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Werewolf: the Apocalypse Addendum Sanctioned Books Resource Links A) Character Creation A1 Concepts A2 Character Sheet Systems A2.1 Starting Experience A2.2 Earning Experience A2.3 Good Death Experience A2.4 Character Sanctioning and Records A2.5 Non-Player Characters (NPCs) A2.6 Freebie Traits B) Character Types B1 General PC Approval Levels B2 Breeds B2.1 Metis B2.2 Lupus B3 Cubs B4 Tribal Advantages/Disadvantages B4.1 - Black Furies B4.2 Bone Gnawers B4.3Fianna B4.4 Get of Fenris B4.5 Glass Walkers B4.6 Red Talons B4.7 Shadow Lords B4.8 Silent Striders B4.9 Silver Fangs B4.10 Stargazers B4.11 Uktena B4.12 Wendigo B5 Tribal Camps and Organizations B5.1 Black Furies B5.2 Bone Gnawers B5.3 Children of Gaia B5.4 Fianna B5.5 Get of Fenris B5.6 Glass Walkers B5.7 Red Talons B5.8 Shadow Lords B5.9 Silent Striders B5.10 Silver Fangs B5.11 Stargazers B5.12 Uktena B5.13 Wendigo B6 Ranks

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Page 1: Werewolf: the Apocalypse Addendum - Mind's Eye …...Werewolf: the Apocalypse Addendum Sanctioned Books Resource Links A) Character Creation A1 – Concepts A2 – Character Sheet

Werewolf: the Apocalypse Addendum

Sanctioned Books

Resource Links

A) Character Creation

A1 – Concepts

A2 – Character Sheet Systems

A2.1 – Starting Experience

A2.2 – Earning Experience

A2.3 – Good Death Experience

A2.4 – Character Sanctioning and Records

A2.5 – Non­Player Characters (NPCs)

A2.6 – Freebie Traits

B) Character Types

B1 – General PC Approval Levels

B2 – Breeds

B2.1 – Metis

B2.2 – Lupus

B3 – Cubs

B4 – Tribal Advantages/Disadvantages

B4.1 ­ Black Furies

B4.2 – Bone Gnawers

B4.3– Fianna

B4.4 – Get of Fenris

B4.5 – Glass Walkers

B4.6 – Red Talons

B4.7 – Shadow Lords

B4.8 – Silent Striders

B4.9 – Silver Fangs

B4.10 – Stargazers

B4.11 – Uktena

B4.12 – Wendigo

B5 – Tribal Camps and Organizations

B5.1 – Black Furies

B5.2 – Bone Gnawers

B5.3 – Children of Gaia

B5.4 – Fianna

B5.5 – Get of Fenris

B5.6 – Glass Walkers

B5.7 – Red Talons

B5.8 – Shadow Lords

B5.9 – Silent Striders

B5.10 – Silver Fangs

B5.11 – Stargazers

B5.12 – Uktena

B5.13 – Wendigo

B6 – Ranks

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B6.1 – Starting Rank

B6.2 – Renown Gains

B6.3 – Rank Challenges

C) Character Traits

C1 ­ Archetypes

C2 – Abilities

C2.1 ­ Crafts Ability

C2.2 ­ Linguistics Ability

C2.3 – Specialty Fighting Styles

C3 – Lores

C4 – Backgrounds

C4.1 ­ Ancestors Background

C4.2 ­ Clout (Shadowlord)

C4.3 ­ Fame Background

C4.4 ­ Mentor Background

C4.5 ­ Pure Breed Background

C4.6 ­ Rites Background

C4.7 ­ Spirit Network Background

C4.8 – Totem Background

C5 – Influences

C5.1 ­ Influence Background

C5.2 ­ Influence System

C6 – Merits and Flaws

C6.1 – General Merits/Flaws

C6.2 – Tribal/Character Specific Merits

D) General Rules

D1 – General Mechanics

D1.1 ­ Comparing Traits

D1.2 ­ Permanent Traits

D1.3 ­ Rounding

D1.4 ­ “Attacks”

D1.5 ­ Retests

D1.6 ­ Relenting to Challenges

D1.7 ­ Interaction for Powers of Investigation and Stealth

D1.8 ­ No Mass Combat

D1.9 ­ Rage

D2.0 ­ Shifting Forms

D2.1 ­ Movement Speed Limitations

D2.2 ­ Peeking

D2.3 – Interaction with Canon NPCs

D3 – Places of Power

D3.1 ­ Caerns

D3.2 ­ Pits

D3.3 ­ Hives

D4 ­ Umbral Realms

E) Gifts

E1 – General Gift Information

E2 ­ Alphabetical Listing of Gifts

F) Rites

F1 – Rites General Rules

F2 – Additional Available Rites

F2.1 ­ Accord Rites

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F2.2 ­ Mystic Rites

F2.3 ­ Punishment Rites

F3 – Alphabetical Listing of Rites Errata

G) Fetishes

G1 – Alphabetical Listing of Fetishes

H) Spirits

H1 – Spirit Use Approvals

H2 ­ Spirit Enmity / Spirit Affinity H2.1 ­

Approvals and Mechanics

H3 – Totems

H3.1 – Personal Totems

H3.2 – Alphabetical Listing of Totems

I) Fera I1 ­ Bastet

I2 ­ Corax

I3 ­ Gurahl

I4 ­ Mokole

I5 ­ Nagah

I6 ­ Nuwisha

I7 ­ Ratkin

J) Mortals/Kinfolk

J1 ­ Creation notes J2 ­

Types

J3 ­ Traits

J4 ­ Abilities

J5 ­ Backgrounds

J6 ­ Merits and Flaws J7 ­

Humanity

J8 ­ Powers J9 ­

Sorcery

J10 ­ Freeform Rituals

J11 ­ Systems Metamorphosis

K) Book of Auspices Gifts

K1 – Ragabash Gifts

K2 – Theurge Gifts

K3 – Philodox Gifts

K4 – Galliard Gifts

K5 – Ahroun Gifts

L) Werewolf 20th

Anniversary Edition Gifts

L1.0 - Garou Gifts

L1.1 – Homid Gifts

L1.2 – Metis Gifts

L1.3 – Lupus Gifts

L1.4 – Ragabash Gifts

L1.5 – Theurge Gifts

L1.6 – Philodox Gifts

L1.7 – Galliard Gifts

L1.8 – Ahroun Gifts

L1.9 – Black Furies Gifts

L1.10 – Bone Gnawers Gifts

L1.11 – Children of Gaia Gifts

L1.12 – Fianna Gifts

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L1.13 – Get of Fenris Gifts

L1.14 – Glass Walkers Gifts

L1.15 – Red Talons Gifts

L1.16 – Shadow Lords Gifts

L1.17 – Silent Striders Gifts

L1.18 – Silver Fangs Gifts

L1.19 – Stargazers Gifts

L1.20 – Uktena Gifts

L1.21 – Wendigo Gifts

L2.0 – Fera Gifts

L2.1 – Bastet Gifts

L2.2 – Corax Gifts

L2.3 – Gurahl Gifts

L2.4 – Nuwisha Gifts

L2.5 – Ratkin Gifts

Some materials are © copyright 2012 and trademarked by CCP hf. All rights reserved.

Date: 4/10/2013

Sanctioned Books The following books are Sanctioned for use of mechanics in this Chronicle:

Laws of the Wild (Revised)

Werewolf the Apocalypse: 20th Anniversary Edition (Gifts only)

Changing Breeds: 20th Anniversary Edition (Gifts only)

Book of Auspices

Hengeyokai MET (pgs. 96­99, the portions relative to Stargazers) Laws of

the Wild: Changing Breeds 1­4 (MET, Revised)

Laws of the Night: Camarilla Guide (Influences, pg. 26­35) Book

of the Wyrm MET

Laws of the Hunt (Revised)

Tribebooks (Revised)

Black Furies (Revised)

Bone Gnawers (Revised)

Children of Gaia (Revised)

Fianna (Revised)

Get of Fenris (Revised)

Glass Walkers (Revised)

Red Talons (Revised)

Shadow Lords (Revised)

Silent Striders (Revised)

Silver Fangs (Revised)

Stargazers (Revised)

Uktena (Revised)

Wendigo (Revised)

Dark Epics

Abilities pgs. 48­53

Backgrounds pgs. 53­56

Influences pgs. 56­70

Retests pg. 70

Movement in Combat pg. 71

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Two­Weapon Combat pg. 71

Combat in darkness pg. 71

Noticing Powers in Effect pg. 72

Harano pg. 76

Weapons and Armor pg. 81­90

Crossover Rules:Werewolves pg. 94­95

Power Interactions Table pg. 94

Resource Links Apocalypse Mailing Lists Settings Guide Combat Primer Spirit Guide Character Development Document

Apocalypse Wiki

A) Character Creation

A1 – Concepts

1. Each player is allowed two characters with full MC and XP benefits at any one time.

a. A player’s characters must be created in such a way that they will never interact with each other,

even indirectly. It is the responsibility of the member to prevent their characters from becoming

aware of each other. Players are required to ensure that their character never benefits from the

actions of another of their characters.

2. In the event of a character death, a player is required to create the new character in such a way that it is

instantly and easily recognizable that the new character is not the same as the old.

3. Characters may be updated within the first three months they are in play to account for new players or

encountering a new system. The approval level for this update is the maximum approval level of the

character. Tribe, Auspice and Rank may not be changed in this update. This update may only be

performed once per character.

4. Any historical figure or character taken from White Wolf materials or from any work of fiction, without

direct, written consent from the author, may not be recognizably used as the basis for a character.

5. For a character to have a positive interaction with a Wyrm Creature in their background is High Approval.

No character may have been a member of the Black Spiral Dancers in their background.

6. Background interactions with other Supernatural types are High Approval.

7. Membership for a PC in the Beast Courts (background or current) ­ Not Sanctioned

8. Ties to members of the Ahadi or Emerald Courts ­ Top Approval

A2 – Character Sheet Systems A2.1 – Starting Experience

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1. Characters begin play with experience points equal to their Member Class x 5XP. These experience

points and starting freebie points may not be spent on any Gifts or Rites that are outside their Tribe,

Breed or Auspice.

a. When a player gains a Membership Class, all of his characters may apply an additional Five

Experience Traits per MC gained. If a player loses one or more MC, the Experience Traits granted

to the character for the player’s lost MC(s) must be re­accounted for. These Traits are not removed

from the character sheet. Instead, an Experience Trait “debt” is applied which must be paid off

before the character can spend Experience Traits on anything else.

2. Completion and acceptance of the Character Creation Document by the presiding ST is worth 8

Experience Points. These traits do not count towards the character’s monthly total.

A2.2 – Earning Experience

1. The maximum number of Experience Traits that a player can earn in a month is six (6). Experience

Traits gained for MC are an exception, as are the Experience Traits granted from the Character Creation

Document.

2. Overcap: A character may benefit from up to ten (10) over­cap experience per calendar year. All

over­cap Experience Traits must be clearly noted in the character’s experience log. Over­cap for

Feature Games is 1, Regional Events and Trade Shows is 2, and National events is 3.

3. VSTs may claim up to one game’s attendance experience award per month for their own PC

provided that they spend at least one game a month Storytelling for their VSS.

A2.3 – Good Death Experience

After a character has died in game (not from retirement), the player of said character may be eligible to

receive Good Death Experience on their next character. A character can only ever receive Good Death

Experience once. At Low Approval a player may be awarded 3 XP for their next character, at High

Approval a player may be awarded 6 XP for their next character, at Top Approval, a player may be

awarded 9 XP for their next character.

A2.4 – Character Sanctioning and Records

1. All characters must be approved by the player’s Low Approval Storyteller. A copy should be kept up to

date and on file with that Storyteller. Low Approval Storytellers register their characters with their Mid

Approval Storyteller.

2. A complete character record should include a character sheet, the character’s Experience Trait Log,

and records/verification of any special approvals made on the character.

3. An Experience Trait Log will detail how starting Traits (including Free Traits) were spent at character

creation and how Experience Traits earned after were spent. It will also list games attended and the

Experience Traits gained for each game. Dates should be noted for each entry in the log. If there is

uncertainty over a discrepancy between what is on the player’s character sheet and the copy kept in the

Storyteller’s records, the copy in the Storyteller’s records will be considered accurate.

A2.5 – Non­Player Characters (NPCs)

1. Approval levels for Non­Player Characters (NPC) Garou are the same as they are for Player Characters,

unless listed below. NPCs may be created at any Rank (except Legendary) at low approval.

2. Experience Points for NPCs:

a. STs may create NPCs with the following Base amounts of XP, plus the additional XP allowed by

their storyteller level below.

i. Rank 1 – 30 XP

ii. Rank 2 – 60 XP

iii. Rank 3 – 90 XP

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iv. Rank 4 – 120 XP

v. Rank 5 – 150 XP

b. Low Approval Storytellers may add an additional 50 XP to their NPCs during character creation. Mid

may add an additional 100 Experience Traits, and High may add an additional 200 Experience

Traits. Top Approval Storytellers have no restriction on NPC Experience Traits.

c. Experience Traits may also be added to reflect the length of the chronicle (5XP per month).

3. NPC Approval Levels:

a. Unless otherwise listed here, NPCs may be made at one approval level lower than the PC approval

levels listed in B1 below.

b. Use of Legends as NPCs ­ Top Approval

c. Use of creatures from Book of the Wyrm (Banes, Fomori, etc.) ­ Low Approval

d. Use of other character types native to other venues (Vampires, Changelings, Mages, etc.) ­ Low

Approval

e. Ajaba, Apis, Bastet (Khara), Camazotz, Grondr, and Kitsune are reserved for use by the National

Staff only. Other Non­Sanctioned Fera types are Top Approval for use.

A2.6 – Freebie Traits

Characters gain 5 freebie traits, plus up to a maximum of 7 freebie traits gained from flaws, plus an additional

max of 5 freebie traits gained from negative traits (+1 trait per) or a single derangement (+2 traits for one

derangement) . Use this chart for purchasing items with Freebie Traits:

Attribute 1

Ability 1

Ability Specialization 1

Background/Influence 1

Rage 2

Gnosis 2

Willpower 2

Basic Gift 3

Merit Variable

Freebie Traits may not be used to purchase Out of Breed/Auspice/Tribe Gifts.

Freebie Traits may not be used to buy Rage/Gnosis/Willpower above 5 (or 6 for Black Furies (Willpower)

and Red Talons (Rage)).

B) Character Types B1 – General PC Approval Levels Not Sanctioned for PCs:

Ahadi

Emerald Court Homid

Red Talons Kucha

Ekundu Hakken

Boli Zouhisze Siberka

Homid or Lupus Male Black Furies (Players may have in their background being given to a new tribe, but may

not purchase Black Fury gifts or rites at Character creation.)

Fera: Ajaba, Ananasi, Apis, Bastet (Khara), Camazotz, Grondr, Kitsune, Mokole, Nagah, Ratkin (Freak

aspects), and Rokea

Top Approval:

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Metis (Silver Fangs) (This approval is required even to have a Silver Fang as one of the parents of a metis

PC, even if the PC is not of the Silver Fang Tribe.)

Kinfolk with Sorcery

Ratkin (Non­Freak Aspects)

Bastet (Bagheera, Balam, Bubasti, Ceilican, Khan, Simba, Swara) Gurahl

High Approval:

Lupus (Glass Walkers) Metis

(Red Talon) Stargazers

Bastet (Qualmi, Pumonca)

Corax

Nuwisha ­ 3 per region

Mid Approval:

Red Talon

Kinfolk with the Gnosis Merit

Lupus

Metis (Black Fury, Fianna, Wendigo)

Low Approval: Unless listed above, the following tribes are low approval:

Black Furies, Bone Gnawers, Children of Gaia, Fianna, Get of Fenris, Glass Walkers, Shadow Lords, Silent

Striders, Silver Fangs, Uktena, Wendigo, Kinfolk.

Tribebook Note: All items and material (Gifts, Rites, Merits, Flaws, Abilities, Backgrounds, etc.) from

Tribebooks are only available to members of their respective Tribe unless otherwise specified.

Rare Characters: No Player may have more than one Changing Breed or Kinfolk Sorcerer character approved

at the same time.

B2 – Breeds B2.1 – Metis

Chitinous Skin: This Disfigurement does not give the character an additional health level.

Weak Immune System: Rather than having no Bruised health levels, a character with this Disfigurement

has one less Healthy health level.

Birthmarks (Stargazers): This deformity gives the metis a one trait penalty to all Social challenges.

Third Eye (Stargazers): This deformity gives the metis a one trait penalty to all Social challenges when

visible. If hidden, the irritation gives the metis a one trait penalty to all Mental challenges.

B2.2 – Lupus

Lupus PCs are restricted from using Character Creation Points to purchase the following Abilities and

Backgrounds: Academics, Computer, Drive, Etiquette, Finance, Firearms, Influences, Law, Linguistics,

Occult, Politics, Resources, Science, Security, Streetwise, and Subterfuge to demonstrate the Lupus’

unfamiliarity with Homid Society. Experience Points may be spent after Creation Points are used to

purchase these Abilities/Backgrounds.

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B3 – Cubs Should you elect to create a Cub (Rank zero), you are not required to select a Tribe. If you don't you will be

able to select your Tribe after your rite of passage, although you cannot choose a Tribe that has Background

requirements or limitations which do not match the Backgrounds you possess. Cubs start at character

creation with three Willpower Traits.. They have no Tribal Advantage or Disadvantage and do not start with

the three free Tribal Gifts. They may, however, purchase gifts with XP. Once they complete their Rite of

Passage, they receive the three starting gifts (one each of tribe/breed/auspice) for free, as well as gaining

their Tribal advantage and disadvantage.

B4 – Tribal Advantages/Disadvantages B4.1 ­ Black Furies

Advantage - Black Furies begin play with an extra Willpower Trait and may purchase their Willpower one

higher than normal Rank Caps.

B4.2 – Bone Gnawers

Advantage ­ Changes to a level of Contacts per rank, useable once per session, and this is a secondary

Contacts pool from any they may already possess..

Bone Gnawers may select Scent of Sweet Honey as one of their starting Gifts. This gift is listed in the Bone

Gnawer Gift section below.

Barking Chain ­ The Barking chain is an advantage to spreading information across wide distances in a

given VSS. A Galliard can instigate the chain with a successful static social challenge against 10 traits, retest

Animal Ken. If successful the barking chain begins. The downside to this is that any Bone Gnawer Galliard

also has to listen to the inane barking that can begin at random. Unless he wins a static mental against 7

traits during a barking chain not of his own creation he will be two traits down due to the incessant yipping

and barking.

B4.3– Fianna

Advantage ­ At character creation, members of the Fianna Tribe are given three free Ability Traits that can be

used to buy any combination of the Abilities Brawl, Craft, Expression, Melee, or Performance. Abilities

purchased with this Tribal Advantage have their Ability Trait Maximum for that Ability increased from 5 to 6.

Disadvantage ­ Any time a Fianna would spend a Willpower Trait to control a Frenzy or take reprieve from

Harano ­ they must spend an additional Willpower Trait to do so. Fianna are also at a ­2 Traits in comparison

of ties on all Willpower challenges regarding Frenzy or Harano.

B4.4 – Get of Fenris

Their starting gift selection is: Razor Claws, Resist Pain, Visage of Fenris.

B4.5 – Glass Walkers

Advantage ­ Begin play with 1 free Influence trait. They may purchase Influence on a 1 for 1xp basis (as

opposed to 1 for 3xp), up to level 5, after which they must use the Dark Epics system of Meta­actions to

progress any further. Glass Walkers are also immune to the Rage Restrictions on influence.

B4.6 – Red Talons

Additional Disadvantage: Red Talon PCs are restricted from ever taking the following Abilities: Computer,

Drive, and Finance. Red Talons not a member of the Whelps Compromise camp are restricted from

purchasing or obtaining any levels of Influence. Members of the Whelps Compromise camp are unable to

purchase or Grow Influence beyond 2 points per Influence.

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B4.7 – Shadow Lords

Advantage ­ Once per scene, a Shadow Lord may spend a Mental trait in order to gain Social traits equal to

their Rank for the comparison on ties for a Single Social challenge, with no need to compare pure breed.

B4.8 – Silent Striders

Advantage ­ Once per session, a Silent Strider may perform one of the following: 1) Reverse the scene by

one Action (not a full Round); 2) Have or locate a necessary mundane item necessary for the scene; or 3)

May call for a single challenge they did not initiate to be redone. No traits or retests are expended on the

original test and the Strider may change their victory condition if they desire. If the Strider initiated the

challenge, use of this may only back up the scene to the point right AFTER he initiated the challenge. This

advantage may be invoked at any time before the results of the challenge are applied.

B4.9 – Silver Fangs

Advantage ­ Each use of the First Tribe Retest costs a Social Trait.

Disadvantage ­ Choose a derangement from the following list (mechanics listed in the Apocalypse

Derangement Guide): Amnesia, Ennui, Fugue, Hysteria, Intellectualization, Isolation, Manic­Depression,

Megalomania, Perfection, Regression, Vengeful

B4.10 – Stargazers

Advantage: The Stargazer gains the free Mental trait of "Calm" that can exceed trait maximums, as well as

a free level of the Enigmas ability, in addition, their Ability cap for Enigmas is increased to 6.

Disadvantage: If the Stargazer fails an Enigmas Challenge or a riddle contest (not just failing to answer a

random overheard riddle, but a riddle placed directly to him) he becomes distracted with his failure for the

remainder of the scene. The Stargazer is 1 Trait down on all Perception or Awareness challenges and is ­5

traits for purposes of determining Initiative (order of challenges) in the first action of any combat scene.

Starting Gifts: Balance, Sense Wyrm and Falling Touch

B4.11 – Uktena

Disadvantage ­ Once an Uktena realizes a secret lies in reach, they are distracted until such time as they

discover it. If they fail to discover the secret, they suffer a 1 trait increase on the difficulty of Static Willpower

challenges, and are down 1 trait on social challenges for the remainder of the session, while not actively

engaging in discovering the secret.

ST NOTE: This disadvantage is easily abused. It is ALWAYS the ST’s discretion on whether this

disadvantage comes into play or not. This disadvantage is a secret of the Uktena tribe, something others

should not be aware of, thus it requires Uktena Lore 3 for an outsider to know about this disadvantage.

B4.12 – Wendigo

Advantage/Disadvantage ­ These traits go above cap ­

Spring = Gain Physical Trait Energetic, ­1 trait on all Willpower challenges Summer

= Gain Social Trait Charismatic, ­1 trait to resist Frenzy

Autumn = Gain Mental Trait Reflective, ­1 trait on all shifting challenges

Winter = Gain Physical Traits Tenacious and Rugged, Must choose one Negative, either Callous, Dull or

Witless.

Northern Hemisphere ­ Southern Hemisphere ­

Spring: March 21st ­ June 20th Spring:Sept 21st ­ Dec 20th

Summer: June 21st ­ Sept. 20th Summer:Dec 21st ­ March 20th

Fall: Sept. 21st ­ Dec. 20th Fall: March 21st ­ June 20th

Winter: Dec. 21st ­ March 20th Winter:June 21st ­ Sept 20th

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B5 – Tribal Camps and Organizations All Camps are Low Approval unless otherwise mentioned in this Addenda. Beginning play as a Member of a

Camp at Character Creation requires Low Approval.

A Tribal Leadership position requires an approval level equal to the area over which they have authority.

Each Camp is different in it's methods of membership and durations, and as such the following rules are in

effect in regard to Leaving/Switching Camp membership:

Leaving a Camp ­ Low Approval

Joining a New Camp, having learned none of the gifts or rites from the previous camp ­ High Approval

Joining a New Camp, having learned any of the gifts or rites from the previous camp ­ Top Approval

Note: While some camps are more transitional, not all are. This is a broad spectrum to allow for all those

facets. If your particular tribe is more transitional the justification for changes in camps will be far less

strenuous than if your tribe frowns on such activities. To learn more on different camps feelings on such, it

would be wise to contact your TribeLead.

The Lazarite Movement (Secret Society) – Reserved for use by National Staff

B5.1 – Black Furies

Temple of Artemis ­ High Approval if Crone, Top otherwise

Bacchantes ­ High Approval

B5.2 – Bone Gnawers

Man­eaters: Reserved for use by National Staff

Rat Finks: High Approval

Circle of Shadows: Top Approval ­ Also requires Elder Rank The

Swarm: High Approval

B5.3 – Children of Gaia

The Children of Gaia do not formally have camps anymore, but there are still some who secretly hold

membership. Those who maintain membership in a camp do so in strictest secrecy for any being found out

shall have disobeyed the orders of their Tribal Leadership.

The Anointed Ones ­ Reserved for use by National Staff Bringers

of Eternal Peace ­ Reserved for use by National Staff

B5.4 – Fianna

Mother’s Fundamentalists (current or past membership) ­ Not Sanctioned Children

of Dire ­ High Approval for Homids, Not Sanctioned for Metis.

Tuatha De Fionn ­ High Approval

Songkeepers ­ Low Approval for Fianna, Mid Approval for other Tribes.

B5.5 – Get of Fenris

The Swords of Heimdall ­ Reserved for use by National Staff

The Valkyria of Freya ­ While this Camp is Not Sanctioned for Males or Metis, it is Low Approval for Fenrir

Females.

Ymir’s Sweat ­ Top Approval

Loki’s Smile ­ High Approval, Top Notification

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The Glorious Fist of Wotan ­ Low Approval for Lupus, Top Approval for Metis, not available

for Homids

B5.6 – Glass Walkers

Mechanical Awakening: Reserved for use by National Staff

Wise Guys: Top Approval to join with NPC Sponsor, High Approval with PC Sponsor Cyber

Dogs: Top Approval

Corporate Wolves: High Approval

Dies Ultimae: High Approval Umbral

Pilots: High Approval

B5.7 – Red Talons Winter

Packs ­ Top Approval Dying

Cubs ­ High Approval

Lodge of the Predator Kings ­ Low Approval for Lupus, Not Sanctioned for Metis

Whelps Compromise ­ Members are given a ­2 Social Trait penalty when dealing with other Talons who know

they are a member of this Camp.

B5.8 – Shadow Lords

The Masks (Secret Society) – Reserved for use by National Staff

Society of Nidhogg (Secret Society) – Reserved for use by National Staff Bringers

of the Light ­ Top Approval

Judges of Doom ­ High Approval for Philodox, Top Approval for any other auspice Children

of Bat ­ High Approval

B5.9 – Silent Striders

Bitter Hex – Reserved for use by National Staff

Eaters of the Dead – Reserved for use by National Staff Swords

of Night – High Approval

Wayfarers – High Approval PC has previously held a major Sept position at the Wheel of Ptah – Top Approval Membership

in the Strider Circus – Top Approval

B5.10 – Silver Fangs

Houses:

Only 7 of the Original 13 Silver Fang Houses Remain. To play a House not listed below is Not Sanctioned

at this time.

Blood Red Crest ­ Top Approval

Wise Heart ­ Top Approval

Austere Howl ­ Low Approval

Gleaming Eye ­ Low Approval

Unbreakable Hearth ­ Low Approval

Clan Crescent Moon ­ Low Approval

Wyrmfoe ­ Low Approval

Lodges:

Membership in the Lodges are at the following Approval Levels. Most Silver Fangs have chosen a lodge by

the Rank of Fostern, and advancement in the tribe is difficult, if not impossible, without lodge membership.

Metis may NOT have membership in a lodge. Once a member of the Lodge, the character may choose their

court preference without further need of approval.

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Sun Lodge: Low Approval for Ahrouns/Philodox/Ragabash ­ High Approval for Galliards and Theurges

Moon Lodge: Low Approval for Galliards/Theurges/Ragabash ­ High Approval for Ahrouns and Philodox It

should be noted that Kings & Seneschals must leave their lodge before they earn their position.

Camps:

The Gray Raptors (Top Approval, Fostern Rank or Higher, Royalist Ahroun & Philodox only)

Masters of the Seal (Top Approval, Adren Rank or Higher, Ragabash and Galliard only)

The Ivory Priesthood (High Approval, Adren Rank or Higher, Theurge only)

B5.11 – Stargazers

Ana­gamin or The Non­returners: Reserved for use by National Staff

The Sacred Thread: Top Approval

Ouroboreans ­ High Approval

Demon Eaters ­ Low Approval with the following understanding: "The final say of the nature of demons as

defined in the Global Chronicle will be defined at a future date."

B5.12 – Uktena

Bane Tenders ­ Reserved for use by National Staff

Society of the Bitter Frost ­ Reserved for use by National Staff

Path Dancers ­ Top Approval ­ Path Dancers may learn a maximum of 3 paths from the list found under

J9­Kinfolk, acceptable paths of sorcery. Of these, the Path Dancer must select a Primary path, which they

may learn to Advanced, Secondary Paths are limited to 2nd Intermediate, and Tertiary to Basics. The Path

Dancers Primary Path is included with the Top Approval necessary to join the Camp, after which, each

additional Path of Sorcery requires High Approval.

B5.13 – Wendigo

Secret Hoop ­ Top Approval

The Ghost Dance

The Ghost Dance does not gain any additional Gifts, however, they may purchase Influences at 2 per

level instead of 3 per level. Any Wendigo that had purchased Gifts from the Uktena Camp: The Ghost Dance,

lose those Gifts and are immediately refunded the points used to purchase them.

B6 – Ranks B6.1 – Starting Rank

MC 1­5 ­ Cliath or lower rank MC

6­11 ­ Fostern or lower rank

MC 12+ ­ Adren or lower rank. To start a character at Adren also requires a High Approval. A player may not have more than one character in play at a time that entered play at Rank 3. A player must wait one year after being approved to bring a character in at Rank 3, before they can apply for another character to enter play at Rank 3.

All characters at creation begin with renown equal to the base requirement needed to obtain that rank.

B6.2 – Renown Gains

Characters can accumulate any number of temporary Renown Traits, but they may only convert one Renown

Trait into a permanent Renown each month, or 2 with High Approval and 3 with Top Approval.

B6.3 – Rank Challenges

Challenging for the following ranks require the following: Athro ­

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High Approval

Elder ­ Top Approval

PCs may challenge for Rank no less than 6 months after they have completed a previous Challenge for Rank.

(If you challenge in January, and complete your challenge in April, you may challenge again in October.)

Exception: Cubs do not have a minimum amount of time to wait before they can challenge for Cliath.

C) Character Traits

C1 ­ Archetypes Archetypes may be chosen from those listed in any MET book, no matter the venue.

