Source Material: Werewolf: The Apocalypse 20th Anniversary, Onyx Publishing
The phase of the moon a Garou was born under determines his Auspice, or spiritual path. These Auspices come with certain Gifts from Gaia's sister, Luna, and are considered the pillars of Garou society, second only to a Garou's Tribe.
Ragabash - Garou born under the New Moon. Their role is the Trickster and Questioner of the Old Ways.
The Ragabash is the mythic trickster, the tribal clown who is alternately foolish and wise. He plays the role of the contrary, questioning tradition in order to find the wisest path. Although the New Moon may seem disrespectful, his wry humor and incisive insights are meant to serve the greater good of the Garou.
The clever Ragabash doesn’t question every decision — only those that need it. In the field, the New Moon is a cunning scout and unconventional tactician, leading the enemy into ambushes and striking at their soft underbellies when they least expect it.
While other auspices have fairly set roles within their sept and tribe, the Ragabash is usually left to his own devises. He has the gift of flexibility: the opportunity to explore options usually off-limits to other Garou. His insights are sometimes unwelcome, but frequently worthy.
When there’s tension in the air, the Ragabash is usually the one to lift it, even if it means putting himself at risk of violence at the hands of a humorless Ahroun. But the New Moon frequently risks it anyway — what sort of trickster would he be if he was afraid to do something unpopular?
The Ragabash born under the waxing new moon is usually light-hearted and capricious, while one born under the waning new moon has a slightly more wicked and ruthless streak. It’s a rare Ragabash indeed that lacks a keen wit and the capacity to find some humor in any situation, no matter how bleak. Many other werewolves are slow to take the Ragabash seriously, though, as it’s difficult to tell the difference between a New Moon’s mockery that points out a grievous flaw in a plan and similar mockery that simply amuses him. Sometimes a Ragabash points out that the emperor has no clothes — but sometimes they’re the first to cry wolf, so to speak.
Description:
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:
The Character makes a truthful statement during roleplay, then the Player spends 2 Points of Energy/Gnosis and makes a successful roll. This Gift is automatically effective on humans, causing them to believe the Ragabash is lying. Supernatural beings may choose to resist to see past the Garou's misdirection.
Description:
The Ragabash can open nearly any sort of mechanically closed or locked physical device. This applies to locks, latches or other types of locks that require a key or a mechanical means to open it. It does not apply to electronically or magically locked devices. A raccoon-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. After one full turn, the lock will open.
Description:
This trickster gift (aka Kick Me) allows the Ragabash to place a spiritual beacon on an inanimate object. For the next 24 OOC hours, the object will malfunction. For example, a drinking fountain will spray water in the face of the user. An elevator button will cause the elevator doors to close and trap the person. An ATM will suck in the card, not give any money, and eject the card shredded. Guns will eject all their bullets when the trigger is pulled.
Static objects like artwork, jewelry, barrettes, swords/knives, etc. May appear to warp, cause a person's skin to turn odd colors or their hair to fall out if worn, or any number of troublesome yet non lethal results depending on which vexing spirits in the area are attracted. This gift is taught by a trickster spirit.
System:
The Player identifies the object he/she/they wishes to be the Target, spends 2 Points of Energy/Gnosis and makes a successful roll. The Ragabash merely has to touch inanimate target to affix the Beacon. The object will attract trickster spirits for one OOC day, plaguing anyone who touches the object.
NOTE: If the roll is botched (rolling a natural 1-10) the mark bounces back on an item the Ragabash has on his/her/their body. This could be clothes, jewelry, prosthetics, teeth fillings, etc. to be determined by the Storyteller. To attempt to identify the item and remove it, the Ragabash must roll an unmodified dice roll. 50+ means he/she/they found the item and removed it. 49- means they cannot find the item and will be plagued by spirits for one OOC day. If this happens when in any scene, the Ragabash must let the Storyteller know and the ST will fill in on the mischief making.
Description:
When using this Gift the Ragabash becomes a translucent blur, allowing him to move among others without being noticed. Should the Ragabash physically touch or be touched, the effect disappears. In any case, as soon as they stop moving, they can again be seen. A Light Spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. To notice the Ragabash, only those around him with Auspex may resist, but at a -20 penalty. This lasts for as long as the Ragabash is moving. Movement can be as little as a slow walk. Once the Ragabash stops moving, he/she/they will immediately be fully visible.
