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Black Fury Tribal Gifts

 

Here is the list for the Tribal gifts of the Black Fury Tribe. Remember when playing a Black Fury that you should be descriptive when you activate your gifts and be certain to retain images of their cultures to push the image of the tribe as the game progresses. Have a good look at Greek cultures and mythology. Amazonian also will aid you to be able to create a full and rich character, rather than a 2d "man hater"

Basic Gifts

 

Breath of the Wyld: You can instill a Wyld-born sense of vitality in others, providing proof by example of what life can be but so often isn’t. You must touch the target’s skin (Physical Challenge if necessary) while outdoors in some reasonably natural setting (a park will do in cities). Make a Static Gnosis Challenge against five Traits for Garou, six Traits for humans. Success grants the target a one-Trait bonus on all Mental and Rage Challenges for the rest of the scene. The target also feels invigorated and clear-headed; minor confusion slips away.

Curse of Aeolus: You can call up an unnatural fog to obscure opponents’ vision and intimidate them. You can see through the fog, but all others suffer impairment. Make a Static Gnosis Challenge against a number of Traits, dependent on frequency of fog in the area: four Traits on the seashore, six Traits in most locations, nine Traits in the desert. This power does not function in places where fog could not naturally occur (such as indoors). You suffer no visual impairment; all others can use only half their normal Trait total (rounded up) in perception-related challenges. Everyone except you and your packmates also suffer a one-Trait penalty on Willpower Challenges as the fog seems unnerving and menacing. The Gift lasts for the rest of the scene.

Heightened Senses: Your senses all become preternaturally sharp. In Homid or Glabro form, you can see, hear and smell as acutely as a wild wolf, while in wolfrelated forms you’re all but precognitively alert. Note that this Gift doesn’t allow for selective intensification: Routine city noises can overload and cripple a wolf-form Garou withHeightened Senses. Spend one Gnosis. In Homid and Glabro form, you gain a two-Trait bonus to all perception-related challenges, and you may make Mental Challenges to perform feats normally impossible to human beings, like tracking by scent. In Crinos, Hispo and Lupus forms, you gain a three-Trait bonus to perception related challenges and one-Trait bonus in Priml-Urge challenges. Heightened Senses lasts for the rest of the scene or for one hour. A sudden surge of sensory information (a discharging skunk, car alarm, flashbulb, etc.) overloads the sense in question, leaving you stunned for two rounds and possibly losing the overloaded sense for an hour (at Storyteller discretion).

Sense of the Prey: You gain an innate awareness of any prey about which you know something and can move toward it as fast as you can travel. This Gift operates in the Umbra as well as in the material world. This Gift works automatically if the target isn’t trying to hide. If it is, make a Mental Challenge (retest with Enigmas); if the target is a spirit, pit your Mental total against the spirit’s Gnosis.

Sense Wyrm: You can perceive nearbv manifestations of the Wvrm. The Gift acts directly on your consciousness through a mystical sense, but Garou using it often describe it in terms of other senses, like “This place stinks of the Wyrm.” Garou must remember that the Wyrm’s taint often clings to innocent victims, such as those who eat tainted food or work in Wyrm-controlled factories. Make a Mental Challenge with a difficulty depending on the concentration and strength of the Wyrm’s influence.

Test against six Traits to sense a fomor in the next room, but detecting the lingering residue of a Bane that left an hour ago requires testing against eight Traits. Vampires with three or fewer Humanity Traits always smell of the Wyrm; vampires on a Path of Enlightenment stink of the Wyrm no matter what their rating.

Body Wrack: You can create crippling pain in a target, just by pointing at him. Spend one Gnosis and make a Physical Challenge (retest with Medicine). On success, the victim is racked with fiery agonies. The victim suffers a one-Trait penalty on all challenges due to the pain, plus an additional one Trait for each Mental Trait you spend. The pain lasts for the rest of the scene, or for one hour.

Intermediate Gifts

Coup de Grace: You identify your target’s most vulnerable spot and prepare a special attack upon it. Spend one Willpower and make a Mental Challenge (retest with Brawl). If successful, you inflict double damage with your next attack if it succeeds. (If the next attack fails, the benefits of Coup de Grace are lost.)

Visceral Agony: Your claws become barbed talons which drip black venom. They inflict no extra physical damage, but deal out horrendous, crippling pain. Spend one Rage before attacking. Wound penalties the target suffers during the next attack are doubled - the target is at a four-Trait penalty when Wounded, and so on. The target only suffers the normal wound penalties if in frenzy or otherwise capable of resisting or ignoring pain.

Wasp Talons: You can discharge your claws from your hands like darts. (You cannot make any more claw attacks with a hand you’ve used until the claws regenerate.) Spend one Rage and make a Physical Challenge (retest with Brawl). Figure the difficulty penalties as ifyou were using agun. Damage is normal claw damage for the character (this excludes any other claw-enhancing Gifts like Silver Claws). It takes one full turn to regenerate claws once fired off.

Thousand Forms: Trickster is a shapeshifter; so are the Ragabash, who bring his archetype into present experience. You can adopt any form at least as large as a small bird and no bigger than a bison. You gain all the standard powers of that animal (such as gills, flight, poison glands, etc.). You can’t take on the form of Wyrm-beasts, but can evoke mythical creatures. Spend one Gnosis and make a Static Mental Challenge (retest with Animal Ken). The difficulty increases as the desired animal form becomes more remote from your own form: Test against five Traits for an ape, panther or other animal about as big as the Garou, sevenTraits for an alligator or other reptile somewhat larger than the Garou, nine Traits for a frog or other very small creature or against 10 for any mythical creature. 

As the Ragabash Gift. Furies who adopt mythical beast form generally honor Pegasus and assume her form.

Advanced Gifts

Wyld Warp: This Gift summons Wyld-spirits.. . that you cannot control. It’s a desperate tactic, since they run or fly in an unpredictable destructive fury. Wyldspirits have been known to dismember enemies, grant the summoner and her packmates increased physical strength or Rage, instantly heal the Fury and her packmates of all damage to allow a sustained fight, or destroy all Weaver-tools in the area. Whatever they do, it will be beneficial in some sense. Spend one Gnosis and one Rage. Make a Static Mental Challenge (retest with Enigmas) against the local Gauntlet rating. Success summons avariable number of Wvldings, who behave as the Storyteller sees fit. The Wyldings will do something that helps - it’s just unlikely to be what you most want or expect.

Spirit Smuggler: Spend 1 Gnosis and make a static Physical challenge (Subterfuge retest) against the local Gauntlet rating. If a success she could push a small object -something she can hold in her hand, no more than a few inches in diameter- into the Umbra/Gauntlet itself, where it stays for one scene/hour before returning to her.

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