30 min read
BREED: LUPUS GIFTS

Source Materials: Werewolf: The Apocalypse, 20th Anniversary Edition

None are closer to nature and the hidden face of Gaia than those Garou born in wolf form. You were born a precocious pup, already showing remarkable intelligence above that of your siblings. When the Change overcame you, and you discovered your true nature, the world itself became something you had never expected.

Lupus are quite capable of abstract thought, but much of their experience with the concepts governed by such thought comes after the First Change. They pick up the basics of Garou speech very quickly, and the basics of human languages with surprising speed, but the small nuances and connotations frequently elude them. 

They are accustomed to the socialization of a pack, not of a greater society — which can be particularly problematic if they were raised in a traditional wolf pack, which is more of a nuclear family than anything else.

The advantages of the lupus are several — many of them spiritual. The wolf-born lack the spiritual disconnection that the homids have gradually developed, and they are also free of the spiritual “static” that comes with the blood of the Metis. They have a knack for mastering the animistic rituals of the Garou, as they are closer to “spirit logic” than the more educated reasoning of humankind. However, lupus characters have little opportunity to learn many useful skills before their First Change, and are therefore limited during character creation regarding the Abilities they can purchase.

NOTES: 

  • The Lupus (aka Wolf) "breed" is what a Garou was born as. Not to be confused with any of the Wolf forms, which all Garou (no matter their breed) can take the shape of. 
  • Any and all abilities that grant Temporary Bonuses last for the duration of the scene, unless otherwise noted. Temporary Bonuses must be added manually by the Player for rolls made during the scene in which they were granted.
  • Permanent Bonuses are automatically added into your Mods on your Character Sheet, effective immediately upon purchase, and do not require manual adjustment. 

Nicknames: Ferals, Four-Legs, Flea-biters 


Beginning Free Gifts: Lupus Level 0
These are the "free gifts" that all characters born of wolves and who began life in wolf form automatically receive at startup at no additional XP cost. 

  • Kangaroo Leap
  • Heightened Senses
  • Predator’s Arsenal
  • Prey Mind
  • Sense Prey


LUPUS SKILLS


◎◎◎◎◎◎: RANK 0 LUPUS - Prey Mind (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene
  • Resist: No Resist
  • Permanent Affects: None
  • Temporary Bonus:  
    • +10 Initiative
    • +5 Stealth

Description:
Though cunning and powerful, a wolf may sometimes find themselves the prey of humans or other beasts. Understanding the skills and abilities of his Prey, a wolf can use these to his great advantage when attempting to escape or fight. This Gift shows the Garou places to hide, directions in which to run or even positioning themselves strategically to attack back. This Gift is taught by a deer or chameleon spirit.

System: 
The Player spends 2 points of Energy/Gnosis and makes a successful roll. A successful roll will allow the Garou to gain a momentary increase in speed to escape or jump into a fight, or present places to hide while in pursuit. If used for hiding, pursuers must roll 70+ vs Awareness or will not be able to detect you. If the Garou attempts to move, he/she will lose this advantage and the pursuer will quickly locate them again if they remain in the vicinity. This Gift lasts for the duration of the scene.


◎◎◎◎◎◎: RANK 0 LUPUS - Find Water (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: No Resist
  • Permanent Affects: None

Description:

Being able to locate fresh water is a critical skill for all living beings. This Gift helps Lupus-born Garou locate fresh bodies of water to ensure their survival, and that of their pack. This Gift is taught by a water sprite spirit.

System:
This Gift is Passive, always active, and does not require the use of Gnosis or a successful roll. The Garou in Lupus form spends one full turn sniffing the air. If there is a source of fresh water within 10 miles, the Lupus Garou will know the direction to travel in order to get to it.


