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Classification: Union // Open Ref werewolf/power/gift/auspice-gifts

Auspice Gifts

Gift · Werewolf

Werewolf
Cost
1 Gnosis, 1 Willpower
Roll
Manipulation + Subterfuge
Duration
the scene

Ragabash

• Disguise Fetish (Level One) — Werewolves covet one another's treasures as much as anyone else. The clever Ragabash can hide the true nature of his fetishes to deflect curious eyes. A raven-spirit teaches this Gift.

System

The player rolls Manipulation + Subterfuge (dif­ ficulty 6) to create the illusion that one fetish or talen carried or touched by the character is just a mundane object. Klaives look like ordinary steel daggers, Jarlhammers seem much smaller than they are, and any glyphs or precious stones that ornament the fetish appear as cheap decorations. Gifts and other supernatural powers that could sense the nature of the fetish must overcome the number of successes rolled by the Ragabash's player to accurately identify the object as some­ thing extraordinary. The illusion ends if the fetish is used in its intended fashion. Otherwise, the effect lasts for the scene.

• Petal Float (Level Two) — The Ragabash becomes light as a flower petal when falling long distances, spinning, and drifting in the breeze. A Glade Child or flower-spirit teaches this Gift.

System

The player rolls Dexterity + Athletics (diffi­ culty 6). Each success reduces the effective distance of the werewolf's fall by 10 feet (3 meters). If high wind is a factor, it can blow him off course, at the Storyteller's discretion.

• Play Dead (Level Two) — The Garou are loath to let a foe claim victory, but in these fallen times, living to fight another day can trump the satisfaction of refusing to surren­ der. The Ragabash can “play possum” and appear dead to all witnesses. Unsurprisingly, an opossum-spirit teaches this Gift.

System

The player rolls Stamina + Subterfuge (difficulty 5) and the Garou spends an action shutting down his body. He appears completely dead for one minute per success. He

has no discernible pulse, doesn't appear to breathe, and smells like a corpse that has been rotting for several days. His muscles stiffen and he may, if he chooses, revert to breed form as part of this action. If the player spends a point of Gnosis when activating this Gift, the Ragabash can instead use it reflexively when hit with an attack to produce the illusion that it has killed him. In this case, he appears as a fresh corpse instead.

• Terrain Shift (Level Three) — Nature accepts the Raga­ bash as an ally, and views his pursuers as enemies. Earth and stone move aside to create tunnels or footholds to climb, foliage gathers behind him impassably, and rivers create dry spots for him to cross. A Glade Child or earth elemental teaches this Gift.

System

The player spends one Gnosis point, and one feature of the terrain in the werewolf's immediate vicinity shifts to either allow him passage where there should be none, or deny passage to anyone pursuing him. These shifts are minor and localized, limited to an area of up to ; he couldn't build a bridge to cross the Grand Canyon this way. If he wishes to create a feature where one didn't exist, such as an earth bridge or tunnel, and then make it vanish behind him, he must activate the Gift twice.

• Misdirection (Level Four) — Like a stage magician, the Ragabash combines a steady stream of words with expert sleight of hand to capture his target's attention fully. He can perform the most egregious acts of larceny or violence right under the nose of the unwitting witness. An avatar of Coyote teaches this Gift.

System

The player spends one Willpower point when making a roll to Fast-Talk a target (W20, p. 279). For each success, the Garou may take one action that goes completely unnoticed by the target if successful, such as stealing the glasses right off the target's face, or even killing someone behind his back. Any evidence he doesn't manage to hide before the effect wears off remains, though. The Ragabash may also use this Gift to turn a botch on a Fast-Talk roll into a mere failure, buying himself the chance to try some other underhanded tactic.

Theurge

• Hear the Silence (Level One) — In tune with all things hidden, the Theurge can hear the tell-tale whispers of secret-spirits whenever someone nearby bears the burden of hidden knowledge. A crow- or raven-spirit teaches this Gift.

System

The player spends one Gnosis point, and the werewolf becomes aware of anyone in her immediate vicinity with an important secret weighing on his mind, hidden either from her specifically or from the world at large. The importance of the secret depends on how it's perceived by the one who keeps it. The Theurge gains no insight into the nature of the secrets; she only knows who keeps them.

• Eyes of the Lynx (Level Two) — Lynx-spirits, em­ bodying the Umbral ideal of their earthly counterparts' powerful eyesight, can see even beyond physical obstacles. Theurges who learn this Gift can peer through walls or beneath the earth. A lynx-spirit teaches this Gift.

System

The player rolls Perception + Alertness (difficul­ ty 6). For the rest of the scene, the Garou can see through solid objects, up to a number of yards of material equal to the successes on the roll.

• Blood Life (Level Two) — Many things reside in the blood, both mundane and mystical. Heritage, power, magical connections, and life-giving nutrients all pulse through the veins of living creatures, encompassing their life experiences. The Theurge can gain insight from these experiences by tasting the blood of her prey. An insect-spirit teaches this Gift.

System

The player spends one Gnosis point when the werewolf succeeds at a bite attack against a target that has blood running through its veins, and deals at least one level of damage. She experiences a brief vision that replays a memory from the target's past. It could be one of great mystical import or significant relevance to the current situation, or one that had a marked personal effect on the target. The Storyteller or the target's player chooses the memory, but it should be one that gives the Theurge some insight into her foe (or ally). At the Storyteller's discretion, the Garou gains between one and five bonus dice on the next roll her player makes for an action that's relevant to the experience, depending on its intensity and pertinence. This Gift only works on living creatures, although the Theurge may pick up fragments of distant memory from a vampire's victims if she uses this Gift to bite it.

See also 11

Abilities & Attributes

Bestiary

Gifts

  • Silence werewolf/power/gift/silence
Referenced by 4

Gifts

Tribes & Fera

  • Mokolé werewolf/faction/fera/mokole
  • Ratkin werewolf/faction/fera/ratkin
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