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.

Liar’s Face

Rank 1 Ragabash Gift The Ragabash wraps herself in such a deceitful attitude that nothing she says can be trusted — not even the clear and unvarnished truth. The werewolf may make a single truthful statement, and no human who hears it will believe her. A platypus-spirit teaches this Gift. System: After the character makes […]

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Infectious Laughter

Rank 1 Ragabash Gift Laughter is the tool with which Gaia’s tricksters promote enlightenment and the knife that slashes through the veil of Rage. When the Ragabash laughs, those around her are compelled to follow along, forgetting their grievances. A coyote- or hyena-spirit teaches this Gift. System: The Ragabash must make some comment mocking the

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Predator’s Arsenal

Rank 1 Lupus Gift One of the most unnerving aspects of the Homid shape is its lack of proper weapons. This Gift remedies that problem (while still retaining much of the Homid shape’s ability to blend in with the human world), granting the Garou battle-ready claws and teeth in Homid form. It is taught by

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Apecraft’s Blessings

Rank 1 Homid Gift Though many of Gaia’s children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift. System: The werewolf spends a turn

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Haunting Howl

Rank 1 White Howler Gift One of the howl-Gifts peculiar to the tribe, this eerie cry often echoed across the desolate moors prior to a White Howler raid. In the years since the White Howlers’ fall, this cry has become more alien and forlorn. System: The player rolls Charisma + Intimidation, difficulty 7. All enemies

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Blood-Scent

Rank 1 White Howler Gift Part of the White Howlers’ reputation as excellent trackers stemmed from Gifts such as this one. The Garou with this Gift finds it childishly easy to track down any human, beast or supernatural being whose blood he has tasted. the Howlers parlayed this Gift into the tactic of letting a

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Turtle Body

Rank 1 Croatan Gift The Garou can call upon one of the powers of Turtle and greatly slow his metabolism. He must remain inactive, but can exist without breathing for hours at a time. In addition, uncontrolled bleeding halts. Extremes of heat or cold can be ignored. Ingested or injected poisons slow their passage through

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Dreamwalk

Rank 1 Bunyip Gift / Rank 2 Other Tribes The Bunyip had a distinct tie to the Umbra of their homeland, more powerful than that of most Garou. Although those who learn this Gift from Bunyip ancestor-spirits lack the Bunyip’s inborn affinity for the Penumbra, they may still take great advantage of the Bunyip’s wisdom.

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Burrow-Bed

Rank 1 Bunyip Gift This Gift was a common survival trick among Bunyip, learned from the spirits of burrowing animals such as wombats. The Garou can burrow into the ground when he needs to rest, sleeping comfortably to regain his strength without fear of suffocation. System: The player spends one Gnosis point. The Garou burrows

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Bunyip’s Spell

Rank 1 Bunyip Gift Great Bunyip taught his children the trick of paralyzing a person with a glance, so that they might defend themselves against humans with mercy. System: The Garou makes eye contact with the target; the player rolls Willpower, opposed by the target’s Willpower. For each success that the player gains over the

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