Werewolf the Apocalypse information source

spiritwind

Balance

Rank 1 Stargazer Gift

The Stargazer is able to walk across any ledge, rope, etc., no matter how thin or slippery. Wind-spirits teach this Gift.

System: No point expenditure or roll is required. Difficulties for climbing decrease by three.

Source: Core book revised.


Call the Breeze / Wind of Buzzard’s Wings

Rank 1 Wendigo Gift / Rank 1 Silver Fang (Camp: Crescent Moon) Gift

The Garou calls up a strong (20 mpg), cold breeze and directs it at whim. This breeze chills anyone not prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or airborne toxins) or swarms of insects. A wind-spirit teaches this Gift.

System: The Garou simply whistles to call the breeze. Anyone caught in it loses one die from Perception rolls as long as the breeze lasts.

Source: Core book revised / Tribebook: Silver Fangs (revised)


Storm Winds Slash

Rank 2 Shadow Lord (Hakken) Gift

Hakken may use their blades to injure Wyrm creatures at a distance. This Gift is taught by a metal or wind-spirit.

System: The player spends a point of Gnosis and rolls Dexterity + Melee (difficulty 7). Success enables the Hakken to strike an opponent from as far away as 50 yards (45 m); the opponent may attempt to dodge the strike and takes lethal damage as usual for a weapon strike.

Source: 20th Anniversary Edition


Word-to-Weapon

Rank 2 Stargazer Gift

Camp: Sacred Thread

The warrior-teacher caste of the Sacred Thread is able to focus in on the mystic power underlying each and every word. Even a ksatriya without a weapon may conjure one using nothing more than the sound of his own voice. This Gift is taught by a wind-spirit.

System: The Stargazer invokes a prayer (taking a full turn to do so). The player then spends a Gnosis point and rolls Wits + Linguistics (difficulty 6). The first success conjures a ghostly, translucent scimitar out of thin air. The moon-curved blade has Strength base damage (lethal), with a difficulty of 7 to hit. Every two successes past the first, however, on the roll to activate this Gift increases the weapon’s damage roll for that weapon. If the player rolls three successes, it creatures an opaque blade (made essentially of icy wind) that does Strength + 1 lethal damage, with a difficulty of 7 to hit. The weapon lasts until the end of the scene, and then it disappears into a cloud of dust.

Source: Stargazers Tribebook (revised)


Speak with Wind Spirits

Rank 2 Wendigo Gift

The Wendigo may call upon wind-spirits for knowledge and guidance. He can ask them one question, which must concern the immediate area (wind-spirits have notoriously short attention spans). A wind-spirit teaches this Gift.

System: Upon learning this Gift, the Garou can speak with wind-spirits automatically while he is in the Umbra. To ask a question in the Physical world, the player must spend one Gnosis point and roll Manipulation + Expression (difficulty 7). The number of successes reflects the accuracy of the information.

Source: Core book revised.


Weak Arm

Rank 3 Philodox Gift

Philodox are masters of judgment, and this trait extends even into the field of battle. By watching an opponent’s fighting style, the werewolf can evaluate his strengths and weaknesses. Snake- and wind-spirits teach this Gift.

System: The player rolls Perception + Brawl (difficulty 8). Each success gives her one bonus die to add to her attack or damage rolls against this opponent. For instance, a Philodox who gets four successes on this roll could add two dice to her attack rolls and two to her damage pool. This Gift can be used against a given foe only once per scene, and the benefits are lost at the end of the scene. The Garou must concentrate for a full turn to use this Gift.

Source: Core book revised.


Clarity

Rank 3 Stargazer Gift

This Gift grants the ability to see through fog, pitch darkness and even recognize illusions or invisibility. A wind-spirit teaches this Gift.

System: The player rolls Perception + Enigmas (difficulty 7). If the Stargazer attempts to see through someone else’s illusion, the number of successes rolled by the creator must be matched or beaten by the Garou.

Source: Core book revised.


Wind’s Returning Favor

Rank 3 Stargazers Gift

A Stargazer may use weapons, but most need none. This Gift allows a Stargazer to take an opponent’s weapon upon their attack. This Gift is taught by a wind-spirit.

System: The player spends one Willpower point and rolls Dexterity + Athletics in response to an opponent’s close-range Melee attack (difficulty equals the opponent’s Wits + Melee). The Stargazer’s successes take away the successes on the opponent’s attack roll; if the Stargazer’s successes outnumber the opponent’s, she steals the attacker’s weapon and may use it on the following turn.

Source: Stargazers Tribebook (revised)


Umbral Camouflage

Rank 3 Theurge Gift

Although perfectly visible to all others, this Gift renders the werewolf undetectable to spirits. A wind-spirit teaches this Gift.

System: The player spends one Gnosis point, and for the remainder of the scene, she is completely invisible to spiritual senses. She may move about as normal but cannot make any attack actions without disrupting the Gift.

Source: 20th Anniversary Edition


Harano / Curse of Harano

Rank 4 Wendigo Gift
Called Curse of Harano in the Players’ Guide to Garou (revised)

The Wendigo can inflict a state of Harano on a single victim. The target feels the tragic history of all the world’s oppressed peoples, including the Garou themselves. Rumors that this power would not affect Native Americans have been dispelled by a Shadow Lord who swindled the Gift out of a native Wendigo — who found himself the victim of a Gift he’d just taught. The Shadow Lord has not been heard from in recent days. A wind-spirit teaches this Gift.

System: For one scene, the Garou can inflict an artificial Harano with a Manipulation + Expression roll (difficulty 8). Five or more successes can result in permanent mental injury. During the duration of the effect the victim is too depressed to perform any actions without a successful Willpower roll (difficulty 6).

Source: Player’s Guide Second Edition.


Aegis

Rank 5 Ahroun Gift

This Gift grants a Garou a mystical aegis protecting her from attacks. This is not a literal shield; rather, strikes simply fail to hit vital areas, bullets defects of a belt buckle and circumstance otherwise conspires to prevent blows from landing solidly on the warrior while this ability is in effect. A wind-spirit teaches this Gift.

System: The player spends a point of Willpower, and the difficulty of all attack rolls made against her for the duration of the scene are increased by two. Any attack roll that scores only one success (after dodge, if applicable) against the Garou is considered to be a graze, and inflicts only bashing damage.

Source: Book of Auspices


Circular Attack

Rank 5 Stargazer Gift

The greatest Stargazers have no fear of fighting even a horde of opponents. They are able to not only avoid their foes’ attacks, but they can actually channel those attacks into other enemies. A Stargazer with this Gift can even redirect a single foe’s attacks upon himself. A wind-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent’s Wits + 3, or the highest Wits + 3 if facing multiple foes). The werewolf must be in close combat, or must be attacked in a firefight by two or more foes. Each success enables the Garou to avoid and redirect one attack. This Gift counts as an action. The Stargazer may not use this Gift multiple times in one turn or spend Rage the same turn (although he may take multiple actions in the standard manner).

For example, a Stargazer with a Wits 4 and Dodge 4 is fighting six foes, each with Wits 2. The player rolls eight dice against a difficulty of 5. He gains four successes, and the Stargazer redirects four attacks. Each of the attackers whose attack was redirected would roll to hit each other or another of the Stargazer’s foes, at the Stargazer’s choice. Two of the foes would strike normally, but the Garou could still dodge their attacks (had the player set apart any multiple actions…)

Source: Core book revised.


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