Red Talon Tribe Gifts
Contents
Tribal Gifts
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |
Level One
Level Two
Level Three
Level Four
Level Five
Camp Gifts
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |
Level One
Level Two
Level Three
Level Four
Level Five
Planetary Gifts
Rorg, The Many-Taloned Hunter Celestine of the Asteroid Belt
Favored Tribe: Red Talons
Favored Auspice: Ahroun
Also known as: Legion
Source: WW3110 Rage Across the Heavens, p. 73
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Level One
Rouse to Anger (Level One)
Source: WW3110 Rage Across the Heavens, p. 125
Description: This Gift enables the Garou to say or do something that causes her target to refresh her inner Rage. This might involve shaming an individual, slapping her in the face or telling her something to arouse her anger. The Garou can also summon within herself a memory or an emotion that assists in her replenishing her own capacity for righteous anger.
System: The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. A successful roll enables the character to speak or act in such a way that her target gains a point of Rage. Each additional success allows the character to affect another individual, including herself. A botch removes a point of Rage from the target.
Level Two
Foetracker (Level Two)
Source: WW3110 Rage Across the Heavens, p. 125
Description: By using this Gift, the Garou can follow her quarry without risking losing the trail. The scent of the target becomes so powerful to the Garou that she can follow it even under conditions that might otherwise obscure the trail. Even if the victim crosses water, lays down a false trail or attempts to mask his scent with some other odor, the Garou unerringly follows her prey. However, the Gift's effects become fainter with time and distance.
System: The player spends a point of Gnosis and rolls Perception + Primal Urge. Each success allows the character to track her target unerringly for one scene up to a maximum of five scenes, after which the effects of the Gift end and the trail becomes to failt to follow. No successes means that the Gift fails to take effect, while a botch sends the character in a false direction.
Level Three
Savagery of the Taloned Hunter (Level Three)
Source: WW3110 Rage Across the Heavens, p. 125
Description: This Gift allows a Garou to gain twice the advantage of his Rage, this increasing the ferocity and frequency of his attacks, or else allowing him to accomplish more under stress than he normally would.
System: The player spends a Rage point which he may then convert into the equivalent of two points of Rage for the character. This enables a character to take two extra actions in a combat at the cost of the Rage point. Another use of the Gift allows the character to recover from a stunned state and take an extra action (as if he had spent a point of Rage to offset the stun and a point of Rage to gain an additional action) in the same turn. The Storyteller should make the final determination as to how the character may use the advantage gained from this Gift. This Gift cannot be used continuously though; the Garou may call on its effects once per story for every point of Willpower he possesses.
Level Four
Hunter's Horn (Level Four)
Source: WW3110 Rage Across the Heavens, p. 126
Description: This Gift enables the Garou to create a sound so horrible and mind-chilling that it sends enemies into utter panic and causes them to flee an area without regard for direction or destination. Enemies so affected cannot attempt to evade pursuit or disguise their passage. This makes hunting them down and dispatching them a fairly simple task.
System: The player spends a point of Rage and rolls Manipulation + Primal Urge (difficulty of the highest Willpower in the target group). Each success affects one victim with uncontrollable panic, causing them to run blindly from an area. Garou affected by this Gift enter a state of Fox Frenzy, while others simply become mindless, panicked creatures of prey. The effect lasts for an entire scene, during which time the character (and any allies) may hunt down and slay the victims if they so desire. No successes represents a simple failure of the Gift, while a botch affects the user of the Gift instead of her intended victim or victims.
Level 5
Pack Mind (Level Five)
Source: WW3110 Rage Across the Heavens, p. 126
Description: This Gift forces a group of foes to behave like a single-minded pack. All individuals must perform the same task at the same time regardless of its appropriateness to a given situation. For example, if one individual fights, all the others fight; if one person attempts to sneak up behind an opponent, all the others make this attempt as well. This Gift lasts for one combat scene.
System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success allows the character to inflict Pack Mind on a group of up to four individuals. Additional successes allow the character to increase the number of people affected in increments of two; five successes, therefore, enables the character to affect twelve individuals. For the duration of this Gift, all the affected victims mimic the actions of their leader - or, more typically, the first person in the group to act each turn. If one decides to speak, all of them attempt to do so; if one throws a left hook, all of them choose this form of combat, ignoring any weapons they may have. Failure means the Gift has no effect, while a botch inadvertently links the character's mind with another individual for the remainder of the scene. (The Storyteller should decide whether the character becomes linked with a friend or an enemy.)