Description:
While there is no greater glory than the total victory of vanquishing your foes, the smart Ragabash knows that there is wisdom in living to fight another day. To avoid the shame of surrender, the wily Ragabash has the ability to "play dead," fooling his enemies and anyone else in the area. The Ragabash has no detectable pulse, does not appear to breathe, and even emits the scent of a corpse beginning to decay. While using this Gift, the Ragabash is still able to hear and smell but is incapable of any movement. Basically, the Garou is trapped in his/her/their own body. This Gift is taught by an Opossum Spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou spends a full turn shutting down their body. At the end of the turn, they appear completely dead for three full turns. This can neither be ended earlier, nor can it be extended beyond three full turns. Once awakened, the Garou will regain physical function and be able to stand. But it will take another full turn before the Garou will be able to attack, defend, flee, or perform any other action.
Description:
This Gift is taught by a Skunk Spirit and allows the Garou to mask his/her/their scent by changing it to any other scent the Ragabash has experienced before. This is useful for evading enemies who hunt by scent, as well as fooling them into thinking you are something completely different that what you truly are.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou can now change their scent to any scent they have experienced before. Anyone looking to avoid being fooled by this ploy must beat the Ragabash's roll, at -20, Mod Mental Skill. This lasts for one IC day, or until the Garou ends the Gift, whichever comes first.
Description:
The Homid Garou is able to maintain their calm even in dire situations. A Fox Spirit teaches this gift. (Same as Homid Gift.)
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. By focusing their Willpower, they are much more capable of fending off any mental attacks during a scene with a +15 to Willpower for the duration of the scene. Botching this roll leaves the Garou at -10 WP for the duration of the scene (rolling a natural 1-10).
Description:
When a crowd turns ugly, a wily Ragabash knows when it's time to beat a hasty retreat. Using this gift, a Ragabash can smell out the closest exit and execute his departure. This Gift is of greatest use in hostile and/or unfamiliar Umbral realms. Timing is everything, and the crafty Ragabash can use this gift to gain a +10 initiative when looking to leave a battle and escape before any real damage occurs. A Rat Spirit teaches this gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This allows the Garou to automatically know the most direct and fastest route to the nearest exit.
Description:
Stealing an item, swiping something from a store or picking the pocket of an unsuspecting person is pretty much child’s play to a skilled Ragabash. This gift is taught by a Mouse Spirit
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Ragabash employing this Gift gains a temporary +10 to all Larceny rolls for the duration of the scene, AND is allowed to reroll one failed attempt at theft, as long as the first roll was not a Botch.
If the Player Botches the first roll or reroll (rolls a natural 1-10), then the target automatically notices the attempt to steal an item.
Description:
If the Garou knows anything about his prey, he can track it down as fast as he is capable of moving. This includes personally knowing what his prey looks like, or smells like, or knows something of the preys habits, territory and name. This goes for both physical beings as well as spirit tracking through the Umbra. A wolf or blood hound spirit teaches this gift.
System:
Passive ability. No roll or Gnosis points required. This ability is always active. The Garou will be able to successfully track his/her/their prey unless the target is actively using an ability to mask his/her/their presence or scent, in which case an Alertness roll is made vs. the Target's roll to hide.
Description:
Always the trickster, this Gift has proven extremely effective in a Ragabash’s bag of deception. Multifaceted Faces permits the Garou to change his/her/their physical appearance to resemble another. This gift is not perfect. The image they portray may appear blurry, incorrect, or even incorrect (such as missing eyes or other features). While close-up observations of the Ragabash using this Gift are probably not advisable, it is certainly more likely to be convincing when used in situations where the target of the prank only gets a glimpse, or the deception is used in a background situation, crowds, or other situations where he or she is only seen for a quick moment or from a distance. This Gift is taught by a Chameleon Spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The duration of this Gift is 4 turns. The effect can be extended by spending an additional 1 point of Energy/Gnosis per turn the player has in their reserves to expend.
For Example: A successful roll will give you 4 turns and cost 2 Gnosis points. Spending 2 additional points would give an extra 2 turns. This can be done at any time while the Gift is still active. No additional rolls are required to add more turns to the length of this gift. However, once the Gift times out, it must be reinitiated with another success roll and another 2 Points of Energy/Gnosis. The Garou may also discontinue the effects of the gift at any time.
Supernatural powers of perception can see through the Ragabash’s deception. A Vampire of higher LEVEL who also possesses Level 3 Obfuscate will passively/automatically detect the ruse. Or a Vampire using Auspex Level 1 will be able to see past the deception.
