Level Five
Artful Dodger
The Artful Dodger is the epitome of the trickster, and many a servant of Hermes prizes this gift. You're able to get out of dangerous situations and putting your hands on things that don't belong to you. A hawk-spirit teaches this gift.
Cost: 2 Gnosis
Test Pool: None
System:
Spend your simple action entreating spirits of evasion and chicanery to lend you their finesse and cunning. For a number of turns equal to the number of dots you possess of Subterfuge, you gain a +3 bonus to tests using your Dodge, Legerdemain, and Streetwise abilities. In addition, you become immune to the Grapple and Disarm combat maneuvers.
In addition, you cannot be imprisoned or trapped inside of any container or unnatural structure, such as a cell or a vault. You simply pass through any barrier that would otherwise impede your progress out of confinement, as though you are an immaterial ghost. However, if you try to pass through natural phenomena such as a mountain or through trees and brush, you simply become stuck. The escape aspect of the Artful Dodger can only be used when you are not directly observed, but you can use it if you are under remote surveillance such as if someone is scrying upon you. Note: this Gift does not help you break into secure areas, but it does help you escape from them.
Affinity:
This Gift's effects last for a number of rounds equal to the Ragabash's dots in Subterfuge + their Rank rather than the usual duration of just their Subterfuge.
Blank
Dreams hold powerful sway, and forcing a dream upon all around can give a Ragabash time to get up to some real mischief. Calling upon the power of the Oneiroi, the Ragabash pulls everyone around them into a communal dream, their eyes shutting, and the world becoming nothing but a dream for a short time. A bat-spirit teaches this Gift.
Cost: 3 Rage
Test Pool: Intelligence + Primal Urge versus target's Resolve + Willpower
System:
Spend a standard action to activate this Gift. Against mortals, you only need to make one test against the highest resistance present; however, any supernatural creature (garou, mage, kinfolk, ghoul, etc.) is able to resist individually. If you use your
general retest on any of the challenges, you may use your
general retest on all remaining challenges without needing to spend another point of Willpower. You may not go back to previous challenges you have already resolved.
If successful, the targets' eyes close and they lose all awareness of the world around them for two turns. This effect immediately ends on all affected targets if any of them are attacked, damaged, or excessively moved or jostled as that breaks the communal trance. An attacked individual is able to make use of their full defensive test pool.
Exceptional Success:
The duration of this effect increases to 3 turns rather than just two.
Affinity:
Ragabashes using this Gift are able to jostle and touch their targets. As such you would be able to pick up and move targets, as such you could pick up an affected individual and bring them out to a wagon you had outside and drive off (assuming you were able to perform such actions quickly enough).
Bridge Walker
The Garou travels between the ends of this moon bridge in one percent of the time it would take to travel that distance normally, allowing her to disappear from in front of a foe and reappear behind it instantly. Note that these moon bridges are not protected by Lunes, and they attract the interest of spirit creatures occasionally. These being have even been known to follow the Garou into the physical world. A Lune teaches this Gift.
Cost: 1 Gnosis
Test Pool: None
System:
Once per turn, spend a simple action to activate this Gift and disappear in a flash of silver light. You immediately reappear up to three steps away + 1 additional step for each dot of Subterfuge you have. You can move in any direction; however, your new spot must be within line of sight of where you departed from. This power also confounds attempts to track you by scent.
You may also take additional passengers with you by spending an additional point of Gnosis per traveler you wish to bring along; however, an individual can only benefit from a single use of Bridge Walker a turn. When using this power, you can only bring along items that you can easily carry. Bridge Walker cannot be used if you are grappled.
Affinity:
By spending 2 points of Gnosis when activating this Gift, as well as using both your standard and simple action, you are able to traverse greater distances. The range now increases to 50 steps. The spot you reappear at must still have been within line of sight of the location you activated the power from.
Thieving Talons of the Magpie
There are tales of tricksters so cunning that they stole magic from the gods themselves. You've learned to identify the sacred spark that allows others to perform magic and temporarily rob them of their ability to access it. A magpie-spirit teaches this, though there are rumors of stranger powers that might offer this gift, should you be able to find them. To some local Garou this gift is known as Prometheus' Fire.
Cost: 1 Gnosis
Test Pool: Wits + Occult versus target's Resolve + Willpower
System:
Expend a standard action concentration on the supernatural nature of your target. If you succeed in an opposed challenge against her, you steal one of your target's Gifts away from her. This stolen Gift becomes immediately inaccessible to your victim, locked away in her heart, and it cannot be used for the next hour. In order to strip a Gift in this fashion, you don't need to know the power's name, but you must be aware of the power or have personally seen it used.
If the Gift is already active, it immediately ends, even if that power would otherwise be automatic or always active. Thieving Talons of the Magpie can be used multiple times in order to rob a target of more than one Gift, so long as you pay this power's cost and succeed in opposed challenges separately for each use. If you choose to strip a power the victim does not possess, this Gift has no effect.
You do not need to speak to use Thieving Talons of the Magpie, but you must have your target's Gaze and Focus. Your victim immediately identifies you as the individual who has affected her with Thieving Talons of the Magpie, and she is also aware of which power she has lost.
Exceptional Success:
If you achieve an exceptional success when stealing a Gift with Thieving Talons of the Magpie, you can utilize the stolen power once, as though you had purchased the Gift normally. If this power has a continual or unlimited effect, you may receive its benefit exactly once in a challenge. This single use of the stolen Gift can occur anytime during Thieving Talons of the Magpie's hour-long duration.
