Werewolf the Apocalypse information source


Call to Duty / Spectral Authority

Rank 2 Philodox Gift / Rank 2 Silent Strider (Camp: Wayfarers) Gift / Rank 2 White Howler Gift
The White Howler Version is called Spectral Authority

Any spirit the Philodox knows by name is a potential servitor. With this Gift, the werewolf can summon and command any spirit she knows by name. Only one command is possible at a time, and the spirit departs after fulfilling the one request. An Incarna avatar teaches this Gift.

System: Obviously, the Philodox must learn the spirit’s name, which usually requires personal acquaintance or use of the Gift: Name the Spirit. The Player rolls Charisma + Leadership (difficulty of the spirit’s Willpower). If the player spends two Gnosis points, the werewolf can summon all Gaian spirits within one mile to protect or assist her, even if she does not know their names.

Source: Core book revised / Tribebook: Silent Striders (revised) / White Howler Tribebook

Command Spirit

Rank 2 Theurge Gift

The Theurge can give simple commands to encountered spirits and expect a measure of compliance. This Gift does not grant the ability to summon spirits. It enables the user only to coerce them to obey. Any Incarna avatar can teach this Gift.

System: The player must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit’s Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garous cannot command spirits to leave areas to which they have been bound. Doing so requires the Level Three Theurge Gift Exorcism.

Source: Core book revised.


Rank 3 Theurge Gift

This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift.

System: The Garou must concentrate uninterrupted for three turns. If a spirit does not wish to leave, the player must make a Manipulation + Intimidation roll (difficulty of the spirit’s Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her live during the exorcism.

Source: Core book revised.

Bare the Heart

Rank 4 Uktena Gift

Camp: Earth Guides

This Gift utilizes the Uktena’s noted penchant for delving into the deepest secrets. The Earth Guides use this Gift to examine Bane Tenders for signs of Wyrm-taint. Using the clear sight granted him by this Gift, an Uktena can look beyond outward manifestations, internal manipulations and even magical disguises that might mask Wyrm-taint, corruption or evil intent and pierce straight to the heart of the truth. Thus, the Garou might note that an otherwise normal-looking person is really a fomor or a Black Spiral Dancer by use of this Gift. Garou using the Gift could also determine that someone is disguised (via cosmetic means or magical change), but only if that person has evil intent (i.e., intends to commit some evil — as defined by the Garou’s concept of evil — while so disguised. Thus, if a bank-robbery was in the offing, the Garou might not see through the mask unless he cares about that bank, but he would unmask someone intending to clear-cut a virgin forest.) This Gift is taught by an Incarna avatar.

System: The Garou using this Gift must spend at least one turn intently observing the person he wishes to examine. While doing so, he attunes himself to the person’s innermost core, the truth of the heart, and spends two points of Gnosis. The player then rolls Perception + Empathy (difficulty 6). Even one success uncovers a falsehood if any exists and the nature of the mask (cosmetic, magical, etc.). Two successes pinpoint how deeply the taint runs and the exact nature of the hidden heart (i.e., if the target is Wyrm-corrupted, a Bane, a vampire, etc.), while three or more successes allows the Garou to discover such a creature’s immediate intent (i.e., what its plans are for the remainder of the scene.

Source: Uktena Tribebook

Curse of Corruption

Rank 4 Uktena Gift
(Note: there is also a different Shadow Lord gift with the same name)

This Gift allows a Bane Tender to take part of the taint from the Bane he is guarding and infuse the one cursed with it. This takes the form of some physical loss or mental instability that makes functioning much more difficult; it may wither limbs, inflict the target with a permanent nausea, make her bones brittle and likely to shatter or cause paralysis. It can also cause unstable personality quirks (foolish risk-taking, being insulting to those of greater rank, refusing to obey orders or cooperate with one’s pack, complete unreasoning cowardice) or reduce the target to idiocy. Effects last for one full lunar cycle (i.e., one month) from the time the curse is inflicted. This Gift is taught by an Incarna avatar.

