Spur Claws

Rank 1 Ahroun Gift

Some Garou take the bee as a role model for their cause. The bee is so devoted to her queen that she attacks her enemies with no care to the inevitable fact that she will die in the attack. For those Garou who feel similarly, bee-spirits may teach them how to turn their claws into stingers that stick in their opponents. Such poison as they excrete won’t kill their opponents but neither will it kill the werewolf in question.

System: The player spends one Rage. The next successful claw attack the character makes will bury her claws into the victim, where they stay stuck after they rip from the Ahroun’s fingertips. Until the victim takes the time to pull them out (which takes a full turn) they will suffer +2 difficulty on all actions. However, the Garou’s claws take a full turn to regenerate and can’t be used in that time.

Source: Players’ Guide to Garou (revised)

2 thoughts on “Spur Claws”

  1. Fenrir

    If I use Spur Claws, he takes the +2 on his difficulty checks until he spends a full turn to remove them, my claws break off, and take one full turn to regenerate. Assuming he does not take that time to take them out, and I have the time to use Spur Claws again, is the effect additive? Meaning he now takes a +4 to difficulty checks until he takes the 1-2 turns to remove them all? Thank you for your time.

  2. That’s going to be a call your Storyteller has to make — logically there’s likely a limit to how many times the Spur Claws effect can stack if it does.

    Also keep in mind that a turn is a lot of rounds, so the situation isn’t likely to happen that often.

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