Werewolf the Apocalypse information source

Rank 3 Planetary Gifts

A list of all Rank 3 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.


Rank 3 Planetary Gift (Eshtarra)

By using this Gift, a Garou can communicate with inanimate objects made of wood or some other organic substance (i.e.: something that was once alive). The objects do not actually speak, but the Garou can sense their thoughts as images or sensations. For example, a wooden can might communicate that someone had used it for wilderness travel by filling the Garou’s mind with sounds of a crashing waterfall, the musty odor of bear spoor and the image of crowded undergrowth and towering pines. A straight-backed wooden chair might allow the Garou to “see” the person who last occupied it and get a sense of the emotional state of that individual. With practice, a Garou can hold an entire wordless conversation with anything from a sturdy help rope or a mat made of woven reeds to a charred scrap of paper (made from wood pulp).

System: The user of the Gift must concentrate on what sort of information she wishes to obtain from the object as if she were asking a question. The sensations and images constitute the “answer”. The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7). Each success allows the character to formulate one question and direct it to one item. Additional successes allow the character to ask more questions (on a one-for-one basis) or else ask the same question of different objects. No successes indicate a simple failure of the Gift, while a botch provides the Garou with false or garbled information.

Source: Rage Across the Heavens

Hidden Heart

Rank 3 Planetary Gift (Hakahe)

This Gift allows the Garou to take a dangerous piece of knowledge she possesses and lock it away in her mind so that it becomes inaccessible without a key. The concealed information cannot be taken from her through mental powers or coercion; she can neither access the information nor remember that she has something hidden away in her mind. Until someone speaks the trigger word, performs the appropriate gesture or enacts the conditions set forth in the activation of the Gift, the Garou remains blissfully unaware of the information she has hidden from everyone — including herself.

System: Before using this Gift, the Garou must set the conditions which will cause the information to become available to her. This information should be given a trusted ally — after all, the Garou herself won’t even remember that she has a key word, much less a secret. After describing the trigger, the player spends a point of Gnosis and rolls the character’s Willpower (difficulty 8). Only one success is necessary for the Gift to take effect. The effect of the Gift lasts until the hidden information is triggered.

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

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

Wyld Spirits

Rank 3 Planetary Gift (Meros)

The Garou can call upon Meros’ erratic nature and inflict one or more of her opponents with a bout of erratic behavior, thus making it more difficult for the victims to coordinate attacks or act sensibly in any given situation.

System: The player spends a point of Willpower and rolls Manipulation + Empathy (difficulty of the victim’s Willpower). Each success allows the character to affect one individual. Affected targets fail to carry out any sustained course of action, attacking one minute and retreating the next or else stopping to make a speech. If the Gift is used in a non-combat situation, the victims change their actions radically from one moment to the next. This Gift lasts for one scene or one battle.

Source: Rage Across the Heavens

Deliberate Misinformation

Rank 3 Planetary Gift (Mitanu)

The Garou can slip confusing and contrary information into his target’s conversation, making their plans fall apart or otherwise causing them to suffer from a gross breakdown in communications. Opponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions. The information affected by this Gift must be communicated verbally — either in person or through the use of a direct communication device such as a telephone or other transmission device.

System: The player rolls Perception + Linguistics (difficulty of the target’s Willpower, or the highest Willpower in the target group). Each success allows the character to subject one opponent to the effects of this Gift. All actions that result from information communicated verbally receive a +2 difficulty; simple orders, such as proceeding to a certain address or moving to the left or right flank in battle, automatically go awry. The Gift lasts for one scene.

Source: Rage Across the Heavens

Nerigal’s Call to Arms

Rank 3 Planetary Gift (Nerigal)

This Gift allows the Garou to summon to her side any creatures of spirits allied to Nerigal or appropriate to the Ice Warrior. These beings, whether Nerigal’s spirit warriors or predatory animals, fight alongside the Garou for the duration of an entire battle.

System: The Garou spends a point of Gnosis and rolls Charisma + Leadership, difficulty 8. One success summons one of two creatures; additional successes increase the number of creatures or spirits that answer the summons. Thus, two successes bring up to five respondents, three successes summon up to ten creatures, four successes results in up to 15 beings while five successes brings everything within a five-mile radius of the character. Those creatures summoned serve as an army under the character’s command for an entire scene. Of course, if there are no wild predators or War-spirits of Nerigal within range, the Gift fails.

Source: Rage Across the Heavens

Savagery of the Taloned Hunter

Rank 3 Planetary Gift (Rorg)

This Gift allows a Garou to gain twice the advantage of his Rage, thus increasing the ferocity and frequency of attacks or else allowing him to accomplish more under stress than he normally would.

