Werewolf the Apocalypse information source

Posts tagged “giftblackfuries

True Shot

Rank 1 Black Furies Gift

Camp: Amazons of Diana

The accuracy of Artemis on the hunt could not be equaled by any other; this Gift allows Maidens to replicate their aunt’s spectacular feats of archery on the battlefield or on the hunt. It is less effective for Mothers and Crones than for Maidens, but still gives them some benefit. This Gift is taught by a Lune.

System: Spend one Rage and receive +3 to your dice pool for a single arrow shot. Mothers and Crones receive only a +2 bonus; Luna is said to favor those Garou who replicate her own aspect as Artemis. This Gift can be used in conjunction with Flurry of Arrows, below, but can be used for only one arrow per turn.

Source: Tribebook: Black Furies (revised)


Breath of the Wyld

Rank 1 Black Furies Gift

As the Furies see it, the problem with most humans (and some Garou) is that they have forgotten that the energy of Creation is nourishing, refreshing and ever present. With this Gift, the Black Fury may instill a feeling of vitality and life in a living being. A spirit servant of Pegasus teaches this Gift.

System: The Fury must touch her target’s skin, and this Gift must be used outdoors in a natural setting (a city park is natural enough for the Gift to function). The player rolls Gnosis (difficulty 6 for humans, 5 for Garou). Success grants a rush of energy and clarity of thought. In game terms, this Gift grants one extra die on all Mental rolls for the next scene. It also adds one to the difficulty of any Rage rolls the target makes in that time.

Source: Core book revised.


Watchful Eyes

Rank 1 Black Furies Gift

Since time immemorial, the Black Furies have been able to determine the location of those that break the laws of Gaia. Such beings (human, Garou, or spirit) are not always Wyrm- or Weaver-tainted; as in the classic example, Orestes was not under the influence of any supernatural being when he killed his mother Clytemnestra, but he did break Gaia’s laws by doing so. This gift has been the Furies’ tool for such a hunt; with a few moments’ concentration, the Black Fury who uses Watchful Eyes can roughly determine the distance and direction to the nearest such criminal. This Gift is taught by an Owl-spirit.

System: The player spends 1 Gnosis an rolls Perception + Investigation (difficulty 6). Success indicates the distance and direction to the nearest violator of Gaia’s laws (as interpreted by the Storyteller). Note that this Gift does not identify the lawbreaker, an it is somewhat vague: i has a margin of error of roughly 10% of the distance between the Garou and her quarry (that is, if the nearest violator is ten blocks away, the Gift will point out a one-block area). A botch causes this Gift to wrongly identify a potential target.

Source: Tribebook: Black Furies (revised)


Heightened Senses

Rank 1 Lupus Gift / Rank 1 Black Furies Gift

The werewolf with this Gift tunes in to the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as those of a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf-spirits teach this gift.

System: The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro forms, the werewolf’s Perception difficulties decrease by two, and he may roll Perception + Primal-Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice pools.

Source: Core book revised.

 


Sense Wyrm

Rank 1 Metis Gift / Rank 1 Theurge / Rank 1 Black Furies / Rank 1 Silent Strider / Rank 1 Silver Fang / Rank 1 Stargazer

The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

Source: Core book revised.


Flurry of Arrows

Rank 2 Black Furies Gift

Camp: Amazons of Diana

The bow of Artemis slew many monsters of both human and Black Fury myth; the incarnation of Luna as maiden huntress was a swift and accurate shot with the bow. Appropriately, Luna has taught her children how to nock and release arrows more rapidly than a human might hope to follow. This Gift is taught by a Lune.

System: Spend a point of Rage; for the remainder of the scene, the character receives a free shot per turn from a bow (though not a crossbow) at no dice pool penalty. Thus, the character could simply take two bow shots, each at no penalty, or she might take three shots, and suffer a -2 on the first shot, -3 on the second, and no penalty on the shot granted by Flurry of Arrows.

Source: Tribebook: Black Furies (revised)


Rend

Rank 2 Black Furies Gift

Camp: Bacchantes

The Furies of myth did not use swords or axes to destroy enemies of the Gods; the Black Furies of old did not use weapons to slay enemies of Gaia. They used teeth and claws, and sheer animal might. While many Bacchantes certainly do use the tribe’s ritual labrys and bow, and others carry klaives and other fetish weapons, when they frenzy they most often fight with their natural weapons. Even out of frenzy, the Bacchantes recognize the intimidation factor of rending a foe with fang and claw, and many revel in its primal nature. Rend allows the Bacchantes to rip through substances that they could not ordinarily pierce, and do as much damage with their natural weapon as another might with a human’s sword. This Gift is taught – sometimes to great comic effect – by a Wine-spirit.

