Werewolf the Apocalypse information source


Wyld Sight

Rank 1 Croatan Gift

The Garou can see Wyld energy in all its manifestations, thus allowing him to prevent it from growing too powerful or to defend himself against it. For instance, the Garou can see the mystic swirling of the Umbral wind that presages a tornado in the physical realm or feel the shaking of the Umbral earth before a real earthquake. A Garou using Wyld Sight in the physical world can also sense Wyld spirits in the nearby Penumbra, although the user must enter the Umbra to get more details. This Gift is taught by a Wyld-spirit.

System: The Player rolls Perception + Enigmas (difficulty 6). If successful, the Garou understands the nature of the Wyld manifestation and realizes what form of Wyld-spirit is causing it. Use the following table to determine how early a Garou can predict a Wyld event:

Successes                          Time Before the Event

One                                         10 minutes
Two                                        30 minutes
Three                                      One hour
Four                                        Three hours
Five+                                      One day

Source: Wendigo Tribebook

Bacchantes’ Rage

Rank 3 Black Furies Gift

When deep in the wilds, the Black Furies can use this Gift to inflict extra damage. Even the toughest Get have walked away with a battle scar due to the effects of this potent Gift — and some couldn’t walk away at all. This Gift is taught by a Wyld-spirit.

System: The Garou spends two Gnosis points to activate the Gift. During combat, she may spend Rage points to deal extra damage after a wounding hit; every point spent causes one additional, unsoakable Health Level of damage.

Source: Player’s Guide Second Edition.

Elude the Posse

Rank 3 Ronin Gift

The Garou using this Gift is transported to another location — via the Umbra — no less than ten miles from her original location. However, she cannot necessarily control where she arrives. This Gift is taught by a Wyld-spirit.

System: The Garou spends one Gnosis point and rolls Wits + Occult (difficulty 7). Only one success is required. However, additional successes allow her to choose her destination.

Successes           Destination
One                         Storyteller chooses destination
Three                      Character can choose either a city or wilderness, if such exists within 10 miles
Five                        Character chooses destination
Botch                     Character is “caught” sideways (see Werewolf 20th Anniversary Edition, p.309-310)

Source: Outcasts

Forms of Cernunnos

Rank 5 Fianna Gift

Celtic legends abound with heroes transforming into animals, whether to escape, to hunt, or to spy. Cernunnos the Horned God was the master of animals; with this Gift the Garou is able to master the form of any animal. A Wyld spirit or a faerie spirit teaches this Gift.

System: As per the Ragabash Gift: The Thousand Forms, with the limitation that mythical beasts are not possible  forms, but with the addition that another willing person can be changed at the cost of two Gnosis and +1 difficulty.  Said person cannot change back without the assistance of someone who knows this Gift.

The Thousand Forms: Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort.

System: The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou’s natural form the desired animal is.  For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 0. Mimicking mythical animals is always difficulty 10.

Source: Fianna Tribebook (revised)