Werewolf the Apocalypse information source

spiritowl

Watchful Eyes

Rank 1 Black Furies Gift

Since time immemorial, the Black Furies have been able to determine the location of those that break the laws of Gaia. Such beings (human, Garou, or spirit) are not always Wyrm- or Weaver-tainted; as in the classic example, Orestes was not under the influence of any supernatural being when he killed his mother Clytemnestra, but he did break Gaia’s laws by doing so. This gift has been the Furies’ tool for such a hunt; with a few moments’ concentration, the Black Fury who uses Watchful Eyes can roughly determine the distance and direction to the nearest such criminal. This Gift is taught by an Owl-spirit.

System: The player spends 1 Gnosis an rolls Perception + Investigation (difficulty 6). Success indicates the distance and direction to the nearest violator of Gaia’s laws (as interpreted by the Storyteller). Note that this Gift does not identify the lawbreaker, an it is somewhat vague: i has a margin of error of roughly 10% of the distance between the Garou and her quarry (that is, if the nearest violator is ten blocks away, the Gift will point out a one-block area). A botch causes this Gift to wrongly identify a potential target.

Source: Tribebook: Black Furies (revised)


Safe Haven

Rank 1 Get of Fenris Gift

Few Garou are as territorial as the Get of Fenris. This Gift enables a Fenrir to keep a close supernatural watch on his territory, becoming instantly aware of any trespassers marked by the Wyrm. Owl-spirits teach this Gift.

System: The player must spend one Gnosis to establish this early warning system, and one Gnosis per day to maintain it. Whenever a Wyrm-tainted person or creature crosses into the Fenrir’s territory, if the werewolf is at home or within a mile, the player may roll Perception + Occult (difficulty 7) to detect the intrusion. The more successes, the more accurately the werewolf pinpoints the intruder’s location. Note that this Gift may be used to protect only that territory that the Fenrir can rightfully call his own; this Gift cannot, for instance, protect a shared caern unless used by the caern Warder (who can be considered to “own” the territory for the purpose of this Gift).

Source: Tribebook: Get of Fenris (Revised)


Visions of Dust / Death Sight

Rank 1 Silent Strider Gift / Rank 1 White Howler Gift
The White Howler version is called Death Sight

The werewolf’s eyes become cloudy and pale as she attunes her vision to the ashen landscape of the Underworld. An owl-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Perception + Occult (difficulty 7). For the rest of the scene, the character can see (and hear) ghosts and detect haunted areas with another Perception + Occult roll (difficulty corresponds to the severity of the haunting). This Gift bestows no power to touch or communicate with the dead, however — that usually requires the use of the Descent into the Underworld rite (see p. 213). A botch causes the Garou’s eyes to shine as beacons in the underworld, drawing the notice of broken, vengeful shades.

Source: 20th Anniversary Edition


Silence

Rank 1 Silent Strider Gift

The Garou can muffle any sound she makes, the better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift.

System: The player rolls Dexterity + Stealth. Each success adds one to others’ difficulty to hear the Garou for one scene.

Source: Core book revised.


Spirit Snare

Rank 1 Theurge Gift

The Theurge casts out an invisible, mystic net which entangles hostile spirits, confounding them with a mixture of magical force and long-broken but still potent Gaian law. An owl-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty 8) as an attack directed at a spirit within 30 feet, which can be defended against normally. Rather than inflicting damage, this attack reduces the spirit’s effective Willpower by two for the purpose of all combat actions for the rest of the scene. Multiple applications of this Gift don’t stack.

Source: 20th Anniversary Edition


Sense Chiminage

Rank 1 Theurge Gift

Theurges have ways of knowing all manner of secret things other Garou would wish stayed hidden; with this Gift, they can learn where the balance of chiminage lies with any spiritually aware being with a glance. The Gift reveals if the target has paid all proper obligations to the spirits, if he has ignored a debt or engaged in blasphemy against his totem or other spiritual patrons. An owl-spirit teaches this Gift.

