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Latest revision as of 17:26, 25 February 2024
Gaian Ragabash
Auspice Leaders
Name | Rite Name | Tribe | Breed | Gender | Rank | |
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George Andrews | Mocks the Dark | Silent Striders | Homid | Male | 5 | |
Tricksy Ragabash
Auspice Holdings
List your Ragabash-Only hangouts here
Ragabash NPCs of note
To be filled in
Ragabash Gifts
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Level One
Blur of the Milky Eye
Source: WW3801 - Werewolf: the Apocalypse Revised p. 137
Description: 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: The player rolls Manipulation + Stealth (difficulty 8). Although he doesn't become truly invisible, each success increases the difficulties of all Perception rolls made to detect him by one.
Hush
Source: WW3812 - Book of Auspices p. 32
Description: Though Ragabash are teachers, one thing they cant always teach is when to keep one's mouth shut. Maybe a brash Ahroun is about to say something unfortunate to anger 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 stop-gap; it makes the target fumble for words, lose his train of thought or become momentarily distracted. Besides keeping friends from saying stupid things, the Gift can also be used against insulting rivals or the fomori calling in reinforcements. Because of the bond between packmates, it is easier to use this Gift within the pack - after all, it's for the greater good, right? A Mockingbird spirit teaches this Gift.
System: The player rolls Wits + Subterfuge (difficulty is the target's Wits +4; for a packmate reduce the difficulty by one). Every success stalls the target for one turn, preventing the target from communicating verbally (although other forms of communication, such as sign language or writing, are still possible).
Open Seal
Source: WW3801 - Werewolf: the Apocalypse Revised p. 137
Description: With this Gift, the Garou can open nearly any sort of closed or locked physical device. A Raccoon Spirit teaches this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet rating).
Scent of Running Water
Source: WW3801 - Werewolf: the Apocalypse Revised p. 137
Description: The Garou can mask her scent completely, making herself virtually impossible to track. A Fox spirit teaches this Gift.
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. However, the Ragabash may still leave a scent behind if she decides to do so voluntarily (which may be necessary to blend in with wolf packs).
Level Two
Alter Scent
Source: WW3806 - Player's Guide to the Garou Revised, p. 186
Description: 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
Source: WW3801 - Werewolf: the Apocalypse Revised p. 137
Description: The Garou can become completely invisible to all senses, spirits, or monitoring devices by remaining still. A Chameleon spirit teaches this Gift.
System: The Garou's player rolls Dexterity + Stealth (difficulty 7). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character actively. If no one is doing so, then just one success indicates complete concealment.
Emergency Exit
Source: WW3111 - Umbra Revised p. 133
Description: 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: The player must spend a Willpower point and roll Perception + Survival (difficulty 8). 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.
Obscure the Truth
Source: WW3108 - Werewolf Player's Guide p. 36
Description: 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 the Garou. Then again, he might just say he's teaching you the Gift.
System: The 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.
Sense of the Prey
Source: WW3801 - Werewolf: the Apocalypse Revised p. 137, 143
Description: 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: No roll is required unless the target is hiding actively (intent alone is not enough), 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.
Slip of the Tongue
Source: WW3812 - Book of Auspices p. 33
Description: 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 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, I had 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: The Ragabash must engage the target in a conversation relating to the suspected crime or action. The player and target make a resisted Manipulation + Subterfuge roll, difficulty of the opponent's Willpower. 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.
Taking the Forgotten
Source: WW3801 - Werewolf: the Apocalypse Revised p. 137
Description: The Ragabash with this Gift can steal something from a target, and his victim will forget that she ever possessed the stolen item. A Mouse spirit teaches this Gift.
System: The player must score three successes on a Wits + Stealth roll (difficulty of the victim's Intelligence + Streetwise).
Trickster Beacon
Source: WW3812 - Book of Auspices p. 33
Description: Known as the "Kick Me Gift" by particularly irreverent New Moons, this places a spiritual beacon on the unwitting target, attracting the local trouble making 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: The Ragabash expends a point of Gnosis and touches the target (a pat on the back or handshake will do as well as a punch). The player rolls Wits + Enigmas (difficulty is the target's Rank +2; difficulty 5 for non-shapeshifters). The Gift effects last for one 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 from the die roll for each consecutive use of the Gift).
Level Three
Fly Feet
Source: WW3801 - Werewolf: the Apocalypse Revised p. 138
Description: Like an insect, the Garou can not cling to vertical surfaces. She can walk along walls or hang from a ceiling. This 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.
