Werewolf the Apocalypse information source

spiritunicorn

Brother’s Scent

Rank 1 Children of Gaia Gift

Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child’s presence simply overlook her. A servant of Unicorn teaches this Gift.

System: The player spends a Gnosis point and rolls Appearance + Empathy (difficulty 6). All individuals not specifically on guard against intruders overlook any incongruity in the Garou’s appearance — for example, a naked man covered in blood and carrying a grand klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood. The Garou isn’t invisible, he simply doesn’t stand out when he otherwise should, and his appearance is considered unremarkable even when he’s interacted with. If the werewolf’s actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift’s illusion is immediately broken. Those specifically on the lookout for individuals who don’t belong (security guards at a private facility, for example) don’t succumb to this Gift unless their Willpower is lower than the Garou’s successes on the activation roll.

Source: 20th Anniversary Edition


Water-Conning

Rank 1 Children of Gaia Gift

The Child may purify water by dipping her hand or bowing her forehead to the surface. An avatar of Unicorn teaches this Gift as a sign of his favor.

System: 

The Garou touches the surface and rolls Perception + Primal-Urge. Water that is poisoned by animal dung or parasites has a 5 difficulty. The difficulty is 7 for chemical waste and 9 for Wyrm taint. Each success purifies enough water for one person for one day.

Source: Tribebook: Children of Gaia (Revised)


Mother’s Touch

Rank 1 Theurge Gift / Rank 1 Children of Gaia Gift / Rank 1 Black Furies Gift / Rank 1 Glass Walker Gift, Camp: Wise Guys / Rank 1 Bunyip Gift

Camp: Order of Our Merciful Mother (Black Furies)

The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.

System: The player spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.

(Glass Walker): Wise Guys using this Gift often recite Luke 17:19 when using it. “And he said unto him, Arise, go thy way: thy faith hath made thee whole.”

Source: Core book revised / 20th Anniversary Edition / Glass Walker Tribebook


Truest Sacrament

Rank 2 Black Furies Gift

Camp: Order of Our Merciful Mother

The Order of Our Merciful Mother frequently leavens Christian ceremony with Gaian supplication, to better aid their flocks. Truest Sacrament enables them to do so without rousing the suspicion of the faithful; humans with faith in Christianity see Gaian ritual as innocuous and even appropriate, after this Gift’s application. In so doing, the Furies are better able to free the most dogmatic and close-minded followers of patriarchal faiths to accept a broader spiritual mindset. This Gift takes advantage of humans’ ability to rewrite their memories of an event to suit their preconceptions in the same way that the Delerium does. This Gift is taught by a Unicorn-spirit.

System:  Truest Sacrament can be used either before or after a Gaian ritual begins. Used before a ritual, the character must make a Charisma + Subterfuge roll, with a target equal to the highest Willpower of the surrounding crowd; she will need to achieve one success for every seven onlookers. Should the Fury succeed, the next Gaian ritual she participates in will seem innocuous and appropriate to the crowd on hand. If Truest Sacrament is used during or after a ritual – if one or more humans happen upon a group of Garou during a rite – the same dice pool as above is used, but the character must also spend one point of Gnosis.

Note that Truest Sacrament will not cover up truley egregious or spectacular violations of the Veil – spattering blood, spirit fireworks, and so on, will be remembered and probably not thought of as harmless or normal. But if the rite is simpler, or the more hallucinatory effects can somehow be concealed from witnesses, the Furies may get away with it.

The salutatory effects of this Gift on the psyches of the most reactionary and closed-minded humans should be roleplayed out over time; there is no explicit game effect.

Source: Tribebook: Black Furies (Revised)


Spellbinding Oration

Rank 2 Children of Gaia Gift

Similar to Persuasion (level one Homid), this Gift allows a Child of Gaia to be persuasive when dealing with others. The Garou’s statements will take on an air of extra meaning and credibility. Those hearing him are likely to agree with him. This Gift is taught by a Unicorn spirit.

System: The Garou rolls Charisma + Leadership against a difficulty of 6. If successful, the difficulties of all Social rolls are reduced by two for the remainder of the scene. If the Garou is actively trying to exhort his audience to anything other than combat (in any form), the difficulties of Social rolls are reduced by three. The Garou must orate for at least five minutes. The effects lasts for one scene.

Source: Tribebook: Children of Gaia


Unicorn’s Arsenal

Rank 2 Children of Gaia Gift

The werewolf’s claws and fangs become dazzling and pearlescent, shining with an inner multihued glory. Those wounded by these natural weapons lose the will to fight. An avatar of Unicorn teaches this Gift.

System: The player spends one Gnosis point to initiate the transformation. Any opponent bearing a wound delivered by the Unicorn’s Arsenal loses two dice from all attack rolls until the wound has healed.

Source: 20th Anniversary Edition


Grandmother’s Touch

Rank 2 Children of Gaia Gift

This Gift heals as does Mother’s Touch, but can heal the user of the Gift. This Gift cannot heal spirits or the undead. A unicorn-spirit teaches this Gift.

