Werewolf the Apocalypse information source


Find the Heart’s Flame

Rank 1 Planetary Gift (Katanka-Sonnak)

With this Gift the Garou can identify sources of energy or power, even when they are hidden or unfamiliar. The Garou must concentrate to detect the pulsations of power that emanate from even a dormant energy source. This becomes useful when travelling in some of the more alien reaches of the Umbra where familiar objects take on strange appearances. This Gift also enables the Garou to identify machinery such as generators or solar batteries regardless of their appearance or attempts to conceal them. Spirits that serve as energy or power foci also register to the Garou’s senses when this Gift is in effect.

System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). A single success identifies power sources that lie within 50 feet of the Garou. Additional successes allow the character to extend her range to locate distant sources. This Gift lasts for once scene.

Source: Rage Across the Heavens

Flame of the Wind Rider

Rank 2 Planetary Gift (Katanka-Sonnak)

This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame. In addition to serving as a form of armor, the flame also offers protection from cold, including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm.

System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains two dice to add to all soak rolls; these dice can even be used to soak silver. The effects last for one scene.

Source: Rage Across the Heavens

Ride the Solar Winds

Rank 3 Planetary Gift (Katanka-Sonnak)

This Gift allows the Garou to ride the solar winds that sweep through the Aetherial Realm without worrying about being thrown off course by storms. Use of this Gift also increases the Garou’s movement rate, lessening travel time between locations within the Aetherial Realm.

System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to remain “in touch” with the ever-changing currents of these spirit winds requires concentration and attunement rather than physical agility. A single success allows the character to ride the winds successfully to her destination (or until she decides to end her journey). Additional successes either allow the Garou to carry others with her (on a one-for-one basis) or reduce the travel time by half per success. Thus, with one additional success, a journey of one month would only take two weeks, while two additional successes reduces the journey to a week. A character may use some of her extra successes to allow others to travel with her and the remaining ones to speed up travel time. No successes indicates either that the solar winds are not available for use or denotes failure to locate them. A botch means that the winds seize the character and carry her to some unintended destination (at the Storyteller’s discretion).

Source: Rage Across the Heavens

Hand of the Sun

Rank 4 Planetary Gift (Katanka-Sonnak)

The Garou’s hand blazes with a terrible heat and gives off a white-hot light, similar to a branding iron. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of shame. Any Garou who encounters the victim in the future immediately recognize the mark as a sign of that person’s treachery, dishonor or other grave crime. Vampires ignite when touched by the Hand of the Sun.

System: The Garou spends a point of Rage and then a point of Gnosis. No roll is necessary for the Gift to take effect, but the character must make a standard attack roll in order to mark her victim. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent circular scar. The scar cannot be removed by any means short of amputating the part of the body which contains the scar. The fire lasts for one scene, although the Garou may extinguish it beforehand if she so chooses.

Source: Rage Across the Heavens

Cleansing Flame

Rank 5 Planetary Gift (Katanka-Sonnak)

The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all Wyrm-taint or human-made pollution from an area or cleanse an individual (provided the victim survives) of Wyrm-taint. The fire does not spread beyond the target area or person and cannot be quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex official, the fire blazes through the house destroying any vestige of the Wyrm’s corruption and leaving untouched anything not tainted by the Wyrm.

System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to affect an area; the area cannot be larger than a large house. To target an individual, the difficulty of the Willpower roll equals the victim’s Willpower. Living or undead creatures set on fire must roll their Stamina (difficulty 9) or die from the shock. The flame destroys fomori utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9, or lose their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of all Rank and Gifts; they may well fall again to corruption, but they are given a second chance.

A failure on the Willpower roll indicates that the Garou fails to activate the Gift (and the permanent Rage point is not expended after all), while a botch inflicts one unsoakable health level of aggravated damage on the wielder (and the permanent Rage point is still lost).

Source: Rage Across the Heavens