Werewolf the Apocalypse information source

Rank 1 Red Talon Gifts

A list of all Rank 1 Red Talon tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Red Talon Gifts of all ranks, see All Red Talon Gifts.

Beast Speech

Rank 1 Galliard Gift / Rank 1 Red Talon Gift

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.

Source: Core book revised.

Scent of Running Water

Rank 1 Ragabash Gift / Rank 1 Red Talon Gift

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 leave a scent behind if she decides to do so voluntarily (which may be necessary to blend in with wolf packs).

Source: Core book revised.

Hidden Killer

Rank 1 Red Talon Gift

The Red Talons did not survive for so many years without learning ways to conceal themselves. This Gift allows a Garou to leave behind no physical evidence that would betray her hand (or claws and teeth) in a slaying. This Gift is taught my a snake-spirit.

System: After a battle, the Garou must lick each wound she inflicted once. The player spends one Gnosis point and rolls Intelligence + Stealth (difficulty 7). If the roll succeeds, the wounds alter themselves so that they resemble stabbing wounds rather than bite marks, and any hair, saliva, blood or other physical evidence from the werewolf’s body disappears. Any peripheral damage (smashed furniture, for example) remains as it was, however.

Source: Tribebook: Red Talons (revised)

Eye of the Hunter

Rank 1 Red Talon Gift

Wolves can sense which animal from a herd is sick or weak and therefore the easiest prey. Red Talons can do so normally when confronted with a herd of deer, but more complex creatures like predators or pseudo-predators (like humans) make this difficult. This Gift, taught by a wolf-spirit, allows the Talon to pick out the weakest member of a group at a glance. It does not reveal why the target is the weak link in a herd, only that she is, but that alone is often enough to give the Garou an edge.

System: The player rolls Perception + Primal-Urge (difficulty 7). If the roll succeeds, the character knows which member of a given group is the weakest (determined by the Storyteller) and which is the leader. If the Red Talon enters combat against this group, she gains an extra die to her attack pools against the weakest member.

Source: Red Talon (revised)

Howl to the Pack

Rank 1 Red Talon Gift
Howl Gift

The Talon howls, and no matter how far away, her pack hears her. She cannot hear any response they might give, but she can be sure that they hear any message she wishes to impart. The Gift is taught by a wolf-spirit or ancestor-spirit.

System: The player rolls Charisma + Primal-Urge (difficulty 7). The “pack” in question might be the Garou’s literal pack, bonded by a totem, or any wolf to whom the Red Talon is related. If the Red Talon also knows the Galliard Gift: Call of the Wyld, reduce the difficulty of the roll by one. Each use of the Gift allows one howl, and the player must roll Manipulation + Expression (difficulty 6) to convey any concept more complicated than “warning” or “I need help.” The recipients of the howl are the only ones who can hear it.

Source: Red Talons (revised)


Prey’s Cry

Rank 1 Red Talon Gift

Camp: Lodge of the Predator Kings

With this Gift, the Talon may emit a cry for help designed to lead a human into an ambush. In years past, the Talons would use this Gift to mimic the death-cry of a deer or a similar animal, since many humans still hunted their own food. In recent years, since most humans wouldn’t know how to kill a wounded animal if their lives depended on it, the Talons use Prey’s Cry to imitate the call of a favored pet or another human. A Raven-spirit teaches this Gift.

System: The player rolls Wits + Expression. The difficulty varies on how complex the imitated sound is. An animal’s call, such as a dog whining in pain or a rabbit’s death-scream would only be difficulty 5. Imitating a human cry is difficulty 7, while imitating something more specific — “The voice of a young girl” or “a human soldier calling for help” would raise the difficulty to 9. The Red Talon need not actually have heard a human soldier before (for example), but if he uses this Gift successfully, nearby humans will hear a soldier yelling for help.