System: A Perception + Subterfuge roll (difficulty 7) reveals the target’s state of debt in the spirit worlds; with three or more successes, the Theuge may learn the name of the one spirit the target most recently egregiously wronged, if such a being exists.

Source: Book of Auspices


Spirit of the Bird / Dark Aerie

Rank 2 Uktena Gift / Rank 3 Shadow Lord (Camp: Children of Crow) Gift

Few enemies would expect a werewolf to attack from above, which is precisely why the Uktena developed the means to do so. The Garou may hover, fly or float. Any bird spirit can teach this Gift.

System: The player spends one Gnosis point. The Garou can fly at 20 mph and hover as she desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour.

In the Shadowlord version of this Gift, the servant of Crow is enveloped by shadows as he escapes.

Source: Core book revised.


Coup de Grace

Rank 3 Black Furies Gift / Rank 3 Get of Fenris Gift (Camp: Valkyria of Freya)

The Garou studies her foe, looking for the best place to strike. In doing so, she sets herself up to land this devastating attack. An owl-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Perception + Brawl (difficulty of the target’s Stamina + Dodge). If successful, the player doubles her damage dice on the Garou’s next successful attack.

Source: Core book revised 20th Anniversary Edition


Winged Delivery

Rank 3 Black Furies

Camp: Sisterhood

While the Sisterhood has a large network of Kinfolk, contacts, smugglers and informants available, at times the most effective means to move an item is to give it to a friendly spirit and have that spriit make the delivery. Using this Gift and some concentration, the character pushes a small item into the Umbra and gives it to an Owl Jaggling, which will deliver the item to a well identified person or location as rapidly as it can travel.

Garou who abuse this Gift to send dangerous items or active weapons (like grenades) into the Umbra – thereby jeopardizing the owl-spirit’s existance – find that the retribution of the spirit world is swift and harsh. This Gift is obviously taught by owl-spirits.

System:  Spend one Gnosis and roll Charisma + Empathy (difficulty the local Gauntlet). On a success, the item enters the Owl Jaggling’s talons in the Umbra, and the Jaggling will deliver it to a clearly defined recipient. A human or Garou recipient must be named and described; a location need only be described, with directions given. The Owl Jaggling travels at roughly 100 miles per hour through the spirit world, and will deposit the item in the immediate vicinity of the target unless the target is somehow protected against the spirit world or prevailing Gauntlet exceeds 7. If either of those conditions prevent delivery, the spirit returns to the Garou at full speed and returns the item without comment.

Source: Tribebook: Black Furies (Revised)


Mental Speech

Rank 3 Metis Gift / Rank 3 Philodox Gift

This Gift grants metnal communication, even over vast distances. The user must either knownthe target personally (although he does not have to be friends with tat person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night.

System: The player rolls Charisma + Empathy (difficulty 8) and expends a Willpower point; the effects last for a scene. His character may hold a mental conversation with a target at a maximum distance of 10 miles per success. It does not allow mind reading, but the werewolf may use social Abilities, such as Intimidation.

Source: Core book revised / 20th Anniversary Edition


The Usual Suspects

Rank 3 Ragabash Gift

The wary Ragabash often wants to keep tabs on others, whether to know the location of a wandering cub or trail a suspicious government agent. The Usual Suspects allows the user to know the general whereabouts of several subjects at any time. Owl-spirits or urban spirits of Wisdom teach this Gift.

System: The Ragabash can keep tabs on a number of individuals equal to her Gnosis rating. To choose a target, the New Moon must either have an unobstructed view or have a strong scent trail of the target and make a Gnosis roll (difficulty 7). Thereafter, by spending a Gnosis point and concentrating for three turns (the player rolls Perception + Enigmas, difficulty 8 for physical beings or Gnosis rating for spirits) the Ragabash can sense the general location of the target. Successes increase accuracy; one success would give “Southwest, a mile or two away,” while give would allow “South-southwest, 1.3 miles, on the porch of his house.” If the Garou already has a maximum number of targets saved, she muse “lose” one before acquiring another.

