Werewolf the Apocalypse information source


Inspiration / Grim Resolve

Rank 1 Ahroun Gift / Rank 1 Silent Strider (Camp: Harbingers) Gift  / Rank 1 Silver Fang Gift

Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.

System: The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one automatic success on any Willpower rolls made during the scene.

Source: Core book revised / Tribebook: Silent Striders (revised) / 20th Anniversary Edition

Pack Tactics

Rank 1 Ahroun Gift

While the Ahroun’s role as the overall leader of Garou is questionable, there is no doubt at all who should take control of the pack during a battle. By taking the lead and coordinating pack actions, the Ahroun gifts all of her packmates with great competence in the heat of battle. A wolf-spirit teaches this Gift.

System: The player spends a Willpower point before initiating a Pack Tactics maneuver (Werewolf, page 212), and divides a pool of extra dice equal to her Leadership score among everyone performing the maneuver. The dice should be divided as evenly as possible, although the player may choose where to distribute extra dice (or in case of the Ahroun’s Leadership score granting fewer dice than the number of packmates involved).

Source: Book of Auspices

Call of the Wyld

Rank 1 Galliard Gift

The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift.

System: The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls (see p. 58). The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.

Source: 20th Anniversary Edition

Visage of Fenris

Rank 1 Get of Fenris Gift

The Get appears larger and more fearsome, commanding respect from peers and cowing his foes. A wolf-spirit teaches this Gift.

System: The player rolls Charisma + Intimidation. Only one success is necessary to affect non-Garou and Garou of equal rank. To affect Garou of higher rank, the player must score a number of successes equal to twice the difference of rank between the Garou and the target. For example, for a Rnak 1 Garou to affect a Rank 5 Garou would require eight successes (not very likely). Allies and peers affected by this Gift see the Get as impressive and noble (-1 difficulty bonus to all Social rolls). Foes pause for a moment to summon the resolve necessary to fight such a monster (losing one from their initiative ratings). This Gift lasts for one scene.

Source: Core book revised.

Heightened Senses

Rank 1 Lupus Gift / Rank 1 Black Furies Gift / Rank 1 Galliard Gift

The werewolf with this Gift tunes in to the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as those of a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf-spirits teach this gift.

System: The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro forms, the werewolf’s Perception difficulties decrease by two, and he may roll Perception + Primal-Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice pools.

Source: Core book revised; 20th Anniversary Edition


Sense Prey

Rank 1 Lupus Gift / Rank 1 Bunyip Gift

Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift.

System: The hunter’s player rolls Perception + Primal-Urge. The difficulty is 7 in wilderness environments and 9 in urban environments. Success indicates the location of enough prey to feed a large pack. In the case of multiple sources, the Gift guides the werewolf to the nearest source (although not necessarily the easiest or safest).

Source: Core book revised.

Predator’s Arsenal

Rank 1 Lupus Gift

One of the most unnerving aspects of the Homid shape is its lack of proper weapons. This Gift remedies that problem (while still retaining much of the Homid shape’s ability to blend in with the human world), granting the Garou battle-ready claws and teeth in Homid form. It is taught by a wolf-spirit.

System: The werewolf concentrates for a turn to gain access to bite and claw attacks in Homid form for the rest of the scene, or until she dismisses the transformation. These attacks inflict lethal rather than aggravated damage, and may be concealed by simple expediencies such as the werewolf keeping her mouth closed, wearing long sleeves, or keeping her hands in her pockets. She can even speak normally without giving herself away, as long as she’s careful not to open her mouth too wide or smile so that her teeth show, although her voice sounds rough and a bit distorted (attempting to discern that there’s something amiss with a Garou taking such precautions requires a Perception + Alertness roll, difficulty 9).

Source: 20th Anniversary Edition

Eye of the Hunter

Rank 1 Red Talon Gift

Wolves can sense which animal from a herd is sick or weak and therefore the easiest prey. Red Talons can do so normally when confronted with a herd of deer, but more complex creatures like predators or pseudo-predators (like humans) make this difficult. This Gift, taught by a wolf-spirit, allows the Talon to pick out the weakest member of a group at a glance. It does not reveal why the target is the weak link in a herd, only that she is, but that alone is often enough to give the Garou an edge.