◎◎◎◎◎◎: RANK 0 LUPUS - Heightened Senses (Buff)

  • Base Roll: n/a
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Passive
  • Resist: Willpower
  • Permanent Affects: None

Description:
Using the Garou's spiritually-heightened senses, the wolf within them opens the Garou up to a plethora of information around them. Hearing is beyond the normal range of a human and his sense of smell is equal to that of the wolf. The Garou's night vision is exceptional and he/she suffers no penalties when in the dark. This Gift is taught by a Wolf Spirit.

System: 
This Gift is passive and always activate. The downside to this Gift is the chance of sensory overload. For example, a fire alarm goes off in a building you are in and renders you incapacitated when it goes off. Or you enter a place with a strong scent, such as a garbage dump or an enclosed area where food is being prepared, such as a restaurant or kitchen. 

In each case where there is strong sensory input, you will need to roll vs Willpower or become so focused on the overpowering sense that you will not be able to focus on anything else until the sensory input stops or you are physically removed from it.


◎◎◎◎◎◎: RANK 0 LUPUS - Kangaroo Leap (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Skill, Athletics/Reflexes
  • Duration: n/a
  • Resist: No Resist
  • Permanent Affects: None

Description:
The old legends relate of Garou warriors leaping over enemies and crossing rivers without getting their feet wet; this Gift is one way they did it. By invoking this Gift, the werewolf may leap incredible distances. Hare-, salmon-, frog- and cat-spirits usually teach this Gift. 

System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Character may now leap in any direction up to 20 meters in a single bound.

NOTE: This is identical to the Fianna's Level 1: Salmon Leap, and the Homid Level 3: Hare's Leap. Lupus Garou automatically get this as a free Level 0 starting Gift.


◎◎◎◎◎: RANK 1 LUPUS - Trappers' Bane (Physical Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Alertness, Occult
  • Duration: Passive
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill
    • +3 Athletics/Reflexes

Description:
Wolves, which have been hunted to extinction in some parts of the world, face a constant threat from human traps — snares, steel traps, pit traps and ambushes. Lupus Garou have become adept at detecting these dangers and even disarming them. 

This Gift allows the werewolf to sense lures, traps, and even ambushes. Dingo spirits teach this Gift.

System
The Player should inform Storytellers that their Character has this Gift, or ask the Storyteller if you need to make a roll to detect any traps, snares or an ambush.

The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character will be able to sense and detect simple snares, pits, and poisoned bait in the area. 

Identifying more technologically complex traps such as electrified objects and motion-activated traps is difficulty 70. 

Supernatural traps are difficulty 90. 

Additionally, whenever the werewolf approaches an ambush, the Storyteller rolls Alertness + Primal Urge against difficulty 60 for the werewolf to recognize the ambush before it springs. 

NOTE: The werewolf does not have to activate this Gift to "Sense" a trap or ambush, it provides a “sixth sense” at all times. However, it does require a roll in order to successfully avoid or disarm the trap.


◎◎◎◎◎: RANK 1 LUPUS - Predator's Arsenal (Physical Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Skill
  • Duration: Scene
  • Resist: No Resist
  • Permanent Affects: 
    • +1 Initiative
    • +2 Physical Attack

Description:
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 a wolf-spirit.

System: 
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Lupus Garou now has the teeth and claws of a wolf as weapons for the duration of the scene, or until the Garou dismisses them.

The werewolf concentrates for a turn to gain access to bite and claw attacks in Homid form for the rest of the scene, or until she dismisses the transformation. The Werewolf can attempt to conceal these natural weapons by simply keeping his/her/their mouth closed, wearing long sleeves, or keeping hands in pockets. The Lupus Garou in Human form can even speak normally without giving himself away, as long as he’s careful not to open his mouth too wide or smile so that her teeth show, although the speaking voice sounds rough and a bit distorted.


◎◎◎◎◎: RANK 1 LUPUS - Sense Prey (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Skill 
  • Duration: Scene
  • Resist: No Resist
  • Permanent Affects: 
    • +1 Physical Skill

Description:
Werewolves used this ancient Gift during hard winters to feed themselves and their families. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift.

