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Ragabash

Blur of the Milky Eye

Scent of Running Water

Snow Running

Trailblazer

Blissful Ignorance

Peace of the Counselor

Shadow Puppetry

Taking the Forgotten

Empty Hand

Gremlins

Open Moon Bridge

Reynard's Lie

Shadow Tracking

Fool's Luck

Luna's Blessing

The Crawling Hand

Blank

Madthought

The Thousand Forms

Violation

Open Seal

Sense Limits

Speed of the Messenger

Alter Scent

Obscure the Truth

Sense of the Prey

Sticky Fingers

Deliberate Misinformation

Fly Feet

Laughter

Pall of Despar

Riddle

Silence

Harmonius Slumber

Mercurial Messenger

Whelp Body

Burden of Knowledge

Steal Spirit

Thieving Talons of the Magpie

HOM

 

 

Rank 1 Rank 2 Rank 3 Rank 4 Rank 5

 

Blur of the Milky Eye (Ragabash Rank 1)

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.

Open Seal (Ragabash Rank 1)

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 (Ragabash Rank 1)

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.

Sense Limits (Ragabash Rank 1)

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

Alternative Versions

From: Damien (Child of Gaia Rank 1)

System: The player rolls Perception + Occult (difficulty 8). More successes allow for a more accurate measure of the traits of the victim - one may only allow for a general impression, whereas 3 succesess could give the Garou a fairly accurate idea of the balance within that victiom, and 5 might give a more absolute impression. 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").

Snow Running (Ragabash Rank 1)

The severe winters in much of Europe can immobilize a village or greatly impair a wolf pack. This Gift allows a werewolf to circumvent the problems caused by heavy snowfall. The Garou using this Gift can run across snow or ice as if it were solid ground, without sinking in or leaving footprints. The Silver Fangs are said to have a version of this Gift that lends them more supernatural grace while treading on ice or snow, but leaves their tracks behind. The Gift is taught by an Ice elemental.

System: The Garou need only spend a Gnosis point. The effects last for a day.

Taught by: Ice elemental

Book: Werewolf: The Dark Ages

Speed of the Messenger (Ragabash Rank 1)

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 limb 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 (Ragabash Rank 1)

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

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Alter Scent (Ragabash Rank 2)

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 (Ragabash Rank 2)

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 (Ragabash Rank 2)

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 (Ragabash Rank 2)

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 (Ragabash Rank 2)

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.

Shadow Puppetry (Ragabash Rank 2)

This strange Gift is not commonly known amongst the Garou. The Gift allows the Garou who possesses it to effectively steal the shadow of another being, and use it to determine what they may be doing once they have left the Garou's presence.

System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the shadow of the victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to 'tear it off'. Once the shadow is detached, the Ragabash must continue to hold it firmly, else it will fly away (lose 2 dice off all actions).

However, until sundown of that evening, the shadow of the victim (usually held up against a wall) will continue to silhoutte the victim's actions, perhaps giving clues to their current activities. A victim may feel strange for the time during which their shadow is held by the Garou, and others may notice its loss (Perception + Alertness, difficulty 7) simply by being in the presence of the victim.

Taught by: Shadow and cat spirits

Book: Damien

Sticky Fingers (Ragabash Rank 2)

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 (Ragabash Rank 2)

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).

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Deliberate Misinformation (Ragabash Rank 3)

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 (Ragabash Rank 3)

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 (Ragabash Rank 3)

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 difficult 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 (Ragabash Rank 3)

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 (Ragabash Rank 3)

Those who learn this Gift can cause others to realise the humour of any situation - in fact, the uproarious 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).

Open Moon Bridge (Ragabash Rank 3)

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 (Ragabash Rank 3)

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

Reynard's Lie (Ragabash Rank 3)

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 ruble by trusting this Gift to protect you. A failed roll raises suspicion; a botch makes the listeners outright hostile.

Taught by: Fox-spirit

Book: Werewolf: The Dark Ages

Riddle (Ragabash Rank 3)

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

Shadow Tracking (Ragabash Rank 3)

Shadow Tracking allows a Garou to grapple and pin the shadow of a victim, holding it in place. If the victim flees, their shadow is stretched and lengthened, but remains pointing towards their current direction until sundown, or until the Garou lets go of the pinned shadow.

System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the shadow of the victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to pin it down. The Garou must remain holding the shadow to the ground with at least one hand, and cannot move about while the Gift is enacted.