System: The player rolls Perception + Primal-Urge (difficulty 7). If the roll succeeds, the character knows which member of a given group is the weakest (determined by the Storyteller) and which is the leader. If the Red Talon enters combat against this group, she gains an extra die to her attack pools against the weakest member.

Source: Red Talon (revised)

Tireless Running

Rank 1 Silent Strider Gift

Young Silent Striders quickly learn the need for extraordinary speed and stamina — often the message that even untested youths are asked to carry cannot wait for the message bearer to sleep or eat. A Garou with this Gift can run from moonrise to moonrise subsisting on nothing more than her spiritual energy, crossing almost four hundred miles, but as soon as she breaks her run she must eat and rest. This Gift is taught by a wolf-spirit.

System: The player spends on Gnosis point. The character (who must be in Lupus form) may long run for twenty-four hours without the player making a Stamina roll. After twenty-four hours, and each twenty-four hour period thereafter, the player must spend one point of Gnosis and one point of Willpower to allow the character to continue running; otherwise, she must stop. Whenever the character stops running, for whatever reason, she suffers -2 dice to all pools until she has a chance to eat and rest, unless she has run a number of hours that is less than her Stamina.

Source: Tribebook: Silent Striders (revised)


Rank 1 Wendigo Gift

A Garou may mark her territory using a spot of her blood, urine, or saliva, and invoking her totem or ancestral spirit. The mark she leaves is identifiable as her own personal sigil, generally a unique variation of the totem’s sign, and causes no damage to the surface it is inscribed upon. This marking of territory fades after an entire cycle of Luna has passed. A wolf-spirit teaches this Gift.

System: The player spends a point of Gnosis. Garou are able to see the mark without further effort until it fades a month later. Others with knowledge of the supernatural can identify the mark by making a Perception + Enigmas roll, causing the scent of the sigil to rise, and the inscription to become visible. Note that the mark does not convey knowledge of the character’s identity unless the viewer is familiar with his scent or his mark.

Source: Wendigo Tribebook (revised)

Howls in the Night

Rank 2 Galliard Gift / Rank 2 Red Talon Gift / Rank 2 Shadow Lord Gift / Rank 2 White Howler Gift

The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Primal-Urge (difficulty 7). Creatures of the Wyrm who hear the howl will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours.

Source: 20th Anniversary Edition

Unified Force

Rank 2 Galliard Gift

The Galliard can bond the pack into a truly unified force, striking as one. As long as no one in the pack succumbs to frenzy, each member strikes at the same instant, and few foes can stand up to such an attack for long. A wolf-spirit teaches this Gift.

System: The player must spend one Gnosis point for each turn in which this Gift is to be active. Every turn that she does so, each player rolls for initiative as usual, but the entire pack acts on the highest initiative rolled (so if the character’s initiative totals wind up being 10, 8, 14, and 17, the entire pack acts on 17, even if the pack’s alpha wound up with the 8). The entire pack must be present in the battle for this Gift to be effective, and if even one pack member frenzies, the effect is lost. Also, only pack members bonded by a totem may enjoy these benefits. All pack tactics are at -1 difficulty while this Gift is active.

Source: Book of Auspices

Halt the Coward’s Flight / Executioner’s Privilege

Rank 2 Get of Fenris Gift / Rank 2 Shadow Lord (Judges of Doom) Gift
The Judges of Doom version is called Executioner’s Privilege

The Garou may slow a fleeing (not charging) foe, making him easier to catch. A wolf-spirit teaches this Gift.

System: The Garou must spend one turn concentrating, and the player rolls Charisma + Intimidation (difficulty of the target’s Willpower). If the roll succeeds, the target’s speed is halved for one scene.

Source: Core book revised / Shadow Lord Tribebook (revised)

Snarl of the Predator

Rank 2 Get of Fenris Gift

The Garou lets out a feral snarl that terrifies opponents and cows them into submission. A wolf-spirit teaches this Gift.

System: The player rolls Charisma + Intimidation (difficulty of the opponent’s Wits + 3). Each success subtracts one die from an opponent’s dice pools on the next turn. This Gift takes one full turn to invoke.

Source: Core book revised.

Scent of Sight

Rank 2 Lupus Gift

The werewolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate roughly in absolute darkness. Wolf-spirits teach this Gift.

