Werewolf the Apocalypse information source

Rank 5 Planetary Gifts

A list of all Rank 5 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.

Earth Heal

Rank 5 Planetary Gift (Eshtarra)

This Gift allows the Garou to help a piece of land recover from blight, Wyrm-taint, poisoning or some other type of environmental disturbance. The Garou gives part of her essence to the damaged land and thus begins a process of renewal that spreads to encompass such details as purifying tainted soil, causing the growth of new plant life or purging signs of the Wyrm’s corruption from the designated spot.

System: The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7 for naturally caused damage; difficulty 8 for Wyrm-taint). Each success contributes to the overall recovery of the designated piece of land; the area can be as large as a few miles, but must constitute a single terrain feature (a lake, forest or mountain, for instance). One success makes minimal but significant improvements in the target area, while five successes results in the area’s return (over time) to a state of unspoiled health and fertility. Although this is a potent Gift, it doesn’t prevent the healed land from being polluted once more. Even so, offering up one’s Gnosis to heal a portion of Gaia if often cause for significant rewards of Honor.

Source: Rage Across the Heavens


Ebon Binding

Rank 5 Planetary Gift (Hakahe)

This Gift allows the Garou to take her knowledge of someone’s fault, practice or secret vice and bind a fitting punishment to that person. Most often, a target suffers crippling pains when he thinks of indulging in the forbidden action. The Garou may use this Gift to prevent rapists, child molesters, murderers or traitors from repeat offenses (assuming the Garou allows these individuals to live in the first place.

System: The player must sacrifice a point of permanent Gnosis and roll her Willpower (difficulty of the target’s Willpower). Only one success is necessary to make the binding permanent. A failed roll means that the binding is unsuccessful while a botch causes the character to undergo the mental or physical pain she intended to bind to her target — a one-time-only occurrence.

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


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


Essential Transformation

Rank 5 Planetary Gift (Meros)

This Gift allows the Garou to convert part of her essence into Gnosis for use in situations which require the expenditure of large amounts of spiritual power. The Garou can either use the Gnosis gained by this Gift to create or replenish fetishes, enact Gifts that require Gnosis or for any other purpose that requires her to spend Gnosis. However, its residual effects are cumulative. Each use of this Gift imbues the Garou’s physical and mental abilities with more and more “spirit substance” until eventually she becomes a spirit creature lacking in material substance. When this happens, the Garou can no longer maintain her earthly existence and must either relocate to the Umbra as a permanent resident (not unlike the members of the Sept of the Stars) or else “die” and allow her spirit to return to Gaia.

System: The player rolls Willpower (difficulty 9). Only one success is necessary for the character to convert one dot in a chosen Attribute into 10 points of temporary Gnosis. Until the character uses all 10 of these points, she has one less dot in the chosen Attribute. When the converted Gnosis is depleted, the Attribute returns to its normal level. However, the Storyteller (and the character) should keep track of the number of times this Gift is used. When the character has used this Gift a number of times equal to her total number of dots in Physical, Mental and Social Attributes, her body loses its material substance and the character becomes a spirit. The character’s fate once this occurs is left to the Storyteller’s discretion, although in most cases this means that the player must retire the character from active play.

Source: Rage Across the Heavens


Madthought

Rank 5 Planetary Gift (Mitanu)

This trick literally makes the werewolf’s foes too clever for their own good. The Garou can cause her enemies’ thought processes to speed up so radically that they literally think too rapidly to put any one plan into motion. The victim of the Gift can only stand still as his thoughts run away with him, rushing madly from one brilliant plan to another or considering all the multiple alternatives for their “next” action.

System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim’s Willpower). The number of successes determines how many turns the victim stands “lost in thought”. When the victim recovers from the Gift, he is most likely highly disoriented, and may need to regain focus and otherwise discover what’s been happening while he “was out”. A failure simply means that the Gift does not work, while a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action — usually to the detriment of the character.

Source: Rage Across the Heavens


Heart of the Ice Warrior

Rank 5 Planetary Gift (Nerigal)

Usually used only in the most dire circumstance, this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. The exertion causes the Garou to collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in battle.

System: No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The character may not dodge when invoking this Gift, but no damage levied against the Garou will impair her in any way until her attack lands — lightning strikes won’t blow her back, and blades can’t sever her limbs.

The character makes her next attack at +4 to her attack dice pool. The player may reroll any 1s rolled on this attack – they simply to not count. In addition, any damage rolls gain four extra dice. After delivering her attack, the character falls to Incapacitated. Unless somehow mystically healed by another using Mother’s Touch or a similar Gift or fetish (regeneration isn’t an option) within the same turn, the character dies at the end of the turn.

Source: Rage Across the Heavens


Pack Mind

Rank 5 Planetary Gift (Rorg)

This Gift forces a group of foes to behave like a single-minded pack. All individuals must perform the same task at the same time regardless of its appropriateness to a given situation. For example, if one individual fights, all the others fight; if one person attempts to sneak up behind an opponent, all the others make this attempt as well. This Gift lasts for one combat scene.

