Nocturne V.2
A World of Darkness Sim
WEREWOLVES
The Warriors Of Gaia
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RAGABASH GIFTS
Color Key:
RAGE GIFTS (Glory)
NON POWERED GIFTS (Honor)
GNOSIS GIFTS (Wisdom)​
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RANK 1
Scent of Running Water
Rank 1 Ragabash / Red Talon Gift
The Garou can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.
System:
Passive
The normal tracking by scent roll (Wits + Perception, Difficulty 16) goes up by 2, becoming Difficulty 18.
Infectious Laughter
Rank 1 Ragabash Gift
Laughter is the tool with which Gaia’s tricksters promote enlightenment and the knife that slashes through the veil of Rage. When the Ragabash laughs, those around her are compelled to follow along, forgetting their grievances. A coyote- or hyena-spirit teaches this Gift.
System:
Resisted Action
The Ragabash must make some comment mocking the present situation in which she finds herself, then laugh at it.
Roll Resolve + Composure vs Resolve + Composure
Duration: 1 turn per success
This is broken if someone starts combat, however those that are laughing may not start combat themselves.
Blur of the Milky Eye
Rank 1 Ragabash Gift
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. A chameleon-spirit teaches this Gift.
System:
Passive
Adds +1 to Stealth rolls.
Liar’s Face
Rank 1 Ragabash Gift
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:
Resisted Action
Cost 1 Gnosis
Roll Manipulation + Persuasion vs Wits + Empathy
This Gift causing others to believe the Ragabash is lying.
Hush
Rank 1 Ragabash Gift
Though Ragabash are teachers, one thing they can’t always teach is when to keep one’s mouth shut. Maybe a brash Ahroun is about to say something unfortunate to a bigger Ahroun, or perhaps a talkative cub is about to reveal too much about what she knows. In such situations, this Gift acts as a temporary stopgap; it makes the target fumble for words, lose his train of thought or become momentarily distracted. Beside keeping friends from saying stupid things, the Gift can also be used against insulting rivals or the fomori calling in reinforcements. A mockingbird-spirit teaches this Gift.
System:
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
Duration: 1 turn per success
Preventing the target from communicating verbally (although other forms of communications, such as sign language or writing, are still possible.
Open Seal
Rank 1 Ragabash Gift
With this Gift, the Garou can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift.
System:
Normal Action
Cost 1 Gnosis
Roll Gnosis, Difficulty Gauntet Rating
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RANK 2
Sense of the Prey / Pulse of the Prey
Rank 2 Ragabash / Black Furies / Red Talon / Silent Striders / Get of Fenris Gift
If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.
System:
Resisted Action
Roll Perception + Wits, Difficulty 16
Add +2 to that roll
Blissful Ignorance
Rank 2 Ragabash / Bone Gnawers / Silent Strider Gift
The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.
System:
Free Action
Costs 1 Gnosis
+2 to Stealth Rolls.
Trickster Beacon
Rank 2 Ragabash Gift
Known as the “Kick Me Gift” by particularly irreverent New Moons, this places a spiritual beacon on the unwitting target, attracting the local troublemaking spirits. While potentially lethal pranks are off limits, anything else is fair game: items are moved or lost temporarily, the target is surrounded by jeering spirits in the Umbra or momentarily loses his way in familiar territory. The beacon cannot be removed or hidden (and the target can never see it although all spirits and perceptive Garou can), but an eloquent and lucky victim may be able to “buy off” the spirits with the appropriate chiminage. This Gift is taught by any trickster spirit.
System:
Resisted Action
Costs 1 Gnosis
Roll Resolve + Composure vs Resolve + Composure
Duration: 1 day per success
A botch marks the Ragabash instead (the unfortunate must roll against himself to determine how long the plague of spirits lasts, and a botch on the second roll means a full lunar month). Even spirits agree there is such a thing as carrying a prank too far. A Ragabash who uses this Gift more than once per lunar month or against a given individual more than once per season risks becoming the target of the spirits’ attention (subtract one success form the die roll for each consecutive use of the Gift.
