Man With No Name
Gift
Unorganized
Description
This roamer’s Gift lets the Ragabash move through town without leaving a mark on the townsfolk’s memories. People forget her name and appearance after she moves on. She becomes a figure of rumor and hearsay, which may even make her seem larger than life. A wind-spirit teaches this Gift.
System: The player rolls Charisma, Manipulation or Appearance + Enigmas (difficulty is the victim’s Intelligence + Alertness; when used to affect a group, the highest Intelligence + Alertness sum among the group applies). The difficulty is increased by one if the character has visible Battle Scars. Success indicates how much the group can remember about the character once she’s out of sight. One success means that the people that the character meets have difficulty remembering specifics about the character’s appearance – they’ll remember perceived gender, rough assumed age (within a decade or so), and whether the character was an adult or a child, but have difficulty remembering her exact name or appearance. With three successes, they don’t remember her name, where she came from, or where she went. With five successes, they don’t remember her at all. An affected person may recall the Garou by spending a Willpower point, but even that memory fades after a day.
System: The player rolls Charisma, Manipulation or Appearance + Enigmas (difficulty is the victim’s Intelligence + Alertness; when used to affect a group, the highest Intelligence + Alertness sum among the group applies). The difficulty is increased by one if the character has visible Battle Scars. Success indicates how much the group can remember about the character once she’s out of sight. One success means that the people that the character meets have difficulty remembering specifics about the character’s appearance – they’ll remember perceived gender, rough assumed age (within a decade or so), and whether the character was an adult or a child, but have difficulty remembering her exact name or appearance. With three successes, they don’t remember her name, where she came from, or where she went. With five successes, they don’t remember her at all. An affected person may recall the Garou by spending a Willpower point, but even that memory fades after a day.