Ragabash - Gaben
Rang 1
Blur of the Milky Eye
The Garou's form becomes a shimmering blur, allowing him to pass unnoticed among others. Once the Garou has been seen, however, this Gift is negated until the viewer has again been distracted. This Gift is taught by a Chameleon-spirit. System: The Garou rolls Manipulation + Stealth (difficulty 8[6]). Each success increases by one the difficulties of all Perception rolls made to detect him.
Infectious Laughter
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. A coyote- or hyena-spirit teaches this Gift. System: 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. Taught by: Coyote; Hyena; Kookaburra Book: WW20
Liar's Face
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. A platypus-spirit teaches this Gift.
System: 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. Taught by: Platypus Book: WW20
Open Seal
With this Gift the Garou can open nearly any sort of closed or locked device. This Gift is taught by a Raccoon-spirit. System: The Garou rolls Gnosis (difficulty of the local Gauntlet rating).
Scent of Running Water
The Garou can completely mask her scent, making herself virtually impossible to track. This Gift is taught by a Fox-spirit. System: The difficulties of all rolls to track the Garou are increased by two. This Gift becomes an innate ability to the Garou who learns it though she can suppress it at will. She need not expend any points or make any rolls. Taught by: Fox
Sense Limits
The Garou can determine approximately the amount of Rage, Gnosis or Willpower within an individual. This ability enables the Garou to judge whether or not her target can resist an attempt to influence her actions or whether she is likely to draw upon her supply of Gnosis or Rage. This Gift also allows a Garou to gauge whether or not other supernaturals are currently weak-willed or drained of some other source of power. For example, a Garou may be able to tell that a vampire has little power but may not realise that the Leech's blood supply is low. This Gift also enables a Garou to sense whether an Umbral spirit's Power is weak or near depletion. System: The player rolls Perception + Occult (difficulty 8). Each success enables the character to determine the general levels of Rage, Gnosis and Willpower for one targetted individual. Additional successes allow the character access to more specific information about a single target or else gives her general information about another target. The Storyteller should not give the player precise numbers, but should relay information in relative terms ("The Black Spiral Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left", "The mage has plenty of magical energy left inside her"). Taught by: Lu-Bat Book: RatH
Speed of the Messenger
This Gift increases the movement rate of the Garou so that he can travel long distances in short periods of time. The character's body seems to flow like quicksilver, enabling him to accomplish astounding feats of agility while under the effects of this Gift. Thus, the Garou can travel rapidly across a tree limbor along a narrow wooden beam without slowing down or faltering. System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8). One success allows the character to move at twice her normal speed; two successes gives her three times normal speed, while three successes allows the character to move four times as quickly. More than three successes cause the character to assume a blurry form that confers two extra dice to any rolls involving Dexterity while the character is in motion. The effect lasts for one turn or one scene, depending on the circumstance. This Gift affects movement only and cannot allow a character to stop to deliver blows in combat without ending the Gift's duration. Thus, a character can use the Gift to get to a combat more quickly, but once she engages in battle, she loses the benefits conferred by the Gift. Taught by: Mitanu Book: RatH
Trailblazer
With this Gift, the Garou can wend his way through thick underbrush as if walking on the open plains. The Ragabash also finds the fastest trails and shortest routes from one location to another. When used in a town or city, the Garou can still find the shortcuts through alleys and dart through crowded streets with ease. A Crow-spirit teaches this Gift. System: The player must roll her Perception + Survival, or Larceny in cities (difficulty 7). The number of successes equals the quality of the new route and decreases travel time. Every success reduces travel time approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to track the user increase by two when this Gift is active. Taught by: Crow-spirit Book: Wild West Companion
Rang 2
Alter Scent
The Garou can change his scent trail to evade a hunter or leave a false trail. The Garou can reproduce any scent he has encountered, from deer to diesel trucks. A Skunk-spirit teaches this Gift. System: The player rolls Wits + Primal Urge to reproduce any scent the Garou has encountered (difficulty 6). The number of successes determines the accuracy of the false scent. Garou with this Gift can reproduce the aroma of other Garou or even inanimate objects.
Blissful Ignorance
The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon- spirit. System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.
Obscure the Truth
Not many Garou can look a Philodox in the eye and get away with bald-faced lies. The Ragabash with this Gift has an edge over all his kin. She can calmly explain that the sky is green or gleefully regale her comrades with the exploits of a lone, heroic Ragabash and have no fear of being called on her prank. System: By spending a Gnosis point, the Ragabash gains an air of sincerity that is nearly impossible to penetrate. Once activated, consider the Ragabash's Subterfuge to be double its normal rating.
