Turtle Body Werwolf - Die Apokalypse: Past Lives, Seite 85 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 the body, and do not take full effect for hours, allowing someone to fetch an antidote before that time. This Gift is taught by a turtle-spirit.
System: The player must spend a Gnosis point and make a Gnosis roll, difficulty 6, to enter the torpor-like trance. The trance lasts for one hour per success, although the Garou may choose to awaken early after a given amount of time has passed.
Wyld Sight Werwolf - Die Apokalypse: Past Lives, Seite 85 The Garou can see Wyld energy in all its manifestations, thus allowing him to prevent it from growing too powerful or to defend himself against it. For instance, the Garou can see the mystic swirling of the Umbral wind that presages a tornado in the physical realm or feel the shaking of the Umbral earth before a real earthquake. A Garou using Wyld Sight in the physical world can also sense Wyld spirits in the nearby Penumbra, although the user must enter the Umbra to get more details. This Gift is taught by a Wyld-spirit.
System: The Player rolls Perception + Enigmas (difficulty 6). If successful, the Garou understands the nature of the Wyld manifestation and realizes what form of Wyld-spirit is causing it. Use the following table to determine how early a Garou can predict a Wyld event: Successes - Time Before the Event: One - 10 minutes, Two - 30 minutes, Three - One hour, Four - Three hours, Five+ - One day
Und wenn es ein Drachenei gewesen ist, was wir versuchen zu braten! Am Ende wird es heißen wir haben Drachen getötet!!! Skadi "Freyas Klinge" Fenrirs Klingen, Alpha der Drachenfänge
Safe Cave Werwolf - Die Apokalypse: Past Lives, Seite 85 The Garou can cause the earth to split before him, creating a hole into a small cave that can hold up to five more Crinos-sized people. The hole can be sealed once within the cave, so that no one outside can discern its presence without supernatural means. Any burrowing or earth-spirit can teach this Gift.
System: The player must spend a Gnosis point and make a Charisma + Survival roll, difficulty 7, to open the cave. The decision of whether or not to seal the cave must be made within three turns; the Garou can’t just open and close the cave once it’s been created. The cave lasts for a variable amount of time; once the duration expires, anyone in the cave pops out as the cave disappears. Successes – Duration: One - One minute, Two - Ten minutes, Three - One hour, Four - Six hours, Five+ - Twelve hours. The cave dwellers are safe from physical attack, but some Gifts (such as Hand of the Earth Lords) can still affect them, as can any concentrated burrowing effort that can dig down into the cave and break its seal.
Turtle Shell Werwolf - Die Apokalypse: Past Lives, Seite 85 By calling upon Turtle, the Croatan can seal himself in a mystic protective shield that resembles a turtle’s shell. The shell is opaque from the outside, but those on the inside can see through it. The werewolf can opt to bring others into the shell with him, if his power is sufficient. This Gift is taught by a turtle-spirit.
System: The player spends one Gnosis point and rolls Stamina + Survival, difficulty 7. Each success gives the shell two soak dice and two effective health levels; the radius enclosed in the protective “bubble” is two yards per success. A Crinos form werewolf requires about a two yard radius, so with two successes two werewolves in Crinos form (or three humans or Homid-form Garou, or so on, at the Storyteller’s discretion) could be protected. The shell lasts for one scene or until broken, either by the Croatan’s will or by taking damage — whichever comes first. When dismissed or broken the shell shatters into pieces that then dissolve like so much mist.
Und wenn es ein Drachenei gewesen ist, was wir versuchen zu braten! Am Ende wird es heißen wir haben Drachen getötet!!! Skadi "Freyas Klinge" Fenrirs Klingen, Alpha der Drachenfänge
Call Earth Spirit Werwolf - Die Apokalypse: Past Lives, Seite 85 This Gift is another of those that draws on the ancient alliance with Turtle, summoning an earth-spirit to rampage forth and crush things or people at the werewolf’s bidding. The Garou must have some earth at hand to invoke the earth-spirit, although a handful of earth or a smallish rock will suffice. This Gift is taught by an earth elemental.
System: The player spends one Gnosis and rolls Manipulation + Occult, difficulty 8. On a success the spirit is summoned and cuts a path of destruction in a straight line for up to 30 yards, inflicting 10 dice of lethal damage to anything in its path. Botching the summoning calls forth an earth-spirit that is hostile to its summoner.
Gift of Plenty Werwolf - Die Apokalypse: Past Lives, Seite 86 Fertility spirits beholden to the Corn Maiden teach this Gift, by which a single chosen object can be multiplied into many duplicate objects. In this way, a warrior can make several arrows from one prototype arrow or more bullets from a single bullet. Any object with spiritual power (such as a fetish) cannot be duplicated. Anything else, from $20 bills to food can be multiplied using this Gift.