System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success allows the character to inflict Pack Mind on a group of up to four individuals. Additional successes allow the character to increase the number of people affected in increments of two; five successes, therefore, enables the character to affect twelve individuals. For the duration of this Gift, all the affected victims mimic the actions of their leader – or, more typically, the first person in a group to act each turn. If one decides to speak, all of them attempt to do so; if one throws a left hook, all of them choose this form of combat, ignoring any weapons they may have. Failure means the Gift has no effect, while a botch inadvertently links the character’s mind with another individual for the remainder of the scene. (The Storyteller should decide whether the character becomes linked with a friend or an enemy.

Source: Rage Across the Heavens


Diplomatic Immunity

Rank 5 Planetary Gift (Ruatma)

This Gift enables the Garou to walk about in the middle of a hostile group without provoking the outbreak of hostilities. The Garou can enter a caern belonging to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The Garou surrounds herself with an aura of “neutrality” that negates her enemies’ or rivals’ animosity long enough to accomplish her task and leave without incident. The Gift only lasts for one scene, after which all bets are off.

System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a message, retrieving an item or delivering an ultimatum. A failure means that the Gift does not take effect (in which case the character would be wise to avoid confronting the intended group). A Botch means that the character believes the Gift is in effect — a belief which will more than likely disappear as soon as she encounters the opposing group.

Source: Rage Across the Heavens


Drown

Rank 5 Planetary Gift (Shantar)

This Gift causes the lungs of an opponent to fill with liquid. The victim must receive immediate medical or magical assistance or die within a few minutes. The target of the Gift can attempt to help herself but she can do nothing but attempt to expel the fluid. This Gift can either function as a way to capture an opponent, render an enemy helpless or inflict punishment on an individual.

System: The player spends a point of Rage and rolls her Willpower (difficulty of the victim’s Willpower). Only one success is necessary to activate this Gift. The victim must receive help immediately or else die by drowning. The victim may attempt to help herself by trying to cough up or otherwise expel the fluid, but she can take no other actions (including movement away from her surroundings) while she is making the attempt. No successes means the Gift fails, while a botch inflicts the Gift on the character attempting to use it.

Source: Rage Across the Heavens


Moondream

Rank 5 Planetary Gift (Sokhta)

The Garou petitions Sokhta to grant her a prophetic dream before she falls asleep beneath the light of the moon. She then enters a state of lucid dreaming in which she explores some potential future. The Garou may interact with the creatures and situations she encounters in the dream and, thus, learn the possible effects of certain actions upon the subject of the dream. The Garou may replay the dream several times in order to test various actions and their consequences until she awakens from the dream, eight hours late. Once the Garou has entered her Moon Dream, she may not be awakened until the full eight hours has passed.

System: The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes indicates the degree of control the character has over her part in the dream. The Storyteller may either take the player aside to run the dream privately or else create a scene that involves the entire troupe (particularly if the subject of the dream also involves the character’s park mates). The dream should give a reasonably accurate picture of the next two or three scenes so that the character may experiment with ways of handling the future, or, perhaps, changing it. No successes means that the character receives no dream while a botch gives the character an eight-hour long nightmare which she cannot remember but which results in a -1 penalty to all rolls involving Alertness.

Source: Rage Across the Heavens


Bring Forth the Future

Rank 5 Planetary Gift (Tambiyah)

This Gift allows the Garou to call upon Tambiyah to change one facet of the individual’s future. The change must be specific, such as preventing the subject of the Gift from encountering a known situation that will result in her certain death. While this Gift does not guarantee that a foreseen future will be altered, it does allow the Garou to attempt to avert disaster or improve an individual’s lot.

System: The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas (difficulty 8). Only one success is necessary to effect a change in a future event. The player should explain to the Storyteller which element of the future even she wishes to alter. (For example, “I want my packmate to survive the coming battle against the fomori horde.”). If possible, the Storyteller should arrange events so that the change takes place exactly as stated. The Gift only affects events that will occur within the 24 hours immediately following the activation of the Gift; furthermore, characters cannot ensure the death or destruction of their foes with this power. Only pleas for preservation meet with the Veiled Mother’s approval.

Source: Rage Across the Heavens


Grand Gesture

Rank 5 Planetary Gift

By bestowing appropriate gifts on an individual or a group, the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. The targets of this Gift tend to listen favorably to suggestions made by the Gift’s user and to support her arguments or come to her aid in a battle of words or weapons. This Gift lasts for an entire scene. When the effects of the Gift come to an end, the individuals affected may still continue to regard the Garou with some residual respect depending on their experiences while the Gift was active.

System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group). Each success allows her to affect one individual. While the Gift is in effect, all Gifts or Social rolls involving persuasion are automatically successful against the affected individuals. No successes indicates that the Gift has no effect while a botch makes the targeted person or group resent the character, who suffers a penalty of +1 to the difficulty of Social rolls for the remainder of the scene.

Source: Rage Across the Heavens


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