Peace of the Counselor
This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Though it does not preclude more hostilities from erupting at a later time, the Gift creates an atmosphere of temporary true among enemies or prevents tribe leaders from coming to blows over volatile issues. During the grace period, the Garou can attempt to resolve the circumstances underlying the state of enmity - such as encouraging the participants in a dispute to begin negotiations or achieving a compromise System: The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the highest Willpower among the quarreling individuals). One success causes combatants to stop fighting (or prevents them from initiating combat) for one turn. Each extra success increases the length of time in which peace prevails by an additional turn; five successes extends the Gift to an entire scene. Taught by: Lu-Bat Book: RatH
Sense of the Prey
The character, if he knows anything about his prey, can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and is used to track spirits through the Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit. System: No roll is required unless the target is actively hiding, in which case a Perception + Enigmas roll is made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's Gnosis. Alternative Versions
From: (Ragabash Rank 2) If a werewolf has a scent of her prey, she can track that scent as fast as she can travel, even if the scent would normally cease to be laid down in a physical sense (the prey entered a car, etc). The Garou must follow the exact path that her prey originally took and deviating from that path will cause her to lose the mystic scent - continuing to track will require returning to a physical scent and then reactivating the gift. Taught by: Dog; Wolf
Spider's Song
The Ragabash can steal messages from the Weaver's web, plucking them from the air or eavesdropping as they race through telephone 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). For conversations across land lines, the Ragabash must place her ear against a telephone pole or cord; to listen in on cell phone discussions (or even to intercept text messages) she need only be able to see one of the phones being used. Spider- and raven-spirits teach this Gift.
System: The player spends a Gnosis point. She listens in on the conversation (or receives mental translations of text messages) for as long as she keeps her ear to the line or keeps the cell phone user in sight. Taught by: Spider; Raven Book: WW20
Sticky Fingers
This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it possible to climb slick vertical surfaces with ease. In addition, this Gift also assists a Garou in pilfering small items such as credit cars, keys or loose change. System: The player spends a point of Gnosis. The ability to cling to sheer surfaces is automatic. In addition, the character gains two extra dice to any Streetwise or other roll the Storyteller deems appropriate; he might get extra dice on a pickpocketing attempt, but not when trying to hot-wire a car. The effect lasts for one scene Taught by: Mitanu Book: RatH
Taking the Forgotten
Not only is the Ragabash an accomplished thief, but those from whom she steals often never realize they have been robbed. If the character succeeds in stealing something, her victim will forget he ever possessed the stolen item. This Gift is taught by a Mouse-spirit. System: The Garou must score three successes on a Wits + Stealth roll (difficulty of the victim's Intelligence + Streetwise).
Rang 3
Deliberate Misinformation
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. Taught by: Mitanu Book: RatH
Empty Hand
The Garou's hand may seem to grasp the air, while in reality it may hold a pistol or even a stick of dynamite. This Gift obscures one possession for the Garou, making it completely undetectable to others. A Raccoon-spirit teaches this Gift. System: The player grasps the item and spends one Willpower point to make the object undetectable. The object must be hand-held and should not be larger than the Garou's arm. For one scene, the item remains undetectable to all senses (including peeking from the Umbra) except touch, even if the Garou drops it. Unfortunately, even the Gift user can't see the item, so dropping it is bad. Taught by: Raccoon-spirit Book: Wild West Companion
Fly Feet (
Like an insect, the Garou can now cling to vertical surfaces. She can walk along walls or hang from a ceiling. The adhesive grip of the Garou can even assist her when catching falling objects or seizing handholds when she is falling. A fly-spirit, naturally, teaches this Gift. System: The Garou can automatically activate this Gift with a Dexterity + Athletics rolls. The difficulty depends on the surface. For instance, wood or stone is difficulty 5; glass or ice is difficulty 9. Moving along the ceiling increases the difficulty by 1. The Storyteller should halve all movement rates unless the player rolls five or more successes.
Gremlins
The Garou can cause a technological device to malfunction merely by touching it. Use of this Gift actually intimidates the spirit that inhabits the device and causes it to function. If the Garou can sufficiently frighten the spirit, it will flee the device, causing it to malfunction permanently. This Gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things. System: The Garou rolls Manipulation + Intimidation; the difficulty is determined by the complexity of the item (see below). The more successes the Garou obtains, the more the device is damaged. Five successes permanently disable the device (the spirit has fled). Good roleplaying might certainly warrant one to three additional dice at the discretion of the Storyteller. Device Difficulty Computer 4 Phone 6 Automobile 8 Knife 10
Laughter
Those who learn this Gift can cause others to realise the humour of any situation - in fact, the uproarous hilarity of any situation. This Gift is taught by Tulu the Kookaburra System: After spending a Gnosis point, the player rolls Charisma + Expression (difficulty of the target's Willpower). If successful, the target is struck by how funny the situation is and breaks into peals of laughter. Any attack made by the target against the Tulu Child suffers a penalty of the number of sucesses rolled to the dice pool (just looking at the Child is enough to cause spontaneous belly laughs).