Source: Book of Auspices


Death Track

Rank 3 Silent Strider Gift

Sometimes someone’s journey ends too soon, such as a man dying before he can tell the Silent Strider important information. Silent Striders with this Gift do not let the end of someone else’s journey be the end of theirs. As long as the Silent Strider can find the body, they can then follow the trails of the spirit until they find the ghost. A servant of Owl teaches this Gift.

System: The Silent Strider stands over the body of the dead. Then, the player spends one point of Gnosis and rolls Perception + Occult, difficulty 7. One success is needed to smell the direction of the ghost from the body. Every day the search continues, another Perception + Occult roll must be made, with one additional success required for each day spent searching. The Storyteller determines how far away the ghost is.

Source: Players’ Guide to Garou (revised)


Mark of the Death-Wolf

Rank 3 Silent Strider Gift

The Silent Strider uses his claws to gouge an eerie sigil into a nearby surface, which fascinates and attracts the unquiet dead. An owl-spirit teaches this Gift.

System: The player spends one Gnosis point upon making the mark, which takes a full turn, and then rolls Wits + Occult (difficulty 7). The mark retains its mystic potency for one week per success, leaving the area around it badly haunted if there are any ghosts in the area at all. Destroying the mark can end this Gift’s effects prematurely.

Source: 20th Anniversary Edition


Umbral Sight

Rank 3 Theurge Gift / Rank 3 Uktena Gift

Although all Garou can Peek from the Penumbra into the Realm, the Theurge is capable of shifting his sight into the Penumbra from the physical world. This Gift is taught by an owl-spirit.

System: The player spends a Gnosis point and rolls Perception + Alertness (difficulty of the area’s Gauntlet). In all other ways, this Gift works exactly like Peeking. The ability lasts for the rest of the scene or until the character moves to an area with a higher Gauntlet. Note that while focused on the Umbra, the character cannot see in the physical realm.

Source: Player’s Guide Second Edition


Black Mark

Rank 4 Silent Strider Gift

The Strider’s claws darken with the leaden sheen of the Dark Umbra, marking her foes fit for the attentions of the restless dead. An owl-spirit teaches this Gift.

System: The player may spend a point of Gnosis when the strider successfully strikes an opponent with her claws, but before rolling damage. The target becomes haunted for one day per level of damage inflicted, as with Mark of the Death-Wolf.

Source: 20th Anniversary Edition


Prophecy

Rank 4 Theurge Gift

This Gift offers the Theurge true insight into the future. Such visions are sporadic and sometimes enigmatic, but unless a specific effort is made to change what is ahead, they are always accurate. An owl-spirit teaches this Gift.

System: This Gift is as much a story element as a power; the player should check with his Storyteller before buying it for a character. Regardless of whether it is possessed by a player character or not, visions come only at the Storyteller’s whim and contain whatever information he desires. The Storyteller should obviously avoid depicting player characters’ futures in such visions, to avoid turning them into a set piece.

Source: Book of Auspices


Reach the Umbra

Rank 5 Silent Strider Gift

The Garou may step into and out of the Umbra at will, without need of a reflective surface or even any effort at all. An owl-spirit teaches this Gift.

System: The Garou may step sideways instantly, at any time, with no fear of being “caught.” No roll is necessary. In addition, all rolls made to enter or leave Umbral Realms receive a -2 difficulty bonus. She may not, however, spend Rage in the same turn that she steps sideways.

Source: Core book revised.


Eyes of Ignorance

Rank 5 Stargazer Gift

Camp: Sacred Thread

The ksatriya using this Gift can look into another’s eyes and, for a period of time, literally strip them of their knowledge, leaving them ignorant and empty of ability. This Gift can be taught by an owl-spirit.

System: The player spends a Gnosis point and rolls Gnosis (difficulty is the target’s Willpower). Successes on the roll allows the Garou to intrinsically “know” the target’s Knowledge (and the accompanying dots in each Knowledge). Also, for each success, the ksatriya may subtract two dots from the target’s Knowledge traits. This Gift lasts for one day, at which point the ksatriya loses the gained Knowledge points and the target regains the ones “lost.”

Source: Stargazers Tribebook (revised)


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