful Perception + Empathy roll (difficulty 8) reveals hidden guilty feelings. One success detects any sense of regret, whereas five successes reveal specific facts concerning the dirty issue.

Source: Player’s Guide Second Edition.

Cold Voice of Reason

Rank 2 Shadow Lord Gift

Shadow Lords are skilled manipulators, and are renowned for their ability to both stall for time and talk their opponents into going about their business. This Gift gives that character trait supernatural force, holding assailants at bay while the Lord himself either escapes or calls on others for support. It must be used strategically to be effective, but it can be powerful when used in this fashion. This Gift is taught by a crow-spirit.

System: When the Lord is attacked in combat, or even merely threatened, the player may spend a Gnosis point and roll Manipulation + Subterfuge (difficulty 8) as a reflexive action. The Lord must be able to speak in a language his opponent can understand, although he needn’t express concepts more difficulty than “Are you sure you want to do that?” or the like. The attacker may not initiate hostile action against the Lord for one turn per success, provided the Lord and his allies do not, in turn, engage in hostilities against the attacker. If the victim is herself attacked, even by someone other than the Lord, the effects of the Gift end and she may resume her attack. A botch with this Gift drives the attacker into frenzy.

Source: Shadow Lords Tribebook Revised

Sight from Beyond

Rank 2 Theurge Gift / Rank 2 Red Talon Gift

When danger stalks the Garou or momentous events are in the offing, visions begin striking the Garou without warning. The nature of the danger is veiled in metaphor — a powerful vampire may appear in the Theurge’s dream as a bloody skeleton, while an impending battle might be heralded by dreams of carrion crows. Cros-spirits teach this Gift.

System: Interpreting these signs is best handled through roleplaying, but the Storyteller can require the Garou’s player to roll Wits + Occult (difficulty 7) if he deems appropriate.

Source: Core book revised / 20th Anniversary Edition

Reveal the Hidden

Rank 2 Uktena Gift

This Gift allows an Uktena to find non-supernatural items that may be eluding his search. This is a perfect tool to locate hidden passageways, concealed tomes of lore or a normal foe that may be successfully hiding from the werewolves. A Crow spirit teaches the Gift. Scouts (and their darker campmates, the Raiders) consider this Gift practically a requisite.

System: The werewolf spends a turn to look around carefully, the player makes a Perception + Subterfuge roll. One success at difficulty 7 is all that is needed to spot the hidden object. However, a sentient creature that is hiding may counter with a Wits + Stealth roll; if his successes exceed that of the werewolf player’s roll, the Gift doesn’t work.

Source: Tribebook: Uktena (revised)


Rank 3 Ragabash Gift

The werewolf can strike implausible trails through pristine wilderness and the urban jungle alike, locating the fastest and shortest routes from one place to another. A crow-spirit teaches this Gift.

System: The player rolls Perception + Survival (for wilderness) or Streetwise (for urban environments) against difficulty 7. The number of successes equals the quality of the path she blazes and how much she decreases her travel time. Every success reduces travel time by approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to track the werewolf increase by two when this Gift is active; this decrease is cumulative with other similar effects, such as Scent of Running Water.

Source: 20th Anniversary Edition

Cunning Koan

Rank 3 Stargazers Gift

The character can cut through any falsity, illusion or bullshit with a few choice words. The words cannot be profane and must come in the form of a short haiku poem or koan. This Gift is taught by a crow-spirit or a Chimerling.

System: The player rolls Wits + Expression and spends one Gnosis point. Any illusion designed to fool others is revealed as such — even Bastet Den-Realms can be discovered with this Gift. In addition, anyone attempting to He at that moment is revealed as a liar — his words instead speak his true intent.

Source: Stargazers Tribebook