Werewolf the Apocalypse information source

giftlubat

Sense Limits

Rank 1 Planetary Gift (Lu-Bat)

The Garou can determine approximately the amount of Rage, Gnosis or Willpower within an individual. This ability enables the Garou to judge whether or not her target can resist an attempt to influence her actions or whether she is likely to draw upon her supply of Gnosis or Rage. This Gift also allows a Garou to gauge whether or not other supernaturals are currently weak-willed or drained of some other source of power. For example, a Garou may be able to tell that a vampire has little power but may not realize that the Leech’s blood supply is low. This Gift also enables a Garou to sense whether an Umbral spirit’s Power is weak or near depletion.

System: The player rolls Perception + Occult (difficulty 8). Each success enables the character to determine the general levels of Rage, Gnosis and Willpower for one targeted individual. Additional successes allow the character access to more specific information about a single target or else gives her general information about another target. The Storyteller should not give the player precise numbers, but should relay information in relative terms (“The Black Spiral Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left”, “The mage has plenty of magical energy left inside her”). A failure means that the character learns nothing about her target while a botch gives her erroneous information.

Source: Rage Across the Heavens


Peace of the Counselor

Rank 2 Planetary Gift (Lu-Bat)

This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Though it does not preclude more hostilities from erupting at a later time, the Gift creates an atmosphere of temporary true among enemies or prevents tribe leaders from coming to blows over volatile issues. During the grace period, the Garou can attempt to resolve the circumstances underlying the state of enmity — such as encouraging the participants in a dispute to begin negotiations or achieving a compromise.

System: The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the highest Willpower among the quarreling individuals). One success causes combatants to stop fighting (or prevents them from initiating combat) for one turn. Each extra success increases the length of time in which peace prevails by an additional turn; five successes extends the Gift to an entire scene. No successes means that that the Gift has no effect on the situation, while a botch causes an escalation of force and frequently draws the character attempting to use the Gift into the heart of the battle.

Source: Rage Across the Heavens


Pall of Despair

Rank 3 Planetary Gift (Lu-Bat)

This Gift inflicts a wave of despair upon a targeted individual, making the victim incapable of action due to feelings of profound melancholy.

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim’s Willpower). A successful roll causes the victim to experience a feeling similar to Harano (or, in the case of humans, clinical depression). This state of mind forces the victim to roll her Willpower in order to take any action, while combat becomes almost impossible. (Optionally, the Storyteller can enforce the limitations of Harano found in either the Werewolf Players Guide 2nd Ed, p.207 or the Players Guide to Garou, p.226). The effects of this Gift last for one scene.

Source: Rage Across the Heavens


Harmonious Slumber

Rank 4 Planetary Gift (Lu-Bat)

This Gift enables the Garou to create a perfect environment for sleep even in the most difficult circumstances. Under the influence of this Gift, the Garou receives the equivalent of eight hours of restful sleep and awakens refreshed and with his spirits revived.

System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). One success is necessary to affect the character. Each additional success allows him to include another individual in the effects of the Gift. A failure means that the Gift does not work, while a botch inflicts restless sleep on the character, with no benefits. When a character awakens from a successful use of this Gift, he finds that his Gnosis is fully replenished. The nap can last for up to eight hours, although only two hours are necessary to reap full benefits.

Source: Rage Across the Heavens


Burden of Knowledge

Rank 5 Planetary Gift (Lu-Bat)

The Garou floods an individual with the knowledge of all her own limitations, making the victim aware of every flaw or failing and reminding her of all the wrongs she has committed or caused. The weight of this enlightenment can either change an individual for the better, or drive her into suicidal despair or murderous frenzy. Few individuals survive the effect of this Gift unscathed. This Gift can sometimes bring an errant Garou back from the edge of corruption or cause an enemy of the Garou to be “born again.”

System: The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of the victim’s Willpower). Success causes the victim to experience every negative aspect of her personality and past, including secret vices, shortcomings, failures and other similar faults. The Storyteller should decide what ultimate effect the Gift produces in the victim – either a desire to reform her ways and correct her failings, an impulse to kill herself out of shame and despair or some course of action in between the two extremes. Once the victim has experienced the total effect of the Gift, the intense awareness begins to fade – but residual memories may plague the victim for a long time afterward.

Source: Rage Across the Heavens


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