Werewolf the Apocalypse information source

Rank 1 Black Furies Gifts

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

Wyld Resurgence

Rank 1 Black Furies Gift / Rank 1 Croatan Gift

Bent to Gaia’s service, the creative, living essence of the Wyld roars through the Fury’s body, shining beneath her skin as a rippling wave of prismatic energy which focuses on and shines out through her wounds. This surge supercharges the werewolf’s regenerative powers, quickly mending even the most grievous of wounds. A servant of Pegasus teaches this Gift.

System: The Fury spends a turn in concentration and the player spends one Gnosis point. The werewolf immediately heals either three levels of bashing damage or two levels of lethal damage. With the expenditure of a Willpower point in addition to the Gnosis point, one level of aggravated damage may be healed instead. Damage caused by silver weapons cannot be healed with this Gift.

Source: 20th Anniversary Edition


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)


Moonshadow

Rank 1 Black Furies Gift

Camp: Moon-Daughter

With this Gift, a Daughter of the Moon may step sideways using a patch of moonlight. In addition, the difficulty is lowered by one.

Source: Tribebook: Black Furies


Spirit Smuggler

Rank 1 Black Furies Gift

Camp: Sisterhood

Members of the Sisterhood frequently make deliveries through countries with broad laws against contraband; they might also wish to carry a weapon into an area interdicted by metal detectors or the like. Spirit Smuggler makes this much easier for them to do, and it is useful in a wide variety of situations. When the character wishes to hide an item from searches, she can use this Gift to push the item into the Gauntlet for a short time; it will return to the character’s possessions in the physical realm after a few minutes have passed. This Gift is taught by a Raccon-spirit

System: The character rolls Dexterity + Subertfuge and spends a point of Gnosis to push a small item (5 pounds or less, no more than a gallon in volume) through the Gauntlet into the Umbra; the difficulty on this roll is the local Gauntlet rating. If she achieves 2 or more successes, the item now resides in the Gauntlet, and cannot be sensed or manipulated by anyone in the Realm (unless a searcher can see into the Umbra). The item will return to the character’s physical possessions at the end of the scene. Should the character achieve only one success, the item is pushed through into the Gauntlet but will not return of its own accord, and has to be fetched by stepping sideways. A botch on the Dexterity + Subterfuge roll means that the item is lost in the Umbra, or that a spirit pickpocket has made off with it. This Gift does not halt the flow of time for the smuggled object – and explosions in the Gauntlet can have strange effects on both the local spirit world and the physical plane, for those who might consider using this Gift to stow a live bomb.

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.


Owl’s Speech

Rank 1 Black Furies Gift

Black Furies may invoke the kinship between their tribe and the owls of Athena. This Gift combines the effects of the Galliard Beast Speech Gift and the Philodox King of the Beasts Gift, though it only works on owls. This Gift is common among the Temple-Keepers of Artemis and the Sisterhood. Many of their Kinfolk share this Gift, and new sisters often receive it as an initiation Gift.

Source: Tribebook: Black Furies


Man’s Skin

Rank 1 Black Furies Gift

Distasteful though it may be, the Black Furies sometimes find it necessary to pass unnoticed through the world of men. This Gift allows a Fury to effectively change gender in the eyes of onlookers. Her features and build become decidedly more masculine, and her garb seems of a masculine cut. Her hair, eye and skin color remain the same; the result is a man who shows a slight family resemblance to the Fury. Despite this Gift’s name, it works equally well when male metis Furies employ it to disguise themselves as women. The Gift is taught by an ancestor-spirit or a seahorse-spirit.

System: The player rolls Charisma + Subterfuge (difficulty 7). The illusion lasts for one scene per success, or until the Fury shifts form. The disguise withstands casual tactile contact, although heavy or violent contact will reveal the truth.

Source: 20th Anniversary Edition


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)


Arion’s Burden

Rank 1 Black Furies Gift

The Black Furies had many tribeswomen among the ancient Scythians, who were renowned for their use of cavalry. During their battles with other Garou tribes, the Furies often surprised their enemies by showing that they too could employ cavalry, thanks to this Gift. Most animals shy away from creatures of high Rage, and even the Glabro form tended to make a werewolf heavier than the horse could handle. But this Gift perfectly calms the mount’s mind and makes the Black Fury as light as a child to it. It is taught by an avatar of Pegasus.

System: The Black Fury rolls Charisma + Athletics (difficulty 6). A simple success is all that is needed to keep this Gift active for the rest of the scene. While this Gift works to calm any animal normally friendly to the Black Fury, it is most commonly employed on horses. Riding in Crinos form, even with this Gift, is a tricky business, requiring a Dexterity + Athletics (difficulty 7) roll.

Source: Players’ Guide to Garou (revised)


Heightened Senses

Rank 1 Lupus Gift / Rank 1 Black Furies Gift / Rank 1 Galliard 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; 20th Anniversary Edition

 


Sense Wyld

Rank 1 Lupus Gift / Rank 1 Theurge Gift / Rank 1 Black Furies Gift

The Garou may sense Wyld energies or spirits in the nearby area. Any Gaian spirit can teach this Gift.

System: The Garou rolls Perception + Enigmas against a difficulty determined by the Storyteller, based on the strength of the presence.

Source: Umbra


Sense Wyrm

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

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 / 20th Anniversary


Mother’s Touch

Rank 1 Theurge Gift / Rank 1 Children of Gaia Gift / Rank 1 Black Furies Gift / Rank 1 Glass Walker Gift, Camp: Wise Guys / Rank 1 Bunyip Gift

Camp: Order of Our Merciful Mother (Black Furies)

The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.

System: The player spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.

(Glass Walker): Wise Guys using this Gift often recite Luke 17:19 when using it. “And he said unto him, Arise, go thy way: thy faith hath made thee whole.”

Source: Core book revised / 20th Anniversary Edition / Glass Walker Tribebook


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