Werewolf the Apocalypse information source


Threads of the Tapestry

Rank 1 Planetary Gift (Shantar)

This Gift allows the Garou to determine the basic elements of a situation that seems confused or deliberately obfuscated. The Garou can discern which individual in a group really holds power or whether someone is acting under duress.

System: The player rolls Wits + Enigmas (difficulty 7). Each success allows the character to uncover one basic behind-the-scenes fact, usually the leader of a group or the emotional context of an otherwise poker-faced contact. Failure denotes an inability to find out anything beyond the obvious about a situation, while a botch produces incorrect conclusions.

Source: Rage Across the Heavens


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

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

Shantar’s Loom

Rank 4 Planetary Gift (Shantar)

The use of this Gift allows the Garou to craft some item from the energy provided by either Gnosis, Rage or Willpower. The item may not involve multiple parts or have an overly complex make-up. For example, a Garou cannot make a gun using this Gift, but she can craft a dagger or hunting knife. Although this Gift can’t produce radioactive materials, it can produce such metals as silver.

System: The Garou spends either a Gnosis, Rage or Willpower point and rolls Dexterity + Repair (difficulty 8 for simple items, 9 for more sophisticated ones). (The Storyteller may allow the player to substitute a more appropriate secondary skill possessed by the character for the Repair Ability.) One success produces the item desired, while additional successes refine its quality and durability. The Storyteller may require additional successes to make an item from a less appropriate quality — such as making a child’s blanket from a Rage point, or using anything other than Gnosis to craft a silver knife. No successes means that the Gift fails to produce anything useful and allows the expended point to revert to the character. A botch uses up the expended point and produces an unusable or defective item. The item lasts a day per success.

Source: Rage Across the Heavens


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