Werewolf the Apocalypse information source

Rank 2 Red Talon Gifts

A list of all Rank 2 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.

Howls in the Night

Rank 2 Galliard Gift / Rank 2 Red Talon Gift / Rank 2 Shadow Lord Gift / Rank 2 White Howler Gift

The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Primal-Urge (difficulty 7). Creatures of the Wyrm who hear the howl will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours.

Source: 20th Anniversary Edition

Sense of the Prey / Pulse of the Prey

Rank 2 Ragabash Gift / Rank 2 Black Furies Gift / Rank 2 Red Talon Gift / Rank 2 Silent Striders (Camp: Seekers) Gift / Rank 2 Get of Fenris (Camp: Hand of Tyr)
Name changed to Pulse of the Prey in 20th Anniversary Edition

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 alone 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.

Source: Core book revised / 20th Anniversary

Predator’s Leap

Rank 2 Red Talon Gift

While any lupus werewolf can lean the secrets of jumping great distances, the Red Talons have refined the Gift to great effect when chasing or ambushing a foe. By employing this Gift, the Talon’s leap “tracks” a moving target, allowing her to pounce on her prey even if said prey has dodged or fled while the Talon is in mid-leap. A fox- or (sometimes) a cat-spirit teaches this gift.

System: The player must roll to leap as usual, as detailed on page 197 of Werewolf. She spends a point of Rage and rolls Wits + Primal-Urge (difficulty 7); the leap is counted as a Rage action, and does not affect the dice pool. Any successes on the roll are subtracted from an opponent’s successes to dodge or flee from the Talon, before the Talon’s attack roll is made. The Talon may then attack normally.

Source: Red Talons (revised)

Primal Howl

Rank 2 Red Talon Gift
Howl Gift

The howls of a wolf pack evoke fear in prey, as they sense the predators approaching. This Gift allows a Red Talon to emit a howl that evokes that same reaction in anyone that can hear it. The Gift is taught by a wolf-spirit or ancestor-spirit.

System: The player rolls Stamina + Expression (difficulty 7). If the Red Talon also knows the Galliard Gift: Call of the Wyld, reduce the difficulty of the roll by one. If the roll succeeds, any being that wishes to approach the Garou must succeed in a Willpower roll (difficulty 6). If the Garou approaches, the being must make the same roll or back away (or flee). Wolves and Garou are not affected by this Gift. Every success on the player’s roll beyond the first lends an additional “voice” to the howl. Therefore, if the player rolls three successes to activate this Gift, it sounds as though three Garou are howling, not one. Each additional “wolf” adds one to the difficulty of Willpower rolls to approach the Garou or stand one’s ground if the Red Talon approaches (so to approach the Garou on a “three-wolf” howl would require a Willpower roll at difficulty 8).

Source: Tribebook: Red Talons (revised)


Rank 2 Red Talon Gift / Rank 2 Get of Fenris Gift (Camp: Glorious Fist of Wotan)

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.

Source: Core book revised / 20th Anniversary Edition

Reap the Soul

Rank 2 Red Talon Gift

Camp: Dying Cubs

With this Gift, the Garou can spill the blood of a foe on the ground and immediately reap the energy thus released. Talons who overuse this Gift, however, often begin to smell vaguely of charnel to any werewolf using the Gift: Sense Wyrm. A spirit of decay teaches this Gift. Banes are also capable of teaching it, however, only the Dying Cubs themselves know which type of spirit teaches it to the Red Talons most often.

System: The Garou must injure an opponent and spill its blood on the ground. The blood must touch the Earth, not concrete or flooring. The player then rolls Gnosis (difficulty of the local Gauntlet). For each success, the Garou may regain a point of Gnosis or two points of Rage.

Source: Tribebook: Red Talon

Offering of the Slain

Rank 2 Red Talon Gift

Camp: Lodge of the Predator Kings

Human corpses are problematic. They don’t burn well, the Litany prohibits eating them, and if other humans find them, they tent to get offended and search the area thoroughly. Burying them isn’t always an option because humans, being the curious little apes that they are, may eventually dig up an area for whatever reason and find the bodies. The Predator Kings certainly aren’t willing to stop killing humans just because disposing of their bodies is a problem, hence this Gift. With but a touch, the Talon can cause dead flesh to decay and crumble to dust in seconds, giving it up as an offering to Gaia. A spirit of decay or decomposition, as well as some scavenger-spirits, can teach this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty 6, although the bodies of fomori or other Wyrm-tainted beings are harder to dispose of an raise the difficulty by one). For each success, the Garou may decompose one human-sized body (slain metis Garou count as two). The werewolf may use this Gift multiple times in a scene to dispose of numerous corpses, but each use requires another point of Gnosis and a new roll.