C2 – Abilities C2.1 ­ Crafts Ability

Items created with Crafts Level 6 are High Approval, and may only be created once every 6 months. Items

created with Crafts Level 7 are Top Approval, and may only be created once a year.

C2.2 ­ Linguistics Ability

Linguistics is a single Ability, which allows a character to know languages other than her native tongue. One

Trait gives the character one (1) additional language, two Traits gives two (2), three Traits gives four (4), four

Traits gives eight (8), and five Traits gives the character sixteen (16) additional languages. While most PCs

are capped at five traits of an Ability, those PCs with six Traits of Linguistics know thirty­two (32) additional

languages, while those with seven Traits know sixty­four (64) additional languages.

C2.3 – Specialty Fighting Styles

Specialty Fighting Styles and Maneuvers are outlined in the Apocalypse Combat Primer.

Klaviscar: Requires Garou Lore x3, High Approval with PC Teacher, Top Approval with NPC teacher.

Klaviscar as an ability, costs 1xp per ability, and each maneuver costs 1 xp to learn. Klaviscar is the only

ability retest allowable when using Klaviscar maneuvers.

Iskakku: Requires Child of Gaia Lore x 3, High Approval with PC teacher, Top Approval with NPC teacher.

Iskakku is an ability, costs 1xp per ability, and each maneuver costs 1 xp to learn. Iskakku is the only ability

retest allowable when using Iskakku maneuvers.

Kailindo: Requires Stargazer Lore x 3, High Approval with PC teacher, Top approval with NPC Teacher,

Kailindo is an ability, costs 1 xp per ability, and each maneuver costs 1 xp to learn. Kailindo is the only

ability retest allowable when using Kailindo maneuvers.

No character may ever have more than one "Fighting Style" Learning Times for the ability are at VST

discretion after the initial approval for the ability.

C3 – Lores Characters receive the first level of Garou Lore, the first level of their Tribe Lore (if any) for free upon

character creation. Characters also receive a number of free traits in Lores equal to the max Rank allowed

by their Member Class. These free Lores cannot be spent for Lores specific to a non­garou genre or for

Lores above 3. (So even if you play a cub but are allowed to be adren you get 3 freebies)

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Any Lore x4 ­ High Approval (unless listed below) Any

Lore x5 ­ Top Approval

Any Out­of­Tribe x3 ­ High Approval Any

Out­of­Tribe x4+ ­ Top Approval

BSD Lore x2 ­ High Approval BSD

Lore x3+ ­ Top Approval

Unique or Lost Lores ­ Top Approval:

White Howler

Bunyip

Croatan

Apis Grondr

Camazotz

Outsider Supernatural Lores (Level 3 or higher) ­ High Approval: Vampire

Wizard

Ghost Faerie

Demon

Learning a Lore that is specific to a special approval character type, not already listed, that the character does

not belong to requires approval equal to the approval level for that type.

Silent Striders and Members of the Ivory Priesthood are permitted to buy Wraith Lore at High Approval.

Fianna may purchase Fae Lore at High Approval.

C4 – Backgrounds If a character gains a Background during play (keeping it more than a month), Experience Traits must be

spent to pay for it. If a character loses a Background (or levels of) during play, those lost levels are held in

reserve in case the character should later re­acquire or develop more levels of that Background during play.

Influences do not follow this restriction.

The Ancestors, Pure Breed and Rites Backgrounds may only be purchased with Freebie traits during

character creation (not Experience Points). Purchase of any of these backgrounds with Experience Points,

after character creation, requires Top Approval.

C4.1 ­ Ancestors Background

The Ancestors background allows a player to expend a level of the background and make a Simple test. On

a Win or Tie the character gains a phantom level of an ability they do not currently possess to be used

immediately as a retest for the current challenge. This use of the phantom ability counts as the ability

retest for that particular challenge. In addition, if a character wishes to initiate a challenge that is specific to

an ability they do not possess, they may expend a level of the background and make a Simple test. On a

win or tie they gain the ability to make the challenge. In this case they may NOT expend another level to

gain a retest for the challenge, the use of ancestors merely allows them to initiate the initial challenge.

Using the Ancestors Background may not be done in Combat. If a Silent Strider’s first change happened on or after September 22, 2013 they may purchase 1 level of Ancestors background at VST approval. Existing Silent Striders or those who are created with their first shift

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predating that date may purchase 1 level of the Ancestors background at top approval.

C4.2 ­ Clout (Shadowlord)

This Background is removed, and no longer sanctioned for play. Any XP spent on this background is refunded immediately.

C4.3 ­ Fame Background

Fame maximum range for modifying other backgrounds is changed as follows:

Fame 1: Bordering Domains (within same state)

Fame 2: State/Territory/Province

Fame 3: Multi­State/Region/Multi­Province: High Approval

Fame 4: Nation: Top Approval

Fame 5: International: Top Approval

If you are physically present at a game that is within your level of Fame's reach, you may use your

influences freely without expending Fame.

C4.4 ­ Mentor Background

Mentors will not teach out­of­Tribe Gifts. Learning a Gift from a mentor includes all the disadvantages of

learning Gifts from another Garou. Mentors can teach rites of the same level as the Gifts they can teach.

C4.5 ­ Pure Breed Background

Pure Breed Lvl 4 ­ High Approval

Pure Breed Lvl 5 ­ Top Approval

Pure Breed loses its mechanical benefit if you are not a member of the Tribe you have Pure Breed with.

Whenever a character with Pure Breed loses temporary Renown Traits, he will lose additional traits equal to

half his Pure Breed total, rounded up (e.g., Pure Breed 1­2, lose an additional 1 Renown, Pure Breed 3­4,

lose an additional 2 Renown, and Pure Breed 5, lose an additional 3 Renown).

C4.6 ­ Rites Background

Rites must be chosen from Laws of the Wild (revised). If you choose to take the Background to level 5, then

you may choose to take one point’s worth of rites from your Tribe’s Tribebook. Each level of the Rites

background gives you one “point” to spend on Rites. Minors are 2 rites for 1 point, Basics are 1 point each,

and Intermediates are 2 points each. Only characters starting at the rank of Adren may choose

Intermediate Rites with the rites background at character creation.

C4.7 ­ Spirit Network Background

In order to make the game more immersive and in order to empower Theurges to keep a close watch over

their sept and packmates, we are reintroducing the Spirit Network Background from “The Book of Auspices”.

You can find more information about this Background on pages 57 and 58 of the Book of Auspices. The

background is altered as follows:

* Prerequisites: Theurge only, must possess Spirit Speech.

Level One: Low Approval ­­ You have a few spirits on the lookout for useful or interesting information within

your Sept.

Level Two: Mid Approval ­­ Several spirits are willing to share what they have seen with you within your area.

Level Three: High Approval ­­ You have unseen eyes in countless different locations in the area at any time

within your region.

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Level Four: Top Approval ­­ Spirits far and wide seek you out with strange information to give you about the

nation’s offenders and saints. .

Level Five: Top Approval/Global Notification ­­ Unless the Gauntlet is very high, very little escapes the notice

of your watcher spirits. You know the greatest offenders and the greatest allies of the broods.

C4.8 ­ Totem Background

Garou characters have their maximum Totem Background increased to 8 instead of 5.

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C5 – Influences C5.1 ­ Influence Background

Characters without permanent Rage pay 1 XP per level of Influence Background, up to five. Garou

(including unshifted Garou) pay 3 XP per level of Influence Background, up to five, unless otherwise noted.

After level 5, rules in Dark Epics regarding meta­actions must be used to progress any further. No single

influence may exceed ten levels.

Influence rules and level descriptions are as written in Dark Epics (levels 1­5 and actions allowed) and the

Laws of the Night: Camarilla Guide (levels 6­10).

Influence Levels above 5 ­ Mid Approval

Influence Levels above 7 ­ High Approval

Each Influence category within a Region should not have more than one character with level 10, two

characters with level 9, and three characters with level 8.

C5.2 ­ Influence System

Influence rules from the previously listed sources are used as written with the following changes.

Characters receive double their level in actions for each category of influence they possess.

Growth to a new level of influence requires a number of banked growth actions equal to your next level

squared. (e.g. to go from 4 to 5 would cost 25 banked growth.)

You may not bank more growth total than what you need for your next level.

You may neither grow nor lose more than 1 level per month per category. Levels bought with experience do

not count to this limit.

All Table Actions cost their listed level in actions to perform.

Table actions represent a guideline for what is possible with a given level of influence and should be used as

flexible examples as to what can be accomplished.

When making contact with another person's influence for the purpose of a trace the contact lasts for a

number of months equal to the number of successful actions. (Eg. If you put out a 4 point watch looking for

people using finance influence to acquire funds you would be able to complete a trace on that influence up

to 4 months later.) (Eg.2. If you encountered a block of 5 actions on an endeavor you were performing you

would be able to trace the block for up to 5 months afterwards.)

Similar limits are imposed for use of the Follow and Attack actions.

(Eg. If you successfully traced an influence with 3 actions you could attempt an attack or follow any time

during the next three months, after which you would need to attempt a new trace.

The follow action allows you to refresh the duration of your contact. (e.g. I have already successfully

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watched and traced my opponent. My trace had 3 actions. At the end of the third month I use 3 more

actions to Follow. If they are successful then I may attack him any time in the next three months.)

Transfer of actions between influence categories owned by the same character is allowed without other

restriction. Local storytellers are encouraged to customize the cost of transfers from one influence to

another but the cost cannot be lower than 2 to 1.

(e.g. In Portland the city has a very close connection between Occult and university forces allowing for a 2

to 1 trade between those two areas, but there are few if any Underworld sources so all transfers to or from

Underworld influence are at a 6 to 1 cost.)

The results of a trace provide enough information for the character to successfully identify the owner of the

influence.

Contacts, Allies and Mentor may not perform Meta actions. Allies and Mentor may perform Table actions

up to their Level.

Muleing: Actions must be submitted by the player themselves and cannot be submitted by a designated

agent.

Garou suffer significant penalties from their rage when interacting with influences. All Garou are limited to a

total number of levels equal to their permanent Social and Mental Traits plus their total kinfolk dedicated to

influence.

Glass Walkers and Kinfolk use the normal limits (Physical + social + Mental).

C6 – Merits and Flaws Possessing over 7 points in Merits – Top Approval

C6.1 – General Merits/Flaws

The below Merits and Flaws are general to all character types in this venue.

Acute Sense (1pt Merit): You have a particularly sharp sense (specify which one). In all tests with that

sense, you are +2 Traits on challenge­resolution. You may have multiple Acute Senses, but you may only

take this Merit once for each sense.

Ability Aptitude (1pt Merit): You have a natural affinity for a particular (but not combat related) Ability. You

are +2 Traits on all tests directly related to that Ability only (not with powers that would use the Ability for a

retest). This bonus only applies to a single Ability (for those that require a specific focus such as

Performance or Science).

Ambidextrous (1pt Merit): You are equally skilled at using either hand. You do not suffer the normal two

Trait penalty for performing actions with your off hand. In addition, you do not need to have the prerequisite

number of Ability levels appropriate to a weapon in order to get the advantage of using two weapons (or a

shield) in combat.

Catlike Balance (1pt Merit): You almost never slip, stumble, fall or even get dizzy. Your sense of balance

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is so well developed that you can walk with ease even on a narrow ledge or wire. You are +2 Traits on

resolution of challenges where your balance is a deciding factor.

Common Sense (1pt Merit): You still have a lot of gut insight and everyday practicality. Whenever you’re

about to do something that runs counter to common sense, the Storyteller or Narrator can make

suggestions about the action. This Merit is excellent for new players who are not familiar with the

intricacies of the game.

Daredevil (3pt Merit): Not only do you take outrageous risks, you survive them. Whenever you take a risky

(some would say foolhardy) course of action ­ one with a Static difficulty of at least eight Traits or a

potentially harmful outcome ­ you get one free retest on the attempt. This bonus applies only to combats

where you are outnumbered or sorely outclassed (Narrator’s discretion).

Eidetic Memory (2pt Merit): Your memory is nearly perfect, and you recall almost everything you

experience with incredible clarity. A single turn of attention is sufficient to commit a page, picture or short

conversation to memory. If you are involved in combat or otherwise distracted, you must make a Static

Mental Challenge, difficulty of six Traits, to successfully memorize the contents of your subject of scrutiny.

You should keep a “cheat sheet” of your memories to aid you and the Storyteller in “recollections.”

Enchanting Voice (2pt Merit): Your voice is naturally resonant and commanding. All uses of your voice

grant you two Bonus Traits; you can seduce, intimidate, and cajole with just a few well­chosen words.

Favor (1 or 3pt Merit): Approval level is the same as the NPC.

Hard of Hearing (1pt Flaw): You have some difficulty hearing. You suffer a two­Trait penalty on all tests of

hearing. Obviously, you cannot have this Flaw and the Merit: Acute Sense: Hearing.

Iron Will (3pt Merit): This Merit gives the character a free retest when attempting to resist mind­influencing

powers. This Merit does not work against powers that influence emotions.

Luck/Lucky (3pt Merit): The character gets a free retest once per session on any non­combat challenge.

Natural Leader (1pt Merit): Natural magnetism and leadership capabilities spring from your actions and

words. Others want to follow you, and you easily take charge. You gain two Bonus Traits on tests of

leadership. You must have at least six Social Traits to take this Merit.

Natural Linguist (2pt Merit): You have a remarkable grasp of any languages that you speak or write (as per

your Linguistics Ability). You gain 3 bonus Traits on all challenges related to language. You also know twice

the number of languages that your level of the Linguistics Ability would normally allow.

Oracular Ability (3pt Merit): The signs and portents of everyday life are clear to you, offering up the course

of the future. Once per session, you may attempt to read a particular omen by making a Static Mental

Challenge with a difficulty of eight or more Traits (Narrator’s discretion). If you succeed, you receive some

insight into the current situation, allowing you to claim one retest at some point during the night as you draw

on the visions that you interpreted.

Quiet Heart (4pt Merit): This Merit gives the character a free retest when attempting to resist

emotion­influencing powers or frenzy.

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Resistant to Wyrm Emanations (6pt Merit): High Approval ­ You get a free retest in challenges where

Wyrm­taint is involved. You are immune to the damage from radiation, balefire, etc., unless it is used as a

damage dealing attack (i.e., the BSD uses the Balefire Gift, hit with the Radiation Elementals Blast charm,

etc.) Likewise, you are immune to bane possession.

Short (1pt Flaw): You have trouble seeing over things, interacting with tall people and escaping notice due

to your proportions. You can only take two steps in an action instead of three, due to your small size. You

also have trouble reaching countertops and manipulating objects designed for normal people (like cars).

You should wear a tag to note your condition if you are not actually that short.

Sign of the Wolf (2pt Flaw): While in Homid or Glabro forms, you suffer an additional ­2 penalty to your

interactions with normal humans.

Silver Tolerance (7pt Merit): High Approval ­ Whenever you take damage from silver, you may make a

simple test to convert the damage to lethal. Also, it takes a pair of silver items carried to cause you to lose

one Gnosis Trait.

Speech Impediment (1pt Flaw): A stammer, Tourette’s Syndrome or other speech deficiency makes

communication difficult for you. Roleplay your deficiency, and suffer a two­Trait penalty on all verbal

communication. You cannot have this Flaw with the Merit: Enchanting Voice.

Supernatural Ally: Not Sanctioned.

Supernatural Companion: Not Sanctioned.

True Faith: Not Sanctioned.

Vengeful (2pt Flaw): You want to even a score with some group from your past. You plan ways to get your

revenge constantly, and if presented with an opportunity for vengeance, you must spend a Willpower Trait to

take some other action for the scene.

Wolf Years (1pt Flaw): This is a 1 point Flaw.

C6.2 – Tribal/Character Specific Merits

Caern Child (Black Fury) (5pt Merit): High Approval, cannot travel more than 1,000 miles from home caern.

Ghost Sight (Silent Striders): This Merit does not allow for communication or the ability to hear things in the

Dark Umbra.

Gift of Wepauwet (Silent Striders): Reserved for use by National Staff

Homid Ancestor (Red Talon) (2pt Merit): High Approval

Kinfolk: Gnosis (Kinfolk) (3­5pt Merit): This is changed to the following (3­5) Merit: 3 points allows for 1

Gnosis, 4 for 2, and 5 for 3 Gnosis.

Naïve (Child of Gaia) (1pt Flaw): You suffer a ­2 trait penalty on any challenge to sense or detect malicious

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intent, whether it be the Gift: Sense Wyrm, use of the Empathy Ability, or defending against deception from

the Subterfuge Ability.

Notable Heritage (Silver Fangs): Top Approval.

Supporter (Child of Gaia) (2pt Merit): Once per session, you may inspire fellows with your speech, writing or

leadership, giving any ally that is working towards your same goals, and present for the performance one

Trait up on one challenge of their choice that they have to make during the same scene or following scene.

The effects of this Merit do not stack with other uses of this Merit.

Winter Garou (Red Talon) (4pt Merit): Top Approval

D)General Rules

D1 – General Mechanics D1.1 ­ Comparing Traits

When comparing Traits, players declare their total maximum number of Traits. A player may still declare

fewer Traits than she actually possesses in the category if she desires.

D1.2 ­ Permanent Traits

Traits granted by Totems or Tribal Advantage may exceed rank caps for Attributes, Abilities, Backgrounds,

Rage, Gnosis and Willpower. These traits may be bid and lost as normal and count towards your totals for

the comparison of ties. All renown grants from these sources is given as Temporary renown.

D1.3 ­ Rounding

In text, unless otherwise stated within the addendum, or text of the gift, if something is to be rounded, round

down.

D1.4 ­ “Attacks”

Powers, abilities, or other effects that put a penalty or disadvantage on a target count as an attack for the

purposes of disrupting powers, abilities, and effects that change or end as a result of the target or user being

attacked.

D1.5 ­ Retests

Rites represent a separate retest category from Gifts but follow the retest limits outlined in Dark Epics (p70).

D1.6 ­ Relenting to Challenges

A character cannot relent to Mental or Social Challenges while in Frenzy.

D1.7 ­ Interaction for Powers of Investigation and Stealth

A hidden subject may normally be challenged by an investigator only once per scene. Any additional tests

must be approved by the presiding ST, and normally only if something has changed in the scene to draw

attention to the hidden subject. Any power which grants enhanced senses and pinpoints a target may attempt

to pierce concealment. Powers which reveal the presence of something but does not pinpoint may not. All

challenges to discover a hidden subject are changed to a contested mental challenge. All ability retests are

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changed to an appropriate Investigation or Stealth ability. Willpower may not be used as a retest for either

party. Gifts that would normally prevent any contested test to see or be seen instead use this guide when

opposing each other. Each participant adds a bonus to the challenge based on the level of the power if any

(None = 0 Basic = 1, Int, = 3, Adv. = 5). A hidden subject will not be discovered on a tie, unless they have

drawn attention to themselves, determined by the presiding ST.

D1.8 ­ No Mass Combat

Ignore the mass combat system presented on pg. 192 of Laws of the Wild Revised. All challenges are

resolved individually with retests and overbids as appropriate.

D1.9 ­ Rage

A character may not spend more Rage Traits than half his permanent base Physical Traits in any given turn

(rounding down).

D2.0 ­ Shifting Forms

Shifting forms only requires a challenge under stressful conditions. The Garou selects the desired form and

engages in a Static Physical Challenge using his base Physical Traits only (no bonus Traits from Gifts or

forms). Traits are not lost if this challenge fails. If successful, he transitions to that form from his current

form at a rate of one form per turn.

Additionally, a character can change into his breed form instantly without a challenge or the use of Rage or

Primal­Urge Traits. Form­based Attribute Traits are replenished when the Garou's normal Attribute Traits of

that category are replenished.

The Customizing Forms Optional Rule is not used. Crinos

Form

Metis in their breed form (Crinos) regenerate and are allergic to silver.

Base Claw Damage: 2 Aggravated Base

Bite Damage: 1 Aggravated

Hispo Form:

Base Claw Damage: 1 Aggravated Base

Bite Damage: 2 Aggravated

Lupus Form:

Base Claw Damage: 1 Lethal Base

Bite Damage: 1 Lethal

D2.1 ­ Movement Speed Limitations

Any movement buff that doubles your movement instead allows +2 steps in combat and doubles your

movement out of combat (but not to exit combat).

D2.2 ­ Peeking

Garou may only peek from the Umbra to the Real World, unless they are Uktena whose tribal advantage

grants them the ability to peek from the real world into the Umbra.

D2.3 ­ Interaction with Canon NPCs

Interactions with, or relationships to any canon NPC’s whether in play or in background require Top Approval. Scenes wherein canon NPCs are being controlled by a member of the National Staff while interacting with PCs need not obtain an approval for those interactions.

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D3 – Places of Power D3.0 ­ Caerns

Caern levels are at the following approval levels: 1 ­

3 ­ High Approval / 4 ­ 5 ­ Top Approval Second

Caern within a VSS ­ Top Approval

Caerns up to level 3 may be included in the original application to the RST for approval of VSS. This does not

require a separate approval, merely that it be included within the applied for VSS. Any Caerns developed or

discovered later in the chronicle must be applied for as required.

D3.1 ­ Pits

“Wyrm” Pits are at the following approval levels:

Pit 1­3 High approval, Pit 4­5 Top Approval as it currently is.

Corrupted Caern: 1­3 High Approval, 4 ­5 Top approval if Only Place of Power on VSS Corrupted

Caern: 1­5 Top Approval if second place of power on VSS.

Pits come with the following amount of BSD's included within the application. Level 1

­ Up to 20

Level 2 ­ Up to 50

Level 3 ­ Up to 75

Level 4 ­ Up to 150

Level 5 ­ No top limit, no less than 200.

Cleansing a Pit completely ­ High Approval

Converting a Cleansed Pit into a Caern ­ Top Approval

D3.2 ­ Hives

Hives ­ A hive of BSD's designates an unusual amount of Organization amongst nomadic packs of BSD's who

do not have a home Pit in the area.

Hive of 1­5 Nomadic Packs (5­25 BSD's) High Approval Hive of

5+ Nomadic Packs (25+ BSD's) Top Approval

Nomadic packs of BSD's ­ Low Approval. BSD packs may work in the same area, or work together, but when

they begin to create a hierarchical leadership structure, they begin to form a Hive, at which point VST's should

seek the hive approval listed above.

D4 ­ Umbral Realms Travel to Malfeas, Erebus or the Summer Country requires Top Approval. Travel to all other realms are

handled by the High Approval Storyteller.

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E) Gifts E1 – General Gift Information Out­of­Tribe/Breed/Auspice Gifts:

Basic Gifts/Rites ­ High Approval

Intermediate Gifts/Rites ­ Top Approval

Advanced Gifts/Rites ­ Not Sanctioned

Any gift that allows for spending additional traits to extend duration, or grant additional effects, is capped at

5 traits maximum expendable.

Any Gift listed as a Camp Gift may not be purchased by any Garou not of that camp. If the camp Gift is

also available through another Tribe/Auspice/Breed, they may attempt its access that way, but they may

not learn the Camp Gift.

Some Gifts require a challenge, but are unclear as to who is being challenged. Unless specifically stated

otherwise, the challenge is against the target of the Gift. If there is not a target, then it is a Static Challenge

against six Traits for a Basic Gift, seven traits for an Intermediate, and 10 traits for an Advanced Gift.

Any Gift that does not have a listed Ability retest can be retested with Occult or another Ability the presiding

STs deems appropriate.

Bone Gnawer Gifts:

**Patrol­Gift: Any gift that uses the "Patrol­Gift" mechanics requires notification of the Spirit Keeper prior to

play, and receiving a "Patrol Spirit" card (this card represents the dedicated gaffling or jaggling spirit required

for the Gift). When using the gift, a player may request any player not currently involved in a scene to act

as the spirit, granting them the Patrol Spirit card and whispering the effects ot them. While representing the

spirit, they cannot be challenged nor can they challenge anyone except the target of the Gift, and use the

appropriate symbol indicating they are in the Umbra. Once the use of the Gift is complete (or 10 minutes

have passed, if open­ended, as per the Gift), they return back to the Gift­user and return the Patrol Spirit.

Only 1 such Gift may be used by a character at a time.

**Giant­Steps: Any Gift or Rite which uses the "Giant­Steps" mechanic must be assigned a catch­phrase,

such as "BOOM!" for Kitchen Chemistry. Whenever that Gift goes off (represented by the players using the

given catch­phrase), players freeze where they are. Then, starting from the center of the effect, the player

using the Gift counts off the given number of "Giant­Steps" (the only requirement is that they must have at

least 1 foot on the ground during the measurement). For ease of play, try going towards those that are

furthest from the impact to see if they (and, by default, anyone closer) are affected. If you play in a public

place, please use discretion in selecting and using your catch­phrase, to avoid scaring non­players.

**Props: Some Bone Gnawer Gifts require the use of props, such as a pot for Cooking. Unless

safety/security does not allow, these props are required. if there is a safety or security concern, a prop card

must be used when activating the Gift.

The following Gifts are considered “Camp Gifts” for their respective Children of Gaia Camps:

Imminent Strike

Strength of Purpose (Basic): As Philodox Gift. Spirit of the Fray (Basic): As Ahroun Gift. Wrath of Gaia (Intermediate): As the Silver Fangs Gift.

Fianna Gifts:

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The following gifts are considered “Camp Gifts” for their respective Fianna Camps:

Brotherhood of Herne:

*Sense of the Prey (basic): As the Ragabash Gift.

*Open Moon Bridge (intermediate): As the Ragabash Gift.

*Totem Gift (advanced): As the Metis Gift.

Children of Dire:

*Breath of the Wyld (basic): As the Black Furies Gift.

*Wyld Resurgence (basic): As the Black Furies Gift.

*Trackless Waste (intermediate): As the Red Talon Gift.

Grandchildren of Fionn:

*Sense Wyrm (basic): As the Metis Gift.

*Razor Claws (basic): As the Ahroun Gift.

*Wrath of Gaia (intermediate): As the Silver Fangs Gift.

Songkeepers:

*Tongues (basic): As the Homid/Nuwisha Gift.

*Wisdom of the Ancient Ways (intermediate): As the Philodox Gift.

*Fabric of the Mind (advanced): As the Galliard Gift.

The Whispering Rovers:

*Heightened Senses (basic): As the Lupus Gift.

*Scent of Beyond (intermediate): As the Philodox Gift.

*Pathfinder (intermediate): As the Ragabash Gift.

Tuatha De Fionn:

*Sense the Unnatural (basic): As the Lupus Gift.

*Name the Fae (intermediate): As the Lupus Gift: Name the Spirit, but it only functions on

determining the type and power level of Fae creatures and Changelings.

*Geas (advanced): As the Philodox Gift.

In addition to the Camp Gifts listed in the Tribebook, the following Gifts are considered “Camp Gifts” for their respective Get of Fenris Camps:

Valkyria of Freya

Strength of Purpose (Basic): As the Philodox Gift. Stoking the Soul's Fire (Basic): As the Black Fury Gift, but not restricted to Maiden Furys.

The Hand of Tyr Interrogator (Basic): As the Shadow Lords Gift.

Howls in the Night (Basic): As the Galliard Gift. The Hand of Tyr can use this Gift to also affect those he deems as corrupt with this Gift.

Mjolnir's Thunder Primal Anger (Basic): As the Metis Gift. Wrath of Gaia (Intermediate): As the Silver Fangs Gift.

Fangs of Garm

Glib Tongue (Basic): As the Fianna Gift. Command the Gathering (Basic): As the Philodox Gift.

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The Glorious Fist of Wotan

Offering of the Slain (Basic): As the Red Talons Gift. True Fear (Basic): As the Ahroun Gift.

Loki's Smile

Liar’s Face (Basic): As the Ragabash Gift. Two Tongues (Basic): As the Fianna Gift Seeds of Doubt (Intermediate): As the Shadow Lords Gift.

Ymir’s Sweat Attunement - Wilds (Intermediate): As the Silent Strider Gift. Blood of the North (Intermediate): As the Wendigo Gift.

Glass Walker Gifts:

All Gifts from prior incarnations of the Glass Walker Tribe (Warders, Tetrasomians, Iron Riders) are

unavailable at chronicle start, and Top Approval afterwards.

In addition to the Camp Gifts listed in the Tribebook, the following gifts are considered “Camp Gifts” for their respective Silent Striders Camps:

The Dispossessed Persuasion (Basic): As the Homid Gift. Speech of the World (Basic): As the Homid Gift.

Harbingers

Sight from Beyond (Basic): As the Theurge Gift.

Seekers

Open Seal (Basic): As the Ragabash Gift. Grasp the Beyond (Intermediate): As the Theurge Gift.

Swords of Night Basic: Master of Fire (As the Homid Gift) Basic: Sense the Unnatural (As the Lupus Gift)

Wayfarers Persuasion (Basic): As the Homid Gift.

Truth of Gaia (Basic): As the Philodox Gift.

Silver Fang Gifts:

All House gifts may be learned at Low Approval by members of that House, and may not be learned by any

Garou not of that House.

All Lodge Gifts may be learned at Low Approval by members of that Lodge, and may be learned by members

of the opposing Lodge at High Approval.

Gleaming Eye House gains access to the following Gifts as House Gifts::

Glib Tongue (as the Fianna gift)

Watchful Eyes (as the Black Furies gift)

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Ivory Priesthood gains access to the following Gifts as Camp Gifts: Ghost

Speech (see below)

Ghost Paths (see below)

Walk Between Worlds (see below)

Grey Raptors gain access to the following Gifts as Camp Gifts: Raptor

Wings (see below)

Monitor the Transgressor (see below) Kiss of

Helios (as the Ahroun gift)

Masters of the Seal gain access to the following Gifts as Camp Gifts:

Open Seal (as the Ragabash gift)

Intrusion (as the Glasswalkers gift)

Invisibility (as the Uktena gift)

Lodge Gifts:

Full Moon Cleansing, Gibbous Moon Song, Half­Moon Mnemonics, Crescent Moon Fata & New Moon

Legerdemain are the only Moon Lodge gifts sanctioned for play.

Stargazer Gifts:

In addition to the Camp Gifts listed in the Tribebook, the following gifts are considered “Camp Gifts” for their respective Stargazer Camps:

Ouroborans

Sense Weaver (Basic): As the Metis Gift: Sense Wyrm, but only works on Weaver Taint. Wyrm Taint (Intermediate): As the Shadow Lords: Bringer of Light Gift.

The Heavenly Successors of the Demon-Eater Eyes of the Cat (Intermediate): As the Metis Gift.

