Werewolf the Apocalypse information source


Shield of Rage

Rank 2 Ahroun Gift

Such is the Rage burning within an Ahroun’s heart that all lesser furies quail before it. A wolverine-spirit teaches this Gift.

System: The player spends one Willpower point. For the rest of the scene, all spirits’ Rage scores are considered two less than their real values for the purpose of rolling damage against the Ahroun.

Source: 20th Anniversary Edition

Stoking the Soul’s Fire

Rank 2 Black Furies Gift

Every aspect of a Furies life has different strengths: the Maiden’s fury at Gaia’s pain is unmatchable, the Mother’s will is indomitable, and the Crone’s spirituality is beautiful and terrible.A Maiden Black Fury can use this Gift to replenish her natural strengths by sacrificing her suppressed natures. The Maiden’s greatest strength is her anger; she can sacrifice from her will and spirituality to stoke that rage to scorching intensity. This gift is taught by a Wolverine-spirit.

System: A Maiden using this Gift rolls Intelligence + Occult with a target of her own permanent Rage; she spends on point of temporary Willpower and one temporary Gnosis, and refills her Rage pool if she achieves 2 or more successes.

Source: Tribebook: Black Furies (revised)


Rank 2 Red Talon Gift

Camp: Winter Packs

No Winter Garou have yet learned this Gift, and only the older Red Talons who had a hand in the Winter Council know it. This Gift, meant as a last resort, allows the user to smash stone, rend metal, and generally destroy any man-made object within reach. A wolverine-spirit teaches this Gift.

System: The player spends two Rage points and rolls to check for frenzy. If the Garou frenzies, the Gift activates and the werewolf gains three extra dice on any Strength roll to break, throw, crush, or lift inanimate objects. These dice cannot be used for direct damage to an opponent. The effects of the Gift last for one scene, during which the Garou attacks whatever is within reach, excluding her own packmates (regardless of her comparative Rage and Gnosis scores).

Source: Tribebook: Red Talons (revised)

Spirit Savage

Rank 3 Ahroun Gift

In the spirit world, a warrior often finds himself dealing with hostile spirits much more often than he’d like. This Gift allows the Ahroun to brutally savage a spirit with a bite, impeding the spirit’s ability to attack or defend itself. Spirits find this Gift horrifying, and are unwilling to aid any warrior who uses it unjustly (such as against any Gaian spirit). It’s taught by wolverine-spirits, who care little for the opinion of their fellows.

System: The Garou must successfully bite his spirit opponent and spend a Rage pint. The player then rolls Strength + Brawl, difficulty 4; if the successes equal or exceed the spirit’s Willpower, the spirit’s Rage is effectively reduced by one point, plus one point for every extra success, for the rest of the scene. This Gift can be used only once per scene against any given spirit, and it cannot reduce a spirit to zero Rage.

For example, Tanya Riverjumper ignores the foul stench and clamps down on a Hogling. She gains six successes; three more than the Hogling’s Willpower. The Hogling loses four Rage for the rest of the scene; it now has only four dice to attack and defends itself, and it’s probably terrified to boot.

Source: Umbra

Combat Healing

Rank 3 Ahroun Gift

The Ahroun are famous for their ability to fight — it’s their purpose in life. This Gift allows a Garou to heal wounds during combat without hesitation or even a moment’s pause. While other Garou are licking their wounds, the Ahroun with this Gift keeps fighting. Wolverine-spirits teach this Gift, although they usually have to be bested in combat first.

System: The player spends two Rage points to activate this Gift. The Garou no longer need pause for a turn to heal a Health Level or roll Stamina to heal during combat. Every round, the Ahroun heals one nonaggravated Health Level, regardless of her actions.

Source: Player’s Guide Second Edition.

Song of Rage

Rank 3 Galliard Gift

This Gift unleashes the Beast in others, forcing werewolves, vampires and other such creatures into frenzy and turning humans into berserkers. A wolverine-spirit teaches this Gift.

System: The Garou rolls Manipulation + Leadership (difficulty of the target’s Willpower). The victim flies into a violent rage (or frenzy, if naturally prone) for one turn per success.

Source: Core book revised.

Stoking Fury’s Furnace

Rank 4 Ahroun Gift

No auspice is as closely tied to their Rage as the Ahroun, who is the master of directing his fury. This Gift — taught by a wolverine-spirit — allows him to channel his Rage even more effectively.

System: The Garou regains one Rage point in any turn that he takes damage, and he does not have to check for frenzy from that specific stimulus (other stimuli induce frenzy checks as normal). In addition, the Garou can spend one Rage point — and only one — per turn without losing any temporary Rage. However, if he spends multiple Rage in any turn, they are marked off as usual.

Source: Core book revised.

Berserker’s Song

Rank 4 Get of Fenris Gift

The Get can sing himself into a controlled frenzy. He can ignore wounds, shift to Crinos immediately, and he is immune to many mental Gifts or Charms. In this state, unlike a normal frenzy, the Get can pull out of the frenzy at any time. An angry wolverine-spirit or bear-spirit teaches this Gift to the Get.

System: The Garou spends two Rage points and begins singing his particular song of Rage (many young Get prefer “death metal”). The number of successes on a Stamina + Expression (or Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. She can drop the frenzy earlier by spending a Willpower point.

Source: Player’s Guide Second Edition.