Werewolf the Apocalypse information source


Rouse to Anger

Rank 1 Planetary Gift (Rorg)

This Gift enables the Garou to say or do something that causes her target to refresh her inner Rage. This might involve shaming an individual, slapping her in the face or telling her something to arouse her anger. The Garou can also summon within herself a memory or an emotion that assists her in replenishing her own capacity for righteous anger.

System: The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. A successful roll enables the character to speak or act in such a way that her target gains a point of Rage. Each additional success allows the character to affect another individual, including herself. A botch removes a point of rage from the target.

Source: Rage Across the Heavens


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

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

Hunter’s Horn

Rank 4 Planetary Gift (Rorg)

This Gift enables the Garou to create a sound so horrible and mind-chilling that it sends enemies into utter panic and causes them to flee an area without regard for direction or destination. Enemies so affected cannot attempt to evade pursuit or disguise their passage. This makes hunting them down and dispatching them a fairly simple task.

System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the highest Willpower in the group). Each success affects one victim with uncontrollable panic, causing them to run blindly from an area. Garou affected by this Gift enter a state of fox frenzy, while others simply become mindless panicked creatures of prey. The effect lasts for an entire scene, during which time the character (and any allies) may hunt down and slay the victims if they so desire. No successes represents a simple failure of the Gift, while a botch affects the user of the Gift instead of her intended victim or victims.

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