The Zephyr Fatal Flaw (Basic): As the Shadow Lords Gift. Resist Pain (Basic): As the Philodox Gift. Sense Silver (Basic): As the Ahroun Gift.

Trance Runners

Messengers Fortitude (Basic): As the Silent Striders Gift.

Mantra Gifts: High Approval for Stargazers to learn. (Do not apply for these in a consolidated app.) Not

sanctioned for non­Stargazers. Players are encouraged to utilize the mantras in the write­ups for role­playing

aspects, to showcase how rare and involved these gifts are.

Uktena Gifts:

The following gifts are considered “Camp Gifts” for their respective Uktena Camps:

Bane Tenders:

Basic: Resist Temptation (as the Stargazers Gift)

Intermediate: Spirit Ward (as the Homid Gift)

Intermediate: Spirit Drain (as the Theurge Gift)

Children of Wyld:

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Basic: Create Element (as the Metis Gift)

Basic: Wyld Resurgence (as the Black Furies Gift)

Intermediate: Beast Life (as the Lupus Gift)

Earth Guides:

Basic: Tongues (as the Nuwisha Gift)

Intermediate: Attunement ­ Urban (as the Bone Gnawers Gift) Advanced:

Assimilation (as the Homid Gift)

Ghost Dancers:

Basic: Strength of Purpose (as the Philodox Gift) Intermediate:

Shadows by the Firelight (as the Galliard Gift)

Advanced: Totem Gift (as the Metis Gift, Ghost Dancers can call on Turtle as the Totem of this Totem

Gift)

Raiders:

Basic: Taking the Forgotten (as the Ragabash Gift)

Intermediate: Grasp the Beyond (as the Theurge Gift)

Advanced: Thieving Talons of the Magpie (as the Ragabash Gift)

Scouts: Basic: Heightened Senses (as the Lupus Gift)

Intermediate: Pathfinder (as the Ragabash Gift)

Intermediate: Scent of Beyond (as the Philodox Gift)

Skywalkers:

Basic: Call to Duty (as the Philodox Gift)

Basic: Inner Light (as the Stargazers Gift)

Intermediate: Grasp the Beyond (as the Theurge Gift)

Web Walkers:

Basic: Control Simple Machine (as the Glass Walkers Gift)

Intermediate: Signal Rider (As the Glass Walkers Gift)

Intermediate: Attunement ­ Urban (as the Bone Gnawers Gift)

The following gifts are considered “Camp Gifts” for their respective Wendigo Camps:

The Warpath

Basic: Razor Claws (As the Ahroun Gift) Basic: Fury of the Bitter Wind: (As the Bone Gnawer Gift: Cornered Rat’s Ferocity) Intermediate: Lash of Rage (As the Metis Gift)

The Sacred Hoop

Basic: Glib Tongue (As the Fianna Gift) Basic: Cold Voice of Reason (As the Shadow Lords Gift) Basic: Resist Temptation (As the Stargazers Gift)

E2 ­ Alphabetical Listing of Gifts Ancestral Incarnation (Stargazers): May only be used once per game session.

A Thousand Eyes (Shadow Lords): The swarm will not go anywhere that appears dangerous to it and will

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immediately flee if attacked. Gift user may end the Gift prematurely at any time.

Attunement (Silent Striders): This Gift may only be purchased once as a Silent Strider Gift.

Aura of Confidence (Shadow Lords): This gift grants win on ties when defending against supernatural

challenges, as well.

Balor's Gaze (Fianna): The difficulty of the Willpower challenge for the victim is equal to the Rage of the

Garou employing this Gift. Tormented victims of this Gift suffer a 5 Trait penalty on all challenges while

afflicted. Targets who are already at the Wounded health level are treated as Incapacitated while under the

effects of this Gift. Victims with the Gift: Resist Pain, are instead at a 3 Trait penalty on all challenges while

afflicted, and are not treated as Incapacitated if already at the Wounded health level while afflicted by this Gift.

Spending a Willpower Trait to resist the effects of Wound Penalties grants the same protection as Resist Pain

during the turn it is spent.

Blessing of the First Pack (Red Talons): Top Approval

Blizzard of Arrows (Black Fury): Maximum number of targets is 5+ users levels in Archery. Must be normal

arrows, may not be used with Talen arrows.

Bloody Feast (Wendigo): This Gift is a Static Gnosis Challenge. Gain one Ferocious or Tough Trait per level

of damage inflicted, instead of one per two levels.

Bridgewalker (Galliard): Moonbridges made to last until the next Full Moon are still for your sole use.

Budget Approval Process (Glass Walkers, Corporate Wolves): The Challenge is a Static Mental against

6 Traits. Success means you can deduce which member would be best to approach in a group (no larger

than 5 members). You may ask this OOC "Hey, I'm looking to make a deal with you guys ­ which one of

you is most likely to deal with me?", and the others are obliged to respond truthfully.

Burning Blade (Silver Fangs): This gift’s duration is based upon the user’s permanent gnosis. Throwing the

weapon immediately ends the effect.

Burning Fire Mind (Stargazers, Mantra): Armor includes any gifts or rites that add health levels. Inappropriate

uses of this gift should affect the character negatively, losing renown and suffering appropriate social stigmas

from its use if needed..

Buzzword Language (Glass Walkers, Corporate Wolves) : This is a Static Social Challenge. The Challenge

is to accurately convey the message; all others here is jumbled (but reasonable) business jargon.

Call of the Wyrm (Galliard): This is an opposed Social Challenge.

Call the Storm (Shadow Lords): Lightning Bolts from use of this gift do 5 aggravated damage, not 10.

Call to Duty (Philodox): This Gift can only summon non­Wyrm spirits to aid you.

Calm (Children of Gaia): The user of this Gift can elect to help bring a Garou target out of frenzy instead of

stripping Rage. To do this, the user of this Gift spends a Willpower Trait and engages in a Static Social

Challenge (difficulty 6 Traits), if successful, the frenzying Garou gets to make a Willpower Challenge against

her own permanent Rage, and is a number of Traits up for this challenge equal to the rank of the Gift user. If

successful, the frenzying Garou immediately exits frenzy. If use of this Gift is unsuccessful, the Gift user

becomes the immediate target of the frenzying Garou's ire. Rage Traits removed by this Gift are instantly

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restored to the target of this Gift if they are attacked within the scene of having succumbed to this Gift.

Camouflage (Wendigo): This Gift works no matter what environment the user is in.

Circular Attack (Stargazers): The Gift user may not spend Rage Traits for additional Rage Actions, though

they may still spend Rage for Counterattacks or other effects.

Clap of Thunder (Shadow Lords): This power is changed to: Any victims of this power, make a static

willpower challenge vs the gift user’s permanent willpower. Failing the static subjects the victim to the

power.

Clarity (Stargazers): The Stargazer may also attempt to see though magical obscurity, disguise, and

illusions (such as Curse of Aeolus, Chimerstry, Obfuscate, or Obtenebration.) by defeating the power's

creator in a Mental Challenge (retest as dictated by the power being challenged).

The Cleaving Hoof (Children of Gaia): This gift lasts for a scene or until the retest is used.

Clenched Jaw (Ahroun): Spend a Rage trait after a successful bite attack. All biting attacks deal an additional

level of Aggravated damage. While clenched, the victim is considered grappled, you are three Traits up to

maintain the grapple. You may attempt a normal physical challenge at +2 traits to attempt to deal bite

damage on each of your actions. If the victim manages to defeat your grapple, the strength of your clench

deals the victim a level of lethal damage on the way out.

Coils of the Serpent (Uktena): This gift may only be used once per scene. When activated, a number of

tentacles equal to the Uktena’s occult rating are summoned. If this is less than 5, the Uktena may choose to

spend a Physical trait, per each additional tentacle he would like to summon. No more than 5 tentacles

may be created. Each Tentacle has a number of traits equal to 2 times the number of tentacles summoned.

They may be directed by the Uktena to attack the same target, or multiple targets, though never more targets

than the Uktena’s occult rating. See Grapple rules in the Combat Primer. Grapples are broken as normal

with a physical challenge vs a tentacle, plus 1 trait for every extra tentacle grappling the target. The tentacles

do not inflict damage, and last until the end of the scene, they are broken, or until the caster dismisses them.

Cold Voice of Reason (Shadow Lords): This is an opposed Social Challenge.

Command Spirit (Theurge): You cannot command spirits to leave areas or items to which they are bound.

Cool Mind (Glass Walkers, Cyber Dogs): Note that use of this gift does not negate/cancel any power; it

merely allows the user to act (relatively) normally, without emotional persuasion for 3 rounds. At the end of

the Gift, all powers still in effect, as well as any new power used successfully on the gift­user, resume. Any

power that would be affected by Cool Mind still goes through it's normal challenge; if successful, it is held back

until the power ends. (example: A Cyber Dog under the effects of Dazzle may act normally for 3 turns by

expending a Willpower Trait, but afterwards would fall back under the effects of the gift for the remainder of

the scene.)

Cooter's Revenge (Bone Gnawers): The weapon created by spending a rage lasts one scene/hour.

Corner Shot (Glass Walkers, Wise Guys): The Mental Challenge is Static against 10 Traits (No Bonus

Traits from the Gun are counted in this challenge). Success allows for a subsequent ranged attack as

normal (single shot only).

Coupe de Grace (Black Fury): This Gift will not add more than three levels of damage to an attack, and is

single target only.

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Create Element (Metis): This Gift can be used to attack a target with fire or earth on the round it is

summoned. Attacking a target is a Mental vs. Physical Challenge (retest Occult). The damage done by a

successful attack from this Gift is one Lethal damage per Gnosis Trait spent, up to three Lethal damage.

Custom Built (Glass Walkers): Frivolous use of this Gift may result in loss of Honor and Wisdom, as well

as Spirit Enmity.

Cutting Wind (Wendigo): Those caught in the wind suffer a two-Trait penalty for the duration of the Gift, rather than 2 Traits in the first turn and one Trait in the second. To use this Gift to knock down opponents, the Gift-user must defeat the target in a Physical Challenge (retest Athletics). Success knocks the target away fifteen feet, and requires an action for the target to stand back up. Multiple targets can be knocked down at once, but the user must bid a Trait and test against each character individually. Targets that would be knocked off of a height may attempt to make a Static Physical Challenge (difficulty set by presiding Storyteller, retest Athletics) to hang on to the edge. This Gift can only be activated during the Everyman action.

Dam the Heartflood (Silent Striders): Any target successfully affected by this Gift cannot use any powers

or items that require their own blood as an activation requirement.

Dark Aerie (Shadow Lords): This gift grants a bonus or penalty on stealth tests between +2 and ­2 based on

lighting conditions at storyteller discretion.

Desperate Strength (Bone Gnawers): This gift allows for as many retests as the character wishes to spend

Willpower for, but any damage suffered by this gift is unpreventable, and heals at the normal rate for

aggravated damage. Damage sustained by Desperate Strength may not be healed with Healing Talens or

with Gifts such as Mother’s Touch during a game session. It may be healed with Talens or Gifts between

games.

Devouring Rime (Wendigo): Replace With: When activating this Gift the user touches the target (which may require a Physical Challenge), and spends a Gnosis and up to 5 Mental Traits. This Gift lasts for one round and an additional round for each Mental Trait spent. While this Gift is in effect the movement of the target is halved (round down, minimum one step), and each turn for a number of turns equal to the Mental Traits the Gift-user spent, the victim gains a cumulative one-Trait penalty to all Physical actions. A victim can spend a Rage Trait (or activate a similar action-giving power) to negate gaining a one-Trait penalty in that round. Once the duration of the Gift ends, the accumulated Trait penalties fade at a rate of one per round as the victim thaws. The Gift-user can only use this Gift on an individual victim once per scene.

Direct the Storm (Shadow Lords): This gift is a contested Willpower Challenge.

Distractions (Galliard): This is an opposed Social Challenge.

Dumpster Diving (Bone Gnawers): As written; the Storyteller determines the exit point when this gift is used.

For purposes of this chronicle, you may only go to the borders of the approved VSS. Using this gift to travel

outside the confines of the VSS requires coordination with the applicable storytellers..

Eagle’s Beak (Silver Fangs): The user must be engaged in active combat to activate this gift.

Electroshock (Glass Walkers): Spend a number of Rage Traits. Each Trait inflicts two levels of electrical

aggravated damage on a chosen opponent. You may divide this among three opponents, provided they are

either being touched by you (make a Physical Challenge against unwilling targets) or they are touching

something conductive (water, metal or each other). This power has no effect on non­conductive materials, and

cannot target an opponent protected by them. You cannot spend more Rage than half your permanent rating

on this gift. No single target may take more than 5 Aggravated wounds from the use of this Gift.

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Elemental Gift (Lupus): Successful use of this Gift summons a Rank 3 Spirit. The type of Elemental

summoned is at the Storyteller’s discretion, though player role­play should help guide the type of Elemental

summoned.

Empathy (Silver Fangs): If you win the challenge, you understand the group’s desires in a broad sense: attack

or mediation, harsh punishment or clemency, etc. Spend one Mental Trait to understand desires that haven’t

been articulated.

Exorcism (Theurge):

In order to Disable a Fetish Not in your possession ­ Contested Social Challenge, Success disables Fetish

for the remainder of the scene.

In order to Permanently Exorcise a Fetish ­ Must be in your possession, Static Social Difficulty 3 times the

level of the Fetish.

In order to Exorcise the Bane from a Fomori ­ Contested Social Challenge. Success causes the victim to fall

unconscious. Any damage done to the victim will allow the bane to reassert it's possession and the fomori to

awaken. If the victim is unconscious and a second exorcism attempt is successful, the bane is permanently

exorcised from the fomori and the host body dies unless the Theurge succeeds on a Static Mental challenge

difficulty 12, and has a way to immediately heal the host within the following round.

Failure on the challenge, or failure to heal at least 2 health levels worth of aggravated damage, causes the host

to die immediately.

Fabric of the Mind (Galliard): To use this Gift, spend any number of Gnosis Traits and make a Static

Mental Challenge (difficulty 10 Traits, retest with Performance), and risk up to five Mental Traits. With

success, for each Mental Trait risked a dream creature, being, or item is brought into reality. The conjured

dreams exist outside of combat for five minutes per Gnosis Trait spent, or inside combat for one round per

Gnosis Trait spent.

Sentient imaginations cannot know information or specifics that you do not know, and are unable to act

independently without your direction. Imaginations use your permanent Mental Traits for all challenges, and

Have corresponding Ability levels to what you have. Each Imagination can attack foes and act once per

round. They deal damage according to what they are dreamt into existence with.

Each conjured dream can deal up to three aggravated damage, four lethal damage, or five bashing damage

per round. Damage from these imaginations is real in every way, and persists even after the Gift ends.

Imagined items can be fantastical in their capabilities, and are limited only by the Storyteller's discretion,

however, the onus of the capabilities of the Imaginations is on the player's ability to completely describe the

dreams, where they come from, and all of their intricacies.

During the duration of this Gift, these Imaginations are considered real. Intermediate Stargazer Gift: Clarity

does not negate the damage or existence of Imaginations. Sense the Unnatural and Sense Magic detect a

magic type the same of that of the Gift user.

Face in the Crowd (Bone Gnawers): The actions of the crowd must be directed at something other than

itself. Silly, abusive, or stupid commands (as determined by the ST) automatically fail.

Faerie Kin (Fianna): Requires Fae Lore 3 and Fianna Lore 3 to learn or a spirit quest to the Arcadia Gateway

to obtain. Changelings summoned with this Gift use the Faerie Kin template for statistics. See the Faerie

Kin Guide for use of this Gift.

Falcon’s Grasp (Silver Fangs): Bonus traits are granted based only for grappling attacks that do not inflict

damage.

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Family Debt (Glass Walkers, Wise Guys): Not sanctioned.

Feral Lobotomy (Theurge): The Challenge to use this Gift is an opposed Mental Challenge, not Mental vs.

Willpower +3. The number of Mental Traits permanently destroyed with successful use is one plus an

additional Mental Trait per two additional Gnosis Traits spent. For each Mental Trait destroyed, the target also

receives a permanent Bestial and Feral negative Social Trait. Feral Lobotomy works only once ever against a

particular target.

Fenris' Bite (Get of Fenris): Replace With: Whenever the Gift-user bites a foe, the Gift user may spend one (and

only one) Rage Trait to deal an additional level of aggravated damage. The Gift-user then engages in two Simple

Tests. If successful, the Gift-user may choose a limb of the victim to sever (right arm, left arm, right leg, left leg

are common, decapitation is not possible). The victim of this bite loses the ability to use that limb permanently

unless able to regenerate the damage (it takes one week for a Garou or Vampire to regenerate a limb). Each leg

lost reduces the victim's movement speed by half.

Fetish Doll (Uktena): The Garou can only have one Fetish Doll created at a time. The challenge to injure the

target is a Willpower Challenge (not a Static Mental Challenge against the target’s Willpower).

Fetish Doll (Silent Striders, Bitter Hex): PC gains one trait of Spirit Enmity ‘Uktena’ if a Fetish Doll is ever

used on an Uktena, per use.

Find the Transgressor (Shadow Lords): Knowledge of the violator's whereabouts lasts until the user

physically confronts them, they die, or the user activates this Gift with a different target

Fire in the Belly (Fianna): The difficulty for the Willpower challenge is the Gift user's current Rage.

Flames of Hestia (Black Fury): Separate uses of the Gift are required for each purpose.

Fog of War (Fianna): Not Auspice Specific. Replace With: To employ this Gift the user spends one Gnosis

Trait and chooses a number of targets not exceeding her permanent Gnosis Rating. She then engages in a

Social Challenge against the targets (the user of the Gift need only bid one Trait for all of the targets, and

Throws against them all simultaneously; Performance is the retest, but the user of the Gift need only spend

one Performance ability to retest all targets). Each target successfully afflicted by this Gift is two Traits down

on all challenges and must retest any successful challenge for the remainder of the scene (or until the Fianna

is killed or knocked to Incapacitated) as a result of the illusory distractions summoned by the user of the Gift.

Victims of this Gift with the Intermediate Stargazer Gift: Clarity can use that power as normal to try and not be

affected by Fog of War. Faeries and Changelings are immune to the effects of this power.

Successful use of the Gifts: Sense the Unnatural or Sense Magic automatically permit a contested Mental

Challenge (retest Subterfuge) to recognize the effects of this Gift as an illusion, but do not end the effects of the

Gift. Illusions detected by these Gifts read as both Gaian and Fae.

Friend in Need (Bone Gnawers): You cannot transfer the Gift: Friend in Need through the use of this Gift.

Geas (Philodox): To target an individual with this power is an opposed Social Challenge versus the target. To

target multiple individuals with Geas, spend a Gnosis Trait per target and engage in an opposed Social

Challenge versus the individual with the highest Social Traits in the group. The defender against this power is

at a +1 per person the user targeted for comparison of ties.

Ghost Paths (Silver Fangs, Ivory Priesthood, Basic Gift): Treat this exactly as a Garou identifying and

tracking animals (by scent or by looking for tracks, at the Priest’s discretion), but apply it to ghosts instead.

Note that Garou may not be able to go everywhere ghosts do to follow the trail ­ remember, some ghosts can

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fly.

Ghost Speech (Silver Fangs, Ivory Priesthood, Basic Gift): As the Theurge Gift: Spirit Speech with a few

differences. The Ivory Priest may spend a Mental Trait to “peek” across the Shroud into the Shadowlands.

This Gift also enables communication while peeking with those who dwell in the Shadowlands, whether

“demons” or spirits of the dead.

Gibbous Moon Song (Silver Fangs): The retest gained from this gift may not be used for any gift that

requires a Social Challenge, for example Mastery. Also, Galliards gain the social trait Charming in addition to

the other traits gained by activating this gift.

Gift of the Porcupine (Metis): Anyone who strikes you with a Brawl or Grapple attack suffers two

Aggravated levels of damage.

Gift of the Spriggan (Fianna): Each increment of size increase or decrease beyond the first costs a Gnosis

Trait. No more than three additional Gnosis Traits can be spent to increase or decrease. Each size increase

grants three Strength­related Physical Traits. Each size decrease grants a one Trait bonus in all stealth

challenges.

Glib Tongue (Fianna): Replace With: This Gift causes listeners to hear your words as presented artfully and

persuasively. Spend one Gnosis and make a Social Challenge (difficulty 8 Traits, retest Expression) to

activate this Gift for a number of turns equal to your permanent Social Traits. You are considered two Traits up

on all non­harmful Social Challenges, and as a result are able to more easily convince people of your

perspective or cause. You also gain a free retest in any Empathy, Expression, Leadership, or Subterfuge

challenge while this Gift is active, as you are able to easily navigate modes of conversation and speech.

Glory-Scars (Get of Fenris): This Gift lasts for one scene, and does not refresh any Abilities. The Good Death (Get of Fenris): Top Approval

Gnaw (Lupus): The additional damage from this Gift is Aggravated damage, not Lethal damage.

Graceful Strike (Silent Striders, Dispossessed): This Gift is active for a scene, the additional level of damage

is never Aggravated.

Gremlins (Ragabash): This Gift only requires the target item of this power be within line of sight, not to be

touched by the user. This Gift can affect Fetishes, however, permanently destroying non­Wyrm Fetishes

causes a loss of temporary Wisdom Renown equal to the Gnosis Rating of the Fetish. Destruction of a Wyrm

Fetish can earn temporary Glory at the Storyteller’s discretion. Affecting a Fetish with this Gift requires a

Social Challenge (difficulty is twice the Fetish’s Gnosis Rating).

Guardian Fortitude (Uktena): Only Supernatural means of regaining willpower are allowable during this gifts

duration.

Hand Blade (Silver Fangs): This gift grants 3 bonus traits and deals 3 aggravated damage. You may not use

this gift in conjunction with Klaivaskar maneuvers. Gifts that specifically increase claw damage do not increase

the damage done with this gift (for example, Razor Claws). However, if the Silver Fang has Silver Claws

activated, the hand blade deals silver damage, likewise with Luna’s Avenger. Gifts that increase damage done

by natural attacks (such as Kiss of Helios) stack with this gift.

Hare’s Leap (Lupus): Make a Static Physical Challenge (difficulty 6 Traits, retest Athletics). Success allows

you to jump vertically up to a number of steps equal to half your current physical traits., or up to a number of

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steps equal to your current physical traits horizontally for your next jump. Using Hare’s Leap requires an

action.

Harrier’s View (Silver Fangs): The pack alpha must present the plan to the Storyteller in advance for the trait

bonus. If the plan is not followed as it was designed, the trait bonus is lost.

Heart of Fury (Ahroun): After succeeding in a Static Willpower Challenge, you gain a one­Trait bonus in

challenges to resist Frenzy, plus an additional Trait per Mental Trait you spend.

Heaven’s Guidance (Silent Striders): This Gift only works in the main realm, not in the Umbra or Umbral

realms.

Help Me (Bone Gnawers): This gift does not work on supernaturals. Only one per game/session.

Hidden Secrets (Shadow Lords): Challenge is contested mental, retest subterfuge.

Hootenanny (Bone Gnawers): The PC using this gift must be able to continue to play music and only

concentrate on that activity. The PC may only bid stamina based traits when attacks are made against

them and continue to play.

Howl of the Banshee (Fianna): The Gift-user's packmates are immune to his or her's uses of this power.

Howl of the Unseen (Fianna): Successful use of this Gift lasts for a scene, instead of a turn.

Icicle-Hide (Wendigo): In addition to making the character immune to all cold-based damage, this Gift ignores

the first level of damage from any non-fire based attack - not just Bashing. Fire-based attacks do regular

damage.

Icy Chill of Despair (Shadow Lords): Activation costs Gnosis but no initial challenge is required. Any who wish

to act against user as described must make a successful social challenge against user (retest Intimidation) or

spend one Willpower per round of malicious action.

I Got a Rock (Bone Gnawers): Only can be used once per challenge

Image of the Saints (Glass Walkers, Wise Guys): This is a Static Mental Challenge against your opponents

mental traits (yes, like See Aura). This Gift will show you the target's Nature, if applicable. Against Garou, it

shows their Pack totem (or other significant allegiance), while other supernaturals are detected by an

associated saint in addition to their Nature.

Inspiration (Ahroun): Each person affected by this Gift gains either a Free Willpower Trait or a free retest on

their next Willpower Challenge for use in the same scene Inspiration was used. A character cannot benefit

from Inspiration more than once in a scene.

Interrogator (Shadow Lords): This Gift requires a Social Challenge, not a Static Social Challenge against

the target’s Willpower. The once per month per target limit applies only if the Gift is successful.

Intrusion (Glass Walkers): If a Challenge is required (only for very secure doors: Bank Vaults, 1­ft thick

iron security doors, etc.), its a Mental Challenge (difficulty determined by ST), retest Security.

Invoke the Spirits of the Storm (Wendigo): Lightning bolts cause seven levels of aggravated damage, not

ten.

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Jam Technology (Homid): This gift cannot affect fetishes and talens.

Jam Weapon (Children of Gaia): This gift effects a chosen target, not necessarily the nearest, though they

must still be within earshot. This gift lasts for 1 turn, plus an additional turn per social trait spent upon

activation.

Kitchen Chemistry (Bone Gnawers): Can only be used once an hour/scene. Using the 1­Trait Option

requires a Physical Challenge (retest Athletics) to hit it's intended target for the full 2 Aggravated wounds.

Any other character that is in the area to be hit may also take part in the challenge (the Gift­user needn't risk

additional traits) in order to move away before it lands. Those still in the area of effect at the end of the

challenge (either because they lost the challenge or did not leave the area) take 1 Aggravated wound from

the explosion. Players should keep in mind that this gift does not and should not always require that the

object be thrown as a ranged weapon. Triggers and Detonators should be used when appropriate. An ST is

free at their discretion to allow the bomb to do greater structural damage to an area or building, when it does

not involve characters (PC or NPC). The device should follow the trait difficulty as it is in the book. A five trait

device should use the Patrol rules indicated in this addendum.

Last Ditch (Glass Walkers, Dies Ultimae): The Challenge is a Static Mental, against 7 Traits. Only the one

initiating the Gift needs to spend the Gnosis and make the challenge, the other participant need only know the

Gift.

Laugh of the Hyena (Bone Gnawers): This Gift provides a free retest on any Mental Challenge to resist

mental domination or control. It requires the Gift­user to obvious cackle like a hyena whenever calling upon

this Gift.

Leshii’s boon (Silver Fangs): The secondary Willpower vs. Gnosis Test is based upon permanent traits.

Locate Spirit Tutor (Silver Fangs): The difficulty of this test is raised to 10 traits. Luna’s Armor (Children of Gaia): Can only be used once per scene.

Luna’s Avenger (Silver Fangs): This gift provides immunity from the silver damage, but the user remains

vulnerable to any other damage associated with the weapon.

Madness (Metis): The user of the Gift can also pick, choose, and alternate between up to three

Derangements to afflict the target during the duration of this Gift.

The Malleable Spirit (Theurge): At the ST’s discretion, certain spirits may be too powerful to be affected by

this gift.

Merciful Blow (Stargazers): If the Garou wins a physical challenge to strike a foe, they may choose to stun

her opponent instead of inflicting damage. If the challenge is successful, they must expend a Gnosis Trait.

The foe is stunned for the rest of the scene and cannot initiate any actions, unless snapped out of it by a

touch from someone else. They may be snapped out of it by an ally if that ally spends one full action shaking

them out of it, though they will be out of the effects at the beginning of the next turn. Or by a potentially

damaging attack (they may bid stamina traits to resist this attack) at which case they are snapped out as

soon as the attack challenge is over.

Might of Thor (Get of Fenris): Replace With: Upon learning this Gift, once per scene the Gift user can

perform a feat of incredible strength (flipping a city bus, hefting a large automobile, pulling prison bars down,

punching through a few feet concrete or steel etc.) that does not cause direct damage to another character.

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By spending a Rage Trait and a Gnosis Trait, for the remainder of the scene the Gift user can perform these

feats of incredible strength at will, and gains Brawny x2 and Ferocious x2 and an additional level of damage

in all Brawl, Melee, and Throwing challenges.

Mindblock (Silver Fangs): This gift grants +3 trait bonus traits of the appropriate challenge type to all

attempts to influence the Silver Fang’s mind (but not emotions).

Monitor the Transgressor (Silver Fangs, Grey Raptors, Intermediate Gift): The Raptor may keep track of a

number of individuals equal to her permanent Gnosis Score. To choose a target she must have either a clear

view of them (or have strong scent to go off of) and then make a Gnosis Challenge against a difficulty of 7.

Thereafter she can spend three turns concentrating, spend a Gnosis Trait and make a Static Mental

Challenge with a difficulty of the target’s Mental Traits (retest Enigmas). If successful she will know the

general location of target. Should the user have her limit of targets marked, she can drop one to add

another.

Mother’s Touch (Theurge): Additional Gnosis Traits can be spent to heal additional health levels of

damage, at a rate of one for one, but to no more than five health levels healed per use of the gift..

Mule’s Bane (Children of Gaia): This gift lasts for a scene or an hour.

Name the Spirit (Lupus/Theurge): When learned by Garou other than Theurges, this is an Intermediate

Gift.

Obedience (Shadow Lords): You may test against up to 5+ your level of intimidation ability number of

targets. After tests, you may choose a total of 5 targets to be under your sway. Gift lasts 1 scene/hour,

and if the Shadow Lord gives a command that is virtually suicidal in which the Shadow Lord does not

participate, the victims may make a Static willpower challenge vs. 8 to break free from Obedience. If the

Shadow Lord is present, no willpower test.

On Patrol (Bone Gnawers): This spirit will be handled by the presiding ST. The "Patrolling Spirit" can

attempt to use the Gift: Sense Wyrm, as well as any of the following, assuming the originating Garou knows

them: Scent of the true Form, Sense Unnatural. The Patrol spirit uses your Mental Traits, as well as the

appropriate Ability Traits (Ability Traits are "loaned" to the spirit and unavailable for the Gift's duration;

unused traits are returned when the spirit returns.)

Open Moon Bridge (Ragabash): This Gift can be done anywhere, but requires the user of this Gift to have

visited the destination Caern stone prior to having used this Gift.

Paranoia (Shadow Lords): Static Difficulty of this gift is 7. Each mental trait spent can give one of the

following:

­exact location of enemies (which will blow any infiltrator or traitor's cover as well)

­creature type of enemies

­primary weapons of enemies (whichever ones they intend on using)

­details of any plans targeting Gift user

Pennies From Heaven (Glass Walkers): Bid 1 Trait for each increase in value

($0.01­>$0.05­>$0.10­>$0.25­>$1­>$5­> $10­>$20­>$50­>$100: foreign currencies use equivalents).

