Level Three
Gaze of the Hunter
The Garou stares into the eyes of the intended victim, and communicates to them the ancient bond between predator and prey - beginning the sacred hunt. This Gift is taught by the spirit of any predatory mammal - wolf, bear, etc.
Cost: 1 Gnosis
Test Pool: Manipulation + Intimidation versus target's Composure + Willpower
System:
Spend a standard action and target a human or animal within 10 steps that can see you as you look into their eyes. If successful, the target (human or animal) understands the link and will act accordingly:
- Wild Animals will run into the pen, allowing the hunter to eventually catch and kill them.
- Humans and domesticated animals - for whom this is a terrifying experience - may run or cower, terrified.
This effect lasts for 1 hour when used against any animal, and for 10 minutes when used against a human.
No victim will begin a fight, although if the Red Talon pursues and catches the prey, a battle may result. This Gift has no effect on Garou or other supernatural creatures (Vampires, Fae, etc.) though does work on only partially supernatural creatures (kinfolk, ghouls, etc.).
Exceptional Success:
The duration is increased, animals are now affected for the remainder of the session, and humans are affected for an hour.
Affinity:
The most effective predators no one sees coming. By increasing the cost of this Gift to 2 Gnosis you may use this Gift on a target within 20 steps and without needing to look into their eyes. They still become aware of the bond formed should you succeed and, while they may not know this was your doing - their fear will focus on you.
Mother's Rage
A she-wolf is most dangerous when protecting her cubs, and will fight against enemies from which she would normally flee if her family is at stake. The Red Talon with this Gift is able to harness that Rage and use it in battle, although only when defending something of value. A bear or wolf-spirit teaches this Gift.
Cost: 2 Rage
Test Pool: N/A
System:
Spend a simple action and two Rage to activate this Gift. This Gift may only be activated when in defense of something or someone else - Kinfolk, a wounded packmate, a caern, etc. If the Red Talon is attacking a foe, she may not activate Mother's Rage.
While active, the Garou enters a kind of frenzy, but stays within the vicinity of her charge. She will attack anything that gets too close, within the usual guidelines of frenzy. While in this state, the Talon gains the following benefits:
- Suffer no wound penalties
- Gain +2 on all physical defense tests
- Gain +1 on all physical offense tests
- Regain 1 point of Rage each turn at the top of the Universal Round
All these benefits disappear when the Red Talon's charge is out of danger or 1 hour passes, whichever comes first.
Affinity:
Red Talons have a deep connection with this Gift, and the frenzy they enter to protect what is important to them is even more terrifying. The benefits gained by the Gift are the same as above except for the following changes:
- Gain +3 on all physical defense tests
- Gain +2 on all physical offense test
Trackless Waste
Humans have no sense of direction, the Talons assert. With this Gift, the Garou can make certain that they don't. The Talon employing Trackless Waste must have some familiarity with the terrain in question. Upon using the Gift, humans become hopelessly lost. Compasses malfunction, maps are misleading, and landmarks seem to be out of place. A spirit of wilderness teaches this Gift.
Cost: 1 Gnosis
Test Pool: Intelligence + Primal Urge versus target's Resolve + Willpower
System:
Spend three standard actions summoning spirits of the Wyld to enshroud the area with chaotic energies. For the next hour, any navigation within a two-mile radius of you fails, and non-supernatural tracking is ineffective. Anyone who does not have familiarity with the area finds themselves hopelessly lost, even with the best directions. Even fixed points of reference fail - the spirits befuddle the target's perception of landmarks or her ability to mentally process information for direction.
If someone has familiarity with a building or a specific place within the area, they may find it normally, such as a vampire's Haven or a priest to their temple. Such individuals may lead others to these locations without issue. Navigation within small places, such as buildings, remains unaffected.
Anyone who seeks to navigate out of the affected area or find a specific location without having familiarity with it must first defeat you in an opposed challenge using the Gift's test pool. Those who lose become hopelessly lost, and cannot attempt to leave or find a location in the area for an other 15 minutes, or until the power ends. If multiple parties are traveling in a group, only a single member who is making the decisions can attempt the test. If she loses, the entire group is considered to have lost and must wait to attempt again.
As the user of this power, you may track and navigate normally, leaving the area if you desire. If others follow, they may proceed normally without the need to test. Only one application of this power can be active in an area. If another individual activates this power in an overlapping area, both users make an opposed challenge, each using Intelligence + Primal Urge as the test pool. The winner of that challenge assumes dominion over the contested area until the power ends.
Affinity:
When individuals try to escape your waste you become aware of them. Anyone who tries to escape your Trackless Waste and fails, you immediately become aware of them and may choose to start tracking them if you so wish.