System: The player rolls Perception + Primal-Urge against a Storyteller-determined difficulty that depends on how powerful local smells are. The Storyteller should require rolls only when something could cause the Garou to lose his opponent’s scent (such as if the opponent runs through water or into a reeking alley).

Source: Core book revised.

Form Mastery

Rank 2 Metis Gift / Rank 2 Black Furies Gift / Rank 2 Fianna Gift

This Gift empowers the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift.

System: When shapeshifting (see p. 285), all difficulties are reduced by 1. Additionally, when enacting partial transformations (see p. 286), the player need no longer spend a Willpower point, and the difficulty of the roll is 7. This Gift’s effects are permanent.

Source: 20th Anniversary Edition

Strength of Purpose

Rank 2 Philodox Gift / Rank 2 Croatan Gift / Rank 2 Get of Fenris Gift (Camp: Fangs of Garm)

Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum.

Source: Core book revised / 20th Anniversary Edition

Sense of the Prey / Pulse of the Prey

Rank 2 Ragabash Gift / Rank 2 Black Furies Gift / Rank 2 Red Talon Gift / Rank 2 Silent Striders (Camp: Seekers) Gift / Rank 2 Get of Fenris (Camp: Hand of Tyr)
Name changed to Pulse of the Prey in 20th Anniversary Edition

If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.

System: No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis.

Source: Core book revised / 20th Anniversary


Rank 2 Red Talon Gift

Camp: Whelp’s Compromise

The Red talons of Whelp’s Compromise are willing to let the humans who respect Gaia continue to exist. However, despite what some of their tribemates might accuse them of, they are not “soft” on transgressors against Her. With this Gift, the werewolf can judge a human according to the laws of Gaia and decide if she is living in accordance with the natural laws or not. A human who is living well is left alone. A human who is not is shown no mercy. A wolf-spirit teaches this Gift.

System: The Garou must lock eyes with the human to use this Gift. The player rolls Perception + Rituals (difficulty 7). With one success, the character only knows in the most black-and-white terms if the human respects Gaia (which doesn’t necessarily say anything about her behavior). With three successes, the Garou knows both the human’s attitude toward the natural world and how her behavior affects it (“This ape doesn’t think about the environment, but does donate money to her local park because she wants her children to enjoy it”): With five successes, the characters knows all of that and what she would have to do or say to get the human to live in accordance with Gaia. This can be as simple as “show the human how the world is really being treated” or as complex as “check up on her every week and make sure her home is spiritually clean.” Of course, if the Red Talon decides it isn’t worth the effort to train a human in what should come naturally, she might very well just remove the human from the world altogether and concentrate on those that are a bit more receptive to learning.

Source: Tribebook: Red Talons (revised)

Cull the Herd

Rank 2 Red Talon Gift

A Red Talon using this Gift measures the vitality of her prey to plan her attack strategy effectively. During the Impergium, Red Talons used this Gift to pick the weakest of the humans and destroy them. Occasionally, the Red Talons killed the strongest of the humans to remove them from the breeding pool. Today, the Gift continues to help Red talons hunt and kill their prey. An avatar of wolf teaches his children how to detect the easiest prey.

System: The Red Talon need only succeed on a Perception + Medicine roll (difficulty 7) to determine the general health and fitness of an individual. The Gift also works on animals and Garou as well as humans. One success detects any injuries, whereas five successes would reveal the creature’s entire physiology.

Source: Player’s Guide Second Edition.

Messenger’s Fortitude

Rank 2 Silent Strider Gift / Rank 2 Black Furies Gift

Camp: Freebooters (Black Furies)

The Garou can run at full speed for three days without rest, food or water. When the Garou reaches her destination, she has 10 minutes to complete whatever business brought her, then she must sleep for three days. A camel- or wolf-spirit teaches this Gift.

System: The player spends one Gnosis point. The Garou may do nothing but run; stopping ends the Gift. For an additional Gnosis point, he may imbue another being with this Gift’s benefits.

Source: Core book revised.

Unity of the Pack

Rank 2 Silver Fang Gift

It is only natural for those guided by canny leaders to excel. This Gift allows the Silver Fang’s pack to enjoy the benefits of her unifying aura, making them deadlier warriors against the Wyrm’s minions. A wolf-spirit teaches this Gift.

System: Whenever the Silver Fang is present, all members of her pack (including herself) gain one extra die on all rolls to execute Pack Tactics (see p. 300). This Gift’s benefits are permanent. The Silver Fang cannot benefit from this Gift when she is alone.