System: 
The Player spends 2 points of Energy/Gnosis and makes a successful roll.  Success indicates the location of enough prey to feed a large pack. In the case of multiple sources, the Gift guides the werewolf to the nearest source (although not necessarily the easiest or safest).


◎◎◎: RANK 1 LUPUS - Fangs & Claws (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
Alarming as it is to a Lupis Garou, the lack of natural weapons at his disposal while in human form is of great concern. It's no wonder that a Lupus Garou so keenly senses the sheer vulnerability and inherent weakness of the Homid shape. This Gift is taught by a Wolf or Mountain Lion Spirit.

System: 
The Player spends two points of Energy/Gnosis and makes a successful roll. This Gift allows the Garou to manifest sharp claws and fangs while still in Homid form. It can only be used while in human form and lasts for the duration of the scene, or ends sooner if the Garou deactivates it himself. 



◎◎◎◎◎: RANK 2 LUPUS - Shortcut (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Alertness
  • Duration: Scene
  • Resist: No Resist
  • Permanent Affects: 
    • +1 Physical Skill

Description:
This special Gift allows the Garou to travel across various terrains with great speed and efficiency, even if they are not familiar with the area. This Gift is taught by a Dog Spirit.

System: 
The Player spends  2 points of Energy/Gnosis and makes a successful roll. The Garou will then know the shortest route between any two points, reducing their travel time by 25%. On a botch, the Garou becomes temporarily lost and the trip takes 25% longer. This comes in handy when acting as a messenger or running for reinforcements.


◎◎◎◎◎: RANK 2 LUPUS - Quake (Area of Effect)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene
  • Resist: Athletics/Reflexes
  • Permanent Affects: 
    • +1 Physical Skill

Description:
The Garou is capable of using his/her/their will to create small tremors in the Earth to occur, making it difficult for others to remain on their feet. These small earthquakes take place within a 10-meter radius of where the Garou is standing. This Gift is taught by an Earth Elemental.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All those within the area must roll modified by their own Athletics/Reflexes or lose their footing and fall. They spend the next turn attempting to get to their feet from a prone position and cannot attack, unless they have a skill that allows them to attack from a prone position.



◎◎◎: RANK 3 LUPUS - Death Whispers (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
The civilizations of the ancient world associated the presence of wolves with death. While not entirely an accurate depiction of wolves, there is a kernel of truth to this belief. A lupus wolf  who stands entirely still by a recently dead body (no more than a day dead), can hear the final words or thoughts of the deceased. This Gift is taught by a Valkyrie Spirit and can only be performed once per applicable corpse.
 
System: 
The Player spends two points of Energy/Gnosis and makes a successful roll. He can then hear the final words of the recently deceased. Often times this is a mere rambling or an incoherent phrase, but such communication can offer clues to how they died and what happened at the moment of their death. If the deceased had no language abilities, such as an animal, then the last thought will come in the form of a mental image to the Lupus Garou. 



◎◎: RANK 4 LUPUS - Beast Life (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Mental Skill
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: None

Description:
The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.

System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. If the animal fails to resist, the character then gains the ability to communicate with it and all of its kind automatically for the duration of the scene. 

All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well (the Storyteller will determine if a particular request requires a roll vs their Willpower). 

A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. Using this Gift to befriend an animal and then kill it will lose this Gift and will not be able to repurchase it. 

The effect lasts for one scene.

NOTE: Children of Gaia who use this Gift never do so if the animals would come to harm, unless the very heart of a caern is threatened.


◎◎: RANK 4 LUPUS - Serpent's Touch (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Physical Attack
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Physical Attack

Description:
A very useful gift in battle, Serpent's Touch allows the Garou to cause damage with an attack, while at the same time healing himself. Any Health Points gained above the Garou's natural amount is added as "Temporary HP" for the duration of the scene. 

Any damage done to the Garou will be taken off the temp HP before being subtracted from his/her/their normal HP. Serpent's Touch DOES NOT effect attacks on the undead and only works on living beings. This gift is taught by a Snake Spirit.