Source: Tribebook: Red Talons (revised)

Cub’s Lesson

Rank 1 Red Talon Gift

Camp: Whelp’s Compromise

Lupus Garou often have difficulty when walking among humans, even as part of a pack. Those few Red Talons that are intrigued rather than enraged by human behavior have even bigger problems, as they cannot expect instruction from the tribe in human ways. This Gift allows a lupus werewolf to learn from a mistake and gain a better understanding of human devices and customs, albeit temporarily. Weaver-spirits and (strangely enough) some ancestor-spirits teach this Gift.

System: This Gift, once learned, is always active. Any time the player attempts a roll using an Ability that the characters does not possess and fails the roll, she may spend a point of Gnosis and make the roll again, adding one die. This does not replace the original roll, so any consequences of failure must still be faced. Note that since a character that has no dots in a Knowledge cannot normally use that Knowledge at all, a character with this Gift must use it to make such an attempt at all.

For example, Eyes-like-Hornets, a Red Talon Ragabash, gets into a conversation with a human woman and attempts to tell her a joke. The werewolf doesn’t have any dots in Expression, however, and fails the Charisma + Expression roll to get the woman to laugh. The player spends a Gnosis point and makes another roll, adding a die. This time, it succeeds. Eyes-like-Hornets recognizes that his first attempt at humor didn’t go over as he’d hoped, and covers it up. If Eyes-like-Hornets didn’t have any dots in Linguistics and way trying to simply communicate with the woman, his player would have to spend a point of Gnosis for each attempt to do, as he cannot attempt to use a Knowledge he doesn’t have.

If the original roll is a botch, the player may still spend a Gnosis point to make another attempt, but the difficulty increases by one.

Source: Tribebook: Red Talons (revised)

Silence the Slain

Rank 1 Red Talon Gift

Camp: Winter Packs

Perhaps the most disturbing Gift the Red Talons as a tribe have access to, Silence the Slain allows a Garou to cut a victim off from any means of help by rendering him unable to make sounds of any kind. Even pounding his fists on the windows of a passing car will not disturb the passengers therein. A pain-spirit teaches this Gift, the better to enjoy the agony of being hunted down when potential aid stands deafly by.

System: The victim must see the Garou in order for the character to activate this Gift. The player spends one Gnosis point and rolls Charisma + Intimidation (difficulty of the target’s Willpower). If the roll succeeds, the target is unable to make sound for one scene. The target cannot speak, and cannot make sound by touching an object. However, the pain-spirit teaching this Gift becomes offended if the werewolf attempts to use Silence the Slain as a “silencer” for an ally, often cursing the Red Talon by removing her ability to howl for a time.

Source: Tribebook: Red Talons (revised)

Wolf at the Door

Rank 1 Red Talon Gift

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 she 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 home, 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.

Source: Core book revised.

Purify Meat

Rank 1 Red Talon Gift

While some Red Talons abstain from eating humans because of the Litany, the more common reason for hunting more conventional game is that humans are befouled by the chemicals they put into their bodies. In some parts of the world, this isn’t such a problem, but in most countries, human flesh is foul-tasting and unhealthy, even for Garou. In other places, the land is so corrupted that other game animals begin to taste rubbery and disgusting. With this Gift, a Red Talon can purge chemicals and other poisons from dead flesh. A water elemental teaches this Gift.

System: The player spends one Gnosis point. The Garou must touch the mean he wishes to cleanse. Each use of this Gift cleans approximately fifty pounds of dead mean of any non-supernatural toxins.

Source: Tribebook: Red Talons (revised)

Feed the Pack

Rank 2 Red Talon (Kucha Ekundu) Gift

This Gift allows the werewolf to “eat for the pack.” Any food the Kucha Ekundu ingests feeds not only him, but the rest of his pack as well. The spirit of a hunting dog teaches this Gift.

System: The player rolls Gnosis (difficulty 6 for packmates, 7 for Kinfolk) before the character eats. For each success, whatever the character eats also nourishes another being.

Source: 20th Anniversary Edition