System: Spend 1 Rage and roll Strength + Primal Urge (difficulty 6).  For each success, the Fury gains the ability to rip through tough substances for one turn. When wearing any of the three “war forms” (Glabros, Crinos, or Hispo) and using hand-to-hand maneuvers, the character ignores the first three dice of the target’s soak pool – the target rolls three fewer dice to soak. This ability to pierce defenses also applies to inanimate objects such as walls and doors, making it considerably harder to hide from Black Furies inside buildings or underground. In case that a given object does not have a soak or armor rating, treat the Fury’s Strength as being three higher for purposes of the Feat of Strength needed to rip through the object.

Successful uses of Rend to destroy a wall, door, or enemy add 3 dice to the Fury’s next Intimidation roll against those who saw her do so.

Source: Tribebook: Black Furies (revised)


Stoking the Soul’s Fire

Rank 2 Black Furies Gift

Every aspect of a Furies life has different strengths: the Maiden’s fury at Gaia’s pain is unmatchable, the Mother’s will is indomitable, and the Crone’s spirituality is beautiful and terrible.A Maiden Black Fury can use this Gift to replenish her natural strengths by sacrificing her suppressed natures. The Maiden’s greatest strength is her anger; she can sacrifice from her will and spirituality to stoke that rage to scorching intensity. This gift is taught by a Wolverine-spirit.

System: A Maiden using this Gift rolls Intelligence + Occult with a target of her own permanent Rage; she spends on point of temporary Willpower and one temporary Gnosis, and refills her Rage pool if she achieves 2 or more successes.

Source: Tribebook: Black Furies (revised)


Trail of Pain

Rank 2 Black Furies Gift

First developed by the Amazons of Diana camp, this Gift allows the user to sense persons in agony. The Amazons use this Gift to uncover individuals suffering abuse. Other Black Furies use this Gift to track the abusersafter wounding them. This Gift is taught by a spirit servant of Pegasus.

System: The Garou must focus and spend a Gnosis point. At least one turn is required for the Gift user to attune herself to the mental anguish of the target. A Perception + Empathy roll discerns a single sufferer amongst many. The Fury can sense any living being in tremendous pain, physical or emotional , within 50 yards. The user senses only the general direction and urgency, but that’s typically enough for an angry Black Fury.

Source: Player’s Guide Second Edition.


Kali’s Tongue

Rank 2 Black Furies Gift

In the days of ancient myth, the Wyrm-creature Raktabija terrorized the Indian subcontinent. Raktabija could not be slain; every drop of blood that touched the earth sprang up another Raktabija. Soon after the battle against him began, the field was crowded with Raktabijas, each eager for the blood of Garou and Gaian spirits The mother-goddess Parvati (an aspect of Gaia) finally took to the field against Raktabija, in her guise as the hideous demon-warrior Kali. Kali spread her tongue out over the battlefield and prevented any of Raktabija’s blood from striking the Earth; she then commanded the Garou and gods present to destroy the Wyrm-creature, which they did.

The Gift Kali’s Tongue removes a creature’s ability to heal damage; its effects are relatively short-term, but if a creature is destroyed while this Gift is in effect, that death is permanent. What the Mother gives, the Mother’s vengeance can take away. This Gift is taught by a Cobra-spirit.

System: The Fury must first touch the victim, then the player spends one Rage and rolls Manipulation + Medicine (difficulty of the foe’s Rage, or Willpower -3, whichever is lower). Each success represents one turn during which the target creature cannot use any regenerative abilities, or heal inflicted damage naturally: Even supernatural healing Gifts like Mother’s Touch will fail on the target during this period. This Gift works equally well on humans, Garou, and materialized spirits; spirits entirely in the Umbra are immune to the Gift’s effects unless the Fury is also in the spirit world.

Source: Tribebook: Black Furies (revised)


Curse of Aeolus

Rank 2 Black Furies Gift

The Fury calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Fury can see through the fog, but all other have trouble navigating by sight. A spirit in service to Aeolus, the fog totem, teaches this Gift.

