By Bruce MacKay
Having being caught unawares centuries of years ago, the White Howlers of today have a more complete understanding of the tactics and powers of the Wyrm. It is with this grim experience, that the Howlers understand that they must work quickly to save their tribe and more importantly Gaia herself. Through the years, they managed to save what tribal lore they had and also to find new ways to combat the Wyrm. It is with this combination of old and new, that the White Howlers plan to restore their Tribe to what it was, and to save Gaia from the destruction of the Wyrm.
As for most other Garou, they are at best totally unaware of the Howlers' existence. A few mages and fae know of them but only because the Howlers wish it; they have kept their knowledge to themselves. However certain Garou are starting to suspect that the Howlers may not be a Tribe of the past.
Resist Toxin (level one): See Werewolf: The Apocalypse for details.
Sense Wyrm (level one): See Werewolf: The Apocalypse for details.
Call of the Wyrm (level two): See Werewolf: The Apocalypse for details
Curse of Aeolus (level two): See Werewolf: The Apocalypse for details.
Wyrm Facade (level two)
Artful Dodger (level three)
Eyes of the Cat (level three): See Werewolf: The Apocalypse for details
Ley Lines (level three): See Werewolf: The Player's Guide for details
Courage of the Lion (level four)
Roar (level four)
Roll Over (level four): See Werewolf: The Apocalypse for details
Howl of War (level five)
Resist Corruption (level five)
Howl of Gaia's Vengeance (level six)