Werewolf the Apocalypse information source

Rank 3 Ragabash Gifts

A list of all Rank 3 Ragabash Auspice Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Ragabash Gifts of all ranks, see All Ragabash Gifts.

Fly Feet

Rank 3 Ragabash Gift

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 roll. The difficulty 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.

Source: Player’s Guide Second Edition.


Impunity

Rank 3 Ragabash Gift

One of the Ragabash’s jobs is to voice uncomfortable truths. Unfortunately, not all tolerate that role, and those who most need to hear the truth are often least willing to listen. No Moons must be quick on their feet to avoid a furious elder who’s been called on the carpet by a subordinate. With this Gift, the Garou may tell a respected leader he screwed up without becoming the dead messenger. The Gift is taught by a cat-spirit.

System: By succeeding in a Charisma + Subterfuge roll (difficulty 6), the Ragabash can avoid the worst reprecussions of his statements. The target(s) must make a Willpower roll (difficulty 6 plus the No Moon’s successes) to punish or attack the speaker for the rest of the scene. Each attempted use of this Gift in the span of a lunar month adds an additonal +1 to the No Moon’s difficulty. Note that whatever the Ragabash says must be clearly and completely true from the user’s point of view — no prevarication or double entendres are possible. For example, “Your nephew broke the Litany” would work if said Garou ate a policeman, but not if he failed to respect a Black Spiral’s territory. (Though a simple opinion, such as “You’re being an idiot,” is  acceptable if heartfelt). The Storyteller is the final arbiter. If the Ragabash attempts to misuse this impressive Gift, not only will he not realize it didn’t work until after he speaks, but Cat will make her displeasure evident.

Source: Book of Auspices


Riddle

Rank 3 Ragabash Gift

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.

Source: Players’ Guide to Garou (revised)


Open Moon Bridge

Rank 3 Ragabash Gift

The Garou has the ability to open a moon bridge, with or without the premission of the totem of that caern. A Lune teaches this Gift.

System: The player spends on Gnosis point. See the Rite of the Opened Bridge for more information on opening moon bridges. The maximum distance that can thereby be covered is 1,000 miles.

Source: Core book revised.


Gremlins

Rank 3 Ragabash Gift

The Ragabash can cause a technological device to malfunction merely by touching it. This Gift actually disrupts the spirit energy within the device that aids its function. If the Garou can frighten the spirit sufficiently, it will flee the device, causing it to malfunction permanently. A Gremlin teaches this Gift.

System: The player rolls Manipulation + Intimidation; the difficulty is determined by the complexity of the item. The more successes the Garou obtains, the more the deice is damaged. Five successes disable the device permanently (the spirit has fled). Good roleplaying might certainly warrant one to three additional dice at the discretion of the Storyteller.

Device
Computer
Phone
Automobile
Knife
Difficulty
4
6
8
10

Source: Core book revised.


Liar’s Craft

Rank 3 Ragabash Gift

The Ragabash can tell the most outrageous of lies and have them accepted as truth — for a while, at least. This Gift is taught by a fox-spirit.

System: The character first tells his lie, then the player rolls Wits + Subterfuge (difficulty of the target’s Wits + Subterfuge, or the highest rating in a group of listeners). One success convinces a single individual, while three successes are needed to dupe a crowd. Since the roll is made after the lie is told, this Gift always carries some element of risk.

Source: 20th Anniversary Edition


The Usual Suspects

Rank 3 Ragabash Gift

The wary Ragabash often wants to keep tabs on others, whether to know the location of a wandering cub or trail a suspicious government agent. The Usual Suspects allows the user to know the general whereabouts of several subjects at any time. Owl-spirits or urban spirits of Wisdom teach this Gift.

System: The Ragabash can keep tabs on a number of individuals equal to her Gnosis rating. To choose a target, the New Moon must either have an unobstructed view or have a strong scent trail of the target and make a Gnosis roll (difficulty 7). Thereafter, by spending a Gnosis point and concentrating for three turns (the player rolls Perception + Enigmas, difficulty 8 for physical beings or Gnosis rating for spirits) the Ragabash can sense the general location of the target. Successes increase accuracy; one success would give “Southwest, a mile or two away,” while give would allow “South-southwest, 1.3 miles, on the porch of his house.” If the Garou already has a maximum number of targets saved, she muse “lose” one before acquiring another.

Source: Book of Auspices


Pathfinder

Rank 3 Ragabash Gift

The werewolf can strike implausible trails through pristine wilderness and the urban jungle alike, locating the fastest and shortest routes from one place to another. A crow-spirit teaches this Gift.

System: The player rolls Perception + Survival (for wilderness) or Streetwise (for urban environments) against difficulty 7. The number of successes equals the quality of the path she blazes and how much she decreases her travel time. Every success reduces travel time by approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to track the werewolf increase by two when this Gift is active; this decrease is cumulative with other similar effects, such as Scent of Running Water.

Source: 20th Anniversary Edition


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