Difficulty for the Challenge is 7 Traits.

Perceptive Servant (Shadow Lords): This Gift affects mundane challenges only, but covers any mundane

challenges used for the purpose of gathering information, even indirectly.

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Phantasm (Fianna): Replace With: To use Phantasm, spend a point of Gnosis and the illusion springs into

life for the remainder of the scene, and is visible by anyone. To affect an area with a Phantasm you must

also spend an additional point of Gnosis for each 10­foot area to be covered by the illusion. While active,

you may make a Social Challenge to cause the illusion to attack a single target as your Everyman action. If

the challenge is successful the target takes a maximum of 3 points of aggravated damage, 4 points of lethal

damage, or 5 points of bashing damage. The type of damage inflicted by Phantasm depends on your

illusion’s mode of attack. An illusory pistol would cause lethal damage while balefire summoned by an illusory

Wyrm­tainted Elemental would cause aggravated damage.

If a character has a valid reason to disbelieve the illusion (ST discretion, and as Phantasm is meant to be a

subtle and devious power ­ STs are encouraged to allow disbelief in overtly wild or blunt uses of Phantasm,

with disbelievers gaining bonus Traits the more outlandish the illusion is), they may attempt a Mental

Challenge against the illusionist’s Social Traits (retest Awareness for the disbeliever, Expression for the Gift

user). Success on this challenge allows the disbeliever to see through the illusion (or hear through it, smell

through it, etc.). However, even a character who consciously realizes that your creation is illusory will be

unable to disbelieve it completely enough to avoid taking damage. Damage and effects caused by Phantasm

fades at the end of the scene, however, characters killed by or with Phantasm damage remain deceased.

Wounds and wound penalties caused by illusory damage are subject to Gifts and powers, and may be

healed or regenerated normally. This power cannot be used to create non­damaging combat effects like

staking or grappling, however it can create sensory deprivation effects like blindness, deafness, etc.

Characters with the Intermediate Stargazer Gift: Clarity can use that Gift as per normal to attempt to negate all

effects of this Gift. Faeries and Changelings are immune to the effects of this power. Successful use of the

Gifts: Sense the Unnatural or Sense Magic automatically permit a test to recognize the effect as an illusion.

Illusions detected by these Gifts read as both Gaian and Fae.

Power Surge (Glass Walkers): Replace "successes" with Social Traits spent.

Preternatural Awareness (Stargazers): The Stargazer becomes so attuned to her surroundings that she can

anticipate the actions of her opponents. The player spends a Gnosis Trait and makes a Static Mental

Challenge (difficulty 7) to invoke this Gift. Thereafter, for the rest of the scene she gains some idea as to what

any opponents are planning. The Storyteller should provide the player with information appropriate to the

Gift's effects. If she engages a foe in combat or is engaged by a foe while this Gift is active, the gift user must

make a Static Mental challenge difficulty of their targets Mental Traits in order to choose the two signs their

opponent can throw. In addition, the two signs thrown must be two that they are able to throw. This Static

Test does not count as the Stargazer or their assailants actions for that round. This gift works even if their

opponent is attacking from surprise.

Primal Anger (Metis): The Health levels used to fuel this Gift cannot be Health levels gained from wearing

armor or using a supernatural power.

Pure Identity (Shadow Lords): Challenge is contested social, retest subterfuge. User is three traits up for

comparison on ties.

Rampage (Red Talons, Winter Pack): Not Sanctioned

Rant and Rave (Bone Gnawers): This spirit will be handled by the presiding ST.

Raptor Wings (Silver Fangs, Grey Raptors, Intermediate Gift): This gift allows the Raptor to shift into a form

that is very similar to the Corax’s Rara Avis form, save that the coloring is always a uniform grey. While in this

form, the Raptor loses all benefits of being in Crinos and instead gains the bonus traits, Attentive, Discerning,

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Nimble, Observant, Tireless, Wiry & the Negative Traits, Bestial x2 and Tactless. The Raptor does not gain

the ability to fly with this form.

Reap the Soul (Red Talons, Dying Cub): Corruption of the Heart points are obtained when using this Gift.

Reason’s Grasp (Silver Fangs): Once learned this gift is always active. The user gains an additional retest

on attempts to resist the activation of a derangement or against sanity­altering powers.

Reshape Object (Homid): This gift can also be retested with an appropriate Craft Ability. Crafted items

cannot have more bonus Traits or Health levels than an identical item listed in Dark Epics, and follows other

crafting restrictions in the addendum. Crafted items cannot be complex.

Resist Pain (Philodox): This Gift allows you to ignore the wound penalties for the Bruised, Wounded, and

Incapacitated wound levels.

Resist Toxin (Bone Gnawers): Lasts for the scene.

Reverie (Fianna): Not Auspice specific. The challenge to use this gift is a Opposed Social vs. Mental

Challenge.

Roll Over (Philodox): This power is an opposed Social Challenge against the target, not a Willpower Challenge.

Scale of Ma’at (Silent Striders): This Gift lasts for one scene, however ongoing questioning still requires

expenditure of one Social Trait per question asked by the user of this Gift.

Scent of Running Water (Ragabash): You produce no scent while this Gift is active.

Scent of Sweet Honey (Bone Gnawers): Basic Gift. The Garou can lay down a scent upon an object or

creature that insects and all manner of vermin find irresistible. This gift costs one gnosis to use. An object

affected by this is swarmed during the scene. If the target is a creature, he suffers a 1 trait penalty on any

further challenges for the rest of the session, and temporarily picks up the negative traits: Clumsy,

Repugnant, and witless as the swarming insects bite, crawl on and generally distract him.

Scream of Gaia (Get of Fenris): Replace With: Spend one Gnosis Trait to enact this Gift. Those within 10 paces of the Gift user must succeed in a Static Physical Challenge (retest Athletics, difficulty equal to the Gift user’s Physical Traits) or be knocked down for one action and suffer three levels of Lethal damage. Packmates of the Gift user are unaffected by this Gift. Secret of Gaia (Silver Fangs): This gift’s duration is based upon the user’s permanent Gnosis.

Seeds of Doubt (Shadow Lords): Contested social challenge, retest subterfuge. Lie *cannot* be disbelieved

for at least one scene. Ex: Passport taker would assume user had been pickpocketed or had dropped it of

user could not produce passport again.

Seeking the Void (Stargazers, Mantra): Travel to the Deep Umbra and Dark Umbra are not permitted at

this time.

Seizing the Edge (Shadow Lords): The traits gained by activation may only be changed categories at the

top of each everyman action.

Sense of the Prey (Ragabash): This Gift only works on targets that are currently within the boundaries of the

VSS your character is in at the time of using this Gift. You must have been in a scene with the target at

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some point previously, been aware of it’s presence in that scene, and have a general idea of what the target

looks like to use this Gift. This Gift conveys no additional speed benefits in getting to the target, nor does

the awareness bestowed by this Gift give the user any information beyond an idea of the general direction of

the target which becomes more accurate the closer the user gets to the target.

Serpent Driving (Children of Gaia): This gift may be used once per scene, and forces any flushed targets

to flee from the defined area. The area to be defined must be within line of sight of the gift user.

Shadow Cutting (Shadow Lords): The gift user attacks the target’s shadow, the target may not choose to

counterattack and if they attempt to dodge they suffer a two trait penalty to the challenge.

Shadow of the Rat (Bone Gnawers): ALL Stamina­related Physical Traits (as listed within the Gift) spent in

the scene are recovered after successfully using this Gift. This Gift must be used within the same scene

that the Traits were lost. Ignore the restriction about using the gift for only the first level of a Trait listed

multiple times.

Shadow Pack (Shadow Lords): As beings of Shadow, they are immune to physical AoE effects such as

Umbraquake or Clap of Thunder, but still remain vulnerable to other AoE damage such as Scream of Gaia or

Howl of the Banshee.

Shadows by the Firelight (Galliard): The user of this Gift can target no more than his permanent Gnosis

Traits in targets per use of this Gift. To affect an unwilling group, the user must engage in a Social

Challenge against the individual in the group with the highest Social Traits, who is given an additional Trait

for comparison of ties for each other unwilling target of this power.

Targets of this Gift who suffer damage while under the effects of this Gift make a Social Challenge against the

user to break free of the Gift's control during the same action that they took damage, and are given an

additional Trait for comparison of ties for each level of damage they suffered. The targets of this Gift are

allowed to spend a Willpower Trait to retest any challenge to break free. Should a target break free of control

of this Gift they are able to act freely again on the following turn.

Actors given roles that involve dying will instead fall down and asleep at the time of their "death" for the

remainder of the Gift, waking up immediately when the Gift expires. This includes given commands to take

suicidal actions. The actor will instead collapse immediately and fall asleep.

No unwilling person or persons can be affected by this Gift more than once per scene.

Shelter of Needles (Wendigo): This is an Advanced Gift. Any character who purchased this Gift as an

Intermediate Gift is refunded their experience cost for the Gift.

Skyscraper Vision (Glass Walkers): Instead of a Gnosis Challenge, spend a Gnosis Trait and make a Mental

Challenge (difficulty 8 Traits, retest Awareness) to activate this power.

Song of the Earth Mother (Shadow Lords): This Gift gives the precise location of Wyrm tainted presences in

the area.

Song of the Great Beast (Lupus): Use of this Gift requires a Static Gnosis Challenge (difficulty equals the

current Gauntlet Rating, retest Primal­Urge), not a Social Challenge.

Sound of Suffering (Stargazers, Mantra): The effect of this gift ends if the target is attacked.

Spirit Horse (Uktena): This gift does not grant Wisdom Renown for use.

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Spirit Loan (Black Fury): This is a static test vs 6 Traits, not an opposed test.

Spirit of the Fray (Ahroun): The Traits gained from this Gift are only applicable in determining Initiative.

Spirit Smuggler (Black Fury): Items affected with this gift follow the gift user through the Umbra. The items

are not sent to the target, and must be hand delivered.

Steel Blowfish (Glass Walkers, Dies Ultimae): The Physical Challenge is Static against 8 Traits. Cannot be

combined with Steel Fur. The Garou using this Gift counts as 2 Traits of cover for their allies.

Steel Fur (Glass Walkers): This Gift cannot be used more than once in a scene. The difficulty of the Physical

Challenge to activate it is 8 Traits. You must have fur to use this Gift.

Steel Made Flesh (Glass Walkers, Cyber Dogs): For the duration of the Gift, the items affected are also

unavailable for use. It can be canceled at any time.

Stoking the Soul’s Fire (Maiden), Barring the Will (Mother), Bolster the True Name (Crone) (Black Fury):

When the character advances from Maiden to Mother, or Mother to Crone, the Gift is refunded provided the

appropriate transition rite is performed.

Streets Tell Stories (Bone Gnawers): Spend One Gnosis. Make a Static Mental against 7 traits. Retest

Streetwise. Requires Downtime or sitting out at least an hour of game time.

Strength of the Ancestors (Get of Fenris): Replace Mechanics With: Spend a Rage Trait and up to 5 Levels of Ancestors Background, followed by a Static Social Challenge (difficulty 10 minus the number of Ancestors Background spent). If successful, each Ancestors Background spent gives the Fenrir an additional Physical Trait (chosen by the player) for the remainder of the scene. If the Social Challenge fails the Ancestors Background and Rage Trait are still lost.

Strength of the Dominator (Shadow Lords): This is a contested Social challenge.

Strength of Will (Ahroun): Successful activation of this Gift also makes the Garou completely immune to

fear, Fox Frenzy, and effects utilizing the Intimidation Ability as a retest. You also receive a free retest

against any powers that attempt to control or sway you emotionally (Presence, Head Games, etc.).

Strength of Purpose (Philodox): May only be used once per scene/hour and only grants a single willpower.

Summon the Chu­Mong (Stargazers): Per the Tribebook on page 67 with the following addition: "The

Chu­Mong fades back into the Umbra at the end of the scene, or when it is out of health levels." Upon

learning this gift, players and Storytellers are encouraged to get together and produce a Chu­Mong for ease of

narration for use in games.

Tagalong (Bone Gnawers): You may only benefit from 1 totem at a time through the use of this Gift.

Thousand Forms (Ragabash): The form assumed grants no supernatural powers or capabilities.

Touch of Death (Silent Striders, Eaters of the Dead): NPC Only. This Gift cannot be used on Wraiths or

ghosts.

Tommy's New Trick (Glass Walkers): Replace With: Spend a Gnosis Trait. For the remainder of the scene

you can spend a Willpower Trait to retest any failed Firearms challenge utilizing the Spray capability. No

bullets will be left at the scene, and no one will be hit except by your targeted opponents.

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Tread Sebek’s Back (Silent Striders): Use of this Gift allows travel only, the user cannot stop and stand on

top of the water (or liquid substance). Running across liquids that would cause Aggravated damage or cause

Wyrm taint still do so to the user’s feet (or paws).

Trick Shot (Glass Walkers): May not be combined with the Full­Auto or Spray abilities of any firearm.

Troll Skin (Get of Fenris): This Gift cannot be activated more than once per Scene.

Truce of Helios (Silver Fangs): In order to break the truce requires a social challenge versus the gifts’

activator. Upon breaking the truce, the transgressor immediately suffers a loss of a permanent Honor

renown.

True Fear (Ahroun): This is a Willpower Challenge, not a Physical Challenge against your opponent’s

Willpower.

Truest Sacrament (Black Fury): This Gift uses a normal Social Challenge.

Trust me (Bone Gnawers): This gift does not work on awakened or partially awakened mortals. Only one

per game/session

Umbral Motorcade (Glass Walkers, Wise Guys): Gnosis may not be spent to automatically cross over;

You must make the challenge.

Unicorn’s Grace (Child of Gaia): This gift reduces the effect of the curse by lowering your effective rage by

3.

Urban Ward (Bone Gnawers): For ease of use, a single room the size of a hotel room can be considered to

be warded without figuring Giant Steps. While the Gift does involve items and trash being laid out, moving

those items does not cancel the effect. This gift only notifies when an intruder has breached an area; it does

not indicate where that breach occurred or who or what the intruder is.

Venom Blood (Get of Fenris): Venom Blood can be placed on weapons by taking an action to coat them.

The weapon then deals one additional level of damage that is aggravated when it hits the target. The coat of

Venom Blood must be reapplied after each hit. Blood powering this Gift must immediately come from the Gift

user, and cannot be stored or accumulated for extended use. Arrows, bolts, and bullets are too small and

travel too fast to be successfully coated.

Visceral Agony (Black Fury): Ignore the wound penalty examples given. Refer to actual MET wound

penalties instead.

Walk Between Worlds (Silver Fangs, Ivory Priesthood, Advanced Gift): This gift allows the user to make a

normal side­step challenge to step sideways into the Shadowlands.

Wall of Granite (Philodox): While Wall of Granite is active, the user of this Gift ignores all incoming

Bashing damage, and negates the first two health levels of damage from any other attack. Any damage not

automatically negated first damages the health levels of the Wall of Granite, not the user. A Wall of Granite

has a number of health levels equal to the current Gnosis Rating of the Gift user. Once all of the health

levels of Wall of Granite are destroyed, the Gift ends and cannot be used again during that scene.

Whelp Body (Ragabash): There is no limit to the number of times a specific individual can be affected by

this Gift, but he may not lose more than a total of six Physical Traits to this Gift. Traits lost and later

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repurchased with Experience Traits still count towards the maximum number of Traits that can be lost, so

once six Traits have been repurchased, the character is immune to this Gift.

Whisper Catching (Shadow Lords): Conversation need only be private, not necessarily whispered. "Private"

is at ST discretion but should also include any conversation from which the user has been purposefully

excluded. This Gift may not catch words communicated telepathically via mind links or Totem links.

Winged Delivery (Black Fury): Limited to the current active game area.

Wither Limb (Metis): This Gift is a Willpower Challenge (not a Static Willpower Challenge against the

target’s Physical Traits).

Wounding Lies (Shadow Lords): Contested social challenge, retest intimidation.

Wrath of Gaia (Silver Fangs): This gift may only affect a maximum number of targets equal to the gift users

permanent Willpower. This gift targets the closest enemies first.

Wyrm Taint (Shadow Lords): Static Difficulty is vs 10 traits

F) Rites

F1 – Rites General Rules Any Rite listed as a Camp Rite may not be purchased by any Garou not of that camp. If the Camp Rite is

also available through another Tribe/Auspice/Breed, they may attempt its access that way, but they may not

learn the Camp Rite.

Rites by Rank:

Cubs may learn and perform Minor Rites

Cliath and Fostern may learn and perform Minor and Basic Rites

Adren and Athro may learn and perform Minor, Basic, and Intermediate Rites Elders

may learn and perform Minor, Basic, Intermediate and Advanced Rites

Learning Rites:

A character may learn a rite listed within Laws of the Wild 3rd Ed (revised) at no experience cost, with an

appropriate teacher and by spending the following amount of time. Seasonal Rites (from any sanctioned

material) may also be learned in this way, and at no experience cost.

Minor Rites ­ 2 per week

Basic Rites ­ 1 per week

Intermediate Rites ­ 1 per 2 weeks

Advanced Rites ­ 1 per month

Rites from outside Laws of the Wild 3rd Ed (revised) must still have the appropriate teachers, but cost the

following experience rates.

Minor ­ 1xp Basic

­ 2xp

Intermediate ­ 4xp

Advanced ­ 6xp

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In order to perform Rituals, characters must have the Rituals ability at the following levels. Minor

­ No need of Rituals Ability

Basic ­ at least 1 level of Rituals Ability Intermediate

­ at least 3 levels of Rituals Ability Advanced ­ at

least 5 levels of Rituals Ability

Challenges must be issued in person and with a Master of Challenge present to mediate to be considered honorable and valid. Dishonorable Challenges result in a loss of 4 Temporary Honor Renown, and may have their results overturned or nullified by any Philodox of Rank equal to the lowest Rank Garou involved in the Challenge - in addition to whatever other punishments may result.

Black Furies: The rites in the Black Furies Tribebook do not use the listed test, but instead use the

standard test and difficulty for Rites of their type.

Bone Gnawers: Spontaneous Rituals (from sidebar in the Tribebook): A Bone Gnawer may attempt a Rite

substituting urban materials for those that they lack. Doing so raises the difficulty by 1­3 traits, depending on

the Rite and the materials used.

F2 – Additional Available Rites

F2.1 ­ Accord Rites

Rite of Klaviskar: Intermediate

High Approval. The ritemaster marks out a circle called a klaivaskeriste on the ground of any dimension he

desires. Fifteen meters is traditional, and anything less than ten paces is often considered a killing ground.

Any available ahroun are stationed around the edge of the circle to subdue either of the participants if they

should frenzy. The ritemaster then takes the two challengers to the center of the field. Ranks, titles and the

lineage of both the combatants and their klaives is recounted for the assembled. By ancient compact the

challenged will determine the nature of the duel (Submission, First Strike, First Blood, Incapacity or Death).

The Challenger determines the stakes they are fighting for (which in some cases may be the same as the

nature). Both are stated publicly and the ritemaster must deem it a fair and honorable challenge.

The ritemaster will determine if taunting or gift usage is allowed during the duel.

The combatants and their klaives are then anointed with clear water, and the circle is cleared for the duel to

begin. Only the two combatants may participate in the fight. Should anything attempt to interfere with the events

in the circle, the ritemaster is immediately alerted by the spirits, with details of both the source and nature of the

interference. Should either combatant dishonor the rite the duel is immediately decided in the opponent’s favor,

with the offender losing a permanent renown from each category. Should it be discovered that the ritemaster

dishonored the rite, they would suffer a similar fate.

F2.2 ­ Mystic Rites

Rite of the Cup: Laws of the Wild (non­revised) ­ Basic

This rite allows two or more entities to exchange or otherwise transfer gnosis. The rite requires at least one

Garou. Other participants can be garou or spirits. Each Garou participant spends a mental trait. A ritual cup is

prepared, which can be any kind of container, from a styrofoam coffee cup to a crystal goblet to a beer stein.

The container is filled with water. At this point the ritemaster decides who the gnosis will go to.

Once the rite begins the gnosis cannot be removed or redirected. The gnosis travels through the water to

the appropriate individual and the rite ends. Gnosis may be stored by performing this rite with the assistance

of an invested, bound spirit who agrees to hold the gnosis, which is accessed again by another use of the

rite. There is no limit to the amount of gnosis that can be transferred, but a garou or an invested spirit cannot

hold more than his gnosis pool allows.

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F2.3 ­ Punishment Rites

In order to use a punishment rite, the target of the rite must be present. A Candle of Souls does not

constitute the person being present for the use of a punishment rite. Punishment Rites no longer require a

contested Social Challenge between the accused and the individual performing the Rite. During the Challenge

to succeed in the Punishment Rite, the Rite will fail as a result of the innocence of the accused at Storyteller

discretion.

Honor's Sanction: Basic

Garou sometimes break the Litany, or perform acts that are beyond the guidelines of good sense and

decency. But being partly human they are capable of recognizing that fact. Garou society honors those who

accept responsibility for their actions but knows that without punishment there can be no forgiveness.

Depending on the severity of the crime some offenders are offered the chance to atone for their mistakes

publicly. Fighting a judgement will often lead to a Stone of Scorn or even worse punishments. The offender

stands in front of the Sept or pack, generally at a well attended gathering and speaks his crimes before the

assembled. Being especially sincere and remorseful is a mark of true understanding. When he is finished

each of the listeners will be given the option to slap the offender across the face. The type of slap is generally

an indicator of how the listener feels about forgiving the subject. Damaging the offender seriously is frowned

upon but exceptions are sometimes made for those personally wronged by the offender. When

all listeners have finished the subject bows his head and lets out a mournful howl. The offender is stripped

of all temporary renown and is not able to request a rite of accomplishment during that cycle of the moon.

Rite of Silver Death: Book of Auspices ­ Intermediate

Only the Rite of Gaia's Vengeful teeth is a worse punishment than the rite of silver death. The werewolves

reserve it for those who kill their own kind without provocation or lawful challenge but rather through cold,

calculated murder in order to achieve some aim or goal. A lesser crime might warrant a Hunt, where the

offender may at least redeem herself by dying well; but in Silver Death there is no redemption, only further

shame and humiliation.

Before the assembled werewolves (at least 2 others) and spirits, the ritemaster recites the crimes of the

offender. As he does so, all strength drains from the offender's body, so that she may do nothing but cower

as one of the garou raises the klaive for the deathblow.

The normal Rituals test is all that is necessary to rob the offender of all strength. The Doomed one cannot

step sideways or move from her spot. A willpower test versus the ritemaster is necessary to stand bravely at

the end; a failure costs 2 temporary Glory and 4 Temporary Honor (as the doomed one broke at the end and

grovelled most pathetically.)

Stolen Wolf: Players Guide 2nd ed. ­ Intermediate

This rite is usually enacted for crimes against other garou or kinfolk. The ritual strips a garou of all her rage.

She thus loses the wolf and can no longer shapeshift, frenzy, gain rage, or spend it. Typically, this

punishment lasts for a set amount of time depending on the crime's severity. When the rite expires, the

garou is once again able to tap her rage. The ritemaster cuts off a piece of the victim's fur and seals it in a

box or shell. This item is buried and cannot be reopened for a period determined by the caster. Preparing

the receptacle takes many days and the target may not be willing to surrender the wolf.

Tears of Luna: Players Guide to Garou ­ Intermediate

The tears of luna are said to be a foolproof way of determining the guilt of a suspected criminal. If there is

ever any doubt about the guilt of the author of a serious crime such as a deliberate violation of the Litany or

rape or murder, this rite is invoked.

The suspected offender is first subject to markings on his body made by the ritemaster. Generally this mark

can be the shape of the offenders auspice glyph carved with silver and painted a silvery color. The offender

is then splashed with ice­cold water, and exiled for one phase of the moon, staring with his own auspice.

From that day to the next moon the offender believes that all rain that falls on him is liquid silver. The rain

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actually causes him harm, and he is unable to heal these wounds. The wounds themselves are illusory. If

the offender is innocent, the does not take any real damage. If guilty he suffers aggravated damage.

Assuming he survives, the violator nonetheless suffers terribly.

After this rite is invoked the criminal cannot replenish his Gnosis. The drops of rain hitting him feels like

shards of silver driving into his skin. The "Silver" does one point of aggravated damage per rainfall. The

suspected offender can spend willpower to ignore the illusion for the duration of one scene, but he cannot

heal any of the wounds caused by the silver rain until the trial is over.

It always seems to rain more when this rite is invoked.

Wisdom's Lament: Intermediate

The spirits themselves often handle the loss of temporary renown but some actions are particularly hateful to

a tribe, pack or Sept. When a Garou has violated the edicts of his elders or trampled the ban of his totem

so severely that normal punishment is not enough they may call for the Rite of Wisdom's Lament. The

ritemaster and at least 2 other garou begin a dirge­like howl at the edge of the bawn and walk slowly in

homid form, eyes downcast until they reach the offender. Those who run from the ritemaster quickly find

themselves the subject of The Hunt. When they arrive the participants spit upon the offender's shadow and

then drag him back to the rest of the sept over rough ground. Attempting to shift to a form that regenerates

is seen as an admission of guilt. The offender arrives bloody and battered where his crime is recounted for

the assembled. Garou subject to this rite are often branded, tattooed or otherwise marked in a semi­

permanent way to show their guilt. Offenders also generally lose 1 permanent renown of the type selected

by the ritemaster and any temp renown they held in that category. Offenders may not be subject to this rite

more than once per year.

Lone Wolf: Players Guide 2nd ed. ­ Advanced

No greater punishment can be meted out that to ostracize a garou from the Sept. This rite strips the garou

of all her privileges and all her ties to sept, tribe and lineage. The Lone Wolf or Ronin must leave Garou

society permanently. No Longer welcome at any gathering, she walks her road alone. These single Garou,

separated from the protection of the pack and tribe, often meet a violent end. Many Garou choose death over

banishment. A Ronin may even remain with her pack, if the pack allows it.

Ronin garou to not benefit from pack totems, personal totems, tribal advantages or pure breed. They may

learn gifts but no gaian spirit will teach them so they must learn them from other garou or willing non­gaian

spirits.

Only the vilest Crimes ever warrant the enactment of this rite. A council of elders must decide whether the

severity of the crimes require this form of punishment. Once this rite is chosen, the ritemaster

ceremoniously removes all the Garou's belongings, revokes her name, leads her to the edge of the Caern

and turns his back on her. No howl of mourning sounds, no tears are shed; the Garou simply no longer

exists in the minds of the Sept.

Ronin Garou lose all temporary renown. The ritemaster gains 2 wisdom but loses 2 honor for performing

this task. Ronin may not gain renown, but are still counted as their previous rank for purposes of trait caps.

Rite of Silver Cleansing: Advanced

This powerful rite causes its target to step sideways directly to Erebus the next time he enters the Umbra.

Once there, Brood members automatically treat him as one of the Unfortunates. The Rite of Silver

Cleansing is an ancient rite given to the Garou by Charyss herself. This rite grants the subject a final

opportunity to purify himself before gaia. All participants in the rite must know the target. To complete the

rite, the ritemaster must make a gnosis roll against a difficulty of the target's Gnosis. The rite works only

against Garou. If the rite master performs this rite out of malice, then she may find herself in Erebus

instead.

Leaving Erebus as one of the Unfortunates requires high approval. Unless rescued from their fate it is not

possible to leave while the subject still possesses any wyrm, weaver or wyld taint. Corruption generally

drops off at a rate of 1 point per month. All derangements, negative traits, and flaws that can be bought off

must be bought off before the subject can leave.

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F3 – Alphabetical Listing of Rites Errata Ancestor Veneration (Stargazers): The caster of this ritual is considered to have one phantom trait of the

Ancestors background that lasts for the session.

Banishment of the Self (Stargazers): This is an Intermediate Ritual, not Advanced.

Bearing the Caern (Black Furies): Low Approval to learn, Top Approval to use.

Birth the Fire Warrior (Black Furies): Fire Warriors have the normal human+armor health levels rather

than spirit essence damage levels.

Bonding Rite (Glass Walkers, Dies Ultimae): The effects of the rite last for the rest of the session.

Curse of the Household (Black Furies): The Flaws granted cannot be higher than Low Approval.

Descent Into the Underworld (Silent Striders): High Approval. Intermediate Rite. The Rite takes 15

minutes to perform, only those in the same pack as the one performing the Rite may accompany the one

who succeeds (forming a pack simply to take advantage of this Rite may result in spirit enmity for those who

do so). This Rite cannot be used while in the Underworld to travel into other Umbral Realms, and does not

allow for automatic return to the normal world. The Rite must be performed a second time to exit the

Underworld unless alternate means exist per storyteller discretion.

End Time Rite (Children of Gaia): High Approval to Learn, Top Approval to use.

Gathering of Wanderers (Silent Striders): This Rite can only be performed by a Strider, and cannot take

place within the bawn or known territory of an existing caern. Non­Striders or Fera who are somehow granted

the privilege of being part of this vagabond moot must expend 2 Gnosis to participate in the Moot. If

non­Striders are present, the difficulty of the static Mental test is raised to 9. The Rite automatically fails if

attempting to knowingly include BSDs, but it may include Fera at the standard 7 trait difficulty if performed

in Africa.

Pilgrimage of Non­Being (Stargazers): Top Approval to use as it requires an extended voyage to various

Stargazer Caerns.

Prayer of the Seeking (Uktena): May not be learned or performed by Non­Uktena

Rite of Bane Binding (Uktena): Top Approval to learn, and may not be learned or performed by Non­Uktena

Rite of the Beating Heart (Stargazers): Top Approval to have and Top approval to use.

Rite of the Black Ball (Bone Gnawers): Advanced Rite, requires Top Approval to cast the rite.

Rite of the Cardboard Palace (Bone Gnawers): Any Garou who is not a Bone Gnawer must belong to the

same Sept as the Bone Gnawer who uses this rite in order to use and gain its benefits.

Rite of Conquest (Get of Fenris): The player still must spend Experience Points for the Gift “learned”, but

doesn’t require to have anyone teach it to him, subject to normal approval requirements.

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Rite of Conquest (Shadow Lords): Bringers of the Light Only, Top Approval to cast.

Rite of Crash Space (Bone Gnawers): Any Garou who is not a Bone Gnawer must be in a pack with the

Bone Gnawer who uses this Rite to heal or gain the meditation trait.

Rite of Defiance (Red Talons): In addition to being High Approval to learn for other Tribes, the Tribe does

not frown down upon it being taught to others.

