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RAgabash Gifts

Basic Gifts

 

Alter Scent

Cost: One Gnosis

Effect: You replace the scent coming from your body with any other scent you know. Attempts to track you by your scent fail, unless the foe has Heightened Senses, in which case they get a Simple Test to uncover your true scent; if they win (not tie), they cannot be fooled this way for the rest of the session.

Duration: One Scene or Hour

 

Blissful Ignorance

Required: You must remain still, make no noise, and don't interacting with your environment.

Effect: You can render yourself invisible to all senses, technology, and even spirits. You are undetectable as long as you are perfectly still and quiet.

Duration: Until you move, make noise, or interact with your environment.

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Blur of the Milky Eye

Required: Move no faster than half your speed, make no noise louder than a whisper, and don't interact with your environment.

Effect: Your appearance blurs away into a haze, difficult to follow by all but the sharpest eyes. People who are looking at you when you activate this gift can keep track of you, but others can only notice you by sight if they are using supernatural senses or if you visibly disturb the environment. If so, they get a Mental Challenge against you (they retest with Investigation; you retest with Stealth) to see through it. You must move no faster than half speed and must make noise no louder than a whisper.

Duration: Until you move faster than half your speed, make noise louder than a whisper, or interact with your environment.

 

Emergency Exit

Cost: One Willpower

Challenge: Mental vs. 8 Traits

Retest: Survival

Followup Cost: 0-5 Mental Traits

Effect: Ragabash rule number one, whether you're scouting a warehouse or exploring a strange Umbral realm, is that you should always know where the exits are. Use this gift successfully and you get an intuitive sense of the direction of the nearest way out (which is not necessarily the safest way out). The Storyteller gives you one additional detail about the exit for each Mental Trait you spend.

 

Hush

Challenge: Mental vs. target (and you get a two-trait bonus versus your own packmates)

Retest: Subterfuge

Followup Cost: 1-5 Mental Traits

Effect: You stop someone from saying the wrong thing at the wrong time. They cannot communicate verbally for the duration of the gift. It's just a temporary solution, causing someone to forget their train of thought or stumble over their words -- and it's especially useful for preventing packmates from saying something stupid.(although other forms of communication, such as sign language and writing, are still possible) for a number of minutes equal to the Mental Traits spent.

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Obscure the Truth

Cost: One Gnosis

Effect: Sly as any fox, you lie and manipulate with the best. In challenges involving the Subterfuge Ability, gain a Trait bonus equal to your current Subterfuge Ability Traits.

Duration: One Scene or Hour

 

Open Seal

Challenge: Static Gnosis vs. local Gauntlet rating

Retest: Security

Effect: No lock or closed device is closed to you. With barely a gesture and an expression of desire, you open any non-mystically closed device.

 

Scent of Running Water

Activation Time: At will

Effect: Your scent is washed away from the world as if you had just stepped through a river. All challenges trying to track you by scent suffer two-Trait penalty. You produce no scent whilst this gift is active.

 

Sense of the Prey

Required: Knowledge of your target, you must have encountered this target at least once in person, the target is in the same realm as you

Challenge: Mental vs. target if they are actively hiding; automatic success if they're not.

Retest: Enigmas

Effect: If you're target is in the same realm as you (Earth, the Penumbra, a particular Umbral Realm, etc.), then you gain an unerring sense of which direction you must go to find them. You can move directly towards them as fast as you are able to travel.

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Slip of the Tongue

Required: Engage your target in a conversation about the topic

Challenge: Social vs. target

Retest: Subterfuge/Empathy

Follow up: 1-5 Social Traits

Effect: You have a deft and mystical knack for getting others to reveal more than they intend. Once you have the target talking about a topic, using this gift forces them to make an inadvertent remark on something they wished to hide regarding the topic. (E.g., "That's ridiculous, officer, if I wanted dispose of the murder weapon, I'd have thrown it into the incinerator down at the dump of 34th and Elm!") One Social Trait allows a subtle slip only noticeable to the already suspicious, while five results in the spilling of damning information no judge could discount.

 

Taking the Forgotten

Required: You've taken something from the target

Challenge: Mental vs. target

Retest: Stealth (you); Streetwise (your target)

Effect: You've become such an effective thief that your mark forgets ever having owned what you stole from them. Items like Fetishes, however, may trigger memories of their own in their former owner -- the victim may make a Mental Challenge at Storyteller discretion to "recall" that they once owned a similar Fetish, but no details about how it went missing. Fetishes that are attuned to an owner may even make their own attempt to return.

