••• Claws of the Wild
Upon activation of this power, the vampire’s nails grow into long, fearsome talons, capable of rending bone and flesh alike. This power makes many Gangrel truly fearsome combatants, and other Kindred tend to give them a wide berth. Note that not every vampire’s claws look the same. Some seem to be modeled after real-world animals’, such as wolves’, tigers’ or the talons of birds of prey, while other claws seem to have no natural correlative at all. As might be expected, when these last vampires unsheathe their claws, they tend to greatly unnerve those around them.
Material Components
Cost: 1 Vitae
Gestures & Ritual
Dice Pool: This power involves no roll. The wicked claws grow by silent act of will on the part of the vampire, and they can be sprouted from both a vampire’s hands and feet.
Imbued with the unholy power of Vitae, these ferocious weapons offer a +1 bonus to attack pools in unarmed close combat, and inflict aggravated damage. Of course, these bonuses require that the character actually attacks with his claws — one cannot invoke Claws of the Wild and then gain a +1 bonus and aggravated damage if attacking with an axe or pistol, for example. In addition to their combat potential, the claws add two dice to any climbing-related rolls as long as they remain invoked. The claws remain for the scene unless the vampire retracts them prematurely.
Imbued with the unholy power of Vitae, these ferocious weapons offer a +1 bonus to attack pools in unarmed close combat, and inflict aggravated damage. Of course, these bonuses require that the character actually attacks with his claws — one cannot invoke Claws of the Wild and then gain a +1 bonus and aggravated damage if attacking with an axe or pistol, for example. In addition to their combat potential, the claws add two dice to any climbing-related rolls as long as they remain invoked. The claws remain for the scene unless the vampire retracts them prematurely.
Related Discipline
Effect Casting Time
Reflexive
Level
3