System: The player makes a Gnosis roll. The difficulty varies according to the surrounding terrain and humidity: 4 near the sea, 6 under normal circumstances, 9 in a desert. The Black Fury can see normally, but others caught in this fog halve their Perception scores (with regards to sight only). The fog is quite unnerving, and everyone except the Fury and her packmates loses a die from all Willpower dice pools.

Source: Core book revised.


Sense of the Prey

Rank 2 Ragabash Gift / Rank 2 Black Furies Gift / Rank 2 Red Talon 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 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.


Flames of Hestia

Rank 3 Black Furies Gift

The Black Furies revere the holy Wyld places of the world; part of the tribe’s set of tools is the Flames of Hestia Gift, which enables a Black Fury to purify a person, spirit, or object with searing white-hot spiritual flame. The fire coruscates around the Fury’s hands, enabling her to apply the Gift to anything she can touch. This Gift is taught by an avatar of Hestia the teacher.

System: Spend one Gnosis and roll Gnosis with a difficulty of 8. Success enables the Fury to cleanse tainted food or water, or heal damage caused by radiation, poison, or disease at one Health Level per success. The Flames of Hestia last for just one turn; however a Fury can activate the Gift and strike at a foe in the same turn. Flames of Hestia do one level of unsoakable aggravated damage per success on the Gift roll, if used against a Bane or fomor in hand-to-hand combat.

Source: Tribebook: Black Furies (revised)


Coup de Grace

Rank 3 Black Furies Gift

The Garou studies her foe, looking for the best place to strike. In doing so, she sets herself up to land this devastating attack. An owl-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Perception + Brawl (difficulty of the target’s Stamina + Dodge). If successful, the player doubles her damage dice on the Garou’s next successful attack.

Source: Core book revised.


Barring the Will

Rank 3 Black Furies Gift

The Mother’s will is impossible to compromise when she does not wish to yield. She can sacrifice her anger and spirit energies to replenish her strength of purpose. This Gift is taught by a Donkey-spirit.

System: A Mother using this Gift rolls Intelligence + Occult with a target of her own permanent Willpower; she spends one point of temporary rage and one temporary Gnosis, and refills her Willpower pool if she achieves 2 or more successes.

Source: Tribebook: Black Furies (revised)


Visceral Agony

Rank 3 Black Furies Gift

The werewolf’s claws change to barbed, wicked talons dripping with black venom. While wounds caused by these claws cause no extra damage, the pain alone they inflict is crippling. A pain-spirit teaches this Gift.

System: The player spends a Rage point before the character attacks. Any wound penalties the target suffers as a result of this attack are doubled (i.e., a foe at Wounded would lose four dice). If the target is in frenzy or otherwise resistant to pain, he still suffers normal wound penalties.

Source: Core book revised.


Bacchantes’ Rage

Rank 3 Black Furies Gift

When deep in the wilds, the Black Furies can use this Gift to inflict extra damage. Even the toughest Get have walked away with a battle scar due to the effects of this potent Gift — and some couldn’t walk away at all. This Gift is taught by a Wyld-spirit.

System: The Garou spends two Gnosis points to activate the Gift. During combat, she may spend Rage points to deal extra damage after a wounding hit; every point spent causes one additional, unsoakable Health Level of damage.

Source: Player’s Guide Second Edition.


Blizzard of Arrows

Rank 4 Black Furies Gift

Camp: Amazons of Diana

The Black Fury who uses this Gift truly shows herself the equal of any man – or machine – on the battlefield. Once Blizzard of Arrows is activated, the Garou deals out nightmarish pain to the hordes that oppose her. Heroes with this Gift might single-handedly have turned cavalry charges, in the days when such things still took place. For today, however, the Fury with this Gift is the perfect ally when faced by hordes of Wyrm-creatures. This Gift is taught by a Porcupine-spirit.

System: Spend a point of Willpower and two points of Rage, and you may take a single arrow shot (at no multi-action penalty) at every at every foe within 100 yards, to a maximum of 20 enemies. Simply roll to hit once, using the sight and range penalties for the hardest to hit foe in range, and apply that number of successes against each enemy, which may soak, dodge, etc, as the Storyteller sees fit.

This Gift is limited by the number of arrows you have on hand: all arrows that you intend to shoot must be someplace that can easily be nocked and shot from (in a quiver on the back or waist, or stuck point-first into the ground in front of you;  lying scattered nearby will not suffice). The bow and arrows may be of modern manufacture, but cannot use any exceptional Weaver-based equipment (such as laser sights or explosive tips) to gain any accuracy or damage boost. However, a fetise bow shooting talen arrows is certainly acceptable.