Rite of the Dormant Wisdom (Silent Striders, Eaters of the Dead): Reserved for use by National Staff

Rite of Feeding the Land (Red Talons, Dying Cubs): Corruption of the Heart points are obtained when

using this Rite as Spirit Guardians ignore all subsequent Wyrm­creature attacks.

Rite of Gaia’s Rebirth (Red Talons): Top Approval to learn. Each usage of the Rite requires notification

from the ST to the Highest level of authority over the scene (i.e., if with home Region, then Regional; outside

of Region, National).

Rite of the Hero’s Sleep (Fianna): Top approval to learn, Top Approval to use.

Rite of the Hurricane (Shadow Lords): Requires Top Approval to cast.

Rite of the Jackdaw (Silent Striders): Basic Rite.

Rite of the Loyal Pack (Silver Fangs): Social Challenge is vs. 9 traits.

Rite of Meeting (Stargazers): Stargazers only.

Rite of Meeting and Parting (Silent Striders): Minor Rite. Performing this Rite is considered almost

mandatory for members of the tribe of Fostern rank of higher in areas outside of caerns.

Rite of Purification (Silent Striders): This Rite can only be successfully performed on Silent Striders. If a

Strider attempts to perform this Rite on a non­Strider it fails and they immediately gain Spirit Enmity 2: Owl

(and will most likely invoke the ire of the tribal Ragabash).

Rite of Rebalancing (Stargazers): Top Approval for the PC undergoing the ritual to become a Stargazer.

Once completed, there is no going back, the PC and the player must acknowledge this in their application.

The character loses their old Tribal Advantage and Disadvantage and gain the Advantage and Disadvantages

of the Stargazers. As they are starting over at Cliath, all Intermediate and above Gifts or Rites the character

has cannot be used for any purpose until the character is of sufficient rank again. Any Traits over their cap

(physical, social, mental, rage, gnosis or willpower) are gone as well until the character attains sufficient

rank to get them back, in which case they will return without the need to repurchase them.

Rite of the Seed of Desire (Stargazers): High Approval, Top Notification of use if user has Affinity or

Enmity at x4 or x5.

Rite of the Shopping Cart (Bone Gnawers): For purposes of our chronicle, it is considered a tribal secret

(requiring Bone Gnawer lore x3 to know if its existence) and for any member of a high tribe (ie. Black Fury,

Silver Fang, Shadow Lord, Fianna, and Get of Fenris) to learn this rite is not sanctioned at this time. Any

Bone Gnawer caught aiding a high tribe with this rite is likely to be punished by the tribe.

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Rite of the Spoken Page (Silent Striders): The Ibis spirit is a Jaggling level spirit and cannot dictate aloud

more than one source of text at once, but can be asked to change what it is reading. If the subject material

involves Lore levels greater than the listeners have, it does not convey those lore levels, the PCs must still

do appropriate Lore checks.

Rite of the Watchful (Silent Striders): Mid Approval.

Rite of the Winter Pack (Red Talons): Not Sanctioned for PCs.

Rite of Wounding: Rite of Wounding can be repeated when a Garou earns a Battle Scar, but with less or

no additional renown gained at VST's discretion.

Ritual of Acceptance (Black Furies): Treat the same as Rite of Renunciation, the subject of the rite is

reduced in rank to cliath and may lose renown for using gifts of their previous tribe. Caveat: only to be used

on female garou; male metis would not be accepted.

Ritual of Life (Silent Striders, Seekers): Top Approval, Elder rank only. Use of this Rite invokes spirit

enmity 2 'Scarab' and will gain the attention of Wraiths and related supernatural creatures in the area. The

Garou who are revived can only exist in the Umbra or Dark Umbra and permanently lose all Auspice Gifts.

After 1 month any Garou revived with this Rite irrevocably becomes a Jaggling spirit that is connected to

Scarab.

Tea Ceremony (Stargazers): The benefit of this Rite is a +1 bonus to Empathy challenges.

Thaipusam (Stargazers): The rings may not be removed by the character or the ritual no longer works, nor

can it ever be used again. If any of the rings are ever tore out or removed by another individual or effect, the

ritual will not work until the number of rings are back to their full amount.

Thunder’s Blessing (Shadow Lords): Casting this Rite requires notification to Regional after the fact, for

tracking purposes.

Walking with the Dead (Silver Fangs): Ivory Priesthood Only

Vigor of the Departed (Stargazers): Basic Rite: Social Challenge difficulty 8 traits, retest with Rituals.

The user gains one free retest on all frenzy challenges till the beginning of their next lunar phase.

G) Fetishes Fetish Levels 1­3 Low Approval

Fetish Level 4 ­ High Approval

Fetish Level 5+ ­ Top Approval

Unique Named Fetishes ­ Top Approval

The maximum number of Fetishes (not including Talens) a character can own is equal to their permanent Gnosis Rating.

The maximum number of Fetishes (not including Talens) a character can have active at one time is one half of their permanent Gnosis rounded down (minimum 1).

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Attributes of the same category, health levels, damage, and same Abilities do not stack with multiple active Fetishes (including Talens). You take the best of these bonuses from each of the active Fetishes and/or Talens.

Characters cannot enter play with more Fetishes (not including Talens) than their starting Rank.

The Fetishes and Talens chosen at entering play may only come from the Laws of the Wild, Revised or the appropriate Revised Tribebook or Changing Breed section of the appropriate Changing Breed Book.

Additionally all Klaives are Top Approval.

Grand Klaives require at least the Rank of Adren, and 5 permanent honor renown to bear.

Non­standard/custom fetishes may be created using the Fetish Creation Guide. No character may start

game with a custom or non­standard fetish.

Garou win ties on Fetish Activation challenges.

G1 – Alphabetical Listing of Fetishes Air Hightops (Glass Walkers) ­ While active grants the wearer Athletics x2, and immunity from fall damage

from any height.

Ancestor Fetishes (Stargazers): Not Sanctioned.

Bane Seal (Uktena): Not Sanctioned for PC’s, Top Approval for use by NPC’s

Brews/Meads Talen (Fianna): Fianna only to create. Mid Approval to know how to make these Brews.

Requires the brewer to have chosen Crafts: Brewing as one of their three Tribal Advantage Abilities.

Mid Approval for each brew made, in addition to any other approvals to travel the Umbral realms for

materials. The approvals to have traveled the Umbral realms and made the brew are required even if having

been done in character background.

Cyberfetishes (Glass Walkers): May only be created and installed by Glasswalkers. In addition to fetishes

specified as Cyber­Fetishes, any Fetish can be turned into a Cyberfetish with the same powers as the

original Fetish, however, a Fetish whose primary form is a weapon may not be converted in this fashion.

The approval level for a Cyberfetish is the one higher than the approval level for the equivalent fetish being

mimicked. A Glass Walker can have a number of Cyberfetishes equal to half of his permanent Gnosis

Rating (round up), but may not start the Chronicle with any Cyberfetishes.

Implanting and removing Cyber­Fetishes is a difficult process, requiring Medicine x4, a lab to do it at, and a

Mental Challenge with a difficulty of two times the Gnosis Rating of the Fetish being implanted or removed.

Surgery and recovery period is 1 week per rank of the fetish, during which the owner/patient is down 2 traits

on all challenges (representing getting use to the new item). If the surgeon implanting or removing the

Fetishes fails the challenge, he must then engage in two Simple Tests. If he fails both of these Simple Tests,

in addition to the Cyber­Fetish not being installed or removed, the Garou being operated on gets a Battle

Scar (For which they cannot seek renown) as chosen by the Storyteller, and suffers a loss of 3 Wisdom and

3 Honor renown.

After a Cyber­Fetish is successfully implanted, the Garou with the new implant must attune the Fetish. If this

challenge fails, the Garou must either reach an accord with the spirit of the Fetish, or suffer from rejection. If

an accord is reached, the Fetish stays, but is dormant, and cannot be activated until the accord if fulfilled

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and the spirit is happy. Additionally, the Cyber­Fetish drains a Gnosis from the Garou to sustain itself

(Taken at the beginning of each session). If the Fetish is rejected, than the owner/patient loses 1 Permanent

Gnosis, and still suffer from the penalties as though it is unattuned (Unusuable, loses 1 temporary Gnosis at

the beginning of each game session). Failing to reach an accord also costs the

patient 3 Wisdom and 3 Honor.

Creating a Cyber­Fetish requires knowledge of the Rite of the Fetish, Medicine x4, Science x4 and Occult x4

(or Weaver Lore x3), and maybe any other applicable skill, depending on the Fetish (Computers x4 if it's

supposed to work with communication networks/Cyberrealm, for example).

D’Siah (Silent Striders): +2 traits, reduced from 8 Gnosis to 6. Ignore the 'strength damage' text. Damage: 1

level Aggravated. All supernatural creatures that use Blood traits or are snake-like, suffer 3 levels of

Aggravated damage. The Gnosis challenge is a Static vs 8 traits. The wielder can choose damage or drain

per successful strike, but not both. 'Breakable' applies to opponents in armor or armor provided by

supernatural Gifts, the difficulty to break upon failing is 2 Simple Tests with no retests.

Emperor’s Tea (Stargazers): Gnosis 6; Consumption and activation of the talen gives the user a 1 trait

bonus on any perception based challenges for the scene or an hour.

Fang Dagger: No more than two extra levels of damage can be inflicted by an (activated) Fang Dagger.

An activated Fang Dagger remains active for the remainder of the scene.

Flint Arrow Shirt (Uktena): Upon activation, the wearer gains an additional health level of armor good

against all damages including silver. In addition they gain a second health level of armor that can be used

only against damage from fire or intense heat.

Fogg's 9mm (Glass Walkers): Not sanctioned.

Goibhniu's Hammer (Fianna): In addition to the book benefit, any Garou conducting a Rite of Spirit

Awakening or Rite of the Fetish using a metalworking (weapons or armor) item created with this hammer

wins on ties on Social Challenges for the rite, and are always considered to have thoroughly tried to please

the spirit in the case of failure. Any use of this hammer to work iron (not iron alloys), shatters the hammer

violently and earns one Spirit Enmity from the angered spirit within the Fetish.

Harmony Flute: Creatures without Rage may attempt a Willpower challenge to resist the effects of a

Harmony Flute.

Ironhammer (Get of Fenris): The Ironhammer uses the same Traits as a Large Axe (Dark Epics, page 84).

All damage while activated is aggravated. The throwing distance of an Ironhammer is 3 paces per Strength-

related Trait the user has, and is retested with Throwing. The Ironhammer can only be thrown in this fashion

once per round, and returns at the beginning of the Ironhammer wielder's next action.

Itungunqaaq and Nogunqaaq, The Mask and Spear of Destiny (Wendigo): (Reserved by the National

Staff to be used during National Plots)

Jambiya (Silent Striders):High approval, +2 traits, 2 levels of Aggravated damage. Special: speed. Silver

weapon­ wielder's Gnosis cap is reduced by 1 when carrying.

Jarlhammer (Get of Fenris): (Reserved by the National Staff to be used during National Plots) The

Jarlhammer uses the same Traits as a Greatsword (Dark Epics, page 84), but also possesses the Destroy

Shield ability and is Silver. While activated this Fetish deals four levels of aggravated damage. The throwing

distance of a Jarlhammer is 5 paces per Strength-related Trait the user has, and is retested with Throwing.

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The Jarlhammer can only be thrown in this fashion once per round, and returns at the beginning of the

Jarlhammer wielder's next action. The additional Special Abilities of the Jarlhammer are left at the discretion

of the National Staff when the item is approved.

Labrys (Black Furies): Use the base stats from Large Axe in Dark Epics.

Lantern Riddle (Stargazers): Level One, Gnosis 7; Each individual who see the riddles get a different

riddle to prevent collaboration between them. All who see the riddles must make a Willpower challenge with

a difficulty of 8. The riddle can be solved with a Mental challenge difficulty 10. They may make a number of

challenges to solve the riddle equal to their levels of Enigmas, with a minimum of 1 (for those poor saps with

no Enigmas).

Lie Finder (Uktena): These fetishes are created with 36 bristles.

Moon Bow (Uktena): Sun Arrow Talens may not be used in conjunction with this Fetish.

Owl Talon D’Siah (Silent Striders): Due to rarity of only two of these weapons existing, they are reserved

for use by the National Staff for plotline events. This weapon functions the same as regular D’siah except

the wielder can keep the drained gnosis on a successful attack, and it does not suffer from the Breakable

disadvantage. Blood traits converted to Dark Gnosis add a 1 trait penalty to any tests to resist Frenzy as

long as the Dark Gnosis is in the characters system, and if the Dark Gnosis traits rise above the Garou’s

Willpower, they automatically Rage frenzy. As their are only 2 of these, they are not available for PC’s at

this time. They will remain in the hands of the National Staff to be released via plotkits at a later date.

Pectoral of Terror (Silent Striders): High Approval. Only one of these Talens can be owned by a Garou at

any time.

Phurba Dagger (Stargazers): High Approval, Stargazer Only. This dagger uses the same stats as a normal

dagger. When activated, the dagger deals Aggravated damage to all hit with it. To demons this weapon

deals 4 aggravated. In addition, if a demon is hit a simple test is thrown, on a win or a tie the demon loses a

trait of Willpower.

Quiver of Silvered Arrows (Black Furies): The arrows that are not recovered and returned to the quiver

within 24 hours will lose their power. Grants the High­Caliber special ability.

Scar Fetishes (Red Talons): May only be created by Red Talons. To be eligible for a fetish the scar in

question by have had a rite of wounding performed on it within 2 days of it's creation. You must have the

appropriate Rites to make Fetishes to make scar Fetishes. A Scar Fetish must mechanically be identical to

an already sanctioned Fetish, or be made using the Fetish creation guide. The approval level of a Scar

Fetish is the same as the Fetish it copies mechanically, or the approval level as determined by the Fetish

creation guide for custom Scar Fetishes. A Fetish whose primary form is a weapon may not be created as

a Scar Fetish. The number of Scar Fetishes a character can have at one time may not exceed half his

permanent Gnosis Rating (round down, minimum of 1). A character may not have a Scar Fetish of any

Fetish with a higher Gnosis Rating than the character's permanent Gnosis. If a Garou with a Scar Fetish

fails the Gnosis Challenge to attune the Scar Fetish they must immediately engage in two Simple Tests.

Failure on both tests means the Scar Fetish flares in bright silver light as the spirit is released. Scars that

have failed attunement are not eligible for further use as Scar Fetishes. Scar Fetishes listed in the Red

Talon Tribe book are High Approval.

Spear of Len (Fianna): Top Approval due to rarity.

Stardust (Stargazers): Gnosis 7; By spreading the stardust in a circle, the Garou is able to step

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instantaneously into the Umbra.

Stone­Headed Mace (Silent Striders): The damage is always bashing.

Tattoo Fetishes (Fianna): Tattoo Fetishes (Made by Fianna Only): In order to be able to make Tattoo

Fetishes, a Fianna must have used one of his Tribal Advantage Abilities on Crafts: Tattooing. Mid Approval

to know how to make Tattoo Fetishes. Must have the appropriate Rites to make Fetishes to make Tattoo

Fetishes. A Tattoo Fetish must mechanically be identical to an already sanctioned Fetish, or be made using

the Fetish creation guide. The approval level of a Tattoo Fetish is the same as the Fetish it copies

mechanically, or the approval level as determined by the Fetish creation guide for created Tattoo Fetishes. A

Fetish whose primary form is a weapon may not be created as a Tattoo Fetish. The number of Tattoo

Fetishes a character can have at one time may not exceed half his permanent Gnosis Rating (round down,

minimum of 1). A character may not have a Tattoo Fetish of any Fetish with a higher Gnosis Rating than

the character's permanent Gnosis. If a Garou with a Tattoo Fetish fails the Gnosis Challenge to activate the

Tattoo Fetish they must immediately engage in two Simple Tests. Failure on both tests means the Tattoo

Fetish flares in bright silver light as the spirit is released, leaving a mark that will gradually fade over a month.

The character must wait for the mark to fade before another Tattoo Fetish can be applied.

Threefold Axe (Fianna): Damage from this Fetish is aggravated to vampires, shapeshifters with a

vulnerability to gold or silver, or fae of any sort while activated. All other mechanics remain unchanged.

Thunder’s Bracers (Shadow Lords): Unique Fetish ­ Not Sanctioned for PCs

Tiger Bells (Stargazers): Gnosis 7; The spirits may make a single Gnosis challenge difficulty of the

Fetish’s Gnosis to break free of the effects. If any of the spirits are attacked the effect breaks for all of those

affected.

Uktena Scale (Uktena): The Gifted by Uktena version of this fetish may only be obtained through National

level plotkits. If a PC acquires the fetish after the original owner dies, it has the following effects: Upon

Activation grants +2 traits on all hunting and tracking challenges for the scene/hour. The listed affects of

keeping the fetish in your home are the same.

Umbral Pocket Tattoo (Fianna): (Fetish 2, Gnosis 5) Umbral Pocket tattoos can store an already existing

item within them and summon items stored within from the Umbral Pocket into the user's hand or adorning

the user at the user's discretion. While an item is stored in the Tattoo, it appears on the user's body as a

stylized tattoo of that item. Umbral Pockets cannot store silver items of any kind.

Wanderer’s Friend (Silent Striders): This Fetish must be made from a mechanical compass, it cannot be

made with GPS or computer technology. A bird spirit is generally used to make this Fetish.

Qallunaat, Tearer of the Veil (Wendigo): (Reserved by the National Staff to be used during National Plots).

The Ulu of Arnaguatsaaq Chill-That-Waits (Wendigo): (Reserved by the National Staff to be used during National Plots)

H)Spirits

H1 – Spirit Use Approvals Use of high rank Spirits require the following approvals: Rank

5 Spirits ­ High Approval

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Rank 6+ Spirits ­ Top Approval

H2 ­ Spirit Enmity / Spirit Affinity Spirit Enmity / Spirit Affinity is assigned by Brood, and at this time we are only acknowledging the Tribal

Broods, and a General category known as "Universal". Celestines are not something that should be giving

out Enmity or Affinity except in rare instances, and if that were to happen, it would be part of a National

plotkit or use of those spirits, so that's something that can be handled as a case by case.

Spirit Enmity / Spirit Affinity should be logged in detail within the VST Report to include what S.N. and S.A. a

character has within the Demographics section.

Theurges may keep track of Enmity and Affinity through the use of the Spirit Network Background (listed above

under Backgrounds)

H2.1 ­ Approvals and Mechanics

You may only have Spirit Affinity at the following levels: 1 Level 5, 2 Level 4's, 3 Level 3's, 4 Level 2's, No

Limit to level 1's

You may have any amount of Spirit Enmity

You may only gain Spirit Affinity: Universal with Top Approval.

Spirit Enmity/Affinity is a single fluid system. You may not have both Enmityand Affinity in a single brood.

If you have Affinity 4: Falcon, and gain a level of enmity from Falcon, you drop to Affinity 3.

Spirit Enmity and Spirit Affinity are tracked as follows:

Levels 1 ­ 2 ­ Tracked by the player and their VST.

Level 3 ­ Tracked by the player and the ARST Garou of the player's region.

Level 4 ­ Tracked by the player and the ANST Garou.

Level 5 ­ Tracked by the player, the ANST Garou. Global Notification to the AGSL Apocalypse is required at

this level.

Spirit Affinity Levels:

Level 1 ­ Low Approval ­ +1 trait on all social interactions with spirits of that brood (Summoning, Social

challenges related to mood and requests, no challenges related to combat.) Some spirits of that brood in

the area think you are a pretty cool guy.

Level 2 ­ Mid Approval ­ +2 traits on all social interactions with spirits of that brood. Spirits outside your

own home caern and area are beginning to hear about you, for good or for ill.

Level 3 ­ High Approval ­ +3 traits on all social interactions with spirits of that brood. When creating a talen

with the aid of a spirit of that brood, an extra talen is created without need for increased chiminage or the

expenditure of additional traits. Spirits throughout the region know your name, and what you've done.

Level 4 ­ Top Approval ­ +4 traits on all social interactions with the spirits of that brood. You are +1 trait all

social challenges when dealing with Garou of the Tribe whose Totem you have at this level of affinity.

Throughout the Nation, word of your deeds on behalf of the spirits of this brood is known and spread.

Level 5 ­ Top Approval ­ +5 traits on all social interactions with the spirits of that brood. When creating a

fetish with the aid of a spirit of this brood, you are able to create the fetish with little to no chiminage due to

your global acclaim amongst this spirit brood.

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Spirit Enmity/Affinity is a single fluid system. You may not have both Enmity and Affinity in a single brood. If

you have Affinity 4: Falcon, and gain a level of enmity from Falcon, you drop to Affinity 3.

Spirit Enmity Levels:

Level 1 ­ Low Approval ­ ­1 trait on all social interactions with spirits of that brood (Summoning, Social

challenges related to mood and requests, no challenges related to combat.) Some spirits of that brood in

the area think you are a pretty lame guy.

Level 2 ­ Mid Approval ­ ­2 traits on all social interactions with spirits of that brood. Spirits outside your own

home caern and area are beginning to hear about you, for good or for ill. During travel, you might find

yourself being watched with disapproval or anger.

Level 3 ­ High Approval ­ ­3 traits on all social interactions with spirits of that brood. You are ­3 traits on

social challenges regarding convincing spirits of that brood to enter into Talens you wish to create. Spirits

throughout the region know your name, and what you've done. When alone with spirits of that brood, you

might find yourself under attack by them, or your location being sold for chiminage.

Level 4 ­ Top Approval ­ ­4 traits on all social interactions with spirits of that brood. You are ­1 trait on all

social challenges when dealing with Garou of the Tribe whose Totem you have at this level of enmity..

Throughout the Nation, word of your deeds on behalf of the spirits of this brood is known and spread. You

might find yourself making pacts or deals with other spirits to prevent attacks from the targeted brood.

Level 5 ­ Top Approval ­ ­5 traits on all social interactions with spirits of that brood. You are ­2 on all social

challenges when dealing with Garou of the Tribe whose Totem you have at this level of enmity.. You might

find yourself targeted by spirits of the targeted brood and their allies. You will find challenges harder, if

they’re accepted at all by members of the offended tribe. No spirit of this brood will willingly enter a fetish or

talen for you.

H3 – Totems In order for a pack to follow a totem found within a Tribebook, at least one member of that pack must belong

to that tribe, or hold at least Spirit Affinity x3 with that Totem’s spirit brood, which qualifies the pack to follow

that totem at Low Approval.. Otherwise, following a totem found within a Tribebook requires High Approval.

Unless the Totem write up specifically notes otherwise, Garou may not use gifts granted by Totems that are

above their rank.

In order to be a member of a pack, at least 1 point of experience must be devoted to the Totem background

within 1 month of joining the pack to represent your acceptance by the pack’s Totem.

Player Totems may not have the Charm: Break Reality.

Charm: Solidify Reality - Spirits may spend up to 5 Essence to grant Healthy Health Levels to a target, and an additional 5 to grant 5 armor levels to a target. No target may have more than 10 total levels of protection granted from a use of Solidify Reality. No target may benefit from the effects of Solidify Reality more than once per game session.

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H3.1 – Personal Totems

Top Approval

Requires: Athro, or a Packless Adren. Packless Adren must apply to Top again to join a Pack.

After achieving the Rank of Athro a Garou may seek a personal Totem in addition to their Pack totem. Adren

Rank Garou without a Pack may also seek a personal Totem. The bond with a Personal Totem is an

intimate one and generally takes years, if not decades, to develop. The benefits of a personal Totem are in

addition to any benefits from a Pack Totem. The Garou with the personal totem must spend XP in order to

pay for twice the Totem’s cost by themselves and are alone responsible for fulfilling the spirit's Ban. In order

to obtain a Personal Totem the Garou must have at least Spirit Affinity 4 with the Brood that the spirit is a

member of. Because of the intimate nature of this bond it can only ever be attempted once by any Garou.

Should they end the relationship of their own accord, or should the spirit leave for any reason, the bond ends

and no other bond with a personal Totem can ever be attempted.

Note: The Totem Background is not restricted to a maximum of 5 traits for purposes of purchasing a

Personal Totem.

H3.2 – Alphabetical Listing of Totems

American Dream (Bone Gnawers): (Cost 3) Grants 2 social traits in challenges with American authorities.

The Pack also gets Empathy x2 and Athletics x 2. As an additional effect, any follower of this totem cannot

be made to get lost in the good ole US of A. This cancels out any rite, gift, or otherwise that would cause the

characters to become lost. The Ban for American Dream is: Followers must accept that their totem cannot

always be with them; A Gnosis Challenge is required to locate the totem spirit (and gain the benefits) in any

given Scene. The Trait Difficulty is 6 for Homids, 8 for Metis or Lupus (due to lack of connection with the

culture); this difficulty is lowered by 1 for each pack member with an obvious piece of pro­America

costuming. Additionally, they cannot buy the Totem Power: Totem is nearly always with the pack members.

When outside the country, followers suffer a 1­Trait penalty in all Social interactions when dealing with

non­americans, as the worst of the traveling american stereotypes comes out. Finally, In addition, any

American born member of a tribe can join this totem and gain 5 Temporary Honor. If they are European

born, regardless of tribe, they lose 5 Temporary Honor.

Badger (Red Talons): The pack may draw on five Rage Traits every month.

Black Unicorn (Child of Gaia): Black Unicorn’s followers gain one level of the Brawl Ability, and one

temporary Glory Renown. Once per month, each pack member may elect to gain five temporary Willpower

Traits for the remainder of the session that can be spent normally or used for the comparison of ties. Once

per scene, one member of the pack can gain three Healthy health levels.

Brigid (Fianna): Instead of the ritemaster gaining a bonus Trait for fetish creation challenges, the ritemaster

using any item crafted by a follower of Brigid for the Rite of Spirit Awakening or the Rite of the Fetish wins on

ties on the Social Challenges for the rite, and are always considered to have thoroughly tried to please the

spirit in the case of failure. In addition, Garou following Brigid can treat items crafted or performances given

(read as any display using Crafts, Expression, or Performance) as one quality level higher than their

permanent Ability rating.

Caribou (Wendigo):

Traits: Replace With: Each pack member gains Survival x2.

Cobra (Silent Striders): High Approval (Low Approval if a member of the pack is part of the Swords of Night

Camp). Ban­ Garou packed to Cobra must fight any vampires or their servants whenever they encounter them.

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(The children of Cobra should always try to get the Joe's...)

Crow (Bone Gnawers): (Cost 2) Crow’s followers gain Awareness x2, Subterfuge x2, and Etiquette x1.

Optional Ban: Forsaking all wealth and trusting in Gaia to provide. By declaring that they are taking this

Ban, losing all Resources and keeping only Fetishes and Dedicated items, the pack may gain 1 Honor at

their Monthly moot (1 when they declare, and 1 per month they uphold it) as well as 5 additional Totem

Background Traits. Characters with the Struggling Merit lose the benefit of that merit if they take this

additional Ban.

Eagle (Child of Gaia): Once per session, a member of a pack dedicated to Eagle can get a free retest on

any challenge. In order to call on this free retest, at least two other members of the pack must be within 10

paces of the Garou, and actively working toward the same goal ­ whether it be bringing down a foe,

infiltrating a building, etc. When fighting a foe under the same circumstances, pack members are immune

to Fox Frenzy, and are a number of Traits up equal to the number of pack members present in challenges

resisting any fear­based effect. Ban: This Ban requires that each pack member possesses two levels of

either Influence: Politics or Influence: Bureaucracy, and uses these Influences in monthly downtimes to

better their community for the good of all.

Epona (Fianna): Instead of getting three Tireless Traits, followers of Epona gain two levels of Ability:

Athletics and the Physical Trait: Tireless.

Fenris: Replace With: Background Cost: 7 Traits: Replace With: While following Fenris each follower gains 3 temporary Glory Renown (awarded once upon following the Totem), the Physical Traits Ferocious and Tenacious, as well as one level of either Brawl, Melee, or Throwing Ability (player's choice upon following Fenris).

Firedrake (Get of Fenris): Ban: Gold sacrificed to Firedrake must be at least 14k grade to be accepted.

General Lee (Bone Gnawers): (Cost 5) All members of the pack gain Drive x2 and Crafts x2. They

automatically gain the Crafts: Repair specialty if that brings their Crafts over 3. All pack members are up 2

traits on driving related challenges. Cannot buy Totem Power: Totem is nearly always with the pack

members. The spirit resides in the car, and it is up to the pack to keep close to it. The pack must assign one

member to the maintenance of their automobile. This member must be a theurge, and is typically a Bone

Gnawer. As the Thuerge's rank advances so too does the automobile. Cliath; junk car. Fostern; working

car. Adren; The car gives 1 trait on all driving tests and is whisper quiet. Athro; The car never runs out of

gas. Elder; the car now can cross into the Umbra. If the car is destroyed it regenerates in the Umbra for one

month, then returns. As part of the Ban, the Theurge of the pack must include downtime activity for repairs,

maintenance, or other work on the car. Failure to do so means the vehicle gains a "fault" (see Spirit Enmity)

Gila Monster (Uktena): Replace the Venom Gift with the following Power (Only accessible while the pack

follows the totem). With the expenditure of a Gnosis Trait the users teeth become coated in a toxic sludge.

For the rest of the scene or hour the Garou’s bite attacks deal an additional level of aggravated poison

damage. The use of Resist Toxin gift will reduce this damage from aggravated to lethal.

Griffin (Red Talons): Associating with Humans does not include Homid Garou, though Human Kinfolk do.

In order to violate the Ban of Griffin, players must either have ties to Human Society or interact with humans

outside of the brief task placed before them. Going to the store and buying something does not violate the

ban, while talking with your human neighbors and inviting them over for a game of cards does.

Gull (Silent Striders): Athletics x 2, Scrounge. Mental trait­ Observant. Pack members can run across open

water in the Umbra. Ban­ the pack must visit or live near open water no smaller than a lake at all times. If the

pack is away from such water for more than a week, Gull will abandon the pack until they move to open

water again and perform a Rite of Contrition.

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Harrier (Silver Fangs): Grants an additional 2 steps in combat, instead of the listed doubling of movement in all

forms.

Hrafn, the Raven (Get of Fenris): Ban: Pack members are restricted from having access to Resources as

a Background. Pack members may not ask for money, but can accept donations/money gifts, as this was

made possible by Hrafn.

Hummingbird (Uktena): Add to end of the last sentence: May only use its Dexterity trait bonus for defensive actions.

