Red
Talons: Comprised entirely of Lupus, the Red Talons think that the best way to save
Gaia is to destroy the cancer - the humans - once and for all.
Initial Willpower: 3
Backgrounds: No Allies, Contacts, Kinfolk (Except Wolf), or Resources.
Beginning Gifts: Beast Speech, Scent of Running Water
Totem: Griffin
The keepers of the wild places... mostly formed of
Lupus Garou, the Talons 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
Rank One
Beast Speech 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 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.
Rank Two
Beastmind 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.
Sense of the Prey 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
Rank Three
Elemental Favor 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 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.
Rank Four
Avalanche 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 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.
Rank Five
Curse of Dionysis - 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 - 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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