Source: Tribebook: Black Furies (revised)


Bolster the True Name

Rank 4 Black Furies Gift

The Crone has no need for a child’s rage, and her wiles are enough to let her survive the day that the Mother’s stalwart nature fails her. She can sacrifice her hatred and will to reinvigorate her spiritual connections. This Gift is taught by a Lune.

System: A Crone using this Gift roll Intelligence + Occult with a target of her own permanent Gnosis; she spends one point of temporary Rage and one temporary Willpower, and refills her Gnosis pool if the roll achieves 2 or more successes.

Source: Tribebook: Black Furies (revised)


Body Wrack

Rank 4 Black Furies Gift

The Fury causes a target immense, crippling pain. The Fury needs only point to the target for this Gift to be effective. A pain-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Strength + Medicine (difficulty of the opponent’s Stamina + 3). Each success causes the victim to lose one die from all dice pools as pain wracks her body. The effects last for one scene.

Source: Core book revised.


Wasp Talons

Rank 4 Black Furies Gift

The Fury with this talent can fire her claws from her hand like darts. She is incapable of using claw attacks with that hand until her claws regenerate, however. A wasp-spirit teaches this Gift.

System: The player spends a Rage point and rolls Dexterity + Brawl to hit. The difficulty is figured as though the character was using a fire-arm; the medium range is 20 yards. Damage is figured normally for a claw-strike. The Garou’s claws take one full turn to regenerate.

Source: Core book revised.


Song of the Siren

Rank 4 Galliard Gift / Rank 3 Black Furies Gift

The sound of the Garou’s voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital. This Gift can make an opponent pause before a fight but can rarely stop a heated combat already in progress. A songbird-spirit teaches this Gift.

System: The player rolls Charisma + Performance versus the target’s Willpower and spends one Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. The audience can spend Willpower to overcome the enchanting effects; to act freely, a listener must spend one point of each of the Galliard’s successes.

Source: Player’s Guide Second Edition. (Black Furies added in Player’s Guide Second Edition).


Storm of Mother’s Wrath

Rank 5 Black Furies Gift

Camp: Bacchantes

When the Black Furies take up arms to destroy an enemy of Gaia, they are like unto a force of nature. Should a pack of Bacchantes include one with Storm of Mother’s Wrath, they nearly become a force of nature. The Fury wielding this Gift causes a fearful dark hailstorm to erupt, even out of a clear sky; the pack of Bacchantes, however, are not inconvenienced by the storm, and can move around and fight in it without difficulty. Signs of such a hailstorm in the area tend to be a red flag to Wyrm-creatures, who know that a pack of Furies must be involved in a desperate fight; they may move to join in, or they may wait in ambush outside of the storm. A Mammatus, a Wyld-spirit of the air, teaches this Gift.

System: Spend a point of Gnosis and roll Stamina + Survival (Difficulty 7). The storm has a 100-meter diameter and a duration of one miute. Every success on thr roll extends the storm’s diameter by 100 meters, and extends the storm’s duration by 1 minute. Physical being caught within the storm – humans, Garou, formori, and materialized spirits – take a 3-die penalty to all physical dice pools. The exception to this is the pack of the character resposible for the storm; that group recieves no penalty. Humans react to the storm as though faced with delirium; most will attempt to flee its fury. The storm cannot be generated indoors or underground, and its effects will not penatrate solid walls (though the pelting hail can and does break glass windows).

Source: Tribebook: Black Furies (revised)


Wyld Warp

Rank 5 Black Furies Gift

A desperate tactic at best, this Gift summons a number of Wyld-spirits. What they do when they arrive is wholly unpredictable. They may run or fly about in a destructive frenzy, tearing the Fury’s foes apart. They may grant the Fury and her packmates temporary increase in might or Rage, or they might decide to destroy all Weaver-tools in the area. They may even heal the Fury and her allies of any wounds they have suffered. The Fury has no way of knowing, but the effect is usually beneficial. A Wyldling teaches this Gift.

System: The player spends one Gnosis point and one Rage point. She then rolls Wits + Enigmas (difficulty of the local Gauntlet). Success summons a variable number of Wyldlings, which will alter the situation as the Storyteller sees fit.

Source: Core book revised.