Werewolf the Apocalypse information source


Umbral Tether

Rank 1 Theurge Gift

Although most Theurges would never admit it, even they can become lost in the spirit world from time to time. This Gift allows the werewolf to spin a spiritual line, resembling spider silk, behind her as she explores the Umbra. Only the Garou using the Gift can see the trail, thus increasing the Theurge’s reputation as master of the spirit world. A spider-spirit teaches this Gift.

System: The player does not need to roll to create the trail, but must spend one Gnosis point for every hour of Umbral travel to maintain it. At every dawn, the player must spend an additional Gnosis point to maintain the trail in the physical world. Although only the werewolf using this Gift can see her trail, some Gaffling pests occasionally sever or alter the trail without knowing it.

Source: Player’s Guide Second Edition (where it was rank 2); 20th Anniversary Edition.

Spider’s Song

Rank 2 Ragabash Gift

The Ragabash can steal messages from the Weaver’s web, plucking them from the air or eavesdropping as they race through telephone lines. The Ragabash must be aware that a conversation is happening to listen in on it (though she doesn’t have to know who’s on the other end of the line). For conversations across land lines, the Ragabash must place her ear against a telephone pole or cord; to listen in on cell phone discussions (or even to intercept text messages) she need only be able to see one of the phones being used. Spider- and raven-spirits teach this Gift.

System: The player spends a Gnosis point. She listens in on the conversation (or receives mental translations of text messages) for as long as she keeps her ear to the line or keeps the cell phone user in sight.

Source: 20th Anniversary Edition

Battle Mandala

Rank 2 Theurge Gift

A mystical sigil burns itself into the ground around the Theurge, visible only to those with Gnosis ratings. This circle drains the Essence from spirits caught within its web. A spider- or antlion-spirit teaches this Gift.

System: The player spends one Gnosis and rolls Intelligence + Occult (difficulty 7). The battle mandala encompasses a radius of (50 x number of successes) feet (or 15 meters per success) around the Garou; spirits (other than the Garou’s pack totem) within the mandala lose one Essence per turn. The mandala dissipates at the end of the scene or when the werewolf steps outside of its bounds, whichever comes first.

Source: 20th Anniversary Edition

Venom Blood

Rank 3 Get of Fenris Gift

The Garou may change her blood into a black, acidic bile that poisons anyone unlucky enough to come into contact with it. A snake- or spider-spirit teaches this Gift.

System: The player spends on Rage point and rolls Stamina + Medicine (difficulty 7). Anyone coming into contact with the Garou’s blood for the duration of the scene takes one die of aggravated damage per success on the first roll.

Source: Core book revised.

Rattler’s Bite

Rank 4 Metis Gift

The metis’s eyeteeth lengthen, and she can inject a deadly poison with her bite. Some elder Garou look down upon this Gift as a deformity. Spider- and snake-spirits teach this Gift.

System: The player spends a Rage point when attempting to bite an opponent. If the bite is successful, any remaining damage after soak is doubled. If the attack fails or causes no damage, the Rage point is lost.

Source: 20th Anniversary Edition

Wither Limb

Rank 4 Metis Gift

With a snarl and an angry gaze, the werewolf forces a target’s arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent. Snake-spirits, spider-spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift.

System: The player spends a Gnosis point and rolls Willpower (difficulty of the victim’s Stamina + 4). The victim adds two to the difficulties of all Dexterity rolls. If his leg is affected, he can move at only half of his normal speed.

Source: Core book revised.

Umbral Dodge

Rank 4 Ragabash Gift

The Ragabash finds that the best way to deal with an enemy is to send him far away — perhaps to a place where he’ll learn the folly of his ways. She may tear open a hole in the Gauntlet while dodging an enemy’s attack, sending them to the land of spirits. A trapdoor spider-spirit teaches this Gift.

System: When attempting to dodge a close-range attack, the player spends one Gnosis point and increases the difficulty of the dodge by one, or to the rating of the local Gauntlet, whichever is higher. If the dodge succeeds in avoiding the attack completely, the attacker is dropped into the Penumbra (or into the physical world if this Gift is used in the Penumbra).

Source: 20th Anniversary Edition


Rank 4 Shadow Lord Gift / Rank 4 Uktena Gift

The werewolf dominates a talen-bound spirit, spinning webs of metaphysical authority to forcibly lengthen its service to her. Some consider this Gift disrespectful, but the Shadow Lords find it ridiculous to discard a weapon that might serve Gaia, just for the sake of politeness. This Gift is taught by a spider-spirit.

System: Upon using a talen, the player may reflexively spend one Gnosis point to keep the spirit bound within from departing. This Gift is ineffective on talens which are destroyed as an inherent aspect of their use (such as the nightshade talen, which must be drunk to activate its powers), but preserves talens whose destruction is a metaphysical result of their use (such as moon glow and Wyrm scales).

Source: 20th Anniversary Edition

Crescent Moon Fata

Rank 4 Silver Fang Gift

Camp: Moon Lodge (Waning Cycle)

This Gift allows a Garou to perceive the very threads of fate and destiny that direct the world. By studying a person or object, she can learn a little about its past, or its possible future. To learn this Gift, the werewolf must find a spider or firefly Jaggling of Moria, one of Luna’s Incarna, and challenge it to a contest of gamecraft. Should the Garou win, the Jaggling opens her eye to the play of fate upon the world. Thus, she makes the spiritual awareness of the Crescent Moon part of herself.

System: To win the gamecraft contest, the player rolls Wits + Enigmas (difficulty 9, 7 if the character is a Theurge). Should the roll be botched, the Jaggling takes umbrage at the character’s clumsy mind and takes three temporary Gnosis from the character as payment for its wasted time.

To activate the Gift, the player makes a Perception + Empathy roll (difficulty 5, 4 if the character is a Theurge). The character sees one thread of fate per success. The player may choose to spend multiple threads on one target, or to spread them amongst several. Each thread allows a single glimpse into the future or past. Multiple threads allocated int he same direction on the same target will allow the character to see further into the past or future. The Storyteller determines exactly what she sees, but should be both inventive and somewhat cryptic in the description. The workings of fate are strange and not easily understood by even the most aware of Theurges. However, it is much easier to see the past than the future. As a rule of thumb, each success will add hours into the past or minutes into the future.

Source: Tribebook: Silver Fangs (revised)