Ragabash Gifts
Luna’s Gifts to the Ragabash defy tradition and
conventional wisdom. Well-suited to tricksters, scouts
and saboteurs, the eclectic blessings of the new moon are
nothing if not effective.
Name | Level | Description | System | Taught By | ||||||||||||
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Blur of the Milky Eye | One | The werewolf’s form becomes a shimmering, indistinct blur, as though seen through heavy cataracts — even in the midday sun. The Ragabash is not truly invisible, however, and if spotted, this Gift’s protection fails until the observer is distracted. | The player rolls Manipulation + Stealth (difficulty 8). Each success increases the difficulty of all Perception rolls made to detect him by one for the rest of the scene. | A chameleon- or ermine-spirit teaches this Gift. | ||||||||||||
Infectious Laughter | One | Laughter is the tool with which Gaia’s tricksters promote enlightenment and the knife that slashes through the veil of Rage. When the Ragabash laughs, those around her are compelled to follow along, forgetting their grievances. | The Ragabash must make some comment mocking the present situation in which she finds herself, then laugh at it. The player then rolls Manipulation + Expression (difficulty of the highest Rage rating of anyone listening). Success causes those who hear the Ragabash’s comment and laughter lose hold of their ire, and forget what it was that had them upset in the first place — although their temper will return if they are reminded of what the New Moon has made them forget. | A coyote- or hyena-spirit teaches this Gift. | ||||||||||||
Liar's Face | One | The Ragabash wraps herself in such a deceitful attitude that nothing she says can be trusted — not even the clear and unvarnished truth. The werewolf may make a single truthful statement, and no human who hears it will believe her. | After the character makes a truthful statement, the player spends one Willpower point and rolls Charisma + Subterfuge (difficulty 7). This Gift is automatically effective on humans, causing them to believe the Ragabash is lying. Supernatural listeners whose Willpower rating is lower than the Ragabash’s successes also refuse to believe the Ragabash’s words. | A platypus-spirit teaches this Gift. | ||||||||||||
Open Seal | One | The werewolf can open nearly any sort of closed or locked physical device. | The player rolls Gnosis (difficulty of the local Gauntlet rating). If the object is sealed with magic, the player must spend a Gnosis point before making the attempt. | A raccoon-spirit teaches this Gift. | ||||||||||||
Scent of Running Water | One | The werewolf can mask her scent completely, making herself virtually impossible to track. | The difficulties of all rolls to track the Garou increase by two. This Gift’s effects are permanent, though the Ragabash may temporarily suppress them at will (which may be necessary to blend in with wolf packs). | A fox-spirit teaches this Gift. | ||||||||||||
Spider’s Song | One | The Ragabash can steal messages from the Weaver’s web, plucking them from the air or eavesdropping as they race through telegraph lines. The Ragabash must be aware that a conversation is happening to listen in on it (though she doesn’t have to know who’s on the other end of the line). The Ragabash must place her ear against a telegraph pole or wire; The Ragabash doesn’t need to know Morse code to understand a transmitted message. | The player spends a Gnosis point. She listens in on the conversation as long as she keeps her ear to the line. | Spider and raven-spirits teach this Gift. | ||||||||||||
Blissful Ignorance | Two | The Garou can become completely invisible to all senses or spirits by remaining still. | The player rolls Stamina + Stealth (difficulty 5). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character. If no one is actively seeking the werewolf, one success provides perfect concealment. | A chameleon-spirit teaches this Gift. | ||||||||||||
Pulse of the Prey | Two | If the werewolf knows anything about her prey—even a nickname, initials, or crude description—she can track it as fast as she can travel. This unerring sense of direction works anywhere, and is as useful for tracking spirits through the Deep Umbra as Premium Oil executives through Baltimore. | No roll is required unless the target is actively hiding, in which case the player rolls Perception + Enigmas against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis. | A wolf- or dog-spirit teaches this Gift. | ||||||||||||
Taking the Forgotten | Two | A Ragabash with this Gift can steal something from a target and make his victim forget that she ever possessed the stolen item. | After successfully stealing the item, the player must score three successes on a Wits + Larceny roll (difficulty of the victim’s Intelligence + Streetwise). | A mouse-spirit teaches this Gift. | ||||||||||||
Man With No Name | Two | This roamer’s Gift lets the Ragabash move through town without leaving a mark on the townsfolk’s memories. People forget her name and appearance after she moves on. She becomes a figure of rumor and hearsay, which may even make her seem larger than life. | The player rolls Charisma, Manipulation or Appearance + Enigmas (difficulty is the victim’s Intelligence + Alertness; when used to affect a group, the highest Intelligence + Alertness sum among the group applies). The difficulty is increased by one if the character has visible Battle Scars. Success indicates how much the group can remember about the character once she’s out of sight. One success means that the people that the character meets have difficulty remembering specifics about the character’s appearance – they’ll remember perceived gender, rough assumed age (within a decade or so), and whether the character was an adult or a child, but have difficulty remembering her exact name or appearance. With three successes, they don’t remember her name, where she came from, or where she went. With five successes, they don’t remember her at all. An affected person may recall the Garou by spending a Willpower point, but even that memory fades after a day. | A wind-spirit teaches this Gift. | ||||||||||||
Gremlins | Three | The Ragabash can cause a technological device to malfunction merely by touching it. This Gift actually causes the spirit energy within the device to work counter to its function. If the Garou can frighten the spirit sufficiently, it will flee the device, causing it to malfunction permanently. | The player rolls Manipulation + Intimidation;
the difficulty is determined by the complexity of the
item. The more successes the Garou obtains, the more
the device is damaged. Three successes disables the device
permanently (the spirit has fled). Good roleplaying
might certainly warrant one to three additional dice, at
the Storyteller’s discretion.
