Werewolf the Apocalypse information source


Turtle Body

Rank 1 Croatan Gift

The Garou can call upon one of the powers of Turtle and greatly slow his metabolism. He must remain inactive, but can exist without breathing for hours at a time. In addition, uncontrolled bleeding halts. Extremes of heat or cold can be ignored. Ingested or injected poisons slow their passage through the body, and do not take full effect for hours, allowing someone to fetch an antidote before that time. This Gift is taught by a turtle-spirit.

System: The player must spend a Gnosis point and make a Gnosis roll, difficulty 6, to enter the torpor-like trance. The trance lasts for one hour per success, although the Garou may choose to awaken early after a given amount of time has passed.

Source: Past Lives

Turtle Shell

Rank 2 Croatan Gift

By calling upon Turtle, the Croatan can seal himself in a mystic protective shield that resembles a turtle’s shell. The shell is opaque from the outside, but those on the inside can see through it. The werewolf can opt to bring others into the shell with him, if his power is sufficient. This Gift is taught by a turtle-spirit.

System: The player spends one Gnosis point and rolls Stamina + Survival, difficulty 7. Each success gives the shell two soak dice and two effective health levels; the radius enclosed in the protective “bubble” is two yards per success. A Crinos form werewolf requires about a two yard radius, so with two successes two werewolves in Crinos form (or three humans or Homid-form Garou, or so on, at the Storyteller’s discretion) could be protected.

The shell lasts for one scene or until broken, either by the Croatan’s will or by taking damage — whichever comes first. When dismissed or broken the shell shatters into pieces that then dissolve like so much mist.

Source: Wendigo Tribebook


Rank 3 Metis Gift / Rank 3 Croatan Gift

Consider the state of a metis cub. He is outcast from birth, knows this from the moment he can talk, and is trapped within a body that reacts powerfully to his slightest emotional twinge. Once you appreciate this state, it becomes easy to understand how this Gift was first learned. Shell places an emotional and instinctual barrier around the metis. A turtle-spirit teaches this Gift.

System: While active, the metis cannot use Rage nor achieve any successes on Rage rolls, nor will mind-altering Gifts or magic affect him. However, he can also not attempt any rolls using Empathy or Primal-Urge, and suffers a -1 penalty on all initiative rolls.

Updated System from 20th Anniversary Edition: The player rolls Willpower (difficulty of the character’s own Rage). Success insulates the metis for a scene behind a mystical and psychological barrier, immunizing him against mind-altering magic of all kinds for the rest of the scene. However, he cannot gain any successes on Empathy, Primal-Urge or Rage rolls, nor can he spend Rage points.

Source: Players’ Guide to Garou (revised) / 20th Anniversary Edition

Parting the Velvet Curtain

Rank 3 Theurge Gift / Rank 3 Children of Gaia Gift

The Garou with this Gift may open the Gauntlet, physically transporting creatures other than shapeshifters into the Umbra. This Gift is taught by a turtle-spirit.

System: The Garou must touch the creature to be affected; the player spends a Gnosis point and rolls Gnosis against a difficulty equal to the local Gauntlet plus one per creature affected. Kinfolk or other shapeshifters do not add to the difficulty as do other creatures. If the roll is successful, the Gift user automatically steps sideways along with his passengers.

A maximum of eight other creatures may be transported in this fashion. While in the Umbra, the affected creatures are bound to the Garou with silk threads. They will always remain by the Garou’s side and must leave the Umbra when the Garou does. However, the Garou may sever a thread and send a creature back to its starting point by spending a Willpower point.

If the affected creature wants to resist either the initial transition or the return to the physical world, she may make a resisted Willpower roll against the Gift-wielder (difficulty 6 for both rolls).

Source: Umbra

Family Debt

Rank 5 Glass Walker Gift

Camp: Central House / Wise Guys

Only Dons of the Central House may learn this Gift, for they are the caretakers of the tribal debt and favors pool.

The Garou can call upon the past lives of other Garou to return a favor owed to the Glass Walker tribe, even if the debt was made centuries ago. Using this Gift will cause another Garou with the Past Life Background to become possessed by the ancestor whom the Glass Walker summons. The living Garou must be of the same tribe as the ancestor who is called (a Glass Walker cannot make a Bone Gnawer summon a Silver Fang ancestor). The Gift is taught by any long-lived spirit, such as a turtle or an elephant, and the Glass Walker often have such spirits witness any business transactions they make with other Garou.

System: The Garou spends one Willpower point and rolls Gnosis against a difficulty of 10 minus the target’s Past Life Background rating. If there is no Garou with Past Life present, this Gift will not work; it requires a Garou with deep connections to her ancestors to act as a conduit. If successful, the desired ancestor is summoned and possesses the target. This ancestor will then perform a duty to make up for a favor the Glass Walkers did for him in his lifetime.

The Central House keeps vast records of every debt owed the tribe. It usually requires a committee vote to summon one of their debtors and thus use up the favor owed. However, Dons who learn this Gift are considered to have the power to use it whenever desired, although Dons who abuse it may wind up being voted off the board, so to speak.

The player should be allowed to create the original debt condition and the debtor. “Grom Wyrmfoe of the Silver Fangs owes the Glass Walkers big, because they helped him root out vampires in Moscow in in the late 1600s. Well, my character feels it’s about time he repaid the favor by helping me kill that damn Gangrel.” The Storyteller, however, is the ultimate arbiter of this Gift. It should be used to enhance a story, never to simply power game. If the Storyteller feels the player is asking a greater favor than what was originally given to the ancestor, he is free to have the ancestor deny the call.

Glass Walker characters should also realize that most Garou do not like being puppets for their Past Lives simply at the whim of some damn city Urrah. They will usually try to get revenge at some later date — to do so immediately is to insult the ancestor.

Source: Glass Walker Tribebook