NOTE: This is a visual alteration in appearance only. Should the Ragabash attempt to speak, he/she/they will be using their own voice. Depending on how well the Ragabash is acquainted with the subject they are impersonating will determine how well they are able to take on more convincing mannerisms of their subject.
Description:
This trickster gift (aka Kick Me) allows the Ragabash to place a spiritual beacon on an unknowing target that attracts troublesome spirits of the non-lethal type. Items are moved or temporarily misplaced. The unfortunate target may trip over their feet, suddenly find themselves coughing so hard they cannot speak, or emitting a noxious body odor, among other unfortunate things depending on which vexing spirits in the area are attracted. This gift is taught by a trickster spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. To use this gift, the Ragabash merely has to touch the target. A handshake, touch on the back or other physically-engaging action will do. The victim will be plagued by trickster spirits for the duration of the scene. If the roll is botched (rolling a natural 1-10) the mark bounces back on the Ragabash and lasts for one Real Life day.
Description:
While not technically invisible, the Ragabash seamlessly blends in to their surroundings, whether standing still or moving, and becomes undetectable to the eyes of all others. However, they can still be seen by electronic recording devices, such as cameras and surveillance equipment since these cannot be fooled. Your scent and any sounds you make are still detectible. This gift is taught by a Cuttlefish spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This skill lasts for 4 turns.
Description:
The roll of a Ragabash includes being the bearer of truths. However, not all of their fellow Garou appreciate hearing the truth. For example, if during a Moot a Ragabash needs to point out that a member has violated the Litany, or call an Elder out on the carpet for turning a blind eye to the Elder's son for inappropriate actions, or failing to uphold their responsibilities (just for example), the use of Impunity prevents anyone from killing the messenger, so to speak.
A Ragabash may also make personal statements such as "You're an idiot," if they truly believe this is true. (No proof of personal opinions is necessary as this is what the Ragabash believes.) This does not prevent those around the Ragabash from disagreeing, but the Ragabash is protected from any attacks by their fellow Garou when using this gift. A Cat Spirit teaches this gift.
System:
This is a Passive skill and is always active. Whatever statement the Ragabash desires to make MUST be the truth. Truth is defined by what the Ragabash can prove or personally sees, hears or witnesses...unless the statement is a personal belief as stated above.
(In gameplay, it's advised that you have in-world, in-gameplay chat notes to back up the truth of your words.) If a statement cannot be backed up by the "truth," then the statement must be considered false and is not protected by this Gift. Not only is the Ragabash NOT protected by Impunity, but Cat will be severely displeased and take the gift away from the Ragabash. This means that the Ragabash (if they wish) will need to repurchase the gift once they have made a new level. It is assumed once they attain the next level that they have learned and grown from their mistake of bearing false statements and are ready to receive this gift again.
Description:
The Garou has the ability to open a Moon Bridge, with or without the permission of the totem of that Caern. Maximum distance the Moon Bridge can span is 1,000 miles.
System:
This Gift takes one turn to execute. While it requires no difficulty roll, it does require the Garou to expend 1 point of Gnosis. The Moon Bridge can only be used by the Garou who opens it. Once the Garou has completed his/her/their journey, the Moon Bridge will disappear. The Garou will need to reopen the Moon Bridge using this skill again in order to return.
Description:
This is a more instantaneous effect of Play Dead 1. Play Dead 2 allows the Ragabash to enlist his showmanship talents to really sell the fact that he was killed in battle. This is a premeditated act and must be done before any blows fall. The Ragabash creates the illusion that it was a fatal blow, falling upon the ground as a fresh corpse. For added pizzaz, the Garou may also shift to their natural form, be it human or wolf, writhe in pain, etc. This Gift is taught by an Opossum Spirit.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. This must be done before a battle or fight happens, and can be done in private with the Storyteller. This can be activated at any time during the scene.
Anyone who beats the Garou's roll (modified by their own Willpower bonuses will see that the fallen Garou is breathing and/or moving. The Ragabash may terminate the effects of the Gift at any time, but it takes a full turn once awakened to regain physical function and to stand. On the next turn they may attack, defend, flee, or perform any other action.
NOTE: You must have purchased Play Dead 1 before you can purchase Play Dead 2.
Description:
The Ragabash enjoy using riddles, quizzes and puzzles to distract and confuse their victims. Though they consider this a harmless prank, the Target of the Riddle will be compelled to noodle out the answer until they get it right, potentially driving them a little mad if they continue to fail. A spirit servant of Sphynx teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. To effectively use Riddle, the Player must create or find a riddle, question or puzzle. There must be a solid answer or solution that can be understood by most people.
