← Codex
Books & reference · Official

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.