Obscure the Truth
Rank 2 Ragabash Gift
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. The ever-deceptive fox-spirit might teach this Gift to a Garou. Then again, he might just say he’s teaching you the Gift.
System:
Free Action
Costs 1 Gnosis
+3 to Manipulation rolls.
Slip of the Tongue
Rank 2 Ragabash Gift
Sensing the truth is the purview of the Half Moon, but the trickster is adept at obtaining admissions of guilt, however accidental. By engaging in a conversation (heated or otherwise), the user of this Gift can make the target accidentally remark on what she wished to hide (“of course I had everything to do with his death… I mean, nothing to do with it!” or “The necklace isn’t here, search all you like, but don’t bother with the study, that’s so obvious!”) The slip may only arouse already suspicious minds, but it may fluster the target enough to cause some more tangible admission of guilt, like a confession or an attack. This Gift is taught by a Gaffling of Falcon or by any truth spirit.
System:
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
One success allows a subtle slip only noticeable to the already suspicious, while five results in the spilling of damning information no judge could discount.
Emergency Exit
Rank 2 Ragabash Gift
Sometimes things go sour, and the most important thing a pack can know is the way to the nearest exit. This Gift allows a Ragabash to smell out the nearest exit from a realm or enclosed space; obviously, it’s at its greatest use in hostile and unfamiliar Umbral territory. Rat-spirits teach this Gift.
System:
Normal Action
Costs 1 Gnosis
Roll Perception + Wits, Difficulty 16
One success indicates general direction; the more successes, the more information the Ragabash receives. This Gift doesn’t point to the safest exit out — the exit may be guarded, or lead somewhere worse than the Ragabash’s current surroundings — only the closest.
Alter Scent
Rank 2 Ragabash Gift
he Garou can change his scent trail to evade a hunter of 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:
Normal Action
Roll Wits + Primal Urge, Difficulty 12
Those that try to track garou (Wits + Perception, Difficulty 16 roll) add +2 to their difficulty, turning it Difficulty 18.
Jam Technology
Rank 2 Homid Gift / Ragabash / Glass Walker Gift
The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin — a type of Wyld-spirit that enjoys breaking things — teaches this Gift
System:
Normal Action
Costs 1 Gnosis point
Roll Manipulation + Crafts.
The difficulty of the roll is based on the following chart:
Device Difficulty
Computer 10
Phone 14
Automobile 16
Gun 18
Blade 20
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DURATION: 1 round per success
Range 20 meters.
The werewolf may choose the level of complexity she inteds to “jam.” All technological devices (i.e., any devices shaped from fabricated materials like metal or plastic) of that complexity within 20 meters cease functioning for one turn per success. The devices remain unchanged but inert. Knives won’t cut, gunpowder won’t ignite, gears won’t turn and so on. Magically enhanced weapons have some degree of immunity to this gift.
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RANK 3
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:
Free Action
Costs 1 Gnosis
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:
Resisted Action
Roll Manipulation + Persuasion vs Wits + Empathy
Ragabash can avoid the worst reprecussions of his statements. 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).
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:
Resisted Action
Costs 1 Gnosis
Roll Manipulation + Persuasion vs Wits + Empathy
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. From then on, the victim will be driven to distraction by the riddle and until he can solve it, he suffers a -1 penalty to all rolls.
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:
Normal Action
Costs 1 Gnosis
Roll Gnosis, Difficulty 12
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.
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:
Resisted Action
Roll Manipulation + Persuasion vs Wits + Empathy
This Gift always carries some element of risk.
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:
Normal Action
Costs 1 Gnosis
Roll Gnosis, Difficulty 14
The Ragabash can keep tabs on maximum of 3 individuals. 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.
RANK 4
Fog of War
Rank 4 Fianna / Ragabash Gift / Galliard Gift
No matter how disciplined the army and ordered the plan, a battlefield is chaos. Smoke, noise, hidden enemies and fear can all lead to disorganization. Even in the modern age, mistaken identity leads to “friendly fire” casualties. This Gift exacerbates this problem to often devastating effect. A commander might not see advancing foes, or see foes that aren’t there; a team may fire upon allies, or mistake a command to “advance” for a call to “retreat.” This Gift is taught by a raven- or other trickster-spirit.
