Werewolf: The Apocalypse Corebook — source revision
Local PDF with 334 pages. Citations distinguish printed pagination from the file's page sequence.
Publication details
- Publication
- Werewolf: The Apocalypse Corebook
- Printing
- PDF: 334 pages
Referenced entries
-
Against the Odds
Each success restores one Superficial Willpower damage for each pack member, including you.
-
Ancestral Conviction
Add Honor to Persuasion pools against other Garou.
-
Animal Magnetism
Add Glory to Social Skill tests against human subjects.
-
Banish Spirit
Force a possessing spirit present in your realm to leave its host and withdraw into the Umbra.
-
Beast's Fealty
Gain the obedience of one visible animal and communicate commands to it.
-
Blissful Ignorance
Remain motionless and silent to evade sight, cameras, and most spirits.
-
Blur of the Milky Eye
Add Wisdom to Stealth and defenses against physical attacks.
-
Break the Shackles
Look into the subject’s eyes and roar to break supernatural compulsion or mind control.
-
Call the Ridden
Call to spirit-possessed creatures within earshot.
-
Closing the Gap
Move into melee reach of a visible enemy across up to 3 m (about 9.8 ft) per Glory, and still attack that turn.
-
Command Spirit
Command a spirit present in the same realm, winning a new contest for each instruction.
-
Command the Gathering
Become the focus of creatures within sight or hearing, including those who do not understand your language.
-
Crow's Laughter
Target someone who can see and hear you.
-
Defy Death
When your Health becomes completely filled with Aggravated damage, immediately roll Honor.
-
Drain Spirit
Drain a spirit present in your realm.
-
Dreamwalk
Send a spirit into a dream at a known location.
-
Ensnare Spirit
Hold a non-hostile spirit present in your realm and weaken its resistance to your bargaining or commands by two dice.
-
Eyes of the Cobra
Maintain eye contact to draw someone toward you in a trance until within arm’s reach.
-
Fangs of Judgement
Mark a visible enemy who previously harmed a pack member.
-
Feral Regression
A visible target loses one Mental Attribute dot per point of margin, with no Attribute reduced below 0.
-
Gaia's Candor
Ask a question and determine whether the answer matches what the respondent believes.
-
Galestalkers
Persistent hunters who commit themselves to bringing a pursuit to its conclusion.
-
Galestalkers — Ban
Going a day without eating from a fresh kill; the kill need not be the current quarry limits Willpower recovery at the start of the next session to one point, instead of the normal Composure or Resolve-based recovery.
-
Galestalkers — Favor
Add one die to a pool directly concerned with pursuing your prey.
-
Gathering for the Departed
The community honors someone recently lost, often under the guidance of a packmate or Galliard.
-
Geas
Issue a spoken command in the subject’s presence.
-
Grasp from Beyond
Grasp a physical object while crossing the Gauntlet, or while looking into the physical world from the Umbra, to bring it across.
-
Gremlins
Disable a visible device within 5 m (about 16 ft).
-
Halt the Coward's Flight
Howl at a visible target within 50 m (about 164 ft) fleeing you or a packmate.
-
Howl of Assembly
Other Garou who hear your howl and join you recover one Willpower.
-
Jam Technology
Temporarily disable nearby technology according to the successes rolled and the device’s complexity.
-
Kiss of Helios
Ignore ordinary fire and comparable heat damage.
-
Living Ward
Concentrate without taking other actions to ward off spirits within 3 m (about 9.8 ft).
-
Luna's Armor
Whenever fire or silver would inflict Aggravated damage, convert up to Honor of that damage to Superficial.
-
Luna's Blessing
Howl to a visible moon.
-
Mindspeak
Send thoughts to one person, with a two-way exchange if both agree.
-
Mother's Touch
Touch another living being and heal one Superficial Health damage per success.
-
North Wind
North Wind embodies patience and relentless movement. Honor emphasizes being dependable once a course of action has been chosen.
-
Oathbreaker's Bane
Bind a promise made to you in person that the speaker understands and accepts.
-
Open Seal
Open ordinary mechanical locks or bars automatically.
-
Porcupine's Reprisal
After receiving Brawl or Melee damage, inflict Superficial Health damage on the attacker equal to Glory, capped at the damage you just suffered.
-
Primal Anger
Damage yourself to fuel Rage, then roll Glory and gain one Rage per success.
-
Pulse of the Prey
Track someone whose face and name you know.