Hyena (Bone Gnawers): (Cost 4) If used this totem should grant Primal Urge x2, Subterfuge x2 and the Gift:

Laugh of the Hyena. Gift “Laugh of the Hyena” is not granted to a cliath follower of this totem, the Rank of

Fostern must be achieved in order to gain this benefit. The Pack has access to 4 extra willpower a month.

Ban: Each pack member must make a Static Willpower test against 6 Traits (8 if they have not spent any

time within the bawn of a caern between sessions) at the beginning of the session: failure results in

delusions and dementia for the rest of the night (count as having the negative traits Obnoxious and

Impatient, representing their tendency to criticize, mock, and victimize others, particularly those higher in

status)

Ibis (Silent Striders): High approval. Medicine x 1 for each pack member. The cost to have Ibis recall a pack

members memory is one mental trait for the day. The cost to permanently record a Garou's full memory is

one permanent Willpower (and should include detailed notes worked out with the storyteller). The cost to

have Ibis recall the memory of another child of Ibis not in their pack is significant chiminage taking no less

than one full day, 2 Gnosis and the static Mental challenge vs 10 traits. If attempted on a dead character, the

cost includes a permanent Gnosis from one member of the pack. +1 vs magic applies to all challenges.

Jackal (Bone Gnawers): (Cost 5) All members of the pack gain Survival x2 and Leadership x1 as well as the

gift Blur of the Milky Eye. Each member also gains Ancestors x1, with the appropriate stipulation per the

book for Bone Gnawers and Silent Striders. Ban: Jackal's Children, as scavengers feasting on the kills of

others, may not strike the first blow. For a given pack, if one of their number strikes first in combat, they

then gain the "Jackal" card. So long as they have this card, that character can continue to strike first

without any additional consequences, though any other packmember risks getting the Jackal card if they

strike first. Within 3 sessions of gaining the Jackal card, an ST or Narrator can subsequently take the card

and cause the associated player to immediately fail a test, even if they won the challenge and regardless of

any retest or other power. Characters with the Jackal's Blood Flaw cannot be members of a Jackal Pack.

Medusa (Black Furies): Reserved for use by the National Staff.

Mouse (Bone Gnawers): This totem grants it’s followers Stealth x 1, and the Gift: Tagalong. Mouse is a

Temporary Totem, which may only be followed for 3 months, before the spirit will abandon the pack. Mouse

only patronizes individual Garou ­ she is too weak to support a full pack. Ban: While not attached to

another pack (using the Gift: Tagalong), The follower must uphold the High Ban (Not shifting out of Homid

unless in the Umbra). Failure to do so results in the loss of the totem spirit until the next full moon, and

losing 1 Honor or Wisdom (Sts choice)

Old Wolf of the Woods (Red Talons): Only available to Lupus Garou packs. Each pack member may call

on Ancestors x5 once every month, drawing on Old Wolf’s knowledge.

O’Mighty Dolla’ & Easy Credit (Glass Walkers): Neither totem will accept a Bone Gnawer.

North Star (Silent Striders): Low approval. Pack members gain Survival x 2, Mental traits; Intuitive x 2.

Members of the pack cannot be lost when outdoors while in the northern Hemisphere if they can see the

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stars. Ban­ packs dedicated to North Star must accept or volunteer for messenger or quests duties when

asked, and seek out such duties at least once a month.

Peregrine Falcon (Silver Fangs): This totem’s XP is per month and may be spent to learn Lores, Rites

and knowledge based skills. The XP does not count as overcap and cannot take you over the limit of 6 per

month. Learning is subject to normal approval levels.

Seadrake (Get of Fenris): Trai ts: Fol lowers of Sea Drake do not need to be immersed in the ocean to gain the Physical Traits : Robust x2, as long as the Ban is maintained. Ban:

Foes must be conscious at the time that they are sacrificed and be incapable of surviving in the water (no underwater breathing abilities/devices). All members of the pack must participate in the sacrifice. Sacrifices must be done every four months.

Sea Otter (Child of Gaia): Followers of Sea Otter can swim or float in any liquid without tiring, suffer no

penalties for acting in aquatic environments, and swim at twice their normal speed. They also gain the

Physical Trait: Lithe, and one temporary Wisdom Renown Trait.

Seiryuu the Azure Dragon (Stargazers): Seiryuu will only accept packs that reside around oceans or

other large bodies of salt water.

Sphinx (Red Talons): Sphinx’s children may draw on Enigmas x2 and five Willpower Traits every month.

Sphinx­of­War (Silent Striders): Top Approval. Use at sunset of Descent Into the Underworld without

performing the Rite can only be used once a week, and is still restricted to members of the pack only, as

well as including all restrictions. Ban: Those packed with Sphinx­of­War must never tolerate or allow the

dead to bring harm to the living in their territory.

Sphinx-of-Wisdom (Silent Striders): Silent Striders can pick this Totem and treat it as if it was a Silent

Striders Totem for purposes of Tribe specifics or Spirit Affinity. It is found in Tribebook: Red Talons, revised

on page 79-80.

Stag (Fianna): The Physical Trait: Tireless is applicable in all Physical Challenges. Each pack member gains the Traits of this Totem without having to spend the Totem Background to unlock it for each pack member.

Stourbridge Lion (Glass Walkers): High Approval

Suzaku the Red Bird (Stargazers): Those following this totem do not need to get the Top approval for the

increase in Pure Breed. In addition, those tribes who do not get access to Pure Breed still gain the 1 trait.

Tasmanian Devil (Bone Gnawers): (Cost 7) Gain Hare's Leap. Enigmas x2 for the pack. 5 Willpower for

the pack per month. The Gauntlet is reduced by 2 difficulty for stepping sideways for members of this pack.

The Great Trash Heap (Bone Gnawers): (Cost 4) THe pack may ask one question of the spirit a month and

may carry a piece of trash to communicate with one another per the book. The pack receives Enigmas x2

and Investigation x2.

Themis, The Dream Weaver (Black Furies): The Gnosis Trait granted is a permanent Gnosis, rather than

a pool.

Uktena: While in the Umbra, all incoming damage is reduced by 1. Each pack member gains 1 XP per

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month to spend on Enigmas, Occult, Rituals (rites), gifts and other knowledge. The XP does not count as

overcap and cannot take you over the limit of 6 per month. Learning is subject to normal approval levels.

Wendigo (Wendigo): Traits: Replace With: Each pack member gains a free retest in Survival challenges, and once per session each pack member may call upon the Totem to give them three additional temporary Rage Traits. Each time one of the free Rage Traits is spent the character spending them gains the Negative Social Trait: Callous for the remainder of the session. These Negative Social Traits stack. Ban: In addition to helping Native peoples, followers of Wendigo must keep themselves cleansed and pure of Wyrm-taint. Followers of Wendigo who remain Wyrm-tainted for more than 24 hours violate this Ban.

I) Fera Backgrounds/Merits/Flaws:

Any backgrounds / merits / flaws that are for a particular Breed of Fera are not sanctioned for other Fera or

Garou.

DELERIUM

The Rara Avis form of Corax invokes the Delerium, though onlookers are considered at two higher Willpower Traits for effect.

Unless otherwise listed in the corresponding Changing Breed book to the Fera, the Crinos form of a Fera invokes the Delerium.

The Sendeh (Hispo-equivalent) form of Nuwisha does not invoke the Delerium. RAGE

Any Fera with permanent Rage can Rage Heal and Frenzy. If a Fera has no listed mechanics for their Frenzy, use the same Frenzy as the Garou.

Unless otherwise listed in the appropriate Changing Breeds book to the Fera, Fera do not enter Thrall of the Wyrm.

Shifters whose Fera Disadvanage includes allergic to Silver (permanently, meaning not you Nuwisha - go put some pants on) regain Rage on seeing the Moon, as described in Laws of the Wild, Revised (page 109). Once per day, Shifters whose Fera Disadvantage includes allergic to Gold can regain three Rage Traits by closing their eyes and facing the Sun for one action. GENERAL GIFT MECHANICS

Gifts and powers that list the benefit for a specific Garou form also bestow their benefit on the equivalent form for Fera using the Gift (IE: Lupus equivalents are Corvid, Latrani, Feline, Rodens and Ursus.) SHIFTING FORMS

Fera utilize the D1.8 Shifting Forms rules in the addendum. Treat the different Fera forms as their Garou equivalent in the Static Challenge difficulty. Fera with only three forms can take one action and make two Static Tests (tests only required under duress) difficulty 7, retest Primal-Urge to bypass their Crinos-equivalent form and shift directly into their Lupus-equivalent form.

The Nuwishas' Coyote's Many Skins Fera Advantage works by allowing a Nuwisha to bypass one form in the shifting order by taking an action and succeeding in a Static Challenge (test only required under duress) difficulty 4, retest Primal-Urge. FORM DAMAGE

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Bubasti, Ceilican, Corax, Kitsune, Nuwisha, Ratkin, and Qualmi do 1 base aggravated damage with bite or claws in their Crinos-equivalent and Hispo-equivalent (provided they have one) forms, but otherwise follow the chart under D2.0 Shifting Forms.

Gurahl, Mokole, and Khara do two base aggravated damage with bite or claws in their Crinos and Hispo-equivalent form, but otherwise follow the chart under D2.0 Shifting Forms.

Rokea do three base aggravated damage with a bite in their Crinos-equivalent and Hispo-equivalent forms, but otherwise follow the chart under D2.0 Shifting Forms.

All other Fera use the same form damage as the Garou.

FORM SPEED

Fera use the same movement chart as the Garou in relation to their form-equivalent movement speed. Corax Corvid-form flight speed is equivalent to Lupus speed. Ratkin Rodens-form speed is equivalent to Lupus speed.

Gifts:

The approval level to learn Gifts of differing Shifting Breeds follows the same levels of Garou learning Out of

Tribe/Auspice/Breed Gifts.

Rites:

Fera have the same access to Rites as Garou do (Mentor, Rites Background, etc). Fera have equal access

as Garou to the following rites out of the Laws of the Wild:

Rites of Accord:

Rite of Cleansing

Rite of Contrition

Caern Rites:

Moot Rite (Deffinately different in style but same in substance)

Rite of the Opened Caern

The Badger's Burrow

Rite of Caern Building

Mystic Rites:

Baptism of Fire

Rite of Binding

Rite of the Questing Stone

Rite of Talisman

Dedication Rite of Spirit

Awakening Rite of

Summoning

Rite of the Fetish

Minor:

All (again, different flavor, same effects)

I1 ­ Bastet

A Bastet can never be forced to reveal their Yava. Torture, magic, gifts may not be used to force the Bastet

to unwillingly reveal their Yava. A Bastet can only ever willingly reveal this secret, and a Top Notification

when the Bastet DOES willingly reveal this.

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Merits / Flaws:

Gift of Seline ­ Top Approval

Bastet Benefits:

Bastet and Sorcery: Top Approval for each Hedge Magic Path

Rites:

Rite of Nine Lives ­ Not Sanctioned.

Form Damage:

Bastet use the same base damage rules in their different forms as do Garou.

I2 ­ Corax

Camps:

The Morrigan ­ Reserved for use by the National Staff.

The Sun Lost ­ High Approval for NPCs, Not Sanctioned for PCs Gifts:

Corax also have the following gifts available to them as in­type:

Spirit Speech (Basic)

Name the Spirit (Basic)

Tongues (Basic Corax): As the Basic Homid Gift: Speech of the World.

Dark Truths (Intermediate Corax Gift): The user may unearth one of the target's secrets, ranging from

relatively mundane knowledge to deep dark secrets. You must spend a gnosis and make an opposed

Mental Challenge against your target (retest investigation). Additional Gnosis traits may be spent to learn

additional information as listed below.

One Trait ­ Creature type, minor Treachery or wrongdoing

Two Triats ­ Real Name, Embarrassing fact, Sire, Parents

Three Traits ­ Alliances, Affairs, True Name

Four Traits ­ Earth­Shattering Revelations

The information does not need to be known to the target for this gift to function. Rites:

Rite of the Battle Blessing ­ High Approval to use.

I3 ­ Gurahl

Tribes:

Forest Walker ­ Tribal Advantage changed to: They may purchase Influence in Media and University at the

rate of 1­for­1xp, to a limit of 5; all other influences are still held to the 1­per­3xp restriction.

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Ice Stalker ­ The additional ability traits in Performance, Expression, and Crafts can be used to exceed 5,

with the 6th dot costing 2xp. The free retest granted when crafting an object may be used once per

session, or once in downtime between sessions.

Mountain Guardians ­ The additional Physical trait granted by the tribe goes above rank caps. The Free

retest associated with strength does not apply to combat, only to feats of strength and athleticism.

River Keepers ­ The extra ability trait in Survival can be used to exceed 5, with the 6th dot costing 2xp.

Rank:

Gurahl characters have a vastly different system for rank than their Garou counterparts. For this reason,

they do not have need to challenge for rank in the course of play. If they reach the requisite renown, they

can with completion of a rite claim their next rank until such time as they are able to meet with their peers.

Which as you might guess does not happen often. Due to this, this addendum will provide a strictly OOC

oversight to the rank gains of the Gurahl. It is as follows:

Rank 1 to 2, Low approval.

Rank 2 to 3, Mid approval.

Rank 3 to 4, High approval.

Rank 4 to 5, Top approval.

Please note, that there is NO in character mechanic associated unless a plot kit, or storyline provides for a

gathering of Gurahl, done for the purpose of sharing stories, or a grand council meeting.

Once a Gurahl has achieved rank 2 they are eligible to undergo Rite of the Changing Moon and change their

auspice. The auspice change always goes in order presented in the book. There must be at least six

months, increased by one month each time the Gurhal has undergone the rite, between castings of Rite of

the Changing Moon and a life event that has made the Gurhal rethink his place in the cycle. Once the

Gurhal has gone through all the Auspices they may go back to one they have already completed to

experience it again or to settle into it for good, and are not required to progress through the cycle when they

change auspices.

Marks of the Bear:

Adamant Will ­

A. The free retest in any challenge involving their need to defend and protect may only be used once per

scene.

B. The boost that is detailed with in the Contest of wills section cannot exceed a bonus of +5 for

determining ties, and can be as little as +2, the details left up to the Venue Storytellers discretion.

C. The Automatic Success on a Simple Test or Static Challenge with the expenditure of a Willpower trait is

usable only once per scene.

Backgrounds:

Influences ­ Bureaucracy, Finance, High Society, Industry, Media, Street and Underworld require High

Approval to purchase for Gurahl characters (except for Media if you are a member of the Forest Walker

Tribe).

Umbral Glade ­ Available to Gurahl characters only.

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Merits/Flaws:

High Approval for Gurahl ­ Ambidextrous, Daredevil, Early Maturation

Top Approval for Gurahl ­ Umbral Affinity

Not Approved for Gurahl ­ Strict Carnivore, Pack Mentality, Banned Transformation, Forced Transformation,

Moon Bound, Natural Channel, Sign of the Wolf, Taint of Corruption.

Not Sanctioned for this Chronicle ­ Garou Companion, Rip Van Winkle

Gifts:

Threaten: Replace current static social challenge against targets willpower with: Static social challenge

against the targets social traits.

Engulf the Prey: Gift requires an expenditure of both Rage and Gnosis and should be an exception to the

rule of expenditures. The Physical challenge involved is against the Gurahl's current physical traits.

Aversion Therapy: Replace static mental challenge against targets willpower with: static mental challenge

against target's mental traits.

Bestow Ursa's Blessing: Any boon that is granted and made permanent by the Gurahl must be

accompanied by a high approval and traceable approval number.

Quell Mob Rage: Replace static social challenge against highest Willpower in the Group with: Social

challenge against the target with the highest social trait total.

Gaia's Breath: Top Notification must be received within 30 days of use.

Rites:

Rite of Finding the Ancient Cache ­ Top Notification to be utilized.

Rite of Fighting the Death Bear ­ Top Approval to possess and use.

Fetishes/Talens:

Claws of the Cave Bear: High Approval for Gurahl characters, Inaccessible to others

Mother Tongues: High Approval for Gurahl characters, Inaccessible to others

Net of Stars: High approval for Gurahl characters, Inaccessible to others

Soul Brush: Top Approval for Gurahl characters, Inaccessible to others

Ursa's Healing Balm: Low Approval for Gurahl characters, Inaccessible to others

Form Damage:

Gurahl use the same base damage rules in their different forms as do Garou.

I4 ­ Mokole

Gifts:

Awe (Basic Eclipsed Sun): The User simply by her bearing and speech, proves to others her mastery and

right to rule. Make an opposed Social challenge (retest Empathy). If successful you gain +1 trait on all

social tests against that target and the target is down one trait on all attempts to attack you. The gift lasts

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for the scene.

Calm the Flock (Advanced Decorated Sun, Advanced Nam Hsia, Advanced Grisma): The User can ease the

minds of humans, sparing them from the danger of Delirium. Spend a Gnosis and make an Opposed Social

Challenge against the target. The target may not relent. If the test succeeds the target may ignore the

effects of Delirium for one scene.

Take the True Form (Advanced Midnight Sun, Advanced Pei Tung, Advanced Hemanta): This gift allows the

user to command a shapechanger to assume her breed form instantly. Make an opposed Social Challenge

(retest primal urge) if successful the target reverts to their natural form. Under no circumstances may the

target assume a different form until the next scene. This gift is also effective against any other type of

transformation powers such as Serpentis, Protean, Life Sphere, or Elder Form.

I5 ­ Nagah

Gifts:

Fluid Grace (Intermediate Balaram): As the Lupus Gift: Catfeet

I6 ­ Nuwisha

Starting Willpower: 4

Camps:

Umbral Dansers ­ Top Approval; Characters who wish to join the Umbral Dansers must be at least Rank 3

(Aunt/Uncle) in addition to the other requirements listed in the Laws of the Wild: Changing Breeds 1.

Merits/Flaws:

Favored by Coyote ­ High Approval

Gifts:

Tongues: As the Basic Homid Gift: Speech of the World.

Rites:

Rite of Dansing ­ Low Approval for Umbral Dansers, Not Sanctioned for others.

Rite of the Dream Danse ­ Low Approval for Umbral Dansers, Not Sanctioned for others.

Sing Back the Dead ­ This rite is held in exclusive use by the National Storytelling Staff.

Fetishes/Talens:

The Ball of Death: Top Approval

Mirror of Ti Malice: Top Approval

Totems:

Ptah: High Approval

Oghma: Top Approval

Nuwisha are not restricted to the amount of Totem Background that can be purchased by the character. Nuwisha can switch from one Nuwisha Totem to another once per session, losing the Ban and Benefits of the previous Totem and adopting the Ban and Benefits of the new Totem as well as re-allocating the Totem points spent toward Tempers, Charms, etc. A Nuwisha can only switch their Totem more than once per session at Storyteller discretion based on the reasoning of the Nuwisha as to why Coyote should switch faces for him again.

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I7 ­ Ratkin

Backgrounds:

Colony ­ x1 ­ Low Approval, x2 & x3 ­ High Approval, x4 & x5 ­ Top Approval.

Freak Factor ­ No more than two levels of Freak Factor may be purchased at this time.

Plague ­ Players may choose The Rat Race at Low Approval, Ratkin Ronin at High Approval. No others are

sanctioned at this time in the United States.

Umbral Realms:

Paradise Realms ­ Top Approval.

Itchy Zone, Stairway Zone ­ High Approval.

Gifts:

Backbite: Each use of this Gift beyond the first in a scene requires the Ratkin to win a Mental Challenge

against her opponent upon exiting the Umbra in order to actually surprise her opponent. If the opponent is

not surprised, no automatic surprise attack is given.

Perfect Poison: The Ratkin must win a Physical Challenge and damage their opponent to introduce it into

their bloodstream. Use of Resist Toxin will allow the user to engage in a static Physical Challenge with the

Ratkin's Physical Traits. Upon a successful test, characters are considered to have passed five turns of

damage, leaving five to be tested down. Mother's Touch cannot remove the poison. Characters with poison

in their bloodstream make a Simple Test for each wound level inflicted, up to ten. On a win, they do not

suffer that level of damage. After ten turns, the poison is considered to be cycled out of the bloodstream.

Perfect Poison can only affect a character once per day.

Sticky Fingers: Items dedicated with the Rite of Talisman Dedication cannot be stolen with this Gift.

Protect the Herd (Shadow Seer): For purposes of comparing rank with a vampire, please use the following

chart:

- Rank 1 ­ Animalism x1

- Rank 2 ­ Animalism x2

- Rank 3 ­ Animalism x3

- Rank 4 ­ Animalism x4

- Rank 5 ­ Animalism x5

- Rank 6 ­ Animalism x6

Rites:

Rite of the Bolthole ­ Finding an Anchorhead that leads to the Deep Umbra is Top Approval. Traveling to a

specified Near Umbral Realm still requires the prerequisite approval to travel there.

Rite of the Pain Dagger ­ Warriors Only.

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Rite of Investiture ­ High Approval.

Fetishes/Talens:

Circular Saw Launcher: Not sanctioned.

J) Mortals/Kinfolk

J1 ­ Creation notes

Mortals all start with 6/4/3 for traits

5 abilities

5 backgrounds

3 willpower

and may spend up to 10 free Traits.

J2 ­ Types

Basic Humans (Mid Approval)

Kinfolk (Same approval level as related tribe or shifter breed)

Unaffiliated Kinfolk (Low Approval)

Kinfolk with the Gnosis Merit (Mid Approval)

Kinfolk with Sorcery (Top Approval)

Lupus Breed Kinfolk: Not sanctioned for PC's

Kinfolk may not posses both the gnosis merit and sorcery numina.

Kinfolk PC's receive the Kinfolk Merit (3pts) for free at Character Creation, this does not count toward their

limit of 7 points of merits. Characters with the Kinfolk Merit may not First Change. If for some reason,

through story or plotkit, a Storyteller allows a Kinfolk character to First Change into a Garou, the character

must make up the difference in experience expenditures made at differing rates.

J3 ­ Traits

Regardless of age, mortal characters have the following maximums:

Eight Traits in each Attribute category, ten Willpower Traits, and five Traits in any given Ability. Partially

awakened characters have a cap of 9 traits in each attribute category.

We do not make use of the Associations from Laws of the Hunt Revised.

Mortal character may not be members or employees of any of the groups presented in Laws of the Hunt:

Specifically this excludes FBI, NSA, CDC, DEA and the governments of other countries.

Psychic numina is not sanctioned for Player characters.

Theurgy is not sanctioned for Player characters.

True Faith is not sanctioned for Player Characters

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J4 ­ Abilities

Mortals begin play with five starting Abilities, not three.

Alchemy and Herbalism (used with the Alchemy path of sorcery) both fall under the Hobby/Professional/

Expert Ability in Laws of the Hunt.

J5 ­ Backgrounds

Mortal Characters receive 5 background traits at creation.

Ignore the occasional reference to Arcane and Library, Backgrounds that are not actually available in the

Revised Laws of the Hunt. Additional Backgrounds can be found on page 53 of Dark Epics.

Espionage and Military influence are not sanctioned

Mana: This background is restricted to Mortals with Sorcery. Each Trait of the Mana Background allows the

sorcerer to store a single Trait of Mana for use in his magic and higher levels allow for the expenditure of

multiple Mana Traits (to lower casting difficulties) in one turn. A Sorcerer may expend temporary Mana

Traits up to half (round up) of their background in a single turn. In order to refresh Mana Traits each sorcerer

must engage in some kind of meditative state. Each hour spent undertaking this activity, the sorcerer

makes a Simple Challenge (retest with the Meditation Ability). On a win or a tie, the character regains a

single temporary Mana Trait. Kinfolk with Gnosis may not possess this background.

Mentor: A character may not learn more Numina powers from her Mentor than her level in this Background,

so the character’s Experience Trait log should reflect which powers have been learned this way.

J6 ­ Merits and Flaws

Gaining a Venue Subtype Merit unique to another venue: Top approval (ie ghoul, kinain, Revenant)

Clear Sighted: Top Approval. Use the power comparison chart on page 94 of Dark Epics, comparing the

Clear Sighted Merit as an Intermediate Sphere.

Faerie Blood: Not Sanctioned

Ghoul: Ghouls have safe, “usable” access to six of their ten Blood Traits, and suffer a level of damage for

each Blood Trait they lose (or use) beyond that. Ghouls may only spend one Blood Trait per turn, to

increase Physical Traits, power Disciplines, or heal wounds as vampires do.

Ghouls begin play with only one Discipline, the first power of Celerity, Fortitude, or Potence (usually

whichever the domitor has in­clan, but not necessarily). All Disciplines are considered out­of­clan for ghouls,

thus teachers must be acquired, and out­of­clan Experience Trait costs must be paid. Additional levels of

the ghoul’s initial physical Discipline can be bought without a teacher (but the other restrictions still apply).

Kinfolk: The cost of learning a Basic Gift is changed to four Experience Traits, but the kinfolk may only

purchase Gifts from her breed and Tribe lists. If the character does not select a Tribe (see Laws of the Wild

page 70), she may only purchase breed Gifts.

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Kinain: Fianna may purchase Kinain instead of Kinfolk with Top approval. Kinain may not learn Fae Arts

but are immune to the Delirium and act in all other respects as a kinfolk retainer.

Magic Item: This Merit is a generic placeholder for venue specific magic item backgrounds (fetish, wonder

etc) and allows the character to purchase those backgrounds when she would otherwise be unable to.

Potent Blood: The character’s blood is so powerful that nearby vampires can smell it when they come

within ten feet of him. (Double this distance if the character is bleeding, or if the vampire has a heightened

sense of smell.) Because the blood can be smelled, hungry vampires may have to check their Self Control

to avoid attempting to feed on a character with Potent Blood, and a vampire already in a feeding frenzy will

most certainly choose a mortal possessing this Flaw as her first victim.

The following Merits and Flaws are not sanctioned for PCs:

Resemble Vampire

Poisonous Blood

Addicted to Vampiric Vitae

Company Man

Top­Secret Access

Double Identity

License to Kill

Secret Friendship

Symbol Independence

Unbondable

Ecumenist

Mysterious Guardian

Fist of God

True Faith

J7 ­ Humanity

The rules for Humanity Traits from Laws of the Hunt are not used. Instead, all Mortal characters (regardless

of Venue) use the Virtue and Morality rules from Laws of the Night Revised. However, Mortal characters

start off with ten points of Virtues, which are assigned during character creation in exactly the same way as

they are for vampires. All Virtue and Morality rules from Vampire apply to Mortal characters, as well.

Storyteller discretion should be used to determine when a Virtue Test is required, and at what difficulties. A

Mortal that loses his last Morality Trait does not enter Wassail. Instead, he automatically regains the

Morality Trait at no cost, but is inflicted with a permanent, incurable Derangement of the Storytellers choice.

Mortals may not follow paths of enlightenment.

J8 ­ Powers

Mortals may buy Numina with Experience Traits at character creation (the text on page 140 implies

otherwise).

Numina that add Attribute Traits are not cumulative, so Physical Traits gained from an Alchemy potion

would not add to those gained from an Enchantment talisman; only the highest bonus will apply.

Numina that allow for the recovery of Willpower do not allow a character to recover more than two Traits per

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session.

Generic Numina effects (especially the Sorcery Path Fascination) that grant Bonus Traits are normally,

unless otherwise specified, limited to 1 Bonus Trait for Basic effects, 2 Bonus Traits for Intermediate effects

and 3 Bonus Traits for Advanced effects. At the cost of a Negative Trait (to be borne by the character for

same duration as the Bonus Traits granted by the effect) a single additional Bonus Trait may be added to

this total. Only one additional Bonus Trait may be gained in this fashion.

J9 ­ Sorcery

Acceptable Paths of Sorcery:

Conjuration

Divination

Fascination

Fortune

Healing

Hellfire

Oneiromancy

Shapeshifting

Summoning/Binding/Warding

Weather Control

The game makes use of the optional rules for Freeform Spells, and Grades of Success where appropriate.

The Willpower Trait spent to “hang” a spell is in addition to the normal cost to cast it. The test to cast must

be made as the spell is hung, and then again when the spell is actually cast. Hanging complex spells is

extremely difficult, such that the sorcerer may not successfully hang a ritual spell, nor may she employ

teamwork or extra Grades of Success in the casting. In the text under the heading “Rituals”, ignore the

reference to the Rituals Ability.

Healing: Only one level of damage is healed per level of the spell used (1­5). A single extra Grade of

Success allows the sorcerer’s healing spell to take effect instantly.

Hellfire: The range and duration of Hellfire are unmodified by this supplement, but the damage levels it can

inflict are altered thusly: one level for Basic effects, two levels for Intermediate, and three levels for Advanced

effects. Spells that combine this damage with damage from other attacks simply add a level to the guideline

above. For example, Hellblade as an Initiate spell adds only one level of damage (the maximum for its level),

but as a Master spell adds three levels of damage. In the example of the Master level spell, attacks from the

weapon inflict a maximum of four levels of damage, regardless of the type of weapon, or additional effects

used in combination with it.

Variations of Hellfire are allowed (see the ‘Hellwind, etc.’ boxed text on page 211), but very limited game

mechanics are applied. Unlike fire, varied energy types do not cause combustible materials to catch fire, nor

do they cause vampires to test for Rötschreck. Non­standard elemental effects apply a one­Trait penalty to

a certain type of challenge for a number of turns equal to the level of the spell being used (Apprentice,

Initiate, Disciple, Adept, Master).

For example, cryogenic attacks may cause surfaces to become icy, applying a penalty to all physical

challenges where movement is involved. Poisonous vapors make apply the penalty to all challenges involving

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perception, or where the challenger needs to see her target. The Storyteller designs the penalty at the time

the sorcerer learns her first level of the power. The penalty is applied over the entirety of the spell’s area of

effect, so in some cases, it might be applicable to only a single person.

Summoning: The challenge against the target, which occurs after the challenge to see if the spell is

successful, is a Mental Challenge (rather than a Mental vs. Willpower Challenge), unless the target does not

have Mental Traits (as is the case with many types of spirits).

Summon/Binding/Warding: Durations for these Paths are changed by the following definitions: Turn ­

combat round or, if not in combat, 5 minutes Story ­ one month

Grades of success may be used during the casting to increase duration. To make a permanent ward

requires the use of Level 6 Warding or the Enchantment Path to make a permanently warded item (ritual for

such an item needed). S/B/W rituals may be cast and "held" per the standard penalties for held spells. The

maximum amount of time an S/B/W ritual may be held is one day or until the caster sleeps, whichever

comes first.

J10 ­ Freeform Rituals

We use a Freeform Rituals mechanic for Paths of Sorcery.