The Player must confide the answer to a Storyteller or Admin to ensure all is fair. Once the Target has been presented with the challenge (be it riddle, puzzle or challenging question), they will be driven to distraction until he/she can solve it, suffering -5 on all other rolls they may need to make while under this onus. This will last for one full OOC week or until the puzzle is solved OR the Ragabash takes pity on their Target and gives them the answer.
Description:
Calm as a priest and confident as a saint, the Ragabash can take a blatant lie and convince the Pope himself that it’s nothing but the truth, so help him God! It’s all in the way you sell it...with a little help with this special Gift. This Gift is taught by a Blue Jay Spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. To see through the lie, the Target(s) must make their roll, MOD Subterfuge OR Awareness. Whichever is greater.
Description:
The Garou using this Gift is amazing to behold. Even when subjected to other powers, abilities or Gifts (such as Falling Touch), the Garou will not fall or be sent to a prone position. They may appear unbalanced or about to fall at any moment when struck or subjected to outside forces, but the Garou cannot be made to lose their footing. This Gift is taught by a Squirrel Spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. With that being said, the Garou can still be knocked back, take damage or be stunned but they will remain on their feet for the duration of the scene. It’s especially useful in fending off any attacks that cause the target to fall to a prone position and halving their Attack/Defense halved.
Description:
This fun Gift presents itself as an amazing trick of prestidigitation, allowing the Garou to cause an object to disappear, and then reappear in a new location. This can be done by taking an object and making it reappear in a new place, or taking an object from from one location and making it reappear in the Garou’s hand. This Gift is taught by a Pack Rat Spirit or a Crow Spirit.
System:
The Player must spend 2 points of Energy/Gnosis for each action and make a successful roll for each action. If the roll is successful, the player may make an object appear to teleport. The player must announce before they roll what the object is AND the object’s destination. This can only be used on inanimate items and can’t be used, for example, to remove a living person’s or animal’s internal organs and have them reappear on a table.
For Example: a Garou using this gift could make a diamond ring protected in a jewelry store’s glass case vanish from it’s velvet pillow and instantly reappear in her hand. Or take a document from a safe, then roll again (spending another 2 points of Gnosis) to try to replace it with a different document. The way this is done is the Garou entreats an Umbra Spirit to take the item, move it through the Umbra, and deposit it at the requested destination. Many Garou use this Gift to retrieve fetishes they have made and hidden.
While distance is not an issue, the physical size and weight of the item depends on how much the Garou is capable of physically carrying.
NOTE: A Botch roll (natural roll of 1-10) will have the Garou’s request appear more like a rude demand and insult the Umbra Spirits. For the next hour, the Garou can expect to have undesirable items cast on or thrown at him/her/them, such as garbage, excrement, dead birds, or any number of vile or disgusting things the spirits may have handy. (ST’s discretion.)
Description:
This awesome Gift is taught by a Cherry Blossom Flower Spirit, and allows the Ragabash to become as light as a flower petal when falling long distances. While not an entirely graceful way to fall with all the spinning and drifting in the breeze, it is a lot more fun than breaking your ass on a concrete sidewalk twenty stories below. It should also be noted that a strong breeze can blow you off course, so don't expect to flutter directly to the ground below you.
System:
This gift takes immediate effect when the Garou spends 2 points of Gnosis and makes a successful roll. The Garou can then float/fall to 20 stories. Fair warning, anyone witnessing you floating will know you are not human. This Gift can be activated during a scene, as you are falling or before you begin falling.
Description:
For anyone afraid of water or of drowning, this Gift comes as an immense relief for the Garou which renders him/her/them unsinkable for a short period of time. No matter how much the Garou is weighted down, he/she/they cannot sink or drown. The Garou is still able to swim (if they know how) or maneuver the best he/she/they can in whatever fluid they are now floating in, but no force can sink them. A Driftwood Spirit teaches this gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This takes one full turn to activate. For the next consecutive four turns, the Garou will be incapable of sinking in any fluid and cannot drown. No amount of weight attached to the Garou will cause him/her/them to sink. After four turns, the Garou will regain his/her/their natural buoyancy and be capable of sinking and/or drowning.
NOTE: This Gift can be activated multiple times, but the turns the Garou is unsinkable are not stackable.
