Breath of the Wyld
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 the Gift must be used outdoors in a natural setting (a city park is natural enough for this Gift to function). The player rolls Gnosis (difficulty 6 for humans, 5 for Garou). Success gains 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.
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 form, 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 sensory overload. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point. The effect 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.
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 this Gift are likely to say, "This place stinks of the Wyrm" (with a few more colorful adjectives). This power requires active concentration. Any spirit of Gaia can teach this Gift.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Worm'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.
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.
On a successful roll of Perception + Enigmas, the Garou may sense Wyld energies or spirits in the nearby area. The difficulty is based on the strength of the Wyld's influence. (Sensing a Garou in the forest would have a difficulty of 5.)
Curse of Aeolus
The Fury calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Fury can see through the fog, but all others 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.
Sense of the Prey
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 is used to track 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 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.
Touch of the Muse
With this Gift, the Fury invokes the spirits of art and artifice, allowing her to lower the difficulty of any Social Attribute rolls for the duration of the scene. A Gnosis roll (difficulty 8) reduces the difficulty of Social rolls by one per success. The roll itself depends on what the character attempts. A poetry reading, for example, would require Manipulation + Expression, whereas a seduction would involve Appearance + Subterfuge.
Trail of Pain
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 abusers after 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.
Coup De Grace
The Garou studies her foe, seeking 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.
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 lost four dice). If the target is in frenzy or otherwise resistant to pain, he still suffers normal wound penalties.
Flames of Hestia
By spending one Gnosis point and making a Gnosis roll against difficulty eight, the Fury produces white flames around her hands. These flames purify whatever they touch; cleansing tainted food or water. They will also reduce damage inflicted by radiation, poison, or disease by one level per success. The flames do one level per success in aggravated damage to Banes and fomori if the Fury scores a successful hit while invoking the Gift during hand-to-hand combat.
When deep in the wilds, the Black Fury can use this Gift to inflict extra damage. Even the toughest Garou 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 Wild-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.
Song of the Siren
The sound of the Garou's voice can entrance any 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 for each of the Galliard's successes.
Wings of Pegasus
The Garou may sprout majestic wings when in Hispo form; these allow her to fly at will. These wings are large and resemble the feathery wings of the totem Pegasus. To fly, roll Stamina + Athletics (difficulty 7 to launch) The difficulty for flight maneuvers is up to the storyteller. The Garou can carry others as long as her strength allows it. Her flight speed is approximately 50 mph.
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.
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 firearm; the medium range is 20 yards. Damage is figured normally for a claw-strike. The Garou's claws take one full turn to regenerate.
The Thousand Forms
The Fury that chooses to risk taking the form of a mythical beast typically honors Pegasus by assuming her form.**Most trickster arch-types are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort.
System: The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou's natural form the desired animal is. For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 9. Mimicking mythical animals is always difficulty 10.
A desperate tactic at best, the 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 foe apart. They may grant the Fury and her packmates temporary increases 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 Wylding teaches the Gift.
System: The player spends one Gnosis point and one Rage point. She then rolls Wits + Enigmas (difficulty of the local Gauntlet). Successes summons a variable number of Wyldings, which will alter the situation as the Storyteller sees fit.
This hideous power of legend can turn living flesh into stone with but a gaze. Victims who make eye contact with the user of this Gift find themselves changed into statues where they stand. This Gift is a closely guarded secret; not to be shared with the other tribes. Rumors persist that elder Black Furies can make the effect permanent.
Difficult to find and even more dangerous to approach, the legendary Basilisk-spirit can teach this Gift.
System: After making eye contact, the player rolls Perception + Occult (difficulty equal to the target's Willpower) to determine the number of rounds the victim remains stone. The player can double the time by spending a Willpower point.