System: The player spends one Gnosis point and rolls Charisma + Crafts, difficulty 7. The number of successes determines the number of objects (including the original) that result; two successes will create one extra duplicate item, four successes will create three, and so on. Duplicating precious metals or rare ritual components requires an expenditure of two Gnosis points; rare gems or materials such as plutonium, three Gnosis points. The newly created objects will last for only 24 hours before vanishing. The effects of using the item remain however so any food that was eaten is still digested, damage caused by created weapons still must be healed, and items bought with the money still exist, and so on.
Und wenn es ein Drachenei gewesen ist, was wir versuchen zu braten! Am Ende wird es heißen wir haben Drachen getötet!!! Skadi "Freyas Klinge" Fenrirs Klingen, Alpha der Drachenfänge
Stronger on Stone Werwolf - Die Apokalypse: Past Lives, Seite 86 Just as the Uktena were mighty in the waters and the Wendigo drew power from the winds, the Croatan were at their strongest when standing on the earth itself. This Gift allows a werewolf to mimic that strength — the closer the Garou’s tie to earth, the stronger he gets.
System: The player spends a Gnosis point and one Rage point. The character receives a number of bonus dice that he can add to strength or Stamina (or divide between them) for the remainder of the scene, depending on where he stands. On dead wood, concrete or other artificial flooring, the bonus is one die. On living plant matter (such as thick grass or a tree root), the bonus is two dice. On bare earth, the bonus is three dice; on naked stone, four dice. If the character is separated from the ground (such as in an airplane or on a bridge over water), the Gift has no effect.
Underearth Werwolf - Die Apokalypse: Past Lives, Seite 86 Since Turtle went into his coma-like sleep, many secrets of earth powers once known are now forgotten — such as the Umbral tunnels beneath the Umbrascape. The Croatan did not always rely on Luna’s moon paths when traveling the Umbra. This Gift allowed them to use the secret tunnels under the earth, known to many earth-burrowing spirits and totems, such as Mole, Badger and Groundhog (who taught them the Gift). In such a way, the Croatan could travel long distances in the safety of the Umbral underground. This Gift is all but lost to werewolves in the 20th century, but this is almost a blessing; in the modern era, Ratkin occupy many of these tunnels, making them hostile territory for any Garou.
System: The player spends one Gnosis point; the Garou is made aware of the nearest entrance into one of these tunnels. Such an entrance may not be close at hand; the werewolf might have to go on a day’s journey just to reach the nearest opening, depending on the local population of burrowing spirits. Once inside the tunnel, he can reach his destination safely. When he gets to a multiple branching tunnel, he’ll know the proper way — otherwise one could get lost for years! In all other respects, this Gift is much like traveling a moon path, save that the potentially hostile encounters that may be found along the way take the form of Ratkin and other subterranean denizens, rather than spirits.
Und wenn es ein Drachenei gewesen ist, was wir versuchen zu braten! Am Ende wird es heißen wir haben Drachen getötet!!! Skadi "Freyas Klinge" Fenrirs Klingen, Alpha der Drachenfänge
Katanka-Sonnak´s Spear Werwolf - Die Apokalypse: Past Lives, Seite 86 Some cultures that the Croatan took as Kin were sun-worshippers. The Croatan in turn established strong ties with Helios and the Planetary Incarna of the sun, Katanka-Sonnak. This Gift springs from this alliance; by invoking the power of the sun, the Garou can call a shaft of fire from the sky to impale an enemy and immolate him in continuously burning flames. An avatar of Katanka-Sonnak teaches this Gift.
System: The player spends a point of Gnosis and rolls Dexterity + Occult to strike the target; no range penalties apply, although the Garou must be able to see her target. If the strike is accurate then the victim takes 10 dice of fire damage each turn; this damage is aggravated, although supernatural creatures can soak it with the appropriate power (vampires with Fortitude, shapeshifters with Stamina, etc.). The fire cannot be doused with ordinary water; it will burn for 10 turns unless quenched by a water-spirit, somehow dispelled, or until the victim takes no damage on a particular turn.
Umbral Burrowing Werwolf - Die Apokalypse: Past Lives, Seite 86 This Gift allows a Croatian to dig his own Umbral tunnel which he can travel through just as in the gift Underearth. The tunnel must connect two points and, as it is unoccupied, is always safe to travel. The spirits of burrowing animals teach this Gift.
System: The Garou spends three Gnosis points and starts digging. A successful Perception + Occult roll is necessary to make certain that the tunnel comes out in the right place. The process of digging is, of course, slower than normal Umbral travel and takes about twice as long as walking a moon path would. The Garou does not need to eat or rest as he digs and the tunnel will remain a permanent part of the Umbra. It isn’t necessary to know the Underearth Gift to use Umbral Burrowing, but the werewolf without knowledge of Underearth cannot necessarily travel tunnels not of his own make without getting lost.
Und wenn es ein Drachenei gewesen ist, was wir versuchen zu braten! Am Ende wird es heißen wir haben Drachen getötet!!! Skadi "Freyas Klinge" Fenrirs Klingen, Alpha der Drachenfänge