Description:
The Garou has the ability to open a Moon Bridge, with or without the permission of the totem of that Caern, and allows the Garou to transport up to 5 other people with him. Maximum distance the Moon Bridge can span is 1,000 miles.
System:
This Gift takes one turn to execute. While it requires no difficulty roll, it does require the Garou to expend one point of Gnosis for himself, and for each person he wishes to take with him.
NOTE: The Player must have purchased Open Moon Bridge 1 before being able to purchase Open Moon Bridge 2.
Description:
A good liar can always sense a bad one. And he knows all the tricks of the trade to catch them in the act. These techniques enhanced by this special Gift goes a step further in compelling the guilty parties to identify themselves by making Freudian Slips while under questioning and revealing the very thing he or she wished to hide. This Gift is taught by a Fox Spirit and gives a +15 to Subterfuge.
System:
The Player must spends 2 points of Energy/Gnosis and make a successful roll. The Garou makes direct eye contact with the Target and then poses his/her/their questions. For the next four turns, a Target that is attempting to conceal the truth will be flustered, slip up and provide incriminating testimony, or unintentionally confess.
For Example: A Ragabash questions a cub regarding a girl the cub knows who is suspected of taking a valuable ring. While using this skill, the cub would be flustered even if she is adamant about not revealing any information. “What? No way! Caroline would never steal anything. She stopped doing that ages ago when she’d hide stuff she took in the attic of her grandmother’s house. I can’t believe you’re even suspecting her of such a thing. ” OR, maybe the Ragabash simply wants to know if a relationship between two people is truly over. “I totally don’t miss Joe. It’s over between us. The stuff he put me though? He’s my Sex...I mean my EX for a reason.”
Description:
Even the most highly skilled armies and troops can find the battlefield turned to chaos when visibility is obscured by fog or smoke that fills a 20x20 meter area. Such confusion can lead to allies firing on one another by mistaking them for enemies, or disorientation on which direction they are walking. It's easy to miss advancing foes, or mistake wisps of fog as an enemy. This Gift is taught by a Raven Spirit or an Air Elemental.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. To activate this Gift, the Ragabash must sing, howl or play an eerie song (bagpipes are famous for this). The Garou utilizing this gift is totally consumed by the song and cannot engage in combat, though they can defend. The Garou MUST successfully roll every turn to keep the song going, though no additional Energy/Gnosis points are required.
This effect only lasts for as long as the Ragabash successfully rolls every turn and can maintain their focus on the song. (Failing a defense roll and being struck WILL end the effects of this Gift.) If the roll fails or the Garou ceases the haunting noise, the fog will take one full turn to dissipate. The Garou may try again, or as many times as they wish, but they must expend another point of Gnosis to do so, and successfully make their roll.
Every turn, the Garou must roll successfully to keep the fog from dissipating. If the roll is successful, all foes within the 20x20 area must roll and beat the Garou's fog rolls (mod Alertness) or be disoriented. If the roll is failed, the foe's Attack/Def rolls are halved until the fog disappears. If the Foe's roll is a botch, the Foe will attack their nearest allies, mistaking them for an enemy.
Description:
Referred to as a biological blackout that interrupts the bio-electrical processes of living and undead bodies. When implemented, everyone within a room or a 10x10 meter area will be stunned and virtually unconscious for a period of time. They will simply cease what they are doing, remaining standing but eyes closed as if their power switch had been turned off. If the victim is attacked in any way, the trance is broken and the person will awaken and defend themselves.
As a mass-effect gift, the Ragabash may walk among the unresponsive victims without being seen, or take actions they otherwise would not be able to do in a room full of people. Should the Ragabash desire, they can gently pick up a victim and put him or her in the trunk of a car, or take them elsewhere. Or, simply leave the room unharassed. This Gift is taught by an Electric Eel Spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Vampires, Garou, imbued hunters or other supernatural creatures may make a roll to resist vs the Ragabash's roll (Mod Willpower) or succumb to the Gift's effects. Those effected will be incapacitated for one turn per each point of the Garou's Willpower.
Description:
Even the most highly skilled armies and troops can find the battlefield turned to chaos when visibility is obscured by fog or smoke that fills a 20x20 meter area. Such confusion can lead to allies firing on one another by mistaking them for enemies, or disorientation on which direction they are walking. It's easy to miss advancing foes, or mistake wisps of fog as an enemy. This Gift is taught by a Raven Spirit or an Air Elemental.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Ragabash must activate this gift by singing, howling or playing an eerie song (bagpipes are famous for this) and continue to spend 2 Points of Gnosis for each turn the Fog remains.