|
A Gremlin teaches this Gift. | ||||||||||||
Bald-Faced Lie | Three | The Ragabash can tell the most outrageous of lies and have them accepted as truth — for a while, at least. | The character first tells his lie, then the player rolls Wits + Subterfuge (difficulty of the target’s Wits + Subterfuge, or the highest rating in a group of listeners). One success convinces a single individual, while three successes are needed to dupe a crowd. Since the roll is made after the lie is told, this Gift always carries some element of risk. | This Gift is taught by a fox-spirit. | ||||||||||||
Monkey Tail | Three | The lupus may lengthen her tail and use it as a prehensile appendage at will. Although it’s no replacement for a hand, it can grasp objects, wrap around branches, and even allow the Garou to hang upside-down. | The Gift may employ her prehensile tail at will in any form which possesses a tail. Successfully manipulating the tail requires a Dexterity + Athletics roll (difficulty varies according to the task). | A monkey-spirit teaches this Gift. | ||||||||||||
Open Moon Bridge | Three | The werewolf has the ability to open a moon bridge, with or without the permission of the totem of that caern. | The player spends one Gnosis point. See the Rite of the Opened Bridge (p. 207) for more information on opening moon bridges. The maximum distance that can thereby be covered is 1,000 miles (1600 km). | A Lune teaches this Gift. | ||||||||||||
Pathfinder | Three | The werewolf can strike implausible trails through pristine wilderness and the urban jungle alike, locating the fastest and shortest routes from one place to another. | The player rolls Perception + Survival (for wilderness) or Streetwise (for urban environments) against difficulty 7. The number of successes equals the quality of the path she blazes and how much she decreases her travel time. Every success reduces travel time by approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to track the werewolf increase by two when this Gift is active; this decrease is cumulative with other similar effects, such as Scent of Running Water. | A crow-spirit teaches this Gift. | ||||||||||||
Luna’s Blessing | Four | When Luna stands visible in the night sky, silver ceases to act as a bane to the Garou. Indeed, when the moon waxes full, silver may well turn on those who would wield it against Gaia’s children. | When the moon shows in the sky in a visible phase, the character suffers lethal or bashing damage from silver, rather than aggravated (damage type depends on the form of attack — a silver-headed cane would do bashing damage, while silver bullets inflict lethal damage). Additionally, all attacks against the werewolf with silver weapons at this time are considered to roll a 1 in addition to all dice actually rolled — or a pair of 1s during the full moon. The Garou retains his normal vulnerability to silver during the day, on nights of the new moon, and when the moon is below the horizon. | A Lune teaches this Gift. | ||||||||||||
Umbral Dodge | Four | The Ragabash finds that the best way to deal with an enemy is to send him far away — perhaps to a place where he’ll learn the folly of his ways. She may tear open a hole in the Gauntlet while dodging an enemy’s attack, sending them to the land of spirits. | When attempting to dodge a close-range attack, the player spends one Gnosis point and increases the difficulty of the dodge by one, or to the rating of the local Gauntlet, whichever is higher. If the dodge succeeds in avoiding the attack completely, the attacker is dropped into the Penumbra (or into the physical world if this Gift is used in the Penumbra). | A trapdoor spider-spirit teaches this Gift. | ||||||||||||
Whelp Body | Four | The Garou delivers a devastating curse upon a foe’s body, causing it to weaken or palsy. Many consider the use of this Gift upon a foe to constitute a declaration of eternal enmity. | The player spends one Gnosis point and rolls Gnosis, resisted by the target’s own roll of higher of Gnosis or Stamina. The Garou’s difficulty is the opponent’s Willpower, while the victim’s difficulty is the Ragabash’s Gnosis. Each success scored by the Ragabash allows her to remove one point from any of the victim’s Physical Attributes. The effect is permanent, although the victim may restore these Attributes via experience. This Gift may be used only once ever against a given opponent | Pain- and disease-spirits teach this Gift | ||||||||||||
