Werewolf the Apocalypse information source


Shell Game

Rank 2 Croatan Gift

Croatan Kinfolk nations used to use all sorts of things as mediums of exchange; colorful seashells were the most popular. With this Gift, a Garou can transform a shell into another method of exchange: dollars, coins, English pounds, Japanese yen, whatever. This Gift is taught by a trickster-spirit.

System: The player must spend a Gnosis point and make a Manipulation + Barter (modern games can use Streetwise instead) roll, difficulty 7. The number of successes determines the value of the resulting money. Using the dollar as an example, one success might create a five dollar bill, three successes a handful of twenties, and five successes could conjure up $1000 in hundreds. The shell cannot be changed into precious metal (gold or silver), or gems/jewelry, only an exact facsimile of actual money (including traveler’s checks and money orders). Once this gift wears off (and it so in an hour’s time), the money turns back into a pretty shell.

Source: Croatan Song

Trickster Beacon

Rank 2 Ragabash Gift

Known as the “Kick Me Gift” by particularly irreverent New Moons, this places a spiritual beacon on the unwitting target, attracting the local troublemaking spirits. While potentially lethal pranks are off limits, anything else is fair game: items are moved or lost temporarily, the target is surrounded by jeering spirits in the Umbra or momentarily loses his way in familiar territory. The beacon cannot be removed or hidden (and the target can never see it although all spirits and perceptive Garou can), but an eloquent and lucky victim may be able to “buy off” the spirits with the appropriate chiminage. This Gift is taught by any trickster spirit.

System: The Ragabash expends a point of Gnosis and touches the target (a pat on the back or handshake do as well as a punch). The player rolls Wits + Enigmas (difficulty is the target’s Rank +2; difficulty 5 for non-shapeshifters). The Gift effects last for one day per success. A botch marks the Ragabash instead (the unfortunate must roll against himself to determine how long the plague of spirits lasts, and a botch on the second roll means a full lunar month). Even spirits agree there is such a thing as carrying a prank too far. A Ragabash who uses this Gift more than once per lunar month or against a given individual more than once per season risks becoming the target of the spirits’ attention (subtract one success form the die roll for each consecutive use of the Gift.

Source: Book of Auspices.

Loki’s Touch

Rank 3 Get of Fenris Ragabash Gift

This Gift is rare among the Get of Fenris, but the Rotagar often find it necessary to cool the rages of their comrades. With just a touch, the Garou may cause a target to go into uncontrollable fits of laughter or simply to have a better sense of humor. This Gift is taught by any Trickster spirit (most often Ratatosk, the Squirrel).

System: The Garou must touch an opponent and roll Manipulation + Empathy (difficulty equal to the Rage plus the Rank fo the target; maximum difficulty of 10). The fits of laughter will last for one round per success, during which time the target may not take any offensive action, although he may defend himself if attacked.

Source: Get of Fenris Tribebook

Fog of War

Rank 4 Fianna Gift / Rank 4 Ragabash Gift / Rank 4 Galliard Gift

No matter how disciplined the army and ordered the plan, a battlefield is chaos. Smoke, noise, hidden enemies and fear can all lead to disorganization. Even in the modern age, mistaken identity leads to “friendly fire” casualties. This Gift exacerbates this problem to often devastating effect. A commander might not see advancing foes, or see foes that aren’t there; a team may fire upon allies, or mistake a command to “advance” for a call to “retreat.” This Gift is taught by a raven- or other trickster-spirit.

System: The Garou sings, howls or plays an eerie song (bagpipes are popular), spends a Gnosis point and rolls Manipulation + Performance (difficulty 8). If successful, foes in hearing range must make a standard Perception roll every turn to be fully aware of what’s happening around them. They lose one success on this roll for every success rolled by the player; if the end result is negative successes, it counts as a botch. Zero successes on a perception indicates confusion, while on a botch the character critically misinterprets what she sees. The Gift lasts as long as the song or howl continues, but the singer must concentrate on the song (and thus cannot engage in combat or other strenuous activity).

Source: Fianna Tribebook (revised)


Rank 5 Metis Gift

The metis struggles his whole life to find a place, a purpose and a sense of stability in his horrifying existence. With this Gift, he can force others to face their inner demons, including insanity and madness. The nature of the derangement varies among individuals, but it will always be sever, making it impossible for the victim to function normally. Lunes, along with spirits of trickery and madness teach this Gift.

System: The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim’s Willpower). The insanity lasts a number of days equal to the successes rolled on the attempt. During this time, the metis can increase or decrease the effects of the madness, granting the victim lucidity and then driving him into psychosis. Even after the Gift has ended, the repercussions from the bout with madness often haunt the target for the rest of his life.

Source: Core book revised.