System:
Extended Action
Costs 2 Gnosis
Roll Manipulation + Performance vs Wits + Perception each turn
Zero successes on a resisting indicates confusion, which leads to a player not taking any action except defensive ones.
While on a botch the character critically misinterprets what she sees and may attack allies.
The Gift lasts as long as the song or howl continues, but the singer must concentrate on the song (and thus cannot engage in combat or other strenuous activity).
Madness Season
Rank 4 Ragabash Gift
A fine line often exists between madcap humor and the precipice of insanity. The New Moon’s understanding of this boundary enables her to send enemies teetering off the brink into lunacy. While this Gift does no lasting harm to the victim, it can make him an object of ridicule and scorn… and grant a measure of respect to the Ragabash who uses it. Any spirit of Luna can teach this Gift.
System:
Resisted Action
Costs 1 Gnosis
Roll Resolve + Composure vs Resolve + Composure
Duration: A day
Reduces the victim to become gibbering and helpless in a fit of madness.
Luna’s Blessing
Rank 4 Ragabash Gift
When the moon is visible in the night sky, silver refuses to cause the Garou aggravated wounds. Indeed, if the moon waxes fulll. A Lune teaches this Gift.
System:
Passive
When the Moon is visible in the sky.
The Garou takes no extra damage from silver.
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Umbral Dodge
Rank 4 Ragabash Gift
The Ragabash finds that the best way to deal with an enemy is to send him far away — perhaps to a place where he’ll learn the folly of his ways. She may tear open a hole in the Gauntlet while dodging an enemy’s attack, sending them to the land of spirits. A trapdoor spider-spirit teaches this Gift.
System:
Free Action
Costs 1 Gnosis
Add +5 to dodge for a turn.
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Whelp Body
Rank 4 Ragabash Gift
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. Either a pain-spirit or a spirit of disease teaches this Gift.
System:
Resisted Action
Costs 1 Gnosis
Roll Gnosis vs Stamina
Duration: 1 Day
Each success scored by the Ragabash allows him to remove one level from any of the victim’s Physical Stats (max 5).
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RANK 5
Blank
Rank 5 Ragabash Gift
“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:
Resisted Action
Gain 2 Rage
Roll Gnosis vs Resolve
Each success “blanks” a person in a room for one turn.
Thieving Talons of the Magpie
Rank 5 Ragabash Gift
The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit Charms, vampiric Disciplines, True Magic or any other such power. Naturally, a magpie-spirit teaches this Gift.
System:
Resisted Action
Costs 1 Gnosis per turn
Roll Resolve + Composure vs Resolve + Composure, plus score at least 3 successes
If at least 3 success is achieved, the Ragabash can use the specified power (and the victim cannot) for each successive turn she is willing to spend a Gnosis point. The werewolf’s Gnosis is substituted for any Traits exclusive to the victim that might be necessary to work the power, such as a vampire’s blood pool or a mage’s Arete. The Ragabash must know something about his target’s powers, and he must target a power in the terms by which he would understand it.
Turn the Moon
Rank 5 Ragabash Gift
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.
System:
Normal Action
Costs 1 Gnosis
Roll Manipulation + Primal Urge, Difficulty 14
Duration: 1 day per success
For each success, the target can spend a day in his new auspice. The Ragabash can end the effects of the Gift earlier, if she so chooses. The target loses access to specific auspice Gifts and suddenly finds his thinking influenced by the duties of the new auspice. For example, if the Ragabash changes an Ahroun into a Philodox, he’ll start trying to lead by example, feel an urge to settle disputes and try to bring things around him into balance (an opportunity for some fun and creative roleplaying). 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.
Violation
Rank 5 Ragabash Gift
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.
System:
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
For the next turn, and for a number of turns equal to the number of successes, the victim cannot gain Rage or spend Gnosis. Additionally, the victim gets a -2 penalty to Resolve rolls.
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