Source: Tribebook: Red Talons (revised)

Mark of the Prey

Rank 2 Red Talon Gift

Camp: Warders of the Land

Rather than take her vengeance directly on an offending human, the werewolf can choose to change the human’s spiritual resonance to resemble that of a prey animal. Any predator that sees the human, no matter how small or normally afraid of humans, will see that human as prey. In most cases, this proves simply inconvenient, but if the human happens to own several large dogs, the result could be deadly. Any spirit of a prey animal teaches this Gift, sometimes under duress.

System: The player spends on Gnosis point and rolls Charisma + Animal Ken (difficulty of the local Gauntlet). If the roll succeeds, any carnivorous animal that sees the targeted human attacks him immediately, even if the animal is much too small to seriously injure, let alone eat, the hapless victim. This Gift only functions on one human target, and cannot be used on “supernatural” humans such as ghouls and mages (their spirits are complex enough that the Gift doesn’t “take”). The effects last for one day.

Source: Tribebook: Red Talons (revised)


Rank 2 Red Talon Gift

Camp: Whelp’s Compromise

The Red talons of Whelp’s Compromise are willing to let the humans who respect Gaia continue to exist. However, despite what some of their tribemates might accuse them of, they are not “soft” on transgressors against Her. With this Gift, the werewolf can judge a human according to the laws of Gaia and decide if she is living in accordance with the natural laws or not. A human who is living well is left alone. A human who is not is shown no mercy. A wolf-spirit teaches this Gift.

System: The Garou must lock eyes with the human to use this Gift. The player rolls Perception + Rituals (difficulty 7). With one success, the character only knows in the most black-and-white terms if the human respects Gaia (which doesn’t necessarily say anything about her behavior). With three successes, the Garou knows both the human’s attitude toward the natural world and how her behavior affects it (“This ape doesn’t think about the environment, but does donate money to her local park because she wants her children to enjoy it”): With five successes, the characters knows all of that and what she would have to do or say to get the human to live in accordance with Gaia. This can be as simple as “show the human how the world is really being treated” or as complex as “check up on her every week and make sure her home is spiritually clean.” Of course, if the Red Talon decides it isn’t worth the effort to train a human in what should come naturally, she might very well just remove the human from the world altogether and concentrate on those that are a bit more receptive to learning.

Source: Tribebook: Red Talons (revised)


Rank 2 Red Talon Gift

Camp: Winter Packs

No Winter Garou have yet learned this Gift, and only the older Red Talons who had a hand in the Winter Council know it. This Gift, meant as a last resort, allows the user to smash stone, rend metal, and generally destroy any man-made object within reach. A wolverine-spirit teaches this Gift.

System: The player spends two Rage points and rolls to check for frenzy. If the Garou frenzies, the Gift activates and the werewolf gains three extra dice on any Strength roll to break, throw, crush, or lift inanimate objects. These dice cannot be used for direct damage to an opponent. The effects of the Gift last for one scene, during which the Garou attacks whatever is within reach, excluding her own packmates (regardless of her comparative Rage and Gnosis scores).

Source: Tribebook: Red Talons (revised)

Cull the Herd

Rank 2 Red Talon Gift

A Red Talon using this Gift 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 successes would reveal the creature’s entire physiology.

Source: Player’s Guide Second Edition.

Shadows of the Impergium

Rank 2 Red Talon Gift

The Red Talon becomes the embodiment of all of humanity’s primal fears of the wolf, carrying a heavy miasma of ancient terror about her. A fear-spirit teaches this Gift.

System: The werewolf inflicts the Delirium in Hispo form, though observers are considered to be at +2 Willpower when judging their reaction. Anyone who succumbs to the Delirium because of seeing the werewolf in Crinos form is considered to have a Willpower five points lower than their true rating (minimum 1) for the purposes of determining reaction. This Gift’s effects are permanent, though they can be suppressed for a scene if desired.

Source: 20th Anniversary Edition

Primal Instinct

Rank 2 Red Talon Gift

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 human strips naked, 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 Talon 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.

Source: Player’s Guide Second Edition.

Sight from Beyond

Rank 2 Theurge Gift / Rank 2 Red Talon Gift

When danger stalks the Garou or momentous events are in the offing, visions begin striking the Garou without warning. The nature of the danger is veiled in metaphor — a powerful vampire may appear in the Theurge’s dream as a bloody skeleton, while an impending battle might be heralded by dreams of carrion crows. Cros-spirits teach this Gift.

System: Interpreting these signs is best handled through roleplaying, but the Storyteller can require the Garou’s player to roll Wits + Occult (difficulty 7) if he deems appropriate.

Source: Core book revised / 20th Anniversary Edition