Gremlins
Source: WW3801 - Werewolf: the Apocalypse Revised p. 138
Description: The Ragabash can cause a technological device 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 sirit 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 device is damaged. Five successes disable a device permanently (the spirit has fled). Good roleplaying might certainly warrant one to three additional dice at the discretion of the Storyteller.
Difficulty | Device |
---|---|
4 | Computer |
6 | Phone |
8 | Automobile |
10 | Knife |
Impunity
Source: WW3812 - Book of Auspices p. 33
Description: One of the Ragabash's jobs is to voice uncomfortable truths. Unfortunately, not all tolerate that roll, and those who most need to hear the truth are often the 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 repercussions 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 additional +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 a Garou ate a policeman, but not if he failed to respect a Black Spiral Dancer'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.
Open Moon Bridge
Source: WW3801 - Werewolf: the Apocalypse Revised p. 138
Description: The Garou has the ability to open a moon bridge, with or without the permission of the totem of that caern. A Lune teaches this Gift.
System: The player spends one Gnosis point. See the Rite of the Opened Bridge (Werewolf Revised p. 158) for more information on opening moon bridges. The maximum distance that can thereby be covered is 1,000 miles.
Riddle
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3806 - Player's Guide to the Garou Revised, p. 186
Description: 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 to 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 +1 difficulty on 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 likely 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.
The Usual Suspects
Source: WW3812 - Book of Auspices p. 33
Description: 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 raging. 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 five 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 must "lose" one before acquiring another.
Level Four
Fog of War
Source: WW3854 - Fianna Tribebook Revised p. 71
Description: 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, and mistake a command to "advance" for a call to "retreat". This Gift is taught by a Raven or other trickster spirit.
System: The Garou sings, howls or plays an eerie song (bagpipes are popular), spends a Gnosis point and rolls Manipulation + Performance (difficulty 8). If successful, foes in hearing range must make a standard Perception roll every turn to be fully aware of what's happening around them. They lose one success on this roll for every success rolled by the player; if the end result is negative successes, it counts as a botch. Zero successes on Perception indicates confusion, while on a botch the character critically misinterprets what she sees. The Gift lasts as long as the song or howl continues, but the singer must concentrate on the song (and thus cannot engage on combat or other strenuous activity).
Luna's Blessing
Source: WW3801 - Werewolf: the Apocalypse Revised p. 138
Description: When the moon is visible in the night sky, silver refuses 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. A Lune teaches this Gift.
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 bashing or lethal damage (depending on whether the silver is part of an edge weapon or not), but only when the moon is in a visible phase above the horizon. Therefore, the Garou is still vulnerable during a new moon.
Madness Season
Source: WW3812 - Book of Auspices p. 34
Description: 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: The player expends one Gnosis point and makes a resisted Manipulation + Subterfuge roll against the target's Willpower. One success causes the victim to become gibbering and helpless in a fit of madness for a number of turns equal to the Ragabash's Gnosis rating; three successes causes the madness to last the remainder of the scene. With Storyteller's discretion, four or more successes may render the victim incoherent for a longer period of time.
Whelp Body
Source: WW3801 - Werewolf: the Apocalypse Revised p. 138
Description: 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: The player spends one Gnosis point and rolls Gnosis, and the target resists with his own Gnosis roll. The Garou's difficulty is the opponent's Willpower, while her victim's difficulty is the Ragabash's Gnosis. (Victims without Gnosis roll Stamina without any adjustments for supernatural powers or the like.) 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 ever against a given opponent.
Level Five
Blank
Source: WW3806 - Player's Guide to the Garou Revised p. 186
Description: "Consider it a bio-electrical blackout." That's how Pat O'Reidy described the 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 lying down to begin with) but eyes close, senses go dead, and nobody moves. Meanwhile, the Ragabash can move about without being seem 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 unconcious wont work. But you could certainly pick someone up, put him in a 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.
Thieving Talons of the Magpie
Source: WW3801 - Werewolf: the Apocalypse Revised p. 138
Description: 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: The player must gain three successes on a Wits + Stealth roll (difficulty of the Target's Willpower). If successful, 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.
Thousand Forms
Source: WW3801 - Werewolf: the Apocalypse Revised p. 138
Description: 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 special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!) but she may take the form of mytical beasts with some extra effort.
System: The player 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 equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 9. Mimicking a mythical animal is always difficulty 10.
Turn the Moon
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3812 - Book of Auspices p. 34
Description: This Gift essentially makes a werewolf "walk a mile in someone else's shoes". For a short period of time, the New Moon can chance the Auspice of another werewolf to whatever she deems appropriate. Any spirit of Luna can teach this Gift.