-
Rapid Shift
Shift without the normal minor-action penalty.
-
Razor Claws
Add half Glory, rounded up, to claw damage.
-
Rite of Abjuration
Drive a possessing spirit out of a person, place, or object; a living subject must consent or be incapacitated.
-
Rite of Accomplishment
A gathering formally recognizes a werewolf’s deeds and standing.
-
Rite of Binding
Bind a spirit to a physical place, object, or person for one week plus one week per point of winning margin.
-
Rite of Caern Building
Prepare throughout a lunar cycle, performing rituals in each phase and restoring the site and its spiritual accommodations.
-
Rite of Celebration
Attempt once per story, after a pack victory.
-
Rite of Contrition
Complete the required penance and make an offering to the offended party, or honor a representation of the spirit.
-
Rite of Dedication
Bind one outfit and small worn ornaments to yourself or another Garou.
-
Rite of Kinseeking
Seek a nascent Garou within approximately a small town or a large city district.
-
Rite of Passage
A prospective Garou or new pack is entrusted with a demanding objective and expected to complete it before returning.
-
Rite of Patronage
All pack members participate.
-
Rite of Rage
Each participant gains one Rage on a success.
-
Rite of Shadow Passage
Open passage through the Gauntlet for the participants.
-
Rite of Shame
Increase the subject’s chagrin penalty to 2 and establish the conditions for atonement.
-
Rite of Spirit Summoning
Perform where the spirit can reach you.
-
Rite of the Forgetful Record
Disrupt existing records concerning the participants, increasing the Difficulty of identifying or locating them through those records by 3.
-
Rite of the Living Caern
Perform at a consistent time each month to maintain a caern’s spiritual vitality.
-
Rite of the Shrouded Glen
For a lunar month, add two dice to efforts to conceal the caern and impose a two-die penalty on attempts to discover it unintentionally.
-
Rite of the Whispering Field
At a caern, attune participants to its bawn for a lunar month.
-
Rite of the Winter Wolf
Some severely injured or aging Garou use this funerary observance to mark a chosen end to their lives.
-
Rite of the Wolf Reborn
Only the target’s packmates may perform this Rite to restore a pack member who has Lost the Wolf.
-
Rite of Tranquility
On success, every participant’s Rage becomes 1.
-
Satire Rite
A public performance criticizes an offender through ridicule.
-
Scent of Running Water
Leave no mundane trail after activation, including footprints, disturbed plants, or biological traces.
-
Scent of the Past
Smell an object or location to learn about past events there.
-
Sense Danger
Add Wisdom to detecting traps, ambushes, and surprise attacks when failure exposes you to immediate danger.
-
Sense the True Form
Smell whether someone is an ordinary human or a different kind of being.
-
Shadow Sense
Detect a nearby supernatural presence without identifying it or locating it precisely.
-
Sight from Beyond
Receive symbolic visions chosen by the Storyteller, or deliberately seek one once per scene.
-
Silver Claws
Your claws inflict silver-based Aggravated damage on other Garou.
-
Snarl of Challenge
Challenge enemies who can see and hear you.
-
Song of Inspiration
Choose a Social or Mental Skill.
-
Song of Rage
Other packmates within earshot gain one Rage, or two on a critical.
-
Song of Serenity
Packmates within earshot lose one Rage, or two on a critical, to a minimum of 1.
-
Song of Valor
Packmates within earshot may spend Willpower to reroll any number of eligible dice instead of only three.
-
Spider's Song
Listen to a long-distance spoken exchange you know is occurring.
-
Strength of Purpose
Roll Honor dice to restore one Superficial Willpower damage per success, or one Aggravated damage per two successes.
-
Take the True Form
Force a shapeshifter to return to its natural form using its normal transformation rules, then prevent further shifting for the winning margin in turns.
-
The Thousand Forms
Assume a mundane animal’s form and senses, retaining Mental Attributes and using the form’s other pools.
-
Thieving Talons of the Magpie
Steal a learned supernatural ability from a visible target after witnessing them use it.
-
True Fear
A target within 5 m (about 16 ft) freezes or attempts to escape in terror.
-
Umbral Tether
Activate as you enter the Umbra.
-
Whelp Body
Affect someone in sight within 5 m (about 16 ft).
-
Wind Claws
Claw attacks bypass mundane armor or damage reduction up to Wisdom.
References
No source citations.
Entry information
Revision 1 · Published
Reference rules; not automatically enforced on character sheets.