Source: 20th Anniversary Edition

Territory / Predator’s Many Eyes

Rank 3 & 4 Red Talon Gift / Kucha Ekundu (Red Talon) / Rank 3 White Howler
Rank 4 in the Red Talon tribebook; rank 3 in the 20th Anniversary Edition

The Red Talon with this Gift doesn’t need to patrol his hunting ground to know what transpires there. With bit a moment of concentration, he may extend his senses to any area he has marked. This Gift is taught by a wolf spirit.

System: To use this Gift, the Red Talon must first mark one or more areas with his own urine. A Talon may have a number of marked locations equal to his Gnosis (and does not have to establish such a mark in every place that he urinates). Thereafter, the player may roll Perception + Primal-Urge (difficulty 7) to extend the Talon’s senses to that location. The character can sense the area as though standing in the same place he was in when he marked the area originally. The scent marks last for one week per dot of Gnosis the character possesses (for wilderness) or one day per dot of Gnosis (for urban environments).

Kucha Ekundu (African Red Talons): The Kucha Ekundu don’t regard themselves as “Lords of the Savannah,” especially given the strength of Africa’s other Fera, but they still wish to do their job as Garou. This Gift facilitates that job, allowing the werewolf to “mark” a predator and thereafter look through its eyes.

System: As the Red Talon Gift: Territory. The Red Talon needs not urinate on the animal it wishes to mark; the player must merely roll Charisma + Animal Ken (difficulty 7) while the predator is in sight. Using this Gift on other Fera is possible but requires the Fera’s consent. In all other respects, this Gift functions as Territory.

White Howlers: White Howlers can mark a land as their own by carving sigils in stone in the area. Stones marked in this way can be used over and over, by the Garou who carved them. The duration remains the same; the werewolf reactivates the gift by adding additional details to the stone in question.

Source: Red Talon Tribebook (revised) / 20th Anniversary Edition

Scent of Distinction

Rank 3 Galliard Gift

This Gift enables the Galliard to mystically “sniff out” the general spirit nature of her surroundings (i.e., influenced by the Weaver, Wyld or Wyrm; under the domain of a powerful Incarna; etc.), as well as the area’s history. For example, a werewolf who sniffed out a caern might learn about the totem and purview of the caern, when it was founded, important events that happened near it, etc. This Gift is taught by a wolf-spirit.

System: To activate the Gift, the Garou must physically sniff out the area (in any form), meditate for 10 minutes or so, spend a Gnosis point, and roll Intelligence + either Streetwise (for urban areas) or Survival (for wilderness/rual areas). The Storyteller determines the difficulty. The Gift may be used over as large an area as the character can physically sniff, but information is more specific for smaller areas.

Source: Umbra

Might of Thor

Rank 3 Get of Fenris Gift

The Garou can increase his strength tremendously, the better to slay his foes. A wolf-spirit teaches this Gift.

System: The player spends one Gnosis and one Rage, then rolls Willpower (difficulty 8). The Garou’s Strength doubles for one turn per success. After the Gift wears off, the Get is weakened considerably (Physical Attributes are considered 1 and Willpower is halved) until he can rest for at least one hour.

Source: Core book revised.

Strength of Gaia

Rank 3 Lupus Gift

The Goddess blesses the lupus with the fullness of his might when he wears the most natural of his skins. While wearing lupus form, the Garou enjoys the full might of Crinos. A wolf-spirit teaches this Gift.

System: The player spends one Rage point. His Lupus form base strength increases by four, rather than the normal one, for the rest of the scene.

Source: 20th Anniversary Edition

Mother’s Rage

Rank 3 Red Talon Gift

A she-wolf is most dangerous when protecting her cubs, and will fight against enemies from which she would normally flee if her family is at stake. The Red Talon with this Gift is able to harness that Rage and use it in battle, although only when defending something of value. A bear- or wolf-spirit teaches this Gift.