Affinity:
Thieving Talons of the Magpie can be used to strip away a power native to another creature type, such as abilities possessed by vampires, fae, or mages. If you steal powers from other supernatural creatures, you fuel those powers with Gnosis if it calls for a temper you do not possess.
Turn the Moon
This Gift essentially makes a werewolf “walk a mile in someone else’s shoes.” For a short period of time, the New Moon can change the auspice of another werewolf to whatever she deems appropriate. Any spirit of Luna can teach this Gift.
Cost: 1 Willpower
Test Pool: Manipulation + Primal Urge versus target's Composure + Willpower
System:
Spend a standard action and target a Garou within 15 steps. If successful, the Ragabash 'changes' the target's auspice for the next 10 minutes. While the target's auspice is changed the experience the following effects:
- They lose access to any specific auspice Gifts that their 'new auspice' does not possess. Should any of those Gifts currently be active, they are immediately disabled.
- They gain (or lose) a number of temporary Rage points to bring them to the base minimum of the appropriate auspice.
- While affected by this Gift, the target finds their method of thought more in line with their 'new auspice' and as such should make an attempt to roleplay out this new line of thought.
Exceptional Success:
The target of this Gift becomes their 'new auspice' for an hour rather than 10 minutes.
Affinity:
The New Moons of rank use this Gift to teach a lesson to those taking the duties of their auspice too much to heart, and it can be quite effective at showing them a different perspective. As such, against Gaian Garou, the Ragabash may use this as a teaching quest. If the target assents, this Gift's duration is changed to 2 sessions, during which they must roleplay the change of thought quite intensely. At the conclusion of this period, they then present themselves to the Ragabash that used this gift to give their lesson that they learned, and so long as both the Ragabash and Spirits (Storytelling staff) approve of the learned lesson then the target of this power will earn 1 or more points of renown as appropriate for the lesson learned.
Violation
Those few Garou privy to the secret of Violation know well 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 with feelings of defilement. To learn this Gift, the Garou must confront a malevolent spirit such as a pain- or hate-spirit (though not a Bane) in spirit combat; if he wins, he may wrest the knowledge of this Gift from it.
Cost: 1 Willpower
Test Pool: Manipulation + Primal Urge versus target's Composure + Willpower
System:
Spend a standard action and target an individual within two steps engaging them in a contested challenge using the Gift's test pool. If successful, for the next turn, and for a number of turns equal to the user's Rank, the victim cannot spend Rage or Willpower unless expressly forced to by another power.
Exceptional Success:
The duration of the Gift increases to three turns plus a number of turns equal to the user's rank.
Affinity:
Additionally, while under the effects of this Gift the victim suffers a -2 penalty on all tests involving Willpower, and has the difficulty of all tests to resist frenzy raised by 2 (the victim may not be able to direct his anger, but he definitely feels it).
Weakest Link
With this Gift, a New Moon can delve into the hearts and minds of a given pack. He can sense the fears and concerns of either friends or enemies to the best help or harm them. Armed with this knowledge, the Ragabash can guide his own pack in attaching foes or use his own peculiar brand of wisdom to facilitate peace and healing. Any Weaver spirit can teach this Gift.
Cost: 1 Willpower
Test Pool: Wits + Empathy versus target's Resolve + Willpower
System:
Spend a standard action and target an individual within 15 steps and engage them in a contested challenge with this Gift's test pool. If successful the Ragabash can ask any three of the following questions about the target which are answered truthfully based on the target's understanding:
- Who is the leader of your pack?
- What is your rank, auspice, tribe, and breed?
- What is the rank, auspice, tribe, and breed of a named pack mate? (You must be able to name the packmate for the target)
- What totem does your pack serve?
- What is the highest rank in your pack?
- What is a fear you possess?
- What is a fear that a named packmate possesses? (You must be able to name the packmate for the target)
- Who in your pack as the most Rage?
- Who in your pack as the most Gnosis?
- Does anyone in your pack have a specific Merit/Flaw? If so, who? (You are able to choose which Merit or Flaw you wish to ask about)
This information is transmitted to the Ragabash telepathically from the target's mind. Importantly though, the answers are limited to the character's knowledge. If the character is unsure they will give the most accurate answer possible (e.g. if this Gift was used and you knew you had four Gnosis, another packmate had two, and you were unsure about the last one you would answer that you had the most Gnosis based on your knowledge).
Exceptional Success:
You are able to ask four questions instead of three.
Affinity:
The real benefit of this gift is learning about a whole pack. Rather than targeting just a single individual, a Ragabash can use this Gift against all members of a single pack within 30 steps; if you use your
general retest on any of the challenges, you may use your
general retest on all remaining challenges without needing to spend another point of Willpower, you may not go back to previous challenges you have already resolved. If successful, you may ask the questions of this gift of any individual that the Gift was successfully used against.
You also are able to ask a number of questions equal to 3 for every success, or 4 for an exceptional. These questions do not have to be used against the targets they were won against, though no target may have more that 5 questions asked of them. (E.g. if you used this gift against a pack that had four individuals in range and you succeeded against two, an exceptional against the third, and failed on the last one you would have a pool of 10 questions to split as you saw fit among the three you succeeded against.)