System: The player spends a Rage point, which he may then convert into the equivalent of two points of Rage for the character. This enables a character to take two extra actions in a combat at the cost of a Rage point. Another use of the Gift allows the character to recover from a stunned state and take an extra action in the same turn. The Storyteller should make the final determination as to how the character may use the advantage gained from this Gift. This Gift cannot be used continuously, though; the Garou may call on its effects once per story for every point of Willpower he possesses.

Source: Rage Across the Heavens


Rank 3 Planetary Gift (Ruatma)

This Gift allows the Garou to put together seemingly random bits of information to form a tentative analysis of a situation and formulate a course of action. This is particularly useful in situations where gathering concrete information is difficult or in extremely complex situations.

System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only on success is necessary to make sense out of even the most confusing situation, but each additional success further clarifies matters. (The player may ask the Storyteller to explain to her what is actually going on in a given scene and use that information as character knowledge). A failure means that the character cannot make sense of a situation while a botch means that the character puts together a totally false scenario and draws erroneous conclusions from her “knowledge.”

Source: Rage Across the Heavens

Tangling the Skein

Rank 3 Planetary Gift (Shantar)

This Gift enables the Garou to cause confusion among her enemies by mixing up their perceptions so that they cannot decide who to follow or what to do next. The effect resembles that of the Gift: Mitanu’s Deliberate Misinformation, except it distorts what others discern through sight or memory, rather than through what they hear. Victims may mistake one person for another and follow the wrong leader or they may go to the wrong meeting place in the mistaken impression they are proceeding to the correct spot.

System: The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the victim’s Willpower). Each success allows the character to alter one visual or remembered perception for her victim. She can cause a Black Spiral Dancer to confuse the weakest member of his pack for the pack leader or make a rival show up at the wrong caern for an important meeting. No successes means that the Gift fails, while a botch actually arranges the victim’s perceptions so that they work against the character rather than the victim.

Source: Rage Across the Heavens


Rank 3 Planetary Gift (Sokhta)

By using this Gift, the Garou may swiftly travel across the surface of a body of water which reflects the moonlight. She can follow a river or cross a lake so long as she follows the “trail” of the moon’s light. If the light becomes obscured at any point (such as when a cloud passes across the moon), the effects of the Gift end and the Garou may have to swim or wade to shore.

System: The player rolls Dexterity + Occult. Only one success is needed for the character to gain the ability to travel the “moonriver”. The Garou travels across the water with supernatural speed, typically three times her normal movement rate. No successes on the roll indicates that the moon is either not visible or does not shine over a body of water in the character’s vicinity. A botch allows the character to get midway through her journey before the moon’s light fails, thus stranding the character in mid-stream.

Source: Rage Across the Heavens

Veil of the Mother

Rank 3 Planetary Gift (Tambiyah)

This Gift allows the Garou to assume a different appearance for a short period of time in order to confuse pursuers or escape detection. Primarily useful in Homid form, the Veil of the Mother alters the physical features of the face, causes the user to seem either shorter or taller by up to 6 inches and changes the body size to reflect a gain or loss of up to 30 pounds. This Gift does not alter the sex or age of the Garou, though it can change skin, hair or eye color and hair texture or length. The Garou may use the Gift on herself or on another individual, usually someone she is trying to hide or draw attention from.

System: The player spends a Willpower point and rolls Appearance + Subterfuge (Difficulty 7). The number of successes indicate the degree to which the character can alter her appearance or that of another individual. One success allows only minor details in height weight, facial features, skin tone and other similar qualities. Three successes causes a complete change in appearance, while five or more successes enables the character to effect a drastic change in her physical form, even to the extent of appearing to be a specific person. (The Garou must, of course, be familiar with the appearance of anyone whose form she assumes). The effect of this Gift lasts for one scene.

Source: Rage Across the Heavens

Undisputed Ruler

Rank 3 Planetary Gift (Zarok)

This Gift allows a Garou to take over the leadership of a small gathering of humans (whether a paramilitary group of town council) or a group of spirits for a period of up to 6 months. During this time, the targeted group accepts the Garou as their leader, rendering her the honor, respect and obedience due her position. The group demonstrates a high degree of loyalty, obeying the Garou’s instructions in a manner appropriate to her position (as orders if they are paramilitary, or as legally binding decisions if the position is akin to that of a town mayor, for instance). If the Garou uses this Gift in the Umbra, the targeted group of spirits will follow the Garou’s commands as if she were a greater spirit such as an Incarna. This Gift lasts anywhere from a week to six months.

System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the highest Willpower in the target group). The Gift lasts for a period of time as follows.

One success enables the character to exercise her authority over the group for one week. Two successes extends the period to a month, while three successes give the character leadership for two months. Four successes extends the period to four months, while five successes allows the character six months of undisputed rule. This Gift is only successful against mortals and spirits of no greater than Jaggling status, although “borderline” supernaturals such as ghouls and Kin are susceptible. A failure means that the Gift does not take effect. A botch turns the group against the character.

Source: Rage Across the Heavens