Liar's Craft
The Ragabash can tell the most blatant lies and have them accepted as truth, at least for a little while. Even the most stern-faced priest or suspicious baron will believe the Garou's pleas of innocence, no matter how guilty she may be. This Gift is taught by a Fox-spirit. System: The player tells the lie and rolls Wits + Subterfuge (difficulty is the target's Wits + Subterfuge, or the highest rating in a crowd). One success convinces a single individual while three are required to dupe multiple listeners at once. In any event, convinced listeners believe the lie for the duration of the scene. However, the roll must always be made after the lie has been told; it's easy to get into trouble by trusting this Gift to protect you. A failed roll raises suspicion; a botch makes the listeners outright hostile. Taught by: Fox Book: WW20
Monkey Tail
Although the lupus' tail retains the appearance of a regular wolf's tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hang upside down. The tail can also attack from an unexpected direction. A Monkey-spirit must be persuaded to teach a Garou this Gift System: After learning this Gift, the Garou's tail automatically becomes prehensile whenever she likes. In order to manipulate the tail successfully, the player must make a Dexterity + Athletics roll (difficulty 6). The difficulty can increase for very delicate operations. If the Garou's strength exceeds her Stamina, she can use the tail to hang or swing. When attempting to lift objects with her tail, the Garou's strength rating is halved. If used as an attack, the damage from the tail is Strength-1.
Open Moon Bridge
The Garou has the ability to open a Moon Bridge, with or without the permission of the totem of that caern. This Gift is taught by a Lune. System: The Garou spends one Gnosis point. See the Rite of the Opened Bridge (pg. 141) for more information on opening Moon Bridges. The maximum distance that can thereby be covered is 1,000 miles.
Pall of Despar
This Gift inflicts a wave of despair upon a targetted 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 the Werewolf Players guide, pg 207). The effects of this Gift last for one scene. Taught by: Lu-Bat Book: RatH
Pathfinder
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. A crow-spirit teaches this Gift.
System: 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. Taught by: Crow Book: WW20
Reynard's Lie
The Ragabash can tell the most blatant lies and have them accepted as truth, at least for a little while. Even the most stern-faced priest or suspicious baron will believe the Garou's pleas of innocence, no matter how guilty she may be. This Gift is taught by a Fox-spirit. System: The player tells the lie and rolls Wits + Subterfuge (difficulty is the target's Wits + Subterfuge, or the highest rating in a crowd). Two successes convince a single individual; three are required to dupe multiple listeners at once. In any event, convinced listeners believe the lie for the duration of the scene. However, the roll must always be made after the lie has been told; it's easy to get into rouble by trusting this Gift to protect you. A failed roll raises suspicion; a botch makes the listeners outright hostile. Taught by: Fox-spirit Book: WWtDA
Riddle
Taking their cue from numerous trickster legends, some Ragabash love to confuse their targets with unusual quizzes and mysterious puzzles. Those with this Gift add a little spiritual punch into the mix, slowly driving their targets mad with riddles. A spirit servant of Sphinx teaches this Gift. System: The player must first create (or find) a riddle to be told. It must have a solid answer that can be understood by most people. After telling it to the victim, the player spends one Gnosis. From then on, the victim will be driven to distraction by the riddle and until he can solve it, he suffers a +1 difficulty to all rolls.In addition, every morning the victim loses one Willpower. Should this drain him entirely of Willpower, he will go a little crazy, most commonly by barricading himself in his room for a day and refusing to come out. At the end of the day, however, the riddle will no longer concern him. Taught by: Spirit servant of Sphinx Book: PG3e
Silence
By invoking this Gift, the Ragabash can cause all sounds made within their presence to vanish into the Gauntlet, thus silencing the area around them. No normal sounds may be made by anyone within the effect, including the user. System: With the expenditure of two Gnosis points and a roll of Manipulation + Stealth (difficulty 7) the Garou can completely silence an area. Each success adds another 5 yards to the area of affect. Any Gifts which require the use of sound (eg: Clap of Thunder) require the two Garou to make a resisted Gnosis roll against difficulty 6. The winner's Gift takes precedence over the loser's.