Time: A Freeform Ritual is time­consuming. While the newly­dynamic sorcerer can now begin to innovate

on the patterns established long ago, she must re­tread a lot of old ground and rebuild from the bottom up.

As a result, Freeform Rituals take days or even weeks to research and cast. (The chart below presumes

regular daily work on the Ritual and may not be accelerated by any means.) Time required to cast a

Freeform Ritual is as follows:

Apprentice ­ Two days

Initiate ­ Four days

Disciple ­ Seven days

Adept ­ Twelve days

Master ­ Twenty days

If the Ritual is not bought as a known Ritual, the sorcerer will have to satisfy this time requirement with every

single casting of the Freeform effect. During this time period, the sorcerer may not cast any other Rituals,

Freeform or otherwise, without ruining the current casting process.

Difficulty: Freeform Rituals are difficult to get one's head around. They hint at a level of fluidity which the

semi­static caster instinctively recoils from. The difficulty of a Freeform Ritual may be determined with the

following formula:

1. Determine the Ritual's base difficulty (1 for Apprentice, 2 for Initiate, etc.) and add 2 to the result

2. Double the base difficulty +2

3. Add +1 for Vulgar casting or +3 for Vulgar casting with witnesses, if appropriate (calling down a blizzard

in August in Tampa, for example)

4. Subtract difficulty for successful teamwork (maximum of ­2 difficulty), if any

5. Subtract difficulty for Mana expenditure (maximum of ­3), if any

6. Account for Wound Penalties, if any

7. Expend a Willpower Trait (above and beyond any other expenditures normally required for a Ritual of the

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Path in question)

8. Conduct appropriate challenge

J11 ­ Systems Metamorphosis

Things Lost, Things Retained: Mortals that undergo metamorphosis normally lose access to all their

Numina. (The possible exceptions are listed in the book beginning on page 274.) Mortals with Arts,

Disciplines, or Gifts lose access to them upon metamorphosis unless they are morphing into a character

Type that normally has access to them (in which case keeping them).

Mortal to Ghoul: Enthrallment (4.23): A Mortal whose ghoul condition has lapsed because of lack of blood

regains all Discipline levels upon being ghouled again, provided her new domitor’s generation is powerful

enough for her to access them (see the guidelines under the Ghoul Merit, above). If her domitor’s generation

is not sufficient to allow access to all levels, switching to a powerful enough domitor later can allow her

access to these Disciplines again.

Ghoul To Vampire Embrace (4.24): When Embraced, ghouls and revenants may keep any Disciplines

that are now in clan for them. Any other Disciplines that the player wishes her character to keep require

Storyteller approval. It is not common for former ghouls to keep out­of­clan Disciplines that do not fall into

the eight that are inherent to all vampiric blood (Animalism, Auspex, Celerity, Dominate, Fortitude,

Obfuscate, Potence, and Presence).

Wraith: Into Oblivion: Kinfolk and sorcerers do not become Wraiths upon death.

Partial Metamorphosis: Characters may sometimes interact in such a way that they become beholden to

other venues. Examples of this include Enchantment, Wyrm Taint, Possession, and Ghouling. Each venue

has methods for using, removing or controlling this aspect.

Ghouling:

Garou/Kinfolk: Counts a Wyrm taint to all gifts. Unable to regain or use gnosis. Ghouling may be removed

by cleanse taint or a rite of cleansing. While even partially blood bound Garou and other shifters are 1 trait

down on all frenzy tests and need only fail 1 simple test to enter thrall of the wyrm. Note that Vampire

Blood carries a potent addictive properties that cannot be removed with Rite of Cleansing.

Enchantment:

Garou: Garou, especially fianna have a long history with Changelings and may be enchanted as normal.

Fianna may extend the duration of enchantment by half by spending a gnosis.

Book of Auspices Gifts (K - Book of Auspices) These conversions are only meant to represent the mechanical conversion of the Gift, and do not detract or change the flavor or “fluff” of the Gift as written in the Book of Auspices unless specifically written. When using these Mechanics, it is important to read them as well as the entirety of the Gift in the Book of Auspices, as these mechanics do not stand alone as the entirety of the Gift.

Ragabash (K1 - Ragabash Gifts)

Hush (Basic Ragabash): Mechanics: The character using this Gift must defeat the target in a Mental

Challenge (retest Subterfuge) and spend up to five Mental Traits. Pack mates of the character using this Gift are considered two Traits down for resolution of ties on this challenge. If successful the target is prevented from communicating verbally (although other forms of communication, such as sign language and writing, are still possible) for a number of minutes equal to the Mental Traits spent.

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Trickster Beacon (Basic Ragabash): Mechanics: The character using this Gift spends a Gnosis Trait

and touches the target, and then must defeat the target in a Mental Challenge (retest Enigmas). The target is then marked by the Gift for a day, and is spiritually afflicted as described in the Book of Auspices (pg. 33). The Gift user can spend additional Gnosis at a rate of one for one to increase the affliction another day. If the Gift user tries to use this Gift on the same target more than once a season or uses it more than once in the same month, they must engage in a Simple Test after the use. Failing the Simple Test afflicts the Gift user instead of the target.

Slip of the Tongue (Basic Ragabash): Mechanics: The Gift user must engage the target in a

conversation related to the suspected crime or action. The Gift user must then defeat the target in a Social Challenge (retest Empathy/Subterfuge), and spend up to five Social Traits. One Social Trait allows a subtle slip only noticeable to the already suspicious, while five results in the spilling of damning information no judge could discount.

Impunity (Intermediate Ragabash): Mechanics: By succeeding in a Static Social Challenge (difficulty 8 Traits, retest Subterfuge) any characters that wish to punish or attack the speaker for the rest of scene must defeat the Gift-user in a Willpower Challenge. Each use of this Gift within the same session makes the Gift user down one Trait on resolution of the Willpower challenges of those challenging the Gift-user using this Gift.

The Usual Suspects (Intermediate Ragabash): Mechanics: To add a new target to the individuals being tracked requires that the Gift user is able to see the target or have a strong scent trail of the target and make a Static Mental Challenge (difficulty 8 Traits, retest Awareness). To learn the whereabouts of a person being tracked with this Gift requires the Gift user to focus for three turns, spend a Gnosis Trait, and win a Static Mental Challenge (difficulty 8 Traits, retest Awareness). The presiding Storyteller of the character targeted by this Gift must be notified of the Gift’s use when it is used or when the character is removed from the list of Garou being tracked.

Madness Season (Intermediate Ragabash): Mechanics: Spend a Gnosis Trait and defeat the target in a

Social Challenge (retest Empathy). Success renders the target to a gibbering and helpless state for a number of turns equal to the Gift user’s permanent Gnosis Traits. If the target is attacked while afflicted they are able to defend themselves normally or attempt to flee. This Gift can only be used on a particular target once per scene.

Turn the Moon (Advanced Ragabash): The Gift user spends a Willpower point and defeats the target in

a Social Challenge (retest Primal-Urge). Success causes the Gift to last for a day and works as described in the Book of Auspices (page 34). If the Gift user fails to use this Gift successfully, the Gift user cannot attempt to use this Gift again on that target for 30 days. The base minimum Rage is equal to the starting Rage at character creation for that Auspice.

Weakest Link (Advanced Ragabash): Using this Gift requires the expenditure of a Willpower Trait and defeating one of the pack members in a Mental Challenge (retest Awareness), and spending up to five mental Traits. Each Mental Trait spent allows the Gift user to reveal information on two pack members. Each Mental Trait spent also reveals more detailed information about the pack members and the pack itself, as described in Book of Auspices, page 34.

Theurge (K2 - Theurge Gifts)

Airt Perception (Basic Theurge): As written on page 56 of the Book of Auspices.

Sense Chiminage (Basic Theurge): Mechanics: By succeeding in a Static Mental Challenge (difficulty 7

Traits, retest Occult), the Gift user learns the target’s state of debt among the spirits as well as his Spirit Affinity and Spirit Enmity ratings to all broods. The Gift user can spend a Gnosis Trait and learn the name of one spirit that target most recently wronged.

Spirit Knife (Basic Theurge): As written on page 57 of the Book of Auspices.

The Spirits’ Displeasure (Basic Ragabash): Mechanics: The Gift user must defeat the victim in a Social

Challenge (retest Occult). If successful, at some point during an important but not life-threatening

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challenge during the current session (Storyteller’s discretion as to which challenge, so the Spirit-Keeper may want to make sure STs are aware when a character has been victim to this Gift) the victim of this Gift will fail the challenge. No retests applicable.

Evocation of Ceremony (Intermediate Theurge): Mechanics: The user of this Gift is consider up four

Traits on all challenges to inspire, unify, or cow an audience through ritualism.

Castigate (Intermediate Theurge): Mechanics: The Gift user must spend a Gnosis Trait to activate the

Gift and then up to five additional Gnosis Traits to power it. The Gift user then spends entire round verbally stating the target’s offenses against the spirit worlds to the target, and then must defeat the target in a Social Challenge (retest Intimidation). Each additional Gnosis Trait spent removes one temporary Renown of the Gift user’s choice to a minimum of zero temporary Renown (it cannot result in a reduction of permanent Renown). This Gift also blocks use of one Gift of the Gift user’s choice from the target for the remainder of the session. This Gift can only be used once per session, but the removal of Renown can only occur once per month per target.

Placation (Intermediate Theurge): Mechanics: This user of this Gift learns what she must offer to placate offended spirits. A Garou with this Gift may spend two Gnosis Traits and a sincere apology to negate minor or moderate offenses (as determined by the presiding Storyteller), mechanically erasing a level of earned Spirit Enmity for every two Gnosis Traits spent. Major and severe spiritual offenses may only be resolved in methods determined appropriate by the presiding Storyteller, and may include Geas or even greater sacrifices.

Prophecy (Intermediate Theurge): Mechanics: As per the Book of Auspices, page 58.

Healing the Soul (Advanced Theurge): Mechanics: As per the Book of Auspices, page 58. In regards to

Harano, this Gift can be used to grant the character a month-long temporary reprieve from the effects of the Harano. With presiding Storyteller approval and several months of successive use, a character may rehabilitate from Harano.

Poisoned Legacy (Advanced Theurge): Mechanics: The Gift user spends a point of Gnosis and a point

of Willpower, and then must beat the target in a Social Challenge (retest Occult). If successful the Gift user may then spend up to five additional Gnosis Traits. Each additional Gnosis Trait spent gives the target a level of the Cursed Flaw. Alternatively, the Gift user may spend three permanent Gnosis Traits and the target instead gains the Dark Fate Flaw. These Flaws can be bought off as normal, with presiding Storyteller approval and adequate roleplay.

Philodox (K3 - Philodox Gifts)

Moon Lore (Basic Philodox): Mechanics: By succeeding in a Static Mental Challenge (difficulty 6 Traits,

retest Occult) the Gift user learns the moon phase at the time of the victim’s birth. By spending a Mental Trait the Gift user can also learn if it was a waxing or waning moon.

Omen of Truth (Basic Philodox): Mechanics: By spending a Gnosis Trait and succeeding in a Static

Mental Challenge (difficulty determined by the presiding Storyteller for what the character is trying to discern, retest Enigmas) the Gift user gains an omen of understanding over the situation being reviewed. The longer the Gift user meditates the more clear the image may be (length of mediation and clarity of the vision as determined by the presiding Storyteller).

Dividing Heart (Intermediate Philodox): Mechanics: By spending a Willpower Trait and up to five Mental

Traits the Gift user can grant another Garou a “buffer” of Willpower Traits equal to the number of Mental Traits spent. These Willpower Traits are used exclusively in frenzy challenges. These bonus lasts for a scene, and can only be gifted to a Garou once per scene.

Reality’s Path (Intermediate Philodox): Mechanics: The Gift user must defeat the target in a Mental Challenge (retest Investigation), and spends up to four Mental Traits. One Mental Trait reveals if what the subject is saying is true or untrue. Two Traits will reveal if what the subject is saying is an unintentional untruth. Three Mental Traits will show if the subject was deliberately misled in the information he has. Four Mental Traits will reveal the truth of the lie at its simplest level.

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Soul’s Guilt (Advanced Philodox): Mechanics: This Gift is primarily presiding Storyteller’s discretion. It

requires a Gnosis Trait and up to five Mental Traits spent, as well as besting the target in a Mental Challenge (retest Empathy). Each Mental Trait spent indicates the clarity of the Garou’s impression.

Galliard (K4 - Galliard Gifts)

Perfect Recall (Basic Galliard): Mechanics: As per the Werewolf the Apocalypse: 20th Anniversary

Edition, page 169.

Unified Force (Basic Galliard): Mechanics: The Gift user may spend a Gnosis Trait to activate this Gift. While this Gift is active the entirety of the pack of the Gift user act on the same initiative as the highest initiative of the pack members. At least three pack members must be present for the Gift to be activated, and if any of the pack members frenzy the benefit of this Gift ends.

View of the Battlefield (Intermediate Galliard): Mechanics: The Gift user spends a Gnosis Trait and

must succeed in a Static Mental Challenge (difficulty of the challenge equal to the size of the battle, a room is only 5 Traits, a building being 8, while an entire forest may be 10, retest Awareness). If successful, the character views the entire battlefield as if from above (and can look through ceilings and the like to view the combatants below). This Gift lasts for the entire scene, and while it is active the Gift user is unable to be flanked or surprised – and gives the Gift user a “sixth-sense” in regard to her pack mate’s well-being. Immediately the Gift user is aware if any of his allies are in immediate danger. Even if the vision of the Gift user would be obscured he is still instinctively aware of the location and condition of his packmates.

Book of Years (Intermediate Galliard): Mechanics: As per the Philodox Gift: Wisdom of the Ancient

Ways. The flavor of this Gift follows the Book of Auspices, page 101.

Legend’s Insight (Advanced Galliard): Only characters with the Ancestor’s Background may learn this Gift. The Gift user must engage in a Static Social Challenge (difficulty 12 – level of Ancestors Background, retest Occult). If successful the Gift user can pick a number of Abilities per level of the Ancestors Background the character has. Each Ability picked receives three level of that Ability to use during the scene. Modern Abilities (Computer, Drive, Firearms, Science, etc.) are not able to be picked.

Ahroun (K5 - Ahroun Gifts)

Empathy of Hatred (Basic Ahroun): Mechanics: As per Book of Auspices, page 122.

Pack Tactics (Basic Ahroun): Mechanics: Once per scene the Gift user can spend a Willpower Trait and

during the same scene the Gift user’s pack gains a pool of bonus Traits equal to the Gift user’s Leadership Ability. These Traits can be drawn from the pool by any of the pack members at any time during the scene, during any endeavor that all of the present pack members are engaged on. Once the bonus Trait pool is depleted the Traits remain on the Garou that have them until the end of the scene. This Gift may only be used when at least three of the pack members are present, and all of the Traits are lost automatically if any of the pack members frenzy.

Spiritual Wrath (Basic Ahroun): Mechanics: Targets of this Gift are limited as per Book of Auspices, page 122. This Gift is activated with the expenditure of a Gnosis Trait and is made as part of a claw or bite attack. While active, the Gift user deals an additional level of aggravated damage of those vulnerable to this Gift, and ignores supernatural powers of armor or damage resistance (Fortitude, Charm: Armor, etc.)

Renewed Vigor (Basic Ahroun): Mechanics: To use this Gift, the Gift user must have spent at least three

Rage Traits in that turn, and killed an enemy. The Gift user then spends a Willpower Trait and all of her pack mates and a number of allies equal to the Garou’s Leadership Ability regain a number of temporary

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Rage equal to the Gift user’s Leadership Ability. This Gift can only be used once per scene.

Purity of Spirit (Intermediate Ahroun): Mechanics: As per Book of Auspices, page 122. This Gift can be

activated reflexively while being attacked. In place of automatic successes, the Gift user can treat a number of health levels of damage equal to the Gnosis spent of Silver damage as if they were not silver. The activation of this Gift lasts a number of rounds equal to the Gnosis Traits spent. This Gift is incompatible with Luna’s Armor as described in the Book of Auspices. This Gift can only be activated once per scene.

Touch of Rage (Intermediate Ahroun): Mechanics: As per Book of Auspices, page 123.

Aegis (Advanced Ahroun): Mechanics: The player spends a Willpower Trait and for the duration of the round the player halves all incoming damage (except Silver).

20th Anniversary Edition Gifts (L - 20th Anniversary Edition)

Werewolf the Apocalypse: 20th Anniversary Edition/Werewolf the Apocalypse: 20th Anniverary Edition Changing Breeds Gifts In order to minimize the size of the following section of the addendum, the bare necessary mechanics were translated from the Werewolf: 20th Anniversary Edition books, or were altered to fit the addendum. This Guide is only a supplement to the Werewolf the Apocalypse: 20th Anniversary Edition books. The flavor and restrictions, limitations, or attributes of the Gifts are still used and should still be read in their entirety before referring to the translated mechanics found below. As always, if something seems to not fit the intent of the rule as listed, err on the side of what was intended.

GAROU GIFTS (L1.0 - 20th Anniversary Edition Gifts)

Homid (L1.1 - Homid Gifts)

Apecraft’s Blessings (Basic Homid): Succeed in a Static Mental Challenge (retest Crafts, difficulty 6)

and spend up to three Mental Traits. Each Mental Trait spent is a bonus Trait on your next challenge using a tool made by human hands (so not Fetishes or Talens).

City Running (Basic Homid): In addition to the climbing movement speed listed, the character is given a free retest on challenges to navigate and traverse through cities as listed, and all Athletics challenges are reduced in difficulty by two. Thematically, characters with this Gift hopping roof-top to roof-top or making astonishing feats of Athletics while this Gift is active are appropriate.

Mark of the Wolf (Basic Homid): Target a non-Garou, non-Fera character you have interacted with during the scene, and then best them in a Social Challenge (retest Primal-Urge) to use this Gift. This Gift lasts for one day, plus an additional day for every Social Trait spent.

Speech of the World (Basic Homid): Succeed in a Static Mental Challenge (retest Linguistics, difficulty

determined by the Storyteller according to the obscurity of the language) to use this Gift.

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Calm the Savage Beast (Intermediate Homid): Spend a Willpower Trait and defeat the target in a Social

Challenge (retest Primal-Urge). If successful, the target is removed from frenzy. Spend a second Willpower Trait to affect non-Garou. This does not function on Thrall of the Wyrm.

Cowing the Bullet (Intermediate Homid): Spend a Gnosis Trait. For the remainder of the scene all

incoming damage from non-silver, crafted weapons is reduced by one.

Bury the Wolf (Intermediate Homid): As listed, but the Gift lasts as long as the character chooses.

Body Shift (Intermediate Homid): As a standard action, make a standard Physical challenge to shift

forms (difficulty 8). Instead or while shifting forms, you may choose to reallocate up to four of your Physical Attribute Traits among the Strength, Dexterity, and Stamina Attribute categories. While this Gift is active, any challenges where a Trait is bid from the Attribute category you moved Attributes from are down a number of Traits equal to the number of Traits reallocated for purpose of comparison of ties and over-bidding. Any challenges where a Trait is bid from the Attribute category you moved Attributes to are up a number of Traits equal to the number of Traits reallocated for purpose of comparison of ties and over-bidding. This Gift lasts for a scene, or by choosing to take a standard action and succeeding in a standard challenge to shift forms (difficulty 8) again; allowing the Gift user to choose to again reallocate Traits or revert all traits back and end this Gift.

Beyond Human (Advanced Homid): As listed, but each Rage or Gnosis spent increases Social Traits by

three for the remainder of the scene.

Metis (L1.2 - Metis Gifts)

Rat Head (Basic Metis): Spend a Gnosis Trait and succeed in a Static Physical Challenge (retest Athletics, difficulty 6). This Gift lasts for the scene.

Shed (Basic Metis): To use this Gift succeed in a Static Physical Challenge (retest Primal-Urge, difficulty

6), and the grapple or binding is lost.

Form Mastery (Basic Metis): As the Merit: Metamorph. Those characters who have this Gift as part of

their in-Tribe/Auspice/Breed Gifts who have the Merit: Metamorph receive a refund of the points used for the Merit when purchasing this Gift.

Sense Silver (Basic Metis): As the Ahroun Gift.

Chameleon (Intermediate Metis): This Gift allows the user a free retest on all Stealth challenges where

sight is used to detect her, however, once an individual has detected her the Gift user loses the benefits of this Gift against that individual.

Shell (Intermediate Metis): As listed, however, the Gift-user cannot initiate any Empathy, Primal-Urge, or

Rage tests, nor can they spend Rage Traits.

Lash of Rage (Intermediate Metis): Spend a Rage Trait to activate this Gift, and then up to five additional Rage Traits. Then engage the target in a Physical Challenge (retest Primal-Urge). If successful, the target suffers an aggravated level of damage for each additional Rage Trait spent. This Gift can only be used on any given target once per scene, but can be used on other targets in the same scene. However, every target after the first inflicts the damage to the Gift-user and the target if successful. The rest of this Gift works as listed.

Rattler’s Bite (Intermediate Metis): Spend a Rage Trait before making a challenge to bite an opponent.

If the bite is successful, the target takes an additional two aggravated levels of damage.

Protean Form (Advanced Metis): To use this Gift the Gift user must succeeding a standard challenge to

shift forms (difficulty 8 Traits). In place of shifting forms, the Gift user must logically bestow one of the

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following benefits: +4 Physical Traits, +1 Damage on a certain category of attacks, or 5 additional paces of ground-based as she twists and mutates her body. These Traits are maintained through the scene and even while shifting into other forms.

Lupus (L1.3 - Lupus Gifts)

Predator’s Arsenal (Basic Lupus): There is no ability to discern something amiss with Garou taking

precautions.

Prey Mind (Basic Lupus): Make a Static Mental Challenge (retest Primal-Urge, difficulty 7 in wilderness,

9 in urban environments) and spend up to three Mental Traits. Each Mental Trait spent is a bonus Trait to the challenges listed.

Axis Mundi (Basic Lupus): As Werewolf the Apocalypse: 20th Anniversary Edition, page 159.

Eye of the Eagle (Basic Lupus): The character must succeed in a Static Mental Challenge (retest

Awareness, difficulty 6), and spend up to five Mental Traits. Each Mental Trait spent increases the clear visual range of the character by a mile.

Monkey Tail (Intermediate Lupus): This Gift is always active. The presiding Storyteller decides the

difficulty and retest of any challenges using the tail.

Silence the Weaver (Intermediate Lupus): Spend one Rage Trait and up to five Physical Traits, and engage in a Static Social Challenge (retest Primal-Urge, difficulty 8). Non-Fetish electronics are destroyed within a radius of (20 x Physical Traits spent) yards or meters in a flash of sparks.

Strength of Gaia (Intermediate Lupus): Spend one Rage Trait. For the rest of the scene the Lupus form

of the character receives the additional Physical Traits Brawny x2, and Ferocious x2.

Scream of Gaia (Intermediate Lupus): As the Get of Fenris Gift.

Terror of the Dire Wolf (Intermediate Lupus): Spend a Rage Trait (only one, event to affect multiple

targets) and succeed in a Social Challenge (retest Primal-Urge) against each target to be affected. If successful, any non-Garou, non-Fera, creature witnessing the Werewolf succumbs to the Delerium, and are treated as three Willpower Traits lower for the purposes of the effects of Delerium. This Gift can be used in any form, but in Homid and Glabro form the targets of this Gift are considered two-Traits up to resist and at their normal Willpower for the Delerium effects. Creatures with special powers or effects that resist Delerium still benefit from those powers normally.

Ragabash (L1.4 - Ragabash Gifts)

Infectious Laughter (Basic Ragabash): The mechanics required to use this Gift are an opposed Social

Challenge (retest Expression) against each person to be affected by this Gift.

Liar’s Face (Basic Ragabash): Spend a Willpower Trait and succeed in a Static Social Challenge (retest Subterfuge, difficulty 6). If successful, human listeners will believe everything the Ragabash says is a lie. Supernatural creatures who have permanent Willpower Traits equal to or lower than the Ragabash are also affected.

Pulse of the Prey (Basic Ragabash): As Basic Ragabash Gift: Sense of the Prey.

Spider’s Song (Basic Ragabash): As Werewolf the Apocalypse: 20th Anniversary Edition, page 161.

Liar’s Craft (Intermediate Ragabash): Tell the lie and then engage in a Mental Challenge (retest Subterfuge, only one Subterfuge need be spent by the user to negate or retest the group of individuals being targeted) against each individual you’re trying to convince. If successful, the listeners will believe the lie told for the remainder of the scene. After the scene ends, those affected will only disbelieve what is evidently false, making plausible lies particularly insidious.

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Monkey Tail (Intermediate Ragabash): As the Lupus Gift.

Pathfinder (Intermediate Ragabash): Succeed in a Static Mental Challenge (retest Survival for

Wilderness or Outdoors, retest Streetwise for Urban environments, difficulty 8), and spend up to five Mental Traits. Each Mental Trait spent reduces travel time by approximately 10 percent. For a number of days equal to the Mental Traits spent, each Mental Trait spent also increases the difficulty of any challenges to track the werewolf or her pack by one.

Umbral Dodge (Intermediate Ragabash): Spend one Gnosis Trait reflexively when attacked. The attacker is considered two Traits up for the purposes of their attack, however, if they fail they are placed into the Penumbra (or the real world if the combat takes place in the Umbra already), and are restricted as if they had just Stepped Sideways.

Theurge (L1.5 - Theurge Gifts)

Spirit Snare (Basic Theurge): The player spend a Gnosis Trait and must best the targeted spirit within

30 feet in a Mental Challenge (retest Occult). Success lowers the Spirit’s Rage, Gnosis, and Willpower by 2 Traits for the scene. A spirit cannot be affected by more than one Spirit Snare at a time or more than once per scene.

Umbral Tether (Basic Theurge): As Werewolf the Apocalypse: 20th Anniversary Edition, page 164.

Battle Mandala (Basic Theurge): Spend one Gnosis Trait and up to five Mental Traits and succeed in a Static Mental Challenge (retest Occult, difficulty 6). The battle mandala encompasses a radius of (50 x number of Mental Traits spent) feet, (or 15 meters per Mental Trait spent). This works otherwise as listed.

Umbral Camouflage (Intermediate Theurge): As Werewolf the Apocalypse: 20th Anniversary Edition,

page 165.

Web Walker (Intermediate Theurge): Spend one Gnosis Trait and succeed in a Static Social Challenge (retest Science, difficulty determined by the presiding Storyteller). Success works as listed.

Blurring the Mirror (Intermediate Theurge): As Werewolf: 20th Anniversary Edition, page 165. This Gift also prevents those affected from spending a Gnosis Trait to automatically Step Sideways.

Spirit Ward (Intermediate Theurge): As the Intermediate Homid Gift.

Ultimate Argument of Logic (Advanced Theurge): This Gift requires a successful Social Challenge (retest Expression) against the target to implement.

Philodox (L1.6 - Philodox Gifts)

Fangs of Judgement (Basic Philodox): This Gift deals one extra level of damage corresponding to the

damage of the attack to creatures of the listed type.

Persuasion (Basic Philodox): As the Homid Gift.

Command the Gathering (Basic Philodox): Spend one Willpower Trait and succeed in a Static Social Challenge (retest Leadership, difficulty 6). The rest of the effects work as listed.

Mental Speech (Intermediate Philodox): As the Metis Gift.

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Scent of the Oathbreaker (Intermediate Philodox): The difficulty to track the Oathbreaker by scent is

reduced to Static Mental Challenge (retest Survival, difficulty 4).

Sense Balance (Intermediate Philodox): Spend a Gnosis Trait and succeeding in a Static Mental

Challenge (retest Awareness, difficulty 8) to activate this Gift.

Take the True Form (Intermediate Philodox): Spend a Gnosis Trait and up to five Social Traits. Defeat the target in a Social Challenge (retest Primal-Urge) and the target must revert to it’s Breed form and remain in it for a number of turns equal to the Social Traits spent.

Galliard (L1.7 - Galliard Gifts)

Command the Gathering (Basic Galliard): As the Philodox Gift.

Heightened Senses (Basic Galliard): As the Lupus Gift.

Howls in the Night (Basic Galliard): Spend a Gnosis Trait and up to five Social Traits, and succeed in a

Static Social Challenge (retest Intimidation, difficulty 7 Traits). Success denies sleep for a number of hours equal to the number of Social Traits spent, and imposes a one Trait penalty to all challenges the following day. Successive nights of use of this Gift are cumulative.

Perfect Recall (Basic Galliard): As Werewolf the Apocalypse: 20th Anniversary Edition, page 169.

Gift of Dreams (Intermediate Galliard): To craft the dream requires a Static Mental Challenge (retest Expression, difficulty 8). The inception of the dream requires a Gnosis Trait to be spent and breathing it into the target’s mouth while they sleep.

Song of Heroes (Intermediate Galliard): At the end of the tale the player spends two Gnosis Traits and

engages in a Static Social Challenge (difficulty 8, retest Performance). Success gives three additional Abilities of the characters’ choice to those Garou and Kinfolk who listened to the performance. These Abilities last until the end of the session, and once they are spent they are gone.

Song of the Siren (Intermediate Galliard): Spend one Gnosis Trait and up to five Social Traits, and

succeed in a Static Social Challenge (retest Performance, difficulty 8). Packmates automatically resist this Gift. This Gift lasts for a number of turns equal to the Social Traits spent. During that time, up to as many targets as you have Performance Ability in the scene who can hear you sing or howl, must defeat you in a Social Challenge (retest Performance) to take any action other than listening to your song or howl. If the targets of this Gift fail the Social Challenge, they must spend a Willpower Trait per turn to act normally. If those affected by this Gift win the Social Challenge to resist the Gift, they are immune to it’s effects for the remainder of the evening. This Gift can be used once per scene.

Ahroun (L1.8 - Ahroun Gifts)

Pack Tactics (Basic Ahroun): Once per scene the Gift user can spend a Willpower Trait and during the same scene the Gift user’s pack gains a pool of bonus Traits equal to the Gift user’s Leadership Ability. These Traits can be drawn from the pool by any of the pack members at any time during the scene, during any endeavor that all of the present pack members are engaged on. Once the bonus Trait pool is depleted the Traits remain on the Garou that have them until the end of the scene. This Gift may only be used when at least three of the pack members are present, and all of the Traits are lost automatically if any of the pack members frenzy.

Shield of Rage (Basic Ahroun): Spend one Willpower Trait to activate this Gift. For the remainder of the scene all spirits attacking the Gift user treat their Rage as two less for determining their damage.

Spur Claws (Basic Ahroun): Victims of this Gift are two Traits down on all challenges until taking the time

to remove the claws.

