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Dice, actions & effects

Official Published

Black Furies — Favor

Add one die when opposing or bypassing a person or institution whose power exceeds yours or that of someone in your care.

Werewolf: The Apocalypse · Revision 1
Official Published

Bone Gnawers — Favor

Searching for something missing or previously overlooked gives you a bonus die.

Werewolf: The Apocalypse · Revision 2
Official Published

Children of Gaia — Favor

Add one die to Awareness or Insight when learning about an individual person, animal, or spirit.

Werewolf: The Apocalypse · Revision 1
Official Published

Galestalkers — Favor

Add one die to a pool directly concerned with pursuing your prey.

Werewolf: The Apocalypse · Revision 2
Official Published

Ghost Council — Favor

When exposing concealed knowledge, gain +1 die on Investigation, Occult, and Subterfuge tests.

Werewolf: The Apocalypse · Revision 2
Official Published

Glass Walkers — Favor

Add one die to Technology or Science when building or repairing something.

Werewolf: The Apocalypse · Revision 1
Official Published

Hart Wardens — Favor

Add one die to Survival, Animal Ken, or Craft involving nature.

Werewolf: The Apocalypse · Revision 1
Official Published

Red Talons — Favor

Add one die to Brawl while your Health is below half.

Werewolf: The Apocalypse · Revision 1
Official Published

Shadow Lords — Favor

Threats and efforts to take advantage of a weakness receive +1 die when using Animal Ken, Intimidation, or Subterfuge.

Werewolf: The Apocalypse · Revision 2
Official Published

Silent Striders — Favor

Add one die to Athletics or Stealth for travel, escape, or infiltration.

Werewolf: The Apocalypse · Revision 1
Official Published

Silver Fangs — Favor

Add one die to Persuasion or Leadership when inducing others to follow your advice or orders.

Werewolf: The Apocalypse · Revision 1