System: 
The Player spends two points of Energy/Gnosis and makes a successful roll to attack with Serpent's Touch. This is in the form of a punch, smack, claw, bite or kick and their associated damages for such attacks. This does not work with any kind of weapon since physical contact between the Garou and the Target must take place.

If the Target fails to defend, the Player's Character will heal one point of Health for every point of damage inflicted on the Target using any of the above attacks.

This gift is very addictive, leaving the Garou hungry for the sheer power surge they get with soaking up such potent vitality. Every time this Gift is used "successfully" in a single scene, the Garou must roll vs. his/her/their Willpower with a -5 Mod penalty or be compelled to use it again in his/her next attack.

NOTE: If the Garou botches the Willpower roll, (rolling a natural 1-10), they will become consumed  with the taste of their victim's vitality and drunk on its effects, losing focus on everything else going on around them, suffering a -10 Attack/Defense, in addition to the -5 Mod penalty for Willpower Rolls. This will last for the duration of the scene.



: RANK 5 LUPUS - Colony Defenders (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 1 HP per turn
  • Mods: Occult, Mental Skill
  • Duration: See System
  • Resist: Physical Defense, Physical Skill
  • Permanent Affects: None

Description:
The Garou summons an army of hissing and biting cockroaches. The cockroaches will attack a single Target, getting into the victim's eyes and ears, beneath their clothing or armor. This Gift is taught by a cockroach spirit.

System: 
The Player spends two points of Energy/Gnosis and makes a successful roll. This attack will last until the victim successfully rolls to defend and beats the Garou's summon roll. 

Each unsuccessful roll to defend inflicts 2 HP of damage per turn until the Target is able to make a successful Defense roll to the attack. During this time, the victim will not be able to attack until the cockroaches are dealt with, however the Target can still defend.



: RANK 6 LUPUS - Venom (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 5
  • Mods: Occult, Physical Skill
  • Duration: Scene
  • Resist: Physical Defense, Athletics/Reflexes
  • Permanent Affects: 
    • +5 Physical Attack
    • +3 Athletics/Reflexes

Description:
First learned many centuries ago by a Silent Strider lupus who was befriended by a Rattlesnake, this Gift allows the Garou to bite an opponent and inject them with a damaging, or even lethal, toxin. Any Snake Spirit can teach this Gift.

System: 
The Player spends two points of Energy/Gnosis and makes a successful roll. The Lupus must then use a Bite Attack and successfully roll to bite their enemy. (This can only be used once, after which the poison is used up.)

If the Target fails to defend, the Target takes an additional 5HP of poison damage, plus one of the following side effects of the Poison based on the modified number they roll from the Chart below.

NOTES: 

  • Undead beings are immune to this.
  • The Venom Gift can only be used once per combat scene.

Roll Chart (based on the Target's roll to resist):

1-10: BOTCH! The victim falls unconscious for the duration of the scene. The area around the bite is turning black and necrotic over the next few hours. If they are not treated with anti-venom within the next 24 hours, they will never regain consciousness and will die. (See Death and Murcer in Dominions of Darkness)

11-30: The victim is poisoned and while not unconscious, is incapacitated and cannot continue to fight due to the intense pain and spreading paralysis through their entire body. The effects of the paralysis take place in two turns after the bite and will last until an anti-venom is administered.

31-60: The victim will suffer from intense pain from blurred vision and confusion as the poison spreads through their body. Attack and Defense are at a -10. This will clear up after 24 hours if not treated sooner with an anti-venom.

61-90: The victim feels the poison slowly move through their entire body like a flame of white hot pain. While excruciating, the victim's stamina appears to be strong enough to allow them to continue fighting at a -5 PS/PD for the next two turns. After 2 turns, the Target is no longer affected by the poison..

91-100+: The Victim shakes off the effects of the venom, which appears to have no effect. They still feel the pain of the bite and suffer the bite damage, but apparently not enough of the poison entered their system to cause any ill effects.