Rang 4
Fool's Luck
This Gift allows the Garou to tamper with Fate - when things go catastrophically wrong for the werewolf, they can insist that there must have been some mistake. System: By spending one Gnosis point, the character can choose to disregard one botched roll per scene and roll again. This can only be done when the roll concerned the Ragabash's Auspice roll - a roll for stealth, trickery or such, and not combat, tracking, singing or spirit interaction.
Luna's Blessing
When the moon is visible in the night sky, silver refuse to cause the Garou aggravated wounds. Indeed, if the moon waxes full, silver weapons may well turn on those who would wield them against the character. This Gift is taught by a Lune. System: For each strike against the Garou, the wielder of the weapon must roll three extra dice on the attack; these dice are read only to check for botches. The Garou can soak and regenerate silver as if it were normal damage, but only when the moon is visible. Thus, the Garou is still vulnerable during a new moon. Alternative Versions
From: WW20 (Ragabash Rank 4) 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. A Lune teaches this Gift. System: 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. Taught by: Lune
Mercurial Messenger
This Gift enables a Garou who overhears a conversation or who is entrusted with a message to remember what she has heard. At a later time, the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. The Gift allows the Garou to reproduce voice intonations, accents and speech patterns or mannerisms which match those of the original speaker. In addition, the Garou can approximate the speaker's actual voice. System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Each success increases the accuracy of the character's delivery of the remembered conversation or message. If necessary, the Storyteller may repeat the conversation for the benefit of the character's audience. A failure means that the character remembers only what the player remembers. A botch introduces a series of discrepancies into the repetition. Taught by: Mitanu Book: RatH
The Crawling Hand
This eerie and somewhat macabre Gift allows the Ragabash to detach their hand, allowing it to crawl off and perform tasks. Controlling this disembodied hand requires more concentration than usual - it is an odd feeling to feel items 20 feet away at first. System: The Garou must roll Dexterity + Primal Urge (difficulty 9) to detach the hand - only one success is necessary. At least one die must be allocated from any Dice Pool to the hand per turn. To perform find manual tasks, the player must make a Perception + Athletics roll (difficulty 5) to adjust to the weird situation. The character must retrieve their hand to reattach it (within the scene) or regenerate another (as if they had four aggravated Health Levels of damage, which heal at the rate of one per week). The hand may travel up to Wits * 3 yards away from the werewolf.
Umbral Dodge
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. A trapdoor spider-spirit teaches this Gift. System: 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). Taught by: Trapdoor spider Book: WW20
Whelp Body
With this Gift a Garou may deliver a devastating curse upon a foe's body, causing it to weaken or palsy. Many consider the use of this power on a foe to be a declaration of unending war. This Gift is taught by a Pain- spirit or a spirit of Disease. System: The Garou spends one Gnosis point and rolls Gnosis; this roll is resisted by the target's Gnosis roll. The Garou's difficulty is the opponent's Willpower, while her victim's difficulty is the Ragabash's Gnosis. Each success scored by the Ragabash allows him 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 per scene against a given opponent. Taught by: Pain; Disease Alternative Versions
From: WW20 (Ragabash Rank 4) System: This Gift may be used only once against a given opponent.
Rang 5
Blank
"Consider it a bio-electrical blackout." That's how Pat O'Reidy described this Gift, and it remains the best description there is for it. For a short period, everyone in the room simply goes blank. They still stand upright (unless they were laying down to begin with, but eyes close, senses go dead, and nobody moves. Meanwhile, the Ragabash can move about without being seen, or can take actions they otherwise couldn't. Any actual attempt to harm someone will break the communcal trance, so slitting their throat while they remain unconscious won't work. But you could certainly pick someone up, put him in the trunk of a car,and take him elsewhere. A spirit of electricity or an electric eel spirit teaches this Gift. System: The player spends three Rage and rolls Gnosis (difficulty 8). Each success "blanks" every person in a room for one turn. Supernatural creatures (including vampires, mages and imbued hunters) can make a resisted Willpower roll (again, difficulty 8) against the Ragabash's Gnosis roll. Every extra success the Ragabash gains over his target blanks the victim for one turn. Taught by: Electricity or electric eel spirits Book: PG3e
Thieving Talons of the Magpie
The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit Charms, vampiric Disciplines, mage Spheres, etc. This Gift is taught by, of course, a Magpie-spirit. System: The Garou must gain three successes on a Wits + Stealth roll (difficulty of the target's Willpower). If successful, the Garou can use the specified power for each successive turn she is willing to spend a Gnosis point. Alternative Versions
From: WW20 (Ragabash Rank 5) System: 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 rumor, 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.