The Garou utilizing this gift is totally consumed by the song and cannot engage in combat, though he/she/they can defend if attacked. This effect only lasts for as long as the Ragabash expends 2 Points of Energy/Gnosis for every turn they wish to maintain their focus on the song. (Failing a defense roll and being struck WILL end the effects of this Gift as well.)
Each turn the Fog is in effect, all foes within the 20x20 area must roll and beat the Garou's fog roll (mod Alertness) or be disoriented. If the roll is failed, the foe's Attack/Def is halved. If the roll is a botch, the Foe will attack their nearest allies.
If the Garou runs out of Energy/Gnosis Points or ceases the haunting noise, the fog will take one full turn to dissipate.
Description:
A Ragabash who has learned this gift is a handy Garou to have around. Taught by a Raccoon Spirit, Open allows the Garou to unlock any physical latching device, such as padlocks, gates, lock boxes, etc. *Basically, anything that uses a key or combination is easily opened by the Garou.This skill gives a +15 bonus to Larceny rolls for the duration of the scene.
System:
The Player spends two Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Garou gains a +15 Larceny Bonus to opening locks.
*NOTE: If the Garou is a Ragabash Glass Walker, this Gift can be used to unlock electronic locks as well. Same Roll and Modifiers.
Description:
This powerful Gift allows a skilled Ragabash to steal any supernatural attack power (physical or mental), turning it into a Garou Gift. And even better, this Gift can be taught to other Garou as if the Ragabash was a spirit teacher, earning the Ragabash considerable renown for stealing a power and making it into a teachable gift.
As awesome as this Gift is, it is not without its downsides. Just like Prometheus did not benefit from giving fire to Man, so too does the Ragabash benefit very little given the risks required.
System:
Immediately after the Garou has been attacked with a particular skill or Gift, the Player must spend two Points of Energy/Gnosis and makes a successful roll. If the Target fails their roll to resist, the Garou will have learned the Target's Mental or Physical Attack Power.
This Attack Power can be another Garou's Gift that was used on the Ragabash, a Vampire's clan ability, or any other supernatural ability that was used to attack the Garou. The Garou must use this Gift on their next turn after being attacked. This requires a full turn and the Garou cannot attack or defend while attempting to learn the skill.
If the Player's roll is successful, the Garou will "steal" the skill. Once the scene is complete, and within 24 OOC hours, the Ragabash can take those experiences and fight the appropriate spirit to turn the power into a Garou Gift.
Any supernatural attack power can be stolen in this way, including Wyrm-tainted powers. This Gift is taught by a powerful Trickster Spirit or an Incarna Trickster, but only after beating it in battle.
NOTES:
Description:
The trickster Ragabash at this level is formidable indeed. When a power is used against the Ragabash OR their allies IN BATTLE, the Ragabash is capable of identifying and "borrowing" the attacking powers of others and using those skills against their foes.
System:
The Garou spends 10 points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, the Garou will have temporarily ripped that skill from their minds and the Target will be unable to use that skill/Gift for the duration of the scene. However, this takes a full turn for the Ragabash to do and he/she/they will be unable to attack or defend during this time.
This Gift cannot be used in any other circumstances other than in the heat of battle. The stolen powers can be Garou Gifts, Spirit Charms, Vampiric Disciplines, true Magic, or any other such power.
The borrowed power is available for the Ragabash to use for the full duration of the scene. After which, the knowledge is lost. This Gift is taught by a Magpie Spirit.
NOTES:
FOR EXAMPLE: A Ragabash successfully rolls 90, modified by his Willpower and Occult, and targets an enemy Vampire he has personally witnessed using the Presence skill Majesty against him or his allies. To wrench it from the Vampire's mind, the Vampire's Player must have failed to resist the skill being torn from their mind.
Description:
This is a rather powerful Gift taught by a Rabbit Spirit. When the Ragabash uses this ability, the Target is unable to utter a sound. The Target loses his/her/their train of thought, forget what it was they wanted to say, and spend the next 3 turns unable to collect their thoughts. This also gives them a -10 to DEF and makes them unable to attack.
System:
The Player spends 10 points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, they cannot attack for three full turns and suffer a -10 Mod to both their Physical and Mental Defense rolls. If the target Botches their roll, they remain this way throughout the entire scene.
NOTE: If the Ragabash Botches his/her/their roll, (a natural 1-10), the gift backfires and they are unable to speak or focus their thoughts for the duration of the scene.