top of page

Red Talon Gifts

Basic Gifts

 

Beast Speech

Challenge: Social vs. the animal

Retest: Animal Ken

Effect: You are able to speak with any sort of animal. If successful, you can speak not only to the target animal, but to all animals of the same type. This gift doesn't change their natures nor their reactions to the predatory nature of the Garou, nor does it force them to cooperate.

Duration: One Scene or Hour

 

Beastmind

Challenge: Social vs. target

Retest: Empathy

Effect: For a moment You bring out the animal in someone; all their higher thought functions are wiped away, and they must follow their most basic instincts.

Duration: One turn

​

Scent of Running Water

Activation Time: At will

Effect: Your scent is washed away from the world as if you had just stepped through a river. All challenges trying to track you by scent suffer two-Trait penalty. You produce no scent whilst this gift is active.

 

Sense of the Prey

Required: Knowledge of your target, you must have encountered this target at least once in person, the target is in the same realm as you

Challenge: Mental vs. target if they are actively hiding; automatic success if they're not.

Retest: Enigmas

Effect: If you're target is in the same realm as you (Earth, the Penumbra, a particular Umbral Realm, etc.), then you gain an unerring sense of which direction you must go to find them. You can move directly towards them as fast as you are able to travel.

 

Wolf at the Door

Required: A non-Garou target with whom you make eye contact

Challenge: Social vs. target (if the target is a kinfolk, mage, ghoul or other supernatural, they get a two-Trait bonus)

Retest: Primal Urge

Followup Cost: 0-5 Mental Traits

Effect: You insinuate a terror in your target that makes it difficult for them to set foot outside the house, let alone enter a wild place. For the duration, your target must make a Willpower challenge vs. your Gnosis or Social Traits (whichever is higher) to leave their home. They are at a two-Trait penalty to all Mental and Social challenges while away from home. Going anywhere near a forest requires the target to spend a point of Willpower.

Duration: One day, plus one per Mental Trait spent

 

​

​

​

​

​

​

Intermediate Gifts

 

Elemental Favor

Challenge: static Social vs. a nature spirit

Retest: Subterfuge

Effect: You compel a natural elemental to abandon its material form, destroying a particular object. A sheet of ice could shatter, a cliffside could crumble, a tree could die and drop its leaves, etc. The Storyteller adjudicates the specific effect, though it usually won't cause severe direct damage. (Although if you are standing beneath a crumbling cliffside, you might take some serious indirect damage.)

 

Howl of Death

Required: You must see the target and the target must hear you howl.

Frequency: Once per turn

Challenge: Social vs. target

Retest: Primal Urge

Effect: Your howl is so frightening that your target's organs literally rupture from terror. They take two levels of Lethal damage that bypasses armor.

 

Trackless Waste

Required: You know the territory where you're using this gift.

Initial Cost: One Gnosis

Challenge: static Mental vs. six Traits

Retest: Primal Urge

Followup Cost: 0-5 Mental Traits

Effect: You enchant a region against travel, making it impossible for those within to find their way. Within a two-mile radius (plus an additional two for each Mental Trait you spend), compasses point randomly, maps give bad directions and GPS signals are scrambled -- even landmarks seem to shift location. Travelers within the area get lost and stay lost. If Garou are in the area, they may win a Mental Challenge (retest Primal Urge) against you to find their way.

Duration: Four hours

 

Gorge

To Learn: You must learn this gift separately for each type of Trait you want to store (Rage, Gnosis or Willpower); you can only learn it once per type.

Effect: Just like you gorge on meat in the winter when you don't know if you'll get another meal, so too have you learned to gorge on spiritual power for dire situations. You may call on three additional Traits per night of one type you select when you learn the Gift -- Rage, Gnosis, or Willpower. You may refresh these spent Traits by normal means, but they do not add to your Trait totals in Challenges.

Duration: Always in effect

 

Quicksand

Initial Cost: One Gnosis

Challenge: Social vs. eight Traits

Retest: Primal Urge

Followup Cost: 0-5 Mental Traits

Effect: You liquify an area of ground, turning it into a viscous sludge that clings to the feet of everyone who moves through it -- except you. This affects a ten-foot radius of earth, plus an additional ten feet per Mental Trait you spent. In this area, standard combat movement becomes one step, combat challenges take a one-Trait penalty, and nobody can execute any combat maneuvers that require special movement. You, of course, are the exception, moving freely through the area and harrying your foes at no penalty.

Duration: One Scene


Recycle

Required: Touch a man-made substance

Challenge: Rage vs. difficulty based on complexity of material (6 for iron, 7 for plastic, 9 for complex metal alloys)

Retest: Primal Urge

Followup Cost: 0-5 Mental Traits

Effect: You accelerate the ravages of time on a man-made substance, decomposing it to its natural elements. Five pounds of material decomposes in this way, plus an additional five pounds for each Mental Trait you spent.

 

​

​

​

​

​

​

Advanced Gifts

 

Curse of Lycaon

Cost: One Gnosis

Challenge: Gnosis vs. target's Willpower

Retest: Primal Urge

Effect: You impose a powerful wolf-nature upon your target. Against a fellow Garou, this has the effect of forcing them into Lupus shape for a day. Against a human, this permanently transforms them into a wolf -- body, mind and spirit.

Duration: One day vs. Garou; permanently vs. humans

 

Gaia’s Vengeance

Cost: One Gnosis and one Rage (yes, this is an exception)

Challenge: static Social vs. the Gauntlet rating

Retest: Primal Urge

Effect: You unleash the wrath of the wilderness against your foes. Every natural feature in the area attacks the intruders in any way possible: trees drop heavy branches on them, sinkholes open beneath unwary feet, tides pull victims under, brambles entangle them, etc. The exact effects are up to the Storyteller.

Duration: Storyteller-determined

bottom of page