System: This Gift can only be used in defense of something or someone else – Kinfolk, a wounded packmate, a caern, etc. If the Red Talon is attacking a foe, she may not activate Mother’s Rage. To use this Gift, the player spend two Rage points. The Garou enters of kind of frenzy, but stays within the vicinity of her charge. She will attack anything that gets too close, within the usual guidelines of frenzy (i.e., if her Rage is equal to or lower than her Gnosis, she will not attack packmates).  While in this state, the Talon takes no wound penalties. All difficulties to soak are reduced by two, and she gains an extra dot of Strength. Additionally, she regains one Rage point each turn while the Gift is in effect, making it impossible for her to run out of Rage (and therefore impossible to lose to the wolf). All these benefits disappear when the Red Talon’s carge is out of danger or at the end of the scene, whichever comes first.

Source: Red Talons (revised)

Howl of Hunger

Rank 3 Red Talon Gift
Howl Gift

Wolves gorge themselves when they eat, especially during the cold winter months, because they cannot be sure wen they will find food. Most humans know nothing of this kind of hunger, as they have their food handed to them. The Garou with this Gift can weaken any that hear her howl with crippling hunger. The Gift is taught by a wolf-spirit or ancestor-spirit.

System: The player rolls Charisma + Intimidation (difficulty 7). If the Red Talon also knows the Galliard Gift: Call of the Wyld, reduce the difficulty of the roll by one. If the roll succeeds, anyone within earshot of the werewol’s howl loses two dice from any mental and physical dice pools as their bodies are wracked with hunger pangs (the player may choose to spend a Gnosis point to leave the Red Talon’s packmates unaffected). This Gift only functions on creatures that feel a physical hunger for food – vampires and other dead things are unaffected. However, any Garou affected by this Gift must immediately check for frenzy (although even a Garou in frenzy is subject to the dice penalty due to weakness). Frenzied werewolves are likely to feast on any meat they can find if subject to Howl of Hunger, much like homid Garou in the Thrall of the Wyrm. The effects of the Gift last for one scene.

Source: Red Talons (revised)

Gaze of the Hunter

Rank 3 Red Talon Gift

The Garou stares into the eyes of an intended victim, and communicates to them the ancient bond between predator and prey — beginning the sacred hunt. This Gift is taught by the spirit of any predatory mammal — wolf, mountain lion, bear, etc.

System: The Garou spends on Gnosis point and rolls Manipulation + Intimidation (difficulty 6 for animals or the human [or other sentient] target’s Willpower — whichever is higher). If the Gaze is successful, the target (human or animal) understands the link and will act accordingly: Wild animals will run into the open, allowing the hunter to eventually catch and kill them. Humans and domesticated animals — for whom this is a terrifying experience — may run or cower, terrified. No victim will begin a fight, although if the Red Talon pursues and catches the prey, a battle might result. The Gift does not work on other Garou, but will be effective against most creatures the Garou sets out to hunt.

Source: Tribebook: Red Talons

Dominance Blow

Rank 3 Silver Fang Gift

Smart Garou know to pay the Silver Fangs their due. Stupid ones openly challenge them, and force the Silver Fangs to assert their dominance. This Gift allows a Silver Fang to easily knock down would-be rebels by connecting physical dominance with rightful leadership. When this Gift is working, might does make right. Lupus Silver Fangs are fond of this Gift, which resembles wolf understandings of alpha standing. A wolf-spirit teaches this Gift

System: The player spends one point of Rage, and rolls Charisma + Brawl, difficulty 7. If the rolls succeeds, then every blow the Silver Fang strikes against a specific target grants the Silver Fang an additional die in all Social rolls against that target, allowing him to browbeat or intimidate the target more easily. The blow need not be full force to grant the bonus, which lasts for one day.

Source: Players’ Guide to Garou (revised)

Strength of the Guardian

Rank 3 Uktena Gift

Camp: Bane Tenders

This Gift provides Bane Tenders with extra power when attempting to bind or destroy a Bane (or other troublesome spirit) or keep it locked within its bindings. This is usually used against a Bane that the Garou is responsible for overseeing. Occasionally, another Bane Tender will be overcome, and the Garou must use this to regain control of the newly loosed Bane. Even more rare are those instances when the Garou is asked to locate and bind a particular Bane. This Gift is never used simply to overcome a Bane met by chance. It is too costly. The power gained lasts for the duration of the battle or scene. The Gift is taught by a wolf-spirit.

