RAGABASH

Alter Scent (Level One) — The Garou can change one scent into another (such as replace his scent with that of a badger) or copy another’s scent. System: Roll Wits + Primal-Urge, difficulty six and spend a Gnosis point.

Blur of the Milky Eye (Level One) — 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). Each success increases by one the difficulties of all Perception rolls made to detect him.

Open Seal (Level One) — 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 (Level One) — 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. She need not expend any points or make any rolls.

Blissful Ignorance (Level Two) — The Garou can become completely invisible to all senses, 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.

Sense of the Prey (Level Two) — 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.

Taking the Forgotten (Level Two) — 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 to the victim’s Intelligence + Streetwise).

Gremlins (Level Three) — 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 to the discretion of the Storyteller. Device Difficulty Computer 4 Phone 6 Automobile 8 Knife 10

Open Moon Bridge (Level Three) — 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. The maximum distance that can thereby be covered is 1,000 miles.

Tail of the Monkey (Level Three) — The Garou has a prehensile tail. System: This tail cannot perform fine manipulation tasks, but it can wrap around a tree branch and allow the Garou to hang (if her Strength equals or exceeds her Stamina) or it can be used to hit an opponent in combat, in which case it is difficulty eight to hit and Strength 1 for damage. A roll of Dexterity + Athletics must be made for most uses except combat, in which case Brawl is substituted for Athletics.

Luna’s Blessing (Level Four) — When the moon is visible in the night sky, silver refuses to cause the Garou aggravate 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 weapons must roll three extra dice on the attack; these dice are read only to check for botches. The Garou can soak and regenerate silver a if it were normal damage, but only when the moon is visible. Thus, the Garou is still vulnerable during a new moon.

Whelp Body (Level Four) — 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 unendng 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 a 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.

Thieving Talons of the Magpie (Level Five) — 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.

Violation (Level Five) — Those few Garou privy to the secret of Violation well know the hate and revulsion of others. This power requires the Garou to make physical contact with the target, but once that has happened, the victim is quickly overwhelmed by feelings of defilement. To learn this Gift, the Garou must confront a malevolent spirit (not necessarily a Bane) in spirit combat; if he wins, he may wrest the knowledge of this Gift from it. System: The Garou rolls Manipulation + Primal-Urge (difficulty of the target’s Willpower). For the next turn, and for a number of turns equal to the number of successes, the victim cannot spend Rage or Willpower. Additionally, the difficulties of all Willpower rolls are increased by two, while the difficulties of Rage rolls are decreased by two (the victim may not be able to direct his anger, but he definitely feels it.