System: The Garou must choose to afflict her target either mentally or physically. She then spends two points of Gnosis and rolls Manipulation + Intimidation (versus a difficulty equal to her target’s Gnosis). One success inflicts a minor effect or one that only functions sporadically, while more successes cause more serious afflictions or ones that constantly affect the target throughout the length of the curse. Storytellers should be creative, but fair when assigning curses.

Source: Uktena Tribebook

Strength of Will

Rank 5 Ahroun Gift

The Ahroun with this Gift could lead his pack to the gates of Hell itself if that were what it took. A wolf-spirit or an Incarna avatar teaches this Gift.

System: The Garou’s player spends a point of Willpower and rolls Charisma + Leadership (difficulty 8). Each success grants all the Garou’s allies within 100 feet an extra point of Willpower. These extra points last for the rest of the scene, and they can be spent as usual. This Gift can even raise an ally’s Willpower above its maximum or even above 10. This Gift may be used only once per scene.

Source: Core book revised.


Rank 5 Philodox Gift

This Gift places its target under a geas, a sacred oath to obey the Philodox’s bidding. The geas cannot make the targets act contrary to their basic instincts (such as self-preservation). Therefore, she could send a group on a quest, but she could not make its members attack and try to kill each other — unless they were psychotics or werewolves without pack bonds. An Incarna avatar teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target’s Willpower). In the case of a group, the difficulty is the highest Willpower among its members. The geas’ compulsion lasts until the task is completed or until the target is dropped to the Incapacitated health level in pursuit of the quest. No victim can labor under more than one geas at a time; the first one laid always takes precedence.

Source: Core book revised.

Release from Bondage / Break the Bonds

Rank 6 Philodox Gift / Rank 6 Galliard Gift
Called Break the Bonds in the 20th Anniversary Edition

There are many ways to mystically blend the will of another. This Gift shatters all such bonds, from the blood domination of a vampire to a mage’s mind control or a Half Moon’s geas. Those who know this Gift may use it on any being, including themselves. This Gift is only granted by an Incarna or equally powerful spirit, usually as a reward for some great service.

System: The Garou is automatically immune to any supernatural coercion save from any being more powerful than an Incarna. The Gifted one may break another’s mystic compulsion by touching her, spending a Gnosis point and rolling Manipulation + Leadership (difficulty 11 – the target’s Willpower).

Source: Book of Auspices / 20th Anniversary Edition


Rank 6 Ragabash Gift

This powerful Gift allows a Ragabash to pull the ultimate stunt, stealing a supernatural power and turning it into a Gift. Moreover, the Gift can be taught to others, as if the New Moon was a spirit teacher. The difficult part is that the Ragabash has to endure having the power used on her first, but after that, she makes it her own to teach, but alas, not to use herself. A powerful spirit, such as the avatar of a trickster Incarna, teaches this Gift.

System: Survival, smarts and sacrifice are key to acquiring this Gift, though no specific dice rolls are needed. First, the Ragabash must suffer through the effects of the power (such as vampiric Discipline, or a mage’s rote) being successfully used on her. Then, she can take her experiences, work with the appropriate spirit and turn the power into a Gift she can teach to others. The Ragabash cannot herself use the Gift, and moreover, she now has a vulnerability to its effects. The next time she encounters another supernatural using the power, the enemy is at one difficulty less to use it on the New Moon (the power more easily affects the Ragabash). Any supernatural power acn be co-opted in this way, including Wyrm-tainted powers. In this way, the werewolves can turn the might of the Wyrm back on itself. Because of the sacrifice involved, the New Moon usually gains considerable Renown for not only “stealing” the knowledge of the supernatural power, but also teaching it to others. Storytellers should feel free to be creative and innovative in bringing powers from other games (Such as Vampire and Mage) into the Werewolf universe. The Storyteller determines the level of any Gift gained in this manner, as appropriate.

Source: Book of Auspices