Werewolf the Apocalypse information source

Rank 2 Planetary Gifts

A list of all Rank 2 Planetary Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Gifts of a different rank, see the All Planetary Gifts section.

Herb Call

Rank 2 Planetary Gift (Eshtarra)

Through singing or chanting, a Garou can find helpful or medicinal plants, roots or bark even in poor areas such as deserts. Such plants might be healing herbs, substances used in rites or tubers and other plants that provide needed sustenance. The song causes the plants to resonate from the music so that the Garou can locate them by following the sounds.

System: The player spends a point of Gnosis and rolls Perception + Performance. A single success enables the character to locate the desired herbs or plants within a mile of her location. Additional successes increase the range by one mile per success. Failure means that the character cannot hear any plants, while a botch leads the character to harmful herbs or plants.

Source: Rage Across the Heavens


Shadow of the Ebon Whisperer

Rank 2 Planetary Gift (Hakahe)

This Gift makes the Garou as insubstantial as a shadow and as hard to see. The physical form of the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although others can use certain Gifts to spot the “shadow” werewolf, anyone wishing to do so must first have a reason to suspect the presence of the Gift’s user. This Gift does not function in bright daylight or in places where no shadows exists — such as a brightly lit room (or a room in total darkness, for that matter).

System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as assigned by the Storyteller depending on the surroundings). Each success allows the character to assume the shadow-form for one scene (or one combat round); even one success can give the character the advantage of surprise in a battle. No successes means that the Gift fails while a botch throws the characters across the Gauntlet momentarily and does not conceal the Garou upon her return.

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


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


Shorten the Road

Rank 2 Planetary Gift (Meros)

This Gift enables the Garou to cut normal travel time by a third, even in the Umbra. This feat may take shape in a number of ways – either through a series of fortunate coincidences or else through clearly supernatural means.

System: The player spends a point of Gnosis and rolls Manipulation + Survival (difficulty 7). A successful roll shortens a journey by a third so that a three-day trip takes only two days, while a two week long trek through unspoiled wilderness only takes ten days. A failure has no effect on the length of the journey, while a botch doubles the travel time.

Source: Rage Across the Heavens


Sticky Fingers

Rank 2 Planetary Gift (Mitanu)

This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it possible to climb vertical surfaces with ease. In addition, this Gift also assists a Garou in pilfering small items such as credit cards, keys or loose change.

System: The player spends a point of Gnosis. The ability to cling to sheer surfaces is automatic. In addition, the character gains two extra dice to any Streetwise or other roll that the Storyteller deems appropriate; he might get extra dice on a pickpocketing attempt, but not when trying to hotwire a car. The effect lasts for one scene.

Source: Rage Across the Heavens


Shards of Icy Rage

Rank 2 Planetary Gift (Nerigal)

The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a normal attack.

System: The players spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The number of successes equals the number of shards that form from the crystalized Rage, up to a limit of five shards. The player makes a separate attack roll for each shard, and may direct them at more than one opponent. Each shard does three dice of aggravated damage; the range is five yard for every dot of the Garou’s strength.

The player may spend only one point of Rage each time the Gift is used; this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift more than once in a scene, each successive use after the first adds +1 to the difficulty roll to activate the Gift.

Source: Rage Across the Heavens


Foetracker

Rank 2 Planetary Gift (Rorg)

By using this Gift, the Garou can follow her quarry without risking losing the trail. The scent of the target becomes so powerful to the Garou that she can follow it even under conditions that might otherwise obscure the trail. Even if the victim crosses water, lays down a false trail or attempts to mask his scent with some other odor, the Garou unerringly follows her prey. However, the Gift’s effects become fainter with time and distance.

System: The player spends a point of Gnosis and rolls Perception + Primal Urge. Each success allows the character to track her target unerringly for one scene up to a maximum of five scenes, after which the effects of the Gift end, and the trail becomes too faint to follow. No successes means that the Gift fails to take effect, while a botch sends the character in a false direction.

Source: Rage Across the Heavens


Hidden Depths

Rank 2 Planetary Gift (Ruatma)

This Gift allows a Garou to uncover some hidden piece of information, or to decipher some cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind the scenes is in a given situation.

System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each success allows the character to learn one hidden or concealed fact about the person, place or thing targeted by the Gift. For example, one line of prophecy may be explained for each success. The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation.

Source: Rage Across the Heavens


Fixit

Rank 2 Planetary Gift (Shantar)

The Garou can figure out what’s wrong with a device and make on-the-spot repairs which allow the item to run or function for a short time.

System: The player Intelligence + Repair (difficulty 7). One success allows the character to repair the targeted item so that it runs for one turn. Two successes enable the item to work for one scene while three successes or more indicate that the item has been permanently repaired, barring excessive use or subsequent damage. Failure means the character cannot repair the item, while a botch renders the device unable to be repaired by anyone — ever.

Source: Rage Across the Heavens


Moonpool of Sokhta

Rank 2 Planetary Gift (Sokhta)

This Gift enables a Garou to transform clear, standing water into a pool which offers visions of possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins filled with water can serve as a conduit for the images. The scenes that appear within the pool depict what might happen unless something occurs to change the course of events. The Garou must concentrate on the event (or series of events) to get a sense of the outcome. The pool may reflect either literal or symbolic images.

System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near future events, difficulty 8 for more distant occurrences). Each success causes one vision of the future to appear in the pool. The Storyteller should determine the clarity and accuracy of the visions. No successes indicate a failure of the Gift, while a botch produces false visions or an extremely chaotic jumble of meaningless images.

Source: Rage Across the Heavens


Mantle of the Land

Rank 2 Planetary Gift (Tambiyah)

The Garou draws forth a mist or fog from water in the atmosphere. This misty mantle provides cover in which a Garou may hide herself or someone under her protection. The Gift may be used while the Garou is in motion in order to confuse pursuers by enveloping them in an obscuring fog. The mantle can also surround a Garou and her pack in order to allow them to attack from concealment or ambush.

System: The player spends a point of Gnosis. The fog is dense and heavy, obscuring the vision of anyone within, even muffling sound. Anyone save the Garou and her pack are at +3 difficulty on all Perception rolls while the mist ensures. This Gift lasts one scene or one combat.

Source: Rage Across the Heavens


Proclamation of Action

Rank 2 Planetary Gift (Zarok)

This Gift enables the Garou to force an end to discussion and take the course of action the character thinks is best. The werewolf can literally command others to act as he bids, although only if they had been previously dithering over a course of action.

System: The player spends a Willpower point and rolls Charisma + Leadership to put a damper on discussions that have gone on too long. (“Enough talk. Let’s do it!”). Each success allows the character to affect a single target. A character desiring to resist the effects of the Gift must make a Willpower roll (difficulty of the Gift user’s Willpower + 1, up to a maximum of 10). This Gift lasts for one scene.

Source: Rage Across the Heavens


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