System: 

The player spends a Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level, and the Child may heal Battle Scars as well with the expenditure of an additional Gnosis point, as long as the Battle Scar was received in the same scene.

Source: Tribebook: Children of Gaia (Revised)


Calm

Rank 2 Children of Gaia Gift

This Gift imparts the secret of quelling the anger in others. A unicorn-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target’s Willpower). Each success removes one of the target’s Rage point, which may be regained normally. If used on a creature that has the capacity to frenzy but does not possess Rage (vampires, some fomori), the Gift cancels the frenzy if the player scores more successes than the target’s Willpower.

Source: Core book revised.


Drunken Spider

Rank 2 Stargazers Gift

This Gift is primarily practiced by those Stargazers who feel that the Weaver is the true enemy of Gaia. With this ability, the Stargazer may affect the logic centers of any Weaver-spirit, jumbling its mind into sluggish discord. If the spirit isn’t part of any physical manifestation mirrored in the “real” world, the spirit is merely hampered and confused. If performed on a spirit that’s part of the soul of a machine, it actually makes the machine work significantly less efficiently, and thus makes it harder to use. A computer affected as such may not do what the user intends. Hitting “Enter,” for instance, might trigger the “Backspace” key instead. Or opening a document might cause it to appear as gibberish. This Gift can be taught by either a cockroach-spirit or a water-

System: The player spends one Willpower point and rolls Charisma + Crafts (difficulty of the spirit’s Gnosis). If the spirit is “alone” and unassociated with any real world device, then each success on this roll reduces the spirit’s Willpower rolls to act by one die. If the spirit is associated with a machine, then each success raises the difficulty to use the device by one as it acts oddly and performs erratically and slowly. The muddling effects last for the duration of the scene.

Source: Stargazers Tribebook (revised)


Spirit Friend

Rank 3 Children of Gaia Gift

A Child of Gaia’s presence is generally more beatific than that of most werewolves, and although humans can’t sense this aura of peace, spirits can. The Garou can use this Gift to aid in interactions with spirits. A unicorn-spirit teaches this Gift.

System: The player rolls Charisma + Empathy (difficulty 7). Each success adds one die to any rolls involving interactions with spirits for the duration of the scene.

Source: Core book revised.


Dazzle

Rank 3 Children of Gaia Gift

The Garou can flood a target’s mind with the glory and love of Gaia, rendering him harmless for a short while. A unicorn-spirit teaches this Gift.

System: The player rolls Charisma + Empathy. The difficulty varies according to the target.

Target
Normal human
Packmate
Gaian Garou (even frenzied)
Wyrm creature (including Black Spiral Dancers)
Alien or unemotional creatures (vampires)
Difficulty
4
5
6
8
9

Dazzle rarely works to pacify spirits that don’t feel emotion or that have specific emotional focus (like hate-spirits). Success indicates that the target sits down and stays there, contemplating Gaia’s love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift. Dazzle can be used on a given target only once per scene.

Source: Core book revised.


Lover’s Touch

Rank 3 Children of Gaia Gift

The Garou can restore what another lacks: not only wounds healed, but also strength of will and even spiritual essence. Any spirit of love or avatar of Unicorn may teach this Gift.

System: The Garou touches the afflicted person kindly; the system is the same as for Mother’s Touch. The two need not be lovers but the contact must convey affection and warmth; the two may embrace, one may caress the other or wrestle with him, or there may be further intimacy. The Garou spends a Gnosis point and rolls Intelligence + Medicine as usual; each success may restore one health level of damage, one point of Willpower, or one point of Essence (if the target is a spirit). The difficulty is the Rage or Willpower of the other person (whichever is higher). The player may choose to divide the successes among multiple pools; he need not choose to heal only wounds or Willpower. In all other respects, this Gift functions as Grandmother’s Touch, save that it can be used on spirits (but, yet again, not undead).

System (20th Anniversary Edition, slightly different): The Garou touches the afflicted individual kindly. The two need not be lovers, but the contact must convey affection and warmth — an embrace, a caress, or yet more intimate contact. The player spends a Gnosis point and rolls Intelligence + Medicine; each success heals one level of bashing or lethal damage, or restores one point of Willpower or Essence (if the target is a spirit). The difficulty is the Rage or Willpower of the target (whichever is higher). The player may choose to divide the successes among multiple results. Alternately, by neither healing wounds nor restoring Willpower or Essence, the Garou may suppress a Derangement for one day per success. This Gift cannot provide permanent relief from such afflictions, but it can act as a start on the road to recovery.

Source: Tribebook: Children of Gaia (Revised)


The Cleaving Hoof

Rank 3 Children of Gaia Gift

Unicorn’s powerful hoofblows often killed the humans that hunted him. This gift allows the Garou to focus inner strength into a single blow, ending a fight before further harm can take place. A Unicorn-spirit teaches this Gift.

