Rank 1 Gifts

A list of all Rank 1 Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Gifts of a different rank, see the Werewolf Gifts section.

Well-Oiled Running

Rank 1 Glass Walkers Gift Camp: Dies Ultimae The greatest toll a Soldier has is her equipment. The worst enemy she has is the possibility of it failing. This Gift greatly reduces those chances by safeguarding machinery against environmental factors. It is taught by a dust, war, or water-spirit. System: The player spends one Gnosis […]

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Last Ditch

Rank 1 Glass Walker Gift Camp: Dies Ultimae When the chips are down and your back’s to the wall, risks need to be taken. This Gift makes those last choices a little less risky by allowing for some instinctual co-ordination to be taken. A bee or ant-spirit teaches this Gift System: The Soldier looks toward

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Cool Mind

Rank 1 Glass Walkers Gift Camp: Cyber Dogs Too many Garou are afraid of advancing beyond the limits of their bodies. To counter this, the Cyber Dogs have a Gift that banishes fear, anxiety or any other emotion. People targeted by this Gift lose their emotion temporarily, able to think perfectly logically. A Pattern Spider

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Budget Approval Process

Rank 1 Glass Walkers Gift Camp: Corporate Wolves As any underpaid and underprivileged office worker will tell you, getting any budget approved involves knowing whom to ask. Those types would find this Gift a blessing, as would many other types. This Gift lets you find the weak point of any social group, which person can

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Skyscraper Vision

Rank 1 Glass Walkers Gift Whilst the urban jungle offers many new possibilities for the hunter, it also presents its share of difficulties. One of the most troublesome of these is the possibility of their prey slipping into a crowd and simply disappearing. With this Gift, the Glass Walker can see through the eyes of

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Snow Running

Rank 1 Get of Fenris Gift The Fenrir have spread far and wide, but their home is in the North. This Gfit has served them well in their homelands, allowing them to run over snow or ice as if it were solid ground without sinking in or leaving footprints. System: The player spends a Gnosis

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Safe Haven

Rank 1 Get of Fenris Gift Few Garou are as territorial as the Get of Fenris. This Gift enables a Fenrir to keep a close supernatural watch on his territory, becoming instantly aware of any trespassers marked by the Wyrm. Owl-spirits teach this Gift. System: The player must spend one Gnosis to establish this early

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Swallow Rage

Rank 1 Children of Gaia Gift This Gift allows the Child of Gaia to overcome her innate savagery, although at a dangerous cost. By use of this Gift, the Child may stop a frenzy and reduce her Rage by directing it inward. The inward battle is visible for several minutes and can take the form of a shuddering concentration or even

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Jam Weapon

Rank 1 Children of Gaia Gift The Garou may stop any Weaver-born weapons from working within the range of his voice. A dove-spirit teaches this Gift. System:  The Garou shouts a single, strange word and spends a Gnosis point. The player rolls Perception + Expression, difficulty of the Willpower of the nearest armed person. For each success, all manufactured weapons will

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Water-Conning

Rank 1 Children of Gaia Gift The Child may purify water by dipping her hand or bowing her forehead to the surface. An avatar of Unicorn teaches this Gift as a sign of his favor. System:  The Garou touches the surface and rolls Perception + Primal-Urge. Water that is poisoned by animal dung or parasites has a 5 difficulty. The

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