System: The player rolls Gnosis (difficulty 6). Each success allows her to boost a chosen Attribute by one point – even if it goes beyond normal maximum (or her Willpower to a maximum of 10). When used, the Garou decides whether she wishes to increase her Strength, Stamina, Charisma, Manipulation and/or Willpower to aid her in her battle. Each might be useful depending on her intentions. Thus a Garou who gets five successes might raise her overexertion is a commensurate exhaustion. When the Gift comes to an end, the Garou loses an equal number of points from the Attributes and Willpower raised as she gained. This loss remains for 24 hours. Raising one’s Attributes beyond their normal doubling is very dangerous, for if they then fall below zero, the Garou dies unless immediately healed with Mother’s Touch.

Source: Uktena Tribebook

Clenched Jaw

Rank 4 Ahroun Gift / Rank 4 Get of Fenris Gift (Camp: Mjolnir’s Thunder) / Rank 4 Red Talon (Kucha Ekundu) Gift

The werewolf with this Gift can bite down with such power that her grip won’t loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift.

System: After making a successful bite attack, the player may invoke this Gift by spending a Rage point. For each successive turn she opts to maintain her grip, she makes a bite attack roll (difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional health level of damage in the process of tearing free), the Garou may add half her Willpower to her dice pool.

Source: Core book revised / 20th Anniversary Edition


Rank 4 Lupus Gift / Rank 4 Bunyip Gift

The werewolf’s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. In addition, this Gift gives a character’s bite two extra dice of damage for the duration of the scene.

Source: Core book revised / Rage Across Australia

Terror of the Dire Wolf

Rank 4 Lupus Gift

Wolves haunt the ancestral nightmares of humanity, and of those monsters that were once human. The werewolf lets out a fierce snarl that triggers primordial terror in opponents and drowns them in the Delirium. A wolf-spirit teaches this Gift.

System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the opponent’s Willpower or, if he is affecting a group, the highest Willpower represented). If successful, the werewolf invokes the full effect of the Delirium on any human, formerly-human, or partly-human creature who can see her — including those normally immune to the Delirium, such as mages and vampires. Only other werewolves and Fera are immune. It may be used in any form, although Homid and Glabro raise the difficulty of the Primal-Urge roll by one.

Source: 20th Anniversary Edition

Roll Over

Rank 4 Philodox Gift / Rank 4 Shadow Lord (Lords of the Summit) Gift

The Philodox can call on her power to radiate a commanding presence that compels others to submit to her. Should she succeed in a test of wills, she dominates her foe, which causes humans to fall to their knees and wolves to roll on their backs. Either a lion- or a wolf-spirit teaches this Gift.

System: The player must score at least three successes more than her opponent on a resisted Willpower contest. If the Gift takes effect, the victim can take no action other than submission unless he is in direct danger.

Source: Core book revised / Shadow Lord Tribebook (revised)

Take the True Form

Rank 4 Philodox Gift

The Philodox with this power can force a Garou into her breed form. This Gift is especially useful to abate frenzy, prevent damage from silver or take a combative advantage. A wolf-spirit teaches a worthy Philodox the workings of this Gift.

System: The player rolls his Manipulation + Primal-Urge (difficulty 7). If successful, the target automatically shifts to her breed form. The number of successes equals the number of turns the target must remain in her natural form.

Source: Player’s Guide Second Edition.


Rank 4 Red Talon Gift

Natural wolves will eat as much as possible when food is available, for they never know when their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower, storing such energy against the day when she will need it. A wolf-spirit teaches this Gift.

System: Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower) her character can store. Thereafter, the character can hold three more points in the appropriate Trait than her permanent rating. These extra points must be regained as usual, and they do not add extra dice to rolls involving these Traits. To amplify more than one Trait the character must lean the Gift (i.e., pay the experience cost) a second time.

Source: Core book revised.

Shared Strength

Rank 5 Ahroun Gift

No matter how strong you are, you can’t be everywhere. Sooner or later, if you live long enough, every Ahroun will experience the heartbreak of seeing a packmate die in combat, and knowing that they simply couldn’t be there to help. Elders have seen this more than any, so it is not unusual that they would learn a Gift like this. This Gift allows an Ahroun to donate his capacities to one of his packmates for a single turn, imbuing them with their strength, speed and skill. However, they pay a high price for this help, losing their own strength for the same amount of time. This Gift is taught by a wolf-spirit.