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Body Shift (Intermediate Ahroun): As the Homid Gift.

Combat Healing (Intermediate Ahroun): At the beginning of the Everyman round the Gift-user now

automatically heals two Bashing damage or one Lethal damage.

Full Moon’s Light (Intermediate Ahroun): As Werewolf the Apocalypse: 20th Anniversary Edition, page 172.

Wind Claws (Intermediate Ahroun): As Werewolf the Apocalypse: 20th Anniversary Edition, page 172.

Black Furies (L1.9 - Black Furies Gifts)

Man’s Skin (Basic Black Furies): Succeed in a Static Social Challenge (retest Subterfuge, difficulty 6 Traits). The Gift lasts until the user desires otherwise.

Wyld Resurgence (Basic Black Furies): As Werewolf the Apocalypse: 20th Anniversary Edition, page

173.

Form Mastery (Basic Black Furies): As the Metis Gift.

Kneel (Basic Black Furies): Defeat the target in a Social Challenge (retest Intimidation) and spend up to five Social Traits. Success causes the target to fall to their knees for a number of rounds equal to the number of Social Traits spent unless they spend a Gnosis Trait to end this Gift’s effects. Kneeling characters may defend themselves normally, but are otherwise unable to initiate hostile actions.

Heart Claw (Intermediate Black Furies): After making a successful claw attack, spend a Willpower Trait.

The claw burrows into the enemy inflicting two Lethal wounds at the beginning of every Everyman round. Any healing that would heal two Lethal wounds or more stops the claw, as does taking a full round action to remove the claw. Removing the claw is a Static Mental Challenge (retest Medicine, difficulty 4 plus the number of rounds the claw has burrowed), and deals a Lethal damage upon extraction. Otherwise, the claw does not stop until the target is dead. No more than one claw can affect a target at a time.

Wings of Pegasus (Intermediate Black Furies): Flight maneuvering difficulties and challenges are set by

the presiding Storyteller.

Gorgon’s Gaze (Advanced Black Furies): This Gift requires a successful Social Challenge (retest Occult), against the victim, and up to five Social Traits spent. Humans (not kinfolk, kinain, Mages, ghouls, etc.) can be permanently frozen in stone if five Social Traits are spent.

Bone Gnawers (L1.10 - Bone Gnawers Gifts)

Scent of Sweet Honey (Basic Bone Gnawers): The target suffers a two Trait penalty to all actions for an

hour or a scene, during which time the scent will not wash off.

Trash is Treasure (Basic Bone Gnawers): Spend a Gnosis to activate this Gift. The item is repaired for the scene, or permanently if a Willpower Trait is also spent.

Between the Cracks (Basic Bone Gnawers): Spend a Willpower Trait to activate this Gift, and up to five Mental Traits to increase the secludedness of the destination.

Cornered Rat’s Ferocity (Basic Bone Gnawers): Spend one Rage Trait to activate this Gift. The Gift

user immediately goes into a Berserk frenzy (the Gift prevents the possibility of Thrall of the Wyrm) and is considered three Traits up on all Brawl-based Physical Challenges.

Guise of the Hound (Basic Bone Gnawers): Spend a Gnosis Trait to enact this Gift. It lasts for a scene.

Call the Rust (Intermediate Bone Gnawers): Spend a Gnosis Trait and engage in a Static Social

Challenge (retest Crafts, difficulty 8) to use this Gift. All metal objects within a number of paces of the

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Bone Gnawer equal to his permanent Gnosis rating begin to corrode. Metal weapons lose a Trait per round, and metal armors lose a Health level per round until falling apart into uselessness. After five rounds vehicles and most other objects fall apart into piles of rusted scrap metal. Other equipment deteriorates at a rate as determined by the presiding Storyteller. This Gift does not work on Silver.

Gift of the Skunk (Intermediate Bone Gnawers): To spray a target, during the Everyman round, defeat them in a Physical Challenge (retest Athletics) at a maximum range of 10 feet. The target and anyone within 10 paces other than the Gift-user must spend a Willpower Trait to avoid retching during the first round the Gift is used. The target is at a 4 Social Trait penalty until bathed in methods that remove skunk spray. These penalties are not cumulative on successive use. Players of "skunked" characters must notify players of characters entering the scene of their aroma.

Gift of the Termite (Intermediate Bone Gnawers): Spend one Gnosis Trait and up to five Mental Traits,

and then succeed in a Static Mental Challenge (retest Crafts, difficulty equal to the size of material being rotted). Each Mental Trait spent rots larger quantities of paper or wood as listed under successes.

Blink (Intermediate Bone Gnawers): The character spends a Gnosis Trait and succeeds in a Static Social Challenge (retest Stealth, difficulty 6). The character can reappear in any shaded area he can see within 20 paces.

Children of Gaia (L1.11 - Children of Gaia Gifts)

Brother’s Scent (Basic Children of Gaia): Spend a Gnosis Trait and succeed in a Static Social Challenge (retest Empathy, difficulty 6), to enact this Gift. Those on the look-out for out of place individuals must defeat the Gift user in a Social challenge to take note of him.

Para Bellum (Basic Children of Gaia): Spending one Rage Trait activates this Gift, and causes the Gift

user to gain two Physical Traits against the initiating opponent (as described in the Gift) for the remainder of the scene.

Unicorn’s Arsenal (Basic Children of Gaia): Spend one Gnosis Trait to activate this Gift. Those wounded by one using this Gift are two Traits down on all Physical Challenges until the wound has healed. This Gift does not stack, it’s effects are not cumulative.

Calm the Savage Beast (Intermediate Children of Gaia): As the Homid Gift.

Serenity (Intermediate Children of Gaia): Spend a Gnosis Trait and up to five Social Traits, and defeat

the opponent in a Social Challenge (retest Empathy). Success prevents the target from frenzying, initiating Rage challenges, or spending Rage for a number of turns equal to the Social Traits spent.

Fianna (L1.12 - Fianna Gifts)

Two Tongues (Basic Fianna): Spend a Willpower Trait to activate this Gift for the scene. Disregard the rule regarding detecting the alternate conversation.

Flame Dance (Basic Fianna): This Gift is considered always active. The Gift-user is considered to be

three Traits up on all attempts to Dodge in any round in which she has spent Rage.

Form Mastery (Basic Fianna): As the Metis Gift.

Ley Lines (Intermediate Fianna): After spending a Gnosis Trait to activate this Gift and succeeding in a Static Gnosis Challenge (difficulty 5), the Gift user clears his trail and ability to be tracked from any trail left before the activation of the Gift.

Song of the Siren (Intermediate Fianna): As the Galliard Gift.

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Fog on the Moor (Advanced Fianna): Spend a Willpower Trait and succeed in a Static Gnosis Challenge

(difficulty 7) to activate this Gift for the scene.

Get of Fenris (L1.13 - Get of Fenris)

Lightning Reflexes (Basic Get of Fenris): This Gift allows the user to spend a Willpower Trait reflexively to negate a Surprise retest against them.

Master of Fire (Basic Get of Fenris): As the Homid Gift.

Fangs of the North (Basic Get of Fenris): Spend a Gnosis Trait and succeed in a Static Mental

Challenge (retest Survival, difficulty 6 Traits). After activation for the remainder of the scene your bite and claws attack result in the target being two Traits down on all Physical Challenges until the wounds are healed. These penalties are not cumulative with successive use. Supernatural healing requires twice any expenditures to heal these wounds. Natural healing takes four times as long to heal these wounds. These are considered cold-effects.

Body Shift (Intermediate Get of Fenris): As the Homid Gift.

Heart of the Mountain (Intermediate Get of Fenris): In place of soaking one level of damage, this Gift

removes one level of damage from all attacks.

Redirect Pain (Intermediate Get of Fenris): To inflict this Gift, the character spends on Rage Trait and

makes a Physical Challenge against the target (retest Primal-Urge). While affected, the target of this Gift suffers any Wound Penalties (up to Incapacitated) the Gift-user would suffer (regardless of whether or not the Gift-user actually suffers them). Those with the Gift Resist Pain are not affected by this Gift unless the Gift user is Wounded or lower in Health Levels.

Endurance of Heimdall (Advanced Get of Fenris): Spend two Gnosis Traits to activate this Gift and gain three Healthy Health Levels, and a free retest on all Survival challenges for the remainder of the scene. This Gift can only be used once per scene.

Glass Walkers (L1.14 - Glass Walkers Gifts)

Plug and Play (Basic Glass Walkers): As Werewolf the Apocalypse: 20th Anniversary Edition, page 182.

Persuasion (Basic Glass Walkers): As the Homid Gift.

Hands Full of Thunder (Basic Glass Walkers): Spend one Gnosis Trait. For the remainder of the scene no guns used by the Gift holder will run out of ammunition. Nor can they be jammed or made unable to function by supernatural means or otherwise.

Signal Rider (Intermediate Glass Walkers): Riding online conferencing software requires a Static Mental

Challenge (retest Computers, difficulty 8).

Red Talons (L1.15 - Red Talons Gifts)

Howls in the Night (Basic Red Talons): As the Galliard Gift.

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Shadows of the Impergium (Basic Red Talons): This Gift allows the Delerium to occur in Hispo form as

well as Crinos form. Delerium caused the Gift user’s Crinos or Hispo form puts the victim down four Willpower Traits for determining the Delerium effects. This Gift is always active but can be temporarily suppressed at will.

Render Down (Intermediate Red Talons): Spend a Rage Trait and up to five Physical Traits. Each

Physical Trait spent breaks down twenty pounds of target material to base components.

Scabwalker Curse (Advanced Red Talons): Spend one Gnosis Trait and up to five Social Traits, and then engage in a Social Challenge (retest Survival) against the target. This Gift lasts for a number of days equal to the Social Traits spent. The Gift works otherwise as listed.

Shadow Lords (L1.16 - Shadow Lords Gifts)

Shadow Weaving (Basic Shadow Lords): Spend one Gnosis Trait and succeed in a Static Physical

Challenge (retest Occult, difficulty 6). The Gift works thematically as written, mechanically giving the Shadow Lord a two Trait bonus to all Stealth and Intimidation challenges.

Howls in the Night (Basic Shadow Lords): As the Galliard Gift.

Song of the Earth Mother (Basic Shadow Lords): As the Shadow Lords: Children of Bat Camp Gift.

Under the Gun (Intermediate Shadow Lords): Spend a Gnosis Trait and up to five Social Traits, and

defeat the target in a Social Challenge (retest Firearms). For one round per Social Trait spent all missile attacks against the target are at a three Trait bonus.

Durance (Intermediate Shadow Lords): As Werewolf the Apocalypse: 20th Anniversary Edition, pages 190 - 191.

Silent Striders (L1.17 - Silent Striders Gifts)

Visions of Duat (Basic Silent Striders): The player spends one Gnosis Trait and engages in a Static

Mental Challenge (retest Occult, difficulty 6). Success allows the character to see and hear ghosts and detect haunted areas. If the Garou fails the Static Mental Test, her eyes shine as a beacon as listed. This Gift functions otherwise as listed.

Axis Mundi (Basic Silent Striders): As the Lupus Gift.

Speech of the World (Basic Silent Striders): As the Homid Gift.

Sense the Unnatural (Basic Silent Striders): As the Lupus Gift.

Mark of the Death-Wolf (Intermediate Silent Striders): Spend one Gnosis Trait and up to five Mental Traits on making the Mark, and the succeed in a Mental Challenge (retest Occult, difficulty 8). Success turns the area badly haunted for a week per Mental Trait spent, or until the Mark is destroyed.

Black Mark (Intermediate Silent Striders): This effect lasts for one week per level of damage inflicted.

Silver Fangs (L1.18 - Silver Fangs Gifts)

Hand Blade (Basic Silver Fangs): As the Silver Fangs House Wyrmfoe Gift.

Inspiration (Basic Silver Fangs): As the Ahroun Gift.

Sense Silver (Basic Silver Fangs): As the Ahroun Gift.

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Unity of the Pack (Basic Silver Fangs): Whenever the Silver Fang is present, all members of her pack

(includinger herself) gain two extra Traits in all challenges to any endeavor all present pack members are participating in. The Silver Fang cannot benefit from this Gift when alone.

Burning Blade (Intermediate Silver Fangs): As the Silver Fangs House Blood Red Crest Gift.

Sidestep Death (Intermediate Silver Fangs): After tests are resolved and damaged is declared, the Gift-user may spend three Willpower Traits to evade the attack, so long as it would inflict enough damage to place the Gift-user’s Health Levels to Wounded or below. There is no times per scene limit to this Gift.

Stargazers (L1.19 Stargazers Gifts)

Iron Resolve (Basic Stargazers): When the Stargazer spends a Willpower Trait to retest a Mental or

Social Challenge, the Stargazer gains three additional Traits for comparison of ties in that retest.

Inner Light (Basic Stargazers): The difficulty of Stepping Sideways for the Gift user is lowered by two, and the user is always treated as if staring into a reflective surface while Stepping Sideways.

Resist Temptation (Basic Stargazers): Spend one Gnosis Trait and succeed in a Static Social

Challenge (retest Rituals, difficulty 6). If successful, the Gift user has a free retest in all challenges to supernaturally coerce, manipulate, intimidate, or control her for the remainder of the scene. Mundane attempts to do the same fail entirely.

Sense Balance (Intermediate Stargazers): As the Philodox Gift.

Mindblock (Intermediate Stargazers): As the Silver Fangs Gift.

Harmonious Unity of the Emerald Mother (Advanced Stargazers): As Werewolf the Apocalypse: 20th

Anniversary Edition, page 196.

Uktena (L1.20 - Uktena Gifts)

Sense Wyrm (Basic Uktena): As the Metis Gift.

Spirit of the Lizard (Basic Uktena): Staying attached while engaging in strenuous activity (including combat) requires a Static Physical Challenge (retest Athletics, difficulty 6).

Fetish Fetch (Basic Uktena): As Werewolf the Apocalypse: 20th Anniversary Edition, page 197 - 198.

Shadows at Dawn (Basic Uktena): As the Basic Uktena Gift: Indian Giver.

Chains of Mist (Intermediate Uktena): The Uktena may target a number of spirits equal to his permanent

Gnosis Traits within 200 feet of him, and must defeat them each in a Physical Challenge (retest Enigmas) to chain them. Once chained the Uktena can spend two Gnosis Traits per turn to lower each of their Rage, Gnosis, and Willpower ratings by one. Spirits can become unchained by besting the Uktena in a Physical Challenge, or by moving out of the 200 feet range of the chains. These chains do not prohibit the Spirit’s movement or ability to take actions.

Rending the Craft (Intermediate Uktena): As Werewolf the Apocalypse: 20th Anniversary Edition, page

198.

Scrying (Intermediate Uktena): As the Intermediate Philodox Gift: Scent of Beyond.

Durance (Intermediate Uktena): As the Shadow Lords Gift.

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Wendigo (L1.21 - Wendigo Gifts)

Beat of the Heart-Drum (Basic Wendigo): Tracking a target requires a Gnosis expenditure and an

opposed Mental Challenge (retest Awareness).

Claws of Frozen Death (Basic Wendigo): As the Get of Fenris Gift: Fangs of the North.

True Fear (Basic Wendigo): As the Ahroun Gift.

Blood of the North (Intermediate Wendigo): The character ignores all penalties due to cold or chilling

effects, and reduces the first five levels of damage from any cold-based attack. All Survival tests while done in cold environments gain a free retest.

Hero’s Stand (Intermediate Wendigo): As the Get of Fenris Gift.

Scream of Gaia (Intermediate Wendigo): As the Get of Fenris Gift.

FERA GIFTS (L2.0 - 20th Anniversary Edition Gifts)

Bastet (L2.1 - Bastet Gifts) General

Caper (Intermediate General Bastet): As the Galliard Gift: Song of the Siren, only involving dancing

instead of singing or howling.

Invisibility (Intermediate General Bastet): As the Uktena Gift.

Homid

Urban Hunter (Basic Homid Bastet): As the Homid Gift: City Running.

Cowing the Bullet (Intermediate Homid Bastet): As the Homid Gift.

Tech Speak (Intermediate Homid Bastet): As the Glass Walkers Gift.

Madness (Advanced Homid Bastet Gift): As the Metis Gift.

Metis

Shed (Basic Metis Bastet): As the Metis Gift.

Visceral Agony (Intermediate Metis Bastet): As the Black Furies Gift.

Feline

Catfeet (Basic Feline Bastet): As the Lupus Gift.

Heightened Senses (Basic Feline Bastet): As the Lupus Gift.

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Pounce (Basic Feline Bastet): As the Lupus Gift: Hare’s Leap.

Prehensile Tail (Basic Feline Bastet): As the Lupus Gift: Monkey Tail.

Beast Life (Intermediate Feline Bastet): As the Lupus Gift.

Chains of Mist (Intermediate Feline Bastet): As the Uktena Gift.

Bagheera

Weak Arm (Intermediate Bagheera): As the Philodox Gift.

Balam

Pathfinder (Basic Balam): As the Ragabash Gift.

Terrors (Basic Balam): As the Ahroun Gift: True Fear.

Wandering Forest (Intermediate Balam): As the Red Talons Gift: Trackless Waste.

Bubasti

Dreamspeak (Basic Bubasti): As the Galliard Gift.

Arms of Darkness (Intermediate Bubasti): As the Uktena Gift: Coils of the Serpent.

Ceilican

Faerie Light (Basic Ceilican): As the Fianna Gift.

Faerie Kin (Intermediate Ceilican): As the Fianna Gift.

Gift of Dreams (Intermediate Ceilican): As the Galliard Gift.

Khan

Heaven Thunder Hammer (Advanced Khan): Spend three Rage Traits and make a Physical Challenge (retest Primal-Urge) against all characters or objects within 10 feet directly in front of the Gift-user. Those who fail suffer the Khan’s Ferocity Renown in Lethal Damage.

Pumonca

Speak With Wind Spirits (Basic Pumonca): As the Wendigo Gift.

Spirit of the Fish (Basic Pumonca): As the Uktena Gift.

Bayou’s Embrace (Intermediate Pumonca): As the Red Talons Gift: Quicksand.

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Qualmi

Chill of the Early Frost (Intermediate Qualmi): As the Wendigo Gift.

Song of the Earth Mother (Intermediate Qualmi): As the Shadow Lord Gift.

Wisdom of the Ancient Ways (Intermediate Qualmi): As the Philodox Gift.

Simba

Heart of Storms (Basic Simba): As the Get of Fenris Gift: Might of Thor.

Sun Claws (Basic Simba): Spend a turn and one Rage Trait to cause the Simba’s claw and fang attacks

to deal an extra level of Aggravated damage. Against vampires claw and fang attacks deal an extra three levels of Aggravated damage, and must test for Rotschreck (5 Trait difficulty). Challenges to regenerate Lethal damage in combat are at a one Trait penalty while active.

Coup de Grace (Intermediate Simba): As the Black Furies gift.

Wrath of Kings (Intermediate Simba): As the Silver Fangs Gift: Wrath of Gaia.

Swara

Blissful Ignorance (Basic Swara): As the Ragabash Gift.

Sense the Unnatural (Basic Swara): As the Lupus Gift.

Messenger’s Fortitude (Basic Swara): As the Silent Striders Gift.

River of Blood (Advanced Swara): Spend a Rage Trait and succeed in a Static Social Challenge (retest Primal-Urge, difficulty 7, or 5 for notable sites of bloodshed). After three turns the blood coalesces as the Swara decides. Any form summoned has Physical Traits equal to the Swara’s permanent Rage x3, and health levels equal to the Swara’s permanent Rage x2.

Corax (L2.2 - Corax Gifts)

Messenger’s Fortitude (Basic Corax): As the Silent Striders Gift.

Persuasion (Basic Corax): As the Homid Gift.

Sense the Unnatural (Basic Corax): As the Lupus Gift.

Speech of the World (Basic Corax): As the Homid Gift.

Spirit Speech (Basic Corax) As the Theurge Gift.

Whisper Catching (Basic Corax): As the Shadow Lords Gift.

Wire Sitter (Basic Corax): As the Ragabash Gift: Spider’s Song.

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Attunement (Intermediate Corax): As the Silent Striders Gift. The Corax can use this Gift in both

environments by only purchasing the Gift once.

Bloody Feather Storm (Intermediate Corax): This Gift requires all within the area to succeed in a Static

Physical Challenge (retest Dodge, against the Gift-user’s Physical Traits) or suffer four levels of Lethal Damage. If Razor Feathers is active when the Corax uses this Gift, the damage is Aggravated instead. Unless those in the area of effect of this Gift see the Corax approach and are aware he is capable of using this Gift, they must retest any successful challenge to dodge or evade damage from this Gift.

Flight of Separation (Intermediate Corax): Spending two Gnosis Traits activates this Gift. Anyone attempting to spot the true Corax must Win (not tie) two successive Simple Challenges to do so. The Corax is able to declare Fair Escape from the scene so long as none of her spotters engages her in a ranged attack challenge.

Kiss of Helios (Intermediate Corax): As the Ahroun Gift.

Scrying (Intermediate Corax): As the Uktena Gift.

Deceptive Demise (Advanced Corax): As Werewolf the Apocalypse: 20th Anniversary Edition Changing Breeds, page 101.

Gurahl (L2.3 - Gurahl Gifts)

General

Desperate Strength (Basic General Gurahl): As the Bone Gnawers Gift.

Roused to Fury (Basic General Gurahl): As the Children of Gaia Gift: Para Bellum.

Wyld Resurgence (Basic General Gurahl): As the Black Furies Gift.

Calm the Savage Beast (Intermediate General Gurahl): As the Homid Gift.

Heart of the Mountain (Intermediate General Gurahl): As the Get of Fenris Gift.

Hide the Bear (Intermediate General Gurahl): As the Homid Gift: Bury the Wolf.

Gentle Soul (Advanced General Gurahl): The character is no longer subject to the Curse of Rage.

Humans and animals are not inherently afraid of him, and he is able to purchase Influences at 1 XP per level instead of 3 XP per level. Influences already purchased are recalculated by this Gift and any excess XP is immediately refunded to the Gurahl.

Homid

Master of Fire (Basic Homid Gurahl): As the Homid Gift.

Ursine

Heightened Senses (Basic Ursine Gurahl): As the Lupus Gift.

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Nuwisha (L2.4 - Nuwisha Gifts)

Command Spirit (Basic Nuwisha, Umbral Danse): As the Theurge Gift.

Curse of Tiresias (Basic Nuwisha): The Gift-user spends a Gnosis Trait and touches their target, (requiring a Physical Challenge against the unwilling. Retest with Brawl for touching or Melee for using a weapon; this inflicts no damage) to use this Gift.

Coyote’s Intuition (Basic Nuwisha): After studying the target of the Gift for three turns and then winning a Static Mental Challenge (difficulty equals the target’s Mental Traits, retest Subterfuge) to use this Gift.

Distractions (Basic Nuwisha): As the Galliard Gift.

Earworm (Basic Nuwisha): This challenge is a Static Mental Challenge (difficulty equals the target’s Mental Traits, retest Expression), and requires up to five Mental Traits spent. For a number of days equal to the number of Mental Traits spent the target suffers a two-Trait penalty on all challenges involving extended effort or focus, or requiring concentration. This does not include combat unless the presiding Storyteller decides it does.

Emperor’s Clothes (Basic Nuwisha): To use this Gift defeat the target in an opposed Physical

Challenges (retest Athletics).

Finders Keepers (Basic Nuwisha): Spirits that wish to communicate or approach those affected with this

Gift must win a Static Gnosis Challenge (difficulty of the Gift-user’s Willpower) to do so.

Gift of the Termite (Basic Nuwisha): As the Bone Gnawer Gift.

Laugh of the Vagabond (Basic Nuwisha): As the Bone Gnawer Gift: Laugh of the Hyena.

Salaryman (Basic Nuwisha): To spot the Nuwisha in the crowd requires besting the Nuwisha in a Mental Challenge (retest Investigation against the Nuwisha’s retest Stealth), where the Nuwisha is three-Traits up for the purpose of comparison of ties and overbids in this challenge.

Scent of Sweet Honey (Basic Nuwisha): As the Bone Gnawer Gift.

Secret Question (Basic Nuwisha): The Gift-user spends a Gnosis Trait and succeeds in a Static Social

Challenge (difficulty 7, retest Subterfuge) to use the Gift.

Sleep of Ages (Basic Nuwisha): The challenge to activate this Gift is an opposed Gnosis Challenge against the subject’s Willpower, and spending up to five Mental Traits. For each Mental Trait spent the target remains unable to be awoken short of physical contact for an hour.

Suspicious Glance (Basic Nuwisha): After naming a single target the Gift-user must succeed in a Static

Social Challenge (difficulty equal to the target’s Social Traits, retest Subterfuge). The player may spend a Gnosis Trait and name two victims of this Gift when activating this Gift, and must do a separate Static Social Challenge against each target.

Tiny Coyote (Basic Nuwisha): As Werewolf the Apocalypse: 20th Anniversary Edition Changing Breeds,

page 173.

Twin-Faced Trickster (Basic Nuwisha): As the Black Furies Gift: Man’s Skin.

Two Tongues (Basic Nuwisha): As the Fianna Gift.

Voice Bank (Basic Nuwisha): When listening to record a voice, the Nuwisha must succeed in a Static

Mental Challenge (difficulty 7, minus one for each minute listening to the target speak - retest Expression). The Nuwisha can retain a number of voices to mimic equal to his levels in Expression.

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Bridge Walker (Intermediate Nuwisha): As the Galliard Gift.

Cartoon Physics (Intermediate Nuwisha): Spend one Gnosis Trait and up to five Mental Traits and succeed in a Static Mental Challenge (difficulty 7, retest Science). This Gift lasts for one minute per Mental Trait spent so long as the Nuwisha meets the Gift requirements.

False Spoor (Intermediate Nuwisha): Spend one Gnosis Trait and win in a Static Mental Challenge (retest Primal-Urge, difficulty 7). For a number of days equal to the Nuwisha’s Humor Renown the Nuwisha is up a number of Traits against any attempt to discern his nature (supernatural or otherwise) by scent.

Fool’s Fortune (Intermediate Nuwisha): To use the Gift the Nuwisha spends a Gnosis Trait when

present when the target succeeds in a Challenge. The target must then Win (not Tie) a Simple Test or the Challenge actually fails. This Gift can be used once per scene.

Forbidden Words (Intermediate Nuwisha): The Gift-user spends a Gnosis Trait and succeeds in a Static Social Challenge (difficulty of the target’s Social Traits, retest Subterfuge). The Gift lasts for a number of days equal to the Nuwisha’s Humor Renown.

Grasp the Beyond (Intermediate Nuwisha, Umbral Danse): As the Theurge Gift.

Locked Door (Intermediate Nuwisha, Umbral Danse): As the Theurge Gift: Blurring the Mirror.

Now You Don’t (Intermediate Nuwisha): Spend one Gnosis Trait and defeat the target in a Static Mental Challenge (difficulty equal to the target’s Mental Traits, retest Stealth). Success hides the chosen object for a number of hours equal to the Nuwisha’s Humor Renown.

Pain Remains (Intermediate Nuwisha): Spend one Gnosis Trait and succeed in a Static Mental

Challenge (difficulty equal to the target’s Mental Traits, retest Medicine). The target suffers whatever Wound Penalties they have at the time of use of this Gift until the next sunset, even if the wounds are healed. Resist Pain must be constantly reactivated each scene to resist this Gift.

Phantasm (Intermediate Nuwisha): As the Fianna Gift.

Playing the Heart-Strings (Intermediate Nuwisha): Spend a Gnosis Trait and a Willpower Trait and succeed in a Static Mental Challenge (difficulty equal to the target’s Mental Traits, retest Subterfuge). Those meeting do so over the next (12 - Humor Renown) months.

Raven’s Feather (Intermediate Nuwisha): As the Uktena Gift: Spirit of the Bird.

Umbral Camoflauge (Intermediate Nuwisha, Umbral Danse): As the Theurge Gift.

Umbral Sight (Intermediate Nuwisha, Umbral Danse): As the Theurge Gift: Pulse of the Invisible.

Assimilation (Advanced Nuwisha): As the Homid Gift.

Fetish Doll (Advanced Nuwisha): As the Uktena Gift.

Friend and Foe (Advanced Nuwisha): Spend one Gnosis Trait and one Willpower Trait and up to five

Social Traits, and then succeed in a Static Mental Challenge (difficulty equal to the highest Mental Traits of those chosen to be effected, retest Subterfuge) to enact this Gift. Each Social Trait spent convinces five individuals of the Nuwisha’s legitimacy. By spending a permanent Gnosis and a permanent Willpower on activation instead of temporary, the effect is permanent rather than lasting the Nuwisha’s Humor Renown in days.

Stop Hitting Yourself (Advanced Nuwisha): When activating this Gift the Nuwisha spends a Willpower

Trait and must succeed in an opposed Gnosis Challenge against the target’s Rage (difficulty 4 for those without Rage). Success means the attacker suffers the damage instead of the Nuwisha, and the damage ignores armor (supernatural or otherwise).

Ultimate Argument of Logic (Advanced Nuwisha): As the Theurge Gift.

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Ratkin (L2.5 - Ratkin Gifts) General

City Running (Basic General Ratkin): As the Homid Gift.

Homid

Filch (Basic Homid Ratkin): The character permanently adds three Traits to any Challenges to steal something in plain sight without being detected.

Blink (Intermediate Homid Ratkin): As the Bone Gnawer Gift.

Metis

Form Mastery (Basic Metis Ratkin): As the Metis Gift.

Rattler’s Bite (Intermediate Metis Ratkin): As the Metis Gift.

Rodens

Rat Thing (Intermediate Rodens): As the Ratkin Metis Gift.

Rat Emperor’s Wisdom (Intermediate Rodens): As the Lupus Gift: Beast Life.

Feral Lobotomy (Advanced Rodens): As the Theurge Gift.

Tunnel Runner

Bolt! (Intermediate Tunnel Runner): As Werewolf the Apocalypse: 20th Anniversary Edition Changing Breeds, page 188.

Shadow Seer

Spirit Snare (Basic Shadow Seer): As the Theurge Gift.

Knife Skulker

Rat’s Judgment (Basic Knife Skulker): As Werewolf the Apocalypse: 20th Anniversary Edition Changing Breeds, page 188.

Warrior/Blade Slave

Spirit of the Fray (Basic Warrior/Blade Slave): As the Ahroun Gift.

Blessed Frenzy (Advanced Warrior/Blade Slave): As the Stargazer Gift: Circular Attack.