Red Talons

The keepers of the wild places.....mostly formed of Lupus Garou, the Talond despise anything to do with man or his machines seeing them as bringing only destruction to natures realm. their numbers in the wild are steadily diminishing, and their own hatred may push them to the brink.....

••• Gifts •••

• Beast Speech (Level One) - The Garou may speak to animals, from pigeons in the park to beavers at their dam or fish in the sea. This does not change their basic reactions - a hungry tiger is still hungry and may well attack. This Gift is taught by a Nature-spirit.

System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for each type of animal and for each encounter.

• Scent of Running Water (Level One) - The Garou can completely mask her scent, making herself virtually impossible to track. This Gift is taught by a Fox-spirit.

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.

Beastmind (Level Two) - The Garou can reduce the mental faculties of a target to those of an animal for a short time. This Gift is taught by an avatar of Griffin. System: The Garou rolls Manipulation + Empathy 'difficulty of the target's Willpower). The effect lasts for one turn per success.

•• Primal Instinct (Level Two) - The Red Talon can strip away the layers of humanity that cover up man's basic instincts. A human assaulted with this Gift finds himself behaving like a beast. Momentarily losing all civility, the human strips naked, runs through the streets, growls at threats and makes numerous, uninvited overtures toward members of the opposite sex. all thoughts of business meetings, color television and BMWs vanish in favor of the basic drives of survival.

Red Talons use whatever means necessary to force Ape-spirits to teach them this Gift.

System: The Red Talon must spend a Gnosis point and roll Manipulation + Animal Ken (difficulty equal to the target's Willpower). The number of successes indicates the extent to which the human target loses his humanity. One success causes a certain absent-mindedness and preoccupation with food and sex. Five successes, on the other hand, probably causes the raving target to be locked up and tranquilized.

•• Cull the Herd (Level Two) - A Red Talon using this Gift measures the vitality of her prey to plan her attack strategy effectively. During the Impergium, red Talons used this Gift to pick the weakest of the humans and destroy them. Occasionally, the Red Talons killed the strongest of the humans to remove them from the bredding pool. Today, the Gift continues to help Red Talons hunt and kill their prey. An avatar of Wolf teaches his children how to detect the easiest prey.

System: The Red Talon need only succeed on a Perception + Medicine roll (difficulty 7) to determine the general health and fitness of an individual. The Gift also works on animals and garou as well as humans. One success detects any injuries, whereas five successes would reveal the creature's entire physiology.

•• Sense of the Prey (Level Two ) - The character, if he knows anything about his prey, can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and is used to track spirits through the Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.

System: No roll is required unless the target is actively hiding, 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

••• Elemental Favor (Level Three) - By cajoling a nearby urban elemental, the Garou can get the elemental to perform one "favor" for her. This can include the manipulation or even destruction of the elemental's housing - thus the ground my explode, showering the Garou's enemy with rocks, water may rise up to swallow opponents, or the wind rise up to distort any nearby foes, etc. This Gift is taught by any urban elemental.

System: The Garou rolls Charisma + Subterfuge (difficulty of the elemental's Gnosis).

••• Trackless Waste (Level Three) - The Garou employing this Gift must have at least a rough familiarity with the terrain in a given area (have spent at least a week in the vicinity). The Garou may completely disrupt others' perceptions of that terrain's landmarks, etc. Humans and the like will automatically become lost (compasses won't work and maps will be misleading). Even Garou may become lost. This Gift is taught by any wilderness-oriented spirit.

System: The Garou spends one Gnosis point and rolls Intelligence + Primal-Urge (difficulty 6). Each success enables a two-mile radius to be affected. Other Garou must roll Perception + Primal-Urge (difficulty 6) and equal or exceed the Gift user's roll. The effect lasts for four hours.

•••• Recycle (Level Four) - Red Talons who possess this powerful Gift can destroy any man-made substance. Plastics, alloys and any other material not found in nature disintegrate with just a touch. Lawn chairs dissolve into oily puddles and steel melts into iron and carbon.

the Cockroach-spirit, which has witnessed the humans' secret creation rites, knows the Gifts that can dissolve almost anything.

System: The Garou must touch the material for the Gift to work. Only materials that science has manufactured are viable targets. For instance, a wooden chair would be unaffected, whereas a plastic chair would melt to the ground. the Garou then must roll her rage against a difficulty determined by the item's complexity. The difficulty ranges from iron (difficulty 6) and ordinary plastics (difficulty 7) to rare and complex metal alooys (difficulty 9). Every success reduces five pounds of the target material to its base components.

•••• Avalanche (Level Four) - The Garou must be in a mountainous or otherwise tectonically unstable area. The Garou causes an avalanche, mudslide, etc. to engulf his foes. This Gift is taught by an earth elemental.

System: The Garou spends one Gnosis point and rolls Manipulation + Survival (difficulty determined by the Storyteller based on the instability of the terrain). The more successes, the more powerful the effect. On a botch, the Garou is caught in the avalanche.

•••• Quicksand (Level Four) - The Garou can turn the local ground into a sticky mass that can catch foes and prevent them from moving easily. This Gift is taught by earth elementals.

System: The Garou spends a Gnosis point and rolls Manipulation + Primal-Urge (difficulty 7). Each success turns a 10-foot area of ground into a viscous, sticky substance. Anyone in the area save the Garou can only move at half walking speed, and no combat maneuvers requiring movement may be executed. Additionally, the difficulties for all attacks involving actions more complex than basic grappling are increased by one.

••••• Curse of Dionysis (Level Five) - The Garou may transform any human or Garou into a normal wolf. Garou will stay in this form for the duration of the scene; against humans, this effect is permanent. This Gift is taught by a Wolf-spirit.

System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the target's Willpower).

••••• Gaia's Vengeance (Level Five) - The Garou can cause the very features of the land to animate and attack intruders: branches will lash out, rocks will roll and smash, vines will trip, water will suck victims under, etc. This Gift is taught by an avatar of Gaia Herself.

System: The Garou spends one Gnosis point and one Rage point. He then rolls Charisma + Enigmas (difficulty of the area's Gauntlet) . The game effects are up to the Storyteller.

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