System: The player spends two Gnosis and states a period of time for the Gift to remain active. This could be “the next turn”, “an hour”, “the rest of the scene” or even “until the day I die”. If the Ahroun dies, the Gift ceases to work immediately, so “until the Final Battle” won’t work unless you survive to see it. For that amount of time, one Garou of the Ahroun’s choice and within their line of sight immediately is treated as possessing the Ahroun’s Physical Attributes, Brawl, Dodge and Melee abilities (if the target has higher abilities, they retain their own high scores). However, the Ahroun is treated as having a mere one dot in all Physical attributes, in all forms, as long as the Gift is active and no dots in Brawl, Melee and Dodge. The target and Ahroun cannot spend experience points to raise any of the shared Traits until the Gift ends.

Source: Players’ Guide to Garou (revised)

Strength of Will

Rank 5 Ahroun Gift

The Ahroun with this Gift could lead his pack to the gates of Hell itself if that were what it took. A wolf-spirit or an Incarna avatar teaches this Gift.

System: The Garou’s player spends a point of Willpower and rolls Charisma + Leadership (difficulty 8). Each success grants all the Garou’s allies within 100 feet an extra point of Willpower. These extra points last for the rest of the scene, and they can be spent as usual. This Gift can even raise an ally’s Willpower above its maximum or even above 10. This Gift may be used only once per scene.

Source: Core book revised.

Blessing of the First Pack

Rank 5 Red Talon Gift

The Red Talons believe that the very first pack of Garou set the standards for the auspices, and that only the Talons retain a strong enough connection to that First Pack to use this Gift. This may or may not be true, but no non-Talon Garou has ever exhibited this might Gift (but then, very few among the Talons even know of it). To learn this Gift, the Talon must have at least one dot in Ancestors. The Garou calls upon her the originator of her auspice and s temporarily transformed into the pinnavle of her moon-sign. An avatar of Wolf or a powerful Lune may teach this Gift, but neither does so often.

System:  The player spends two Gnosis points and rolls Charisma + Ancestors (difficulty 8). If the roll succeeds, the character becomes infused with the very essence of her auspice. For the remainder of the scene, the character receives five dots of Pure Breed in addition to any she already possesses. She may also make use of any auspice Gift for her particular auspice of level 4 or lower. (Gifts taken from sources other than Werewolf are subject to Storyteller approval.) In addition, Blessing of the First Pack grants power based on the character’s auspice:

Auspice          Bonus

Ragabash:      +3 to Stealth, +2 to Wits and Dexterity

Theurge:         +3 to Enigmas, +2 to Intelligence and Gnosis

Philodox:        +3 to Rituals, +2 to Manipulation and Stamina

Galliard:          +3 to Expression, +2 to Charisma and Strength

Ahroun:           +3 to Leadership, +2 to Strength and Rage


Source: Red Talons (revised)

Curse of Lycaon

Rank 5 Red Talon Gift

In the ultimate twist, this Gift allows a Red Talon to transform a human being into a wolf. This Gift also works on Garou, forcing them into Lupus form. A wolf-spirit teaches this Gift.

System: The player spends one point of Gnosis and rolls Gnosis (difficulty of the target’s Willpower). Only one success is necessary. Werewolves are forced into Lupus form for the duration of the scene. When used on humans, the effect of the Gift is permanent. The person remains a normal wolf in body and mind for the rest of his life.

Source: Core book revised.

Call Great Fenris

Rank 6 Get of Fenris Get

As the ultimate expression of the pact between tribe and totem, the greatest Get heroes my summon the war-avatar of their tribal totem to aid them in their hour of need. The avatar joins in combat, slaying all that are not Get of Fenris or under their protection. However, Great Fenris demands a sacrifice for his intervention – usually the left hand of the summoner. It’s said that if the war-avatar is called for no good reason, it will devour the summoner entirely before departing – but there are no concrete tales of any Get of Fenris wise and mighty enough to attain this Gift yet foolish enough to abuse it. This Gift is taught by a wolf-spirit.

System: The player spends one Gnosis point and rolls Stamina + Occult (difficulty 6). Success summons the war-avatar of Great Fenris, who will fight at the Fenrir’s side for the duration of the scene. At the combat’s end, the summoner automatically gains the Battle Scar: Maimed Limb (Werewolf, pg. 190) as the war-avatar claims Fenris’ due; even if the Garou already possessed that Battle Scar, he gains it a second time as Fenris devours another limb.

Source: Tribebook: Get of Fenris (Revised)