System: 

The player spends a Gnosis point before rolling to hit. If he successfully strikes his opponent, the dice gained from Strength in his damage pool count as automatic successes rather than dice. Dice in the damage pool gained from weapons, claw damage or extra successes on the attack roll must be rolled as usual. For example, a werewolf with Strength 5 uses this Gift before successfully clawing an opponent; his damage pool works out to be 9 dice (5 for Strength, +1
for the claw maneuver, +3 for three additional successes on the attack roll). The player rolls tour damage dice, adding any successes (or subtracting in the case or
rolling ones) to the five automatic successes on the damage roll. The defender may soak as usual.

Source: Tribebook: Children of Gaia (Revised)


Unicorn’s Grace

Rank 4 Children of Gaia Gift

A Garou with this Gift never loses her poise and rarely loses her temper. Even in the nastiest arguments or the bloodiest combats, Children of Gaia can maintain their cool with this blessing. An avatar of Unicorn teaches her followers this Gift.

System: By spending one Gnosis point, the Garou represses her Rage for an entire scene. No matter how many Rage points the Garou has, humans and animals are unable to detect her supernatural essence. The Garou also cannot frenzy and can spend Rage points only up to a maximum of her Empathy.

Source: Player’s Guide Second Edition.


Serenity

Rank 4 Children of Gaia Gift

The Garou can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Expression (difficulty equal to the target’s Willpower). For one turn per success, the target automatically fails all Rage rolls, cannot frenzy, and cannot spend Rage.

Source: 20th Anniversary Edition


Serpent-Driving

Rank 4 Children of Gaia Gift

The touch
of Unicorn’s horn sets evil spirits and poisonous beasts to flight. This Gift enables the Child of Gaia
to mimic Unicorn’s power, driving foul creatures out of water, underbrush, and so on. It is a more
powerful ability of Unicorn’s horn, and Unicorn himself teaches this Gift.

System: 

The Garou touches his hand or forehead to the water, into the alleyway, or into whatever area
he suspects of harboring enemies. He then rolls Gnosis, with the difficulty being 4 for ordinary animals such as snakes, 6 for lesser Wyrm creatures (such as fomori), 8 for Wyrm-servitors of strong power (such as Black Spiral Dancers) and 10 for powerful creatures of the Wyrm. For each success, one such creature is forced to abandon its hiding place or nest by the most direct
route possible. If the Wyrm-creatures were using any supernatural means of concealment (such as Gifts or Disciplines), they may make a Willpower test, difficulty of the Garou’s Gnosis, to maintain these powers. They must still physically leave the area, however. Note that this Gift may cause the creatures to attack and is thus best used with care. Serpent-Driving may be used only once per game session.

Source: Tribebook: Children of Gaia (Revised) 


Uncaught Since the Primal Morn

Rank 4 Children of Gaia Gift

This Gift grants Unicorn’s perfect speed to the Garou, allowing her to outrun virtually any pursuer. An avatar of Unicorn reaches this Gift.

System: The player spends a Gnosis point and rolls Stamina + Athletics (difficulty equals the highest Stamina + Athletics of any pursuer). The Garou is unfailingly faster than her pursuers for one scene per success.

Source: 20th Anniversary Edition


Trust of Gaia

Rank 5 Children of Gaia Gift

With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and trustworthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust.

This trust is strong, but it does not supersede the person’s common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he’ll miss them. However, they will all be convinced that he had a very good reason for firing.

The Children of Gaia warn that this Gift has great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn.

System: The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty against Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful, everyone who sees, hears, or experiences the Garou in any way must make a resistance roll (Willpower against difficulty 6) or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or as long as the person remains in contact with the Garou. however, even once the Gift’s effect has worn off, the person will feel good will toward the Garou.

Source: Tribebook: Children of Gaia


Healing the Soul

Rank 5 Theurge Gift

Through a week-long ordeal of fasting, trance states and spirit communication, the Theurge is able to set the elements of the Triat into perfect balance within one individual’s soul. Obviously, the subject to be healed must be willing, and the two individuals must remain in solitude (save for contact with spirits) for the duration. This Gift can cure insanity, ease emotional wounds, heal the effects of trauma and remove desensitization. If the spiritual injury was caused by ill conduct on the subject’s part, however, this Gift can only benefit them once: even the greatest empath has little sympathy for those who willingly slide back into self-degradation after being helped out the first time. An avatar of Unicorn teaches this Gift.

System: The effects are largely character and story-based. This Gift alone cannot cure full-blown Harano, but it can certainly ameliorate the causes, preventing it before it takes hold completely.

If the Storyteller has already embraced the complications of mechanical crossover in her Werewolf chronicle, she may elect to allow this Gift to restore one or two levels of Humanity, or subtract one or two levels of permanent Angst, once in a given vampire or wraith’s life. Of course, very few Garou elders would ever consider wasting Gaia’s blessings on a Leech, even a penitent one.

Source: Book of Auspices


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