Duration: Permanent

 

Trickster Beacon

Required: Touch your target

Initial Cost: One Gnosis

Challenge: Mental vs. target

Retest: Enigmas

Followup Cost: 1-5 Gnosis

Effect: You tag a victim with a spiritual mark that draws trickster-spirits and makes their life interesting (in the ancient-Chinese-curse sense) for a few days. These spirits will play nonlethal pranks on the target like stealing small important items, locking doors, and mimicking voices. In the Umbra, these spirits distract and jeer at them, ensuring they get lost if they try to travel. If you curse the same target more than once in the same day, you must make a simple test Vs Storyteller and if you tie or fail this test, the 'curse' bounces back upon you.

Duration: A number of days equal to the Gnosis Traits spent

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Intermediate Gifts

 

Fly Feet

Activation Time: At will

Challenge: optionally once per use, Physical vs. difficulty based on material being climbed (9 for stone or wood, up to 14 for glass or ice)

Retest: Athletics

Effect: You cling to walls and ceilings like a fly. You can climb across these surfaces at half your normal movement rate. If you succeed at the optional challenge, you can climb at your full movement rate instead.

Duration: Scene or Hour

 

Fog of War

Initial Cost: One Gnosis

Challenge: Social vs. Targets (Thrown against them all simultaneously)

Retest: Performance to retest against all targets (1 retest against all challenges)

Followup Cost: 1-5 Social Traits

Effect: Each target successfully afflicted by this Gift is two Traits down on all challenges and must retest any successful challenge for the remainder of the scene (or until the Ragabash is killed or knocked to Incapacitated) as a result of the illusory distractions summoned by the
user of the Gift. Victims of this Gift with the Intermediate Stargazer Gift: Clarity can use that power as normal to try and not be affected by Fog of War. Faeries and Changelings are immune to the effects of this power. Successful use of the Gifts: Sense the Unnatural automatically permit a contested Mental Challenge (retest Subterfuge) to recognize the effects of this Gift as an illusion, but do not end the effects of the Gift. Illusions detected by these Gifts read as both Gaian and Fae. This gift can not be stacked even with multiple users.

 

Fool's Luck

Cost: One Gnosis

Effect: With the blessing of the spirits of deception, you receive a free retest on all challenges involving trickery or stealth. You only get this retest once per challenge, and if you lose, you can't use attempt any further retests.

Duration: One Scene or Hour

 

Gremlins

Required: Line of Sight

Challenge: Static Social vs. variable difficulty -- 6 for complex electronics like computers, 9 for simple electronics like lighting, 12 for machines like cars, and 15 for simple tools like knives

Retest: Intimidation

Followup Cost: 0-2 Social Traits

Effect: Your touch terrifies the spirit of a device, disrupting it and possibly destroying it. It stops functioning for the duration. This Gift can affect Fetishes, however, permanently destroying non-Wyrm Fetishes causes a loss of temporary Wisdom Renown equal to the Gnosis Rating of the Fetish. Destruction of a Wyrm Fetish can earn temporary Glory at the Storyteller‟s discretion. Affecting a Fetish with this Gift
requires a Social Challenge (difficulty is twice the Fetish‟s Gnosis Rating).

Duration: One Scene or Hour; or, if one Social Trait was spent, the rest of the session; or if two Social Traits were spent, the breakdown is permanent.

 

Impunity

Required: You are making accusations you believe to be true

Challenge: static Social vs. Storyteller 8 difficulty

Retest: Subterfuge

Effect: The blessing of your moon allows you to impede others' efforts to attack or punish you while you are speaking uncomfortable truths about them. Your target must win a Willpower challenge against you to attack or punish you for the duration of this gift. If you try to use this opportunity to say untrue things about your target, the spirits themselves may strike back at you (at the Storyteller's discretion). Each use of this Gift within the same session makes the Gift user down one Trait on resolution of the Willpower challenges of those challenging the Gift-user using this Gift.

Duration: One Scene or Hour, or until you make an accusation you don't think is entirely true

 

Luna's Blessing

Required: You must be outdoors and the moon must be clearly visible in the night sky (yes, that means it doesn't work during the new moon)

Activation Time: At will

Effect: As long as Luna's light shines on you, she protects you against the curse of silver. You regenerate damage from silver as if it were merely lethal. If the moon is full, this effect is increased: those who attack you with silver weapons and fail must make two Simple Tests. If both tests fail, your attacker takes damage from their own weapon.

 

Madness Season

Required: The target must be able to see you (although there's no need for eye contact)

Cost: One Gnosis

Challenge: Social vs. target

Retest: Empathy

Effect: You reach into the target's psyche and twist, reducing them to a twitching ball of insanity. They are unable to act for the duration of the gift.

