The werewolf with this Gift may communicate with any animals from fish to mammals. This Gift does not change their basic reactions; most animals are still afraid of predators such as werewolves. Any spirit of nature can teach this Gift.
System: The player simply rolls Charisma + Animal Ken, although each separate encounter or type of animal requires a separate roll.
Scent of Running Water
The Garou can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.
System: The difficulties of all rolls to track the Garou increase by two. This Gift becomes an innate ability to the Garou who learns it. She need not expend any points or make any rolls. However, the Ragabash may still have a scent behind if she decides to do so voluntarily (which may be necessary to blend in with wolf packs).
Wolf at the Door
Some humans can't just be splattered all over the nearest tree. Some of them have to be taught a lesson and left alive, for whatever reason. However, the Red Talons know how to make the message stick. This Gift induces a terrible dread of and respect for the forest and it makes a human target afraid to tamper with it in any way. Any predator spirit can teach this Gift.
System: The Garou must make eye contact with the target, but he can be in any form when he does so. The player then rolls Charisma + Primal-Urge (difficulty of the target's Willpower). The effects last for one day per success. During this time, the human must roll Willpower to leave his house, and he may not go near anything resembling a forest without spending a Willpower point. If the human does leave home, he is shaky and fearful until he returns, and his player loses two dice from all Mental and Social dice pools. This Gift functions on Kinfolk, mages, ghouls and other "supernatural" humans, but the difficulty increases by two to a maximum of 10.
Eye of the Hunter
Lupus wolves are able to assess a herd of prey animals, this Gift enables a Garou to correctly determine the weakest and strongest member of any group she can see. This Gift is taught by a wolf spirit.
System: The Garou rolls Perception + Primal-Urge (difficulty 7). If successful, then the Garou learns which members of a chosen group within sight are the strongest or weakest and which is the leader. If the Garou attacks the group after employing this Gift, she gains one extra attack die against the weakest individual only.
The Garou can reduce the mental faculties of his victim to that of an animal for a short time. An avatar of Griffin teaches this Gift.
System: The player rolls Manipulation + Empathy (difficulty of the target's Willpower). The effects last for one turn per success, during which the target listens to only his most base instincts and behaves like a wild animal.
Sense of the Prey
As the Ragabash Gift**If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.
System: No roll is required, unless the target is hiding actively (intent is not enough), 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.
Wolf howls are frightening to their prey, and an unconscious fear of them still resides within the human psyche, thanks to the Impergium. Although any Garou can howl, a Garou with this Gift can tap into and evoke this deep-rooted fear. In addition, the Garou can make a howl that sounds like it comes from several wolves (or Garou), giving even Wyrm creatures reason to pause. This Gift is taught by an ancestor spirit or a wind spirit.
System: The Garou rolls Stamina + Expression (difficulty 7). If successful, anyone (except other Garou or wolves) who wishes to approach the Garou must first make a Willpower roll (difficulty 6) to overcome his instinctive fear. If the Garou approaches him, he must make the roll to stand his ground. In addition, each additional success after the first makes the howl sound as if it came from one additional Garou (or wolf): A two-success howl sounds as if it came from two wolves or Garou; three successes sounds as if there are three wolves, etc. Each additional "wolf' adds one to the the target's Willpower roll difficulty (maximum 10). If the target of the Gift can see the Garou during the howl, it will be clear to him that there is only one Garou, and the difficulty penalty will not apply.
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 humans strips named, 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 Talons 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
A Red Talon using this Gist 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 breeding 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 success would reveal the creature's entire physiology.
By begging, threatening, or cajoling an urban elemental, a Garou can convince the spirit to do her a favor by manipulating or even destroying her earthly shell. Thus, a rock might explode at the Garou's foes, classic elemental (earth/wind/fire/water) teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty of the spirit's Gnosis). The Storyteller determines the precise effects.
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. Compass malfunction, maps are misleading, and landmarks seem to be out of place, A spirit of the wilderness teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Primal-Urge. Each success "Scrambles" a two-mile radius. This Gift functions on other werewolves, but they can resist with a Perception + Primal-Urge roll, and they must score more successes than the Talon to remain unaffected. This Gift lasts for four hours.
Gaze of the Hunter
The Garou stares into the eyes of an intended victim, and communicates to them the ancient bond between predator and preybeginning the sacred hunt. This Gift is taught by the spirit of any predatory mammalwolf, mountain lion, bear, etc.
System: The Garou spends one Gnosis point and rolls manipulation + Intimidation(difficulty of or animals or the human (or other sentient) target's Willpowerwhichever is higher). If the Gaze is successful, the target (human or animal) understands the link and will act accordingly: Wild animals will run into the open, allowing the hunter to eventually catch and kill them. Humans and domesticated animalsfor whom this is a terrifying experience**may run or cower, terrified. No victim will begin a fight, although if the Red Talon pursues and catches the prey, a battle might result. The Gift does not work on other Garou, but will be effective against most creatures the Garou sets out to hunt.
Natural wolves will eat as much as possible when food is available, for they never know when their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower, storing such energy against the day when she will need it. A wolf-spirit teaches this Gift.
System: Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower) her character can store. Thereafter, the character can hold three more points in the appropriate Trait than her permanent rating. These extra points must be regained as usual, and they do not add extra dice to rolls involving these Traits. To amplify more than one Trait, the character must learn the Gift (i.e. pay the experience cost) a second time.
The Garou turns the ground into a sticky morass that catches foes and prevents them from escaping or even walking. An earth elemental teaches this Gift.
System: The player spends a Gnosis point and rolls Manipulation + Primal-Urge (difficulty 7). Each success changes the ground into a quicksand-like bog for a 10-foot radius. Anyone trying to move through it (except the Garou) moves at half walking speed, and he may not execute combat maneuvers that require overland movement. Additionally, all other combat maneuvers take a +1 difficulty penalty.
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.
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 only puddles and steel melts into iron and carbon.
The Cockroach-spirit, which has witnessed the human's 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 items' complexity. The difficulty ranges from iron (difficulty 6) and ordinary plastics (difficulty 7) to rare and complex metal alloys (difficulty 9). Every success reduces five pounds of the target material to its base components.
Curse of Lycaon
In the ultimate twist, the Gift allows a Red Talon to transform a human being into a wolf. This Gift also works on Garou, forcing them into Lupus form. A wolf-spirit teaches this Gift.
System: The player spends one point of Gnosis and rolls Gnosis (difficulty of the target's Willpower). Only one success is necessary. Werewolves are forced into Lupus form for the duration of the scene, When used on a human, the Gift is permanent. The person remains a normal wolf as body and mind for the rest of his life.
The Garou calls to the spirits of the surrounding forest to attack intruders. The terrain responds as best it can. Rocks roll and smash, vines trip, and water sucks victims under. An avatar of Gaia herself teaches this Gift.
System: The player spends one Gnosis point and one Rage point then rolls Charisma + Primal-Urge (difficulty of the local Gauntlet). The exact effects depend on the terrain and are left to the Storyteller.