Thieving Talons | Five | The Ragabash can steal the powers of others and use them herself. These powers can be Gifts (either Garou or those of other Fera), spirit Charms, vampiric Disciplines, Sphere magic or any other such power (the Edges of the Imbued may be exempt, at the Storyteller’s discretion). | The player must gain three successes on a Wits + Larceny roll (difficulty of the target’s Willpower). If successful, the Ragabash steals the targeted power, depriving its owner of its use. Powers are stolen piecemeal, so a Ragabash who steals a vampire’s power to merge with the earth (Protean •••) doesn’t also gain its ability to see in the dark or grow claws (Protean • and ••). The Garou may keep the power for as many turns as she wishes, so long as she pays a point of Gnosis each turn. The werewolf’s Gnosis is substituted for any Traits exclusive to the victim that might be necessary to work the power, such as a vampire’s blood pool or a mage’s Arete. The Ragabash must know something about her target’s powers, either through observation or rumour, and she must target a power in the terms by which she would understand it (“I wish to steal the wizard’s ability to command fire!”). This Gift grants no insight into stolen powers, so botches tend to be dramatic and memorable. | A magpie-spirit teaches this Gift. | ||||||||||||
Beast Witch | Five | The werewolf with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special capabilities (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but with some extra effort she may take the form of mystical beasts (such as a griffon or unicorn), provided the beast remains within the usual size limitations of the Gift. | The player spends a point of Gnosis and rolls Intelligence + Animal Ken (difficulty 6). One success allows the character to assume the shape of any normal animal. For the duration of the scene, he may make additional transformation rolls without spending additional Gnosis, provided he only takes the shape of normal animals. To allow the character to take on a mythical form, the player must spend an additional point of Gnosis and succeed against a difficulty of 9. | Wyld-spirits teach this Gift. | ||||||||||||
Ghost Town | Five | The Ragabash can take advantage of the lonely spaces between towns. This Gift lets him cause an entire settlement, landmark or the like appear to be abandoned or even seem to disappear altogether. | The player spends two Willpower points and makes a Wits + Subterfuge roll (difficulty 8) to enact the character’s vision over the specified locale. The number of successes required depends on the size and activity of the town or place affected; it would take a single success to mask a hermit’s shack or empty mine, and five successes to cloak a bustling town of moderate size. If the roll botches, the character is the only one affected by the altered perception. The locale’s inhabitants are unaware of any change, but travelers, newcomers or even residents who have been away for a while perceive or remember the place as abandoned. Even evidence such as maps might not amend their memories. To penetrate the ruse takes active investigation, in the form of a Perception + Investigation roll (difficulty of the Ragabash’s Wits + Subterfuge). A ghost town’s inhabitants and visitors cannot perceive one another. If either party moves a physical object, the other party can see the change, even if they have no explanation for it. The Gift’s effects last for one story. | This Gift is taught by a Mirage-spirit. | ||||||||||||
Firebringer | Six | The Ragabash performs the ultimate trick, stealing a supernatural power and turning it into a Gift, which may in turn be bestowed upon to others as though the New Moon were a spirit teacher. Alas, the Ragabash must first survive having the power used upon him. | After having a power used on him, the Ragabash may spend one point of permanent Gnosis to internalize it into a Gift. The Ragabash cannot use this Gift himself, and in fact forfeits all defenses against that power if ever used on him in the future; it exists instead as a treasure to bequeath upon the Garou Nation. Any power may become a Gift in this fashion — even the vile magic of the Wyrm may be stolen and turned to the defense of Gaia. The Storyteller determines the new Gift’s appropriate level and what sort of spirit Garou should be able to learn it from. In the case of mages, this power steals particular rotes rather than entire Spheres. | Coyote or another trickster Incarna teaches this Gift. |
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