Duration: A number of turns equal to your permanent Gnosis, or until the target takes damage. They are however able to defend themselves normally or attempt to flee.

 

Open Moon Bridge

Cost: One Gnosis

Effect: With or without the cooperation of a Totem, you open a moon bridge as per the Rite of the Opened Bridge. This bridge can extend up to one thousand miles and always must end in a Caern that you have previously visited.

 

The Usual Suspects

Required: A clear view or strong scent of your target

Activation Time: Three turns

Cost: One Gnosis

Challenge: Mental vs. Storyteller Difficulty 8

Retest: Awareness

Effect: You have a knack for keeping mystical awareness about others' whereabouts. If your challenge succeeds, you gain a constant sense of your target's general location. You may track a number of targets this way equal to your permanent Gnosis rating.

Duration: Permanent

 

Whelp Body

Frequency: Not Limited apart from your target may have up to a Maximum of 6 Traits taken from them. 

Initial Cost: One Gnosis

Challenge: Gnosis vs. target

Retest: Medicine

Followup Cost: 0-5 Gnosis

Effect: You utter a curse on your foe, inflicting sickness and palsy on their body. You remove a number of perminent Physical Traits from your target (your choice) equal to the total number of Gnosis you spend activating the gift (including the initial cost). These traits are perminently lost to the character until repurchased with XP.

Duration: Perminent.

 

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Advanced Gifts

 

Blank

Cost: Three Rage

Challenge: Willpower vs. all supernatural targets in the area; automatic success vs. non-supernaturals

Retest: Occult

Followup Cost: 1-5 Gnosis (yes, even though you spent Rage)

Effect: Why sneak around when you can do your dirty deeds in plain sight? You temporarily shut down conscious thought for everyone affected in the area. They remain standing but stop moving; their senses go dull and they stop being aware of anything for the duration. This buys you a window of time in which to set up some epic mischief, but take care: attacking any victim of the effect ends it.

Duration: A number of turns equal to the Gnosis you spent plus one, or until someone is attacked

 

Thieving Talons of the Magpie

Required: You have enough knowledge about a power to specify it, and you can accomplish its own requirements

Challenge: Mental vs. target

Retest: Occult

Followup Cost: 1-5 Gnosis

Effect: You steal others' supernatural abilities for a short period of time. Use this gift to take other Gifts, spirit Charms, vampire Disciplines, mage Spheres, etc. While you have the stolen power, your target cannot use it. Use your current Gnosis total in place of any Trait that Garou don't normally possess, like Blood, Glamour, etc.Target may NOT relent.

Duration: A number of turns equal to the Gnosis you spent

 

Thousand Forms

Cost: One Gnosis

Challenge: automatic for non-mythical creatures; static Mental vs. 18 Traits for a mythical creature

Retest: Animal Ken

Effect: Embodying the classic trope of the trickster as a shapeshifter, you can change into any animal form between the size of a bluebird and a bison. You can even take on the shapes of mythical creatures, although you can't become a wyrm-beast of any sort. You can use all the standard powers of the animal in question, such as flight, gills, poisonous fangs, etc. The form assumed grants no supernatural powers or capabilities. For example you can appear like Pegasus but you cannot fly. Or you can appear as a Phoenix but cannot burn damage.

Duration: Until you choose to end the effect

 

Turn the Moon

Initial Cost: One Willpower

Challenge: Social vs. target

Retest: Primal Urge

Followup Cost: 1-5 Social Traits

Effect: In order to share a new viewpoint or punish someone who is too proud of their role, you can give a fellow Garou a new Auspice of your choice for a time. Your target loses all access to their usual auspice gifts, and their Rage adjusts to the base minimum of the auspice. Even their thinking changes for a while, drawn to the stereotype of their new role. They cannot learn any Gifts of their new auspice during this time, however. If you fail this test you cannot use it again for 30 days on the same person.

Duration: A number of days equal to the Social Traits spent

 

Violation

Required: You must be touching your target, which may require a physical challenge.

Challenge: Social vs. target

Retest: Primal Urge

Followup Cost: 1-5 Social Traits

Effect: With a physical touch and a psychic blow, you shatter an opponent's confidence. They cannot spend Rage or Willpower until they recover at the end of the gift's duration.

Duration: One turn, plus one turn for each social trait spent

 

Weakest Link

Initial Cost: One Willpower

Challenge: Mental vs. the person in the pack with the best Mental Traits

Retest: Awareness

Followup Cost: 1-5 Mental Traits

Effect: At a glance, you deftly puzzle apart the dynamics of a given pack. For each Mental Trait you spent, you may learn one pack-specific fact from one pack member, such as who they call pack alpha, who their Totem is, their pack's strength or weakness, etc.

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