System: The Ragabash spends a Willpower point, and the player rolls Manipulation + Primal Urge. For each success, the target must 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, gains or loses enough temporary Rage points to bring him to the base minimum for the appropriate Auspice, 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 role playing). 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
Source: WW3600 - Werewolf: the Apocalypse (2nd Edition) p. 119
Description: 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: 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).
Weakest Link
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3812 - Book of Auspices p. 34
Description: 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 best help or harm them. Armed with this knowledge, the Ragabash can guide his own pack in attacking foes or use his own peculiar brand of wisdom to facilitate peace and healing. Any Weaver spirit can teach this Gift.
System: After spending a Willpower point, the player rolls Perception + Enigmas. With each success above one, he can find out crucial information on two packmembers per success. For example, with two successes, he can target two packmembers; with three he can learn about four packmembers. The Storyteller should word things in a descriptive way; she needn't give specific rank or Auspice, for example, but might point out who's leader and who's following. Moreover, this Gift can clue in a Ragabash on specific fears or phobias he can best use to his advantage. At the Storyteller's discretion, he might also discern the ranking of pack members, who has the most Rage and Gnosis, and possibly certain Merits or Flaws. Storytellers should be generous, as this a rare and powerful Gift.
Planetary Gifts
Lu-Bat, The Peaceful Counselor, Celestine of Saturn
Favored Tribe: Children of Gaia
Favored Auspice: Ragabash
Also known as: Cronos, Ptah, Bran, Balder, Thoth, Pah
Source: WW3110 - Rage Across the Heavens, p. 71
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Gifts listed in Red are NOT YET APPROVED FOR USE ON CITY OF HOPE.
Level One
Sense Limits
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3110 - Rage Across the Heavens, p. 122
Description: The Garou can determine 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 either 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 tell that a vampire has little power but may not realize 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 roll Perception + Occult (difficulty 8). Each success enables the character to determine the general levels of Rage, Gnosis and Willpower for one targeted 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 has used most of his Rage but still has a lot of Willpower and Gnosis left." or "The mage has plenty of magical energy left within her.") a failure means that the character learns nothing about her target while a botch gives her erroneous information.
Level Two
Peace of the Counselor
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3110 - Rage Across the Heavens, p. 122
Description: This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Though it does not preclude further hostilities from erupting at a later time, the Gift creates an atmosphere of temporary truce 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 combantants 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 extend the Gift to an entire scene. No successes means that the Gift has no effect on the situation, while a botch causes an escalation of force and frequently draws the character attempting to use the Gift into the heart of the battle.
Level Three
Pall of Despair
Source: WW3110 - Rage Across the Heavens, p. 122
Description: This Gift inflicts a wave of despair upon a targeted 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 target'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 Werewolf Player's Guide.) The effects of this Gift last for one scene.
Level Four
Harmonious Slumber
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3110 - Rage Across the Heavens, p. 122
Description: This Gift enables the Garou to create a perfect environment for sleep even in the most difficult 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 the 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 the full benefits.
Level Five
Burden of Knowledge
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3110 - Rage Across the Heavens, p. 122
Description: 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 effects 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 her 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 correct her failings, an impulse to kill herself out of shame and despair, or some course of action 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.
Wyrmish Ragabash
Auspice Leaders
Name | Rite Name | Tribe | Breed | Gender | Rank | |
---|---|---|---|---|---|---|
Eris Valentine | Devildolly | Black Spiral Dancer | Homid | Female | 5 |
Devilish Ragabash
Auspice Holdings
Detail your Evil-Ragabash-Only hangouts here
Wyrmish Ragabash NPCs of note
To be filled in
Wyrm-Only Ragabash Gifts
- Black Spiral Ragabash can access the usual list of Ragabash Gifts located above, but also have access to the following Restricted Gifts:
Level 3
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Level Three
Touch of the Eel (Level Three)
Source: WW3109 - Book of the Wyrm Second Edition, p. 106
Description: The Black Spiral Ragabash releases a current of electricity through conductive materials nearby. If he is touched in any way during the use of this talent, the assailant receives an even greater shock.
Only a Ragabash has the patience and deviance to learn this Gift. With the assistance of a servitor of its Bane-Totem, the Black Spiral must capture an Electricity Elemental. In most urban environments, this may take several hours. The dancer then torments, taunts, and tortures the spirit until it offers him this Gift. Alternatively, the Ragabash might have to survive a Dance of Endurance involving electricity.
System: The Gift burns one point of Rage. The resultant charge can carry up to 30 yards if transmitted through the proper conductor. At a distance, it does three dice of damage (difficulty 7 to soak); by touch, it does four dice.
Pages in category "Ragabash"
The following 76 pages are in this category, out of 76 total.