Werewolf the Apocalypse information source



Rank 1 Stargazer Gift

A Stargazer possessing this Gift causes considerable problems to all attackers. Those attacking find themselves clumsier and less nimble with every successful strike. An earth elemental teaches this Gift.

System: At the beginning of close combat (this Gift cannot be activated after the first turn of combat), the player spends a Gnosis point. If an attacker completes a successful hit against the Stargazer, the attacker’s next roll to strike is at +1 difficulty. Each turn thereafter, the Stargazer may spend a Rage point to continue the +1 difficulty to hit for another turn.

Source: Stargazers Tribebook (revised)

Troll Skin

Rank 2 Get of Fenris Gift

This Gift allows the Fenrir to draw on the power of earth for protection, just as the legendary trolls and even Jotunn were able to do. When the Get activates this Gift, her skins grow tough and thick, covered with warty knots of hard, armored flesh. This Gift is taught by an earth elemental.

System: The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7). For each success, the character receives one extra die on her soak roll. These extra soak dice cannot be used to soak silver damage; the Gift lasts for one scene, or until the Get chooses to dismiss it. Troll Skin is alas, quite disconcerting and unpleasantly pungent. While the Gift’s effects last, the difficulty of all Social rolls is increased by 1.

Source: Tribebook: Get of Fenris (Revised)

Heat Metal

Rank 2 Glass Walker Gift

Glass Walkers — who understand the workings of science and spirits alike — can mystically excite the molecules within metal. Metal heated in such a way can be forged, molded or used to sear flesh. A red-hot crowbar can be a very effective weapon, and heating the exterior of a gasoline tanker can have explosive results. Glass Walkers learn this Gift from fire, earth, or metal elementals.

System: The Glass Walker must spend one Gnosis point and successfully roll Intelligence + Repair. The difficulty varies from base metals (such as copper or lead) at difficulty 6 to complex alloys (such as steel or titanium alloy) at difficulty 8. The number of successes equals the number of rounds the metal stays heated. Touching heated metal causes one aggravated, unsoakable Health Level of damage per round.

Source: Player’s Guide Second Edition.

Call Earth Spirit

Rank 3 Croatan Gift

This Gift is another of those that draws on the ancient alliance with Turtle, summoning an earth-spirit to rampage forth and crush things or people at the werewolf’s bidding. The Garou must have some earth at hand to invoke the earth-spirit, although a handful of earth or a smallish rock will suffice. This Gift is taught by an earth elemental.

System: The player spends one Gnosis and rolls Manipulation + Occult, difficulty 8. On a success the spirit is summoned and cuts a path of destruction in a straight line for up to 30 yards, inflicting 10 dice of lethal damage to anything in its path. Botching the summoning calls forth an earth-spirit that is hostile to its summoner.

Source: Wendigo Tribebook

Alberich’s Claws

Rank 3 Get of Fenris Gift

Alberich was a dwarven king who had his castle below the ground, carved out of the rock itself. Get of Fenris with this Gift could well have been amongst the builders of that palace, for their claws can slice directly through stone, steel or any other inanimate material as if it were butter. It is taught by a mole spirit or earth elemental.

System: The player spends one point of Rage. If the Fenrir’s next attack is performed with natural weaponry and strikes an inanimate object, it automatically does an extra ten levels of damage.

Source: Players’ Guide to Garou (revised)

Hero’s Stand / Last Stand

Rank 4 Get of Fenris Gift / Rank 4 Wendigo Gift / Rank 4 White Howler Gift

The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains many powers through Gaia’s might. An earth elemental teaches this Gift.

System: The player rolls Willpower (difficulty 8). Each success grants one extra die to all Physical dice pools. Also, the Garou may not be surprised, and all attacks are considered frontal. The Garou may not move until all foes have been defeated or have fled.

Source: Core book revised / 20th Anniversary Edition


Rank 4 Red Talon Gift / Rank 4 Bunyip Gift

The Garou turns the ground into a sticky morass that catches foes and prevents them from escaping or even walking. An earth elemental teaches this Gift.

System: The player spends a Gnosis point and rolls Manipulation + Primal-Urge (difficulty 7). Each success changes the ground into a quicksand-like bog for a 10-foot radius. Anyone trying to move through it (except the Garou) moves at half walking speed, and he may not execute combat maneuvers that require overland movement. Additionally, all other combat maneuvers take a +1 difficulty penalty.

Source: Core book revised


Rank 4 Red Talon Gift

The Garou must be in a mountainous or otherwise tectonically unstable area. The Garou causes an avalanche, mudslide, etc. to engulf his foes. The Gift is taught by an earth elemental.

System: The Garou spends one Gnosis point and then rolls Manipulation + Survival (difficulty determined by the Storyteller based on the instability of the terrain). The more successes, the more powerful the effect. On a botch, the Garou is caught in the avalanche.

Source: Corebook 2nd edition

Hand of the Earth Lords

Rank 4 Uktena Gift / Rank 4 Croatan Gift

By drawing on the land’s energies, the Uktena can move any one object weighing up to 1000 pounds telekinetically. An air elemental and an earth elemental must teach this Gift in concert.

System: The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). The Uktena must maintain concentration in order to move the object, which travels at roughly 20 mph. The effect lasts for one turn per success.

Source: Core book revised / Wendigo Tribebook

Wall of Granite

Rank 5 Philodox Gift / Rank 5 Croatan Gift

Philodox have a stronger relationship with the elementals of the earth than do other werewolves, for just as the earth upholds those upon it, the Philodox uphold their people’s ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. Earth elementals teach this gift.

System: The Garou spends on Gnosis point. The wall’s dimensions are three yards high, two yards long and one yard thick. It has a soak pool of 10 dice, and 15 health levels must be inflicted to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou.

Source: Core book revised / 20th Anniversary Edition