Taught by: Shadow and cat spirits

Book: Damien

Silence (Ragabash Rank 3)

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.

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Fool's Luck (Ragabash Rank 4)

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.

Harmonius Slumber (Ragabash Rank 4)

This Gift enables the Garou to create a perfect environment for sleep even in the most difficulty

circumstances. Under the influence of this Gift, the Garou receives the equivalent of eight hours of restful sleep and awakens refreshed and with his spirits revived.

System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). One success is necessary to affect the character. Each additional success allows him to include another individual in the effects of the Gift. A failure means that the Gift does not work, while a botch inflicts restless sleep on the character, with no benefits. When a character awakens from a successful use of this Gift, he finds that his Gnosis is fully replenished. The nap can last for up to eight hours, although only two hours are necessary to reap full benefits.

Taught by: Lu-Bat

Book: RatH

Alternative Versions

From: Damien (Ragabash Rank 4)

System: The player rolls Stamina + Enigmas (difficulty 7). Each success allows the character to

regain a point of Willpower and Gnosis while they sleep, or to include another individual in the

effects of the Gift (a connection of some sort, physical, or spiritual is necessary to include others

in the Gift's effects). A failure means that the Gift does not work, while a botch inflicts restless

sleep on the character, and they lose a Willpower point. The nap can last for up to eight hours,

although only two hours are necessary to reap full benefits.

Luna's Blessing (Ragabash Rank 4)

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.

Mercurial Messenger (Ragabash Rank 4)

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 (Ragabash Rank 4)

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.

Whelp Body (Ragabash Rank 4)

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.

Blank (Ragabash Rank 5)

"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 communal 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

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Burden of Knowledge (Ragabash Rank 5)

The Garou floods an individual with the knowledge of all her own limitations, making the victim aware of every flaw or failing and reminding her of all the wrongs she has committed or caused. The weight of this enlightenment can either change an individual for the better, or drive her into suicidal despair or murderous frenzy. Few individuals survive the effect of this Gift unscathed. This Gift can sometimes bring an errant Garou back from the edge of corruption or cause an enemy of the Garou to be "born

again".

System: The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of the victim's Willpower). Success causes the victim to experience every negative aspect of her personality and past, including secret vices, shortcomings, failures and other similar faults. The Storyteller should decide what ultimate effect the Gift produces in the victim - either a desire to reform her ways and current her failings, an impulse to kill herself out of shame and despair or some course of action in between the two extremes. Once the victim has experienced the total effect of the Gift, the intense awareness begins to fade - but residual memories may plague the victim for a long time afterward.

Taught by: Lu-Bat

Book: RatH

Madthought (Ragabash Rank 5)

This trick literally makes the werewolf's foes too clever for their own good. The Garou can cause her enemies' thought processes to speed up so radically that they literally think too rapicly to put any one plan into motion. The victim of the Gift can only stand still as his thoughts run away with him, rushing madly from one brilliant plan to another or considering all the multiple alternatives for their "next" action.

System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim's Willpower). The number of successes determines how many turns the victim stands "lost in though". When the victim recovers from the Gift, he is most likely highly disoriented, and may need to regain focus and otherwise discover what's been happening while he "was out". A failure simply means that the Gift does not work, while a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action - usually to the detriment of the character.

Taught by: Mitanu

Book: RatH

Steal Spirit (Ragabash Rank 5)

The Ragabash can steal an opponent's strength of spirit or her Rage. With her ill-gotten gains, she can pummel her drained opponent.

System: The player rolls her Wits + Larceny (difficulty equals the target's Willpower). The number of successes indicates the number of temporary Rage or Willpower points (not both) that the victim loses. The player receives that number of points to the appropriate statistic up to her permanent maximum. If she receives Rage in excess of her permanent rating, she must make an immediate frenzy roll.

Book: Wild West Companion

The Thousand Forms (Ragabash Rank 5)

Most trickster archetypes are shapeshifters and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the natural abilities of that animal (flight, poison bite, etc) She may not take the form of Wyrm-beasts (not that they would want to!), but she may take the form of mythical beasts with some extra effort.

System: The Garou spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou's natural form the desired animal is. For example, an ape or panther (mammals of roughly similar mass) might be difficulty 5, while an alligator (a reptile of larger mass) might be difficulty 7, and a frog might be difficulty 9. Mimicking mythical animals is always difficuly 10.

Book: WW3e

Thieving Talons of the Magpie (Ragabash Rank 5)

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 (Ragabash Rank 5)

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 the 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)

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