The Black Furies had many tribeswomen among the ancient Scythians, who were renown 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.
Taught by: Pegasus
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 intill 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 sufficient 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. Its also adds one to the difficulty of any Rage rolls the target makes in that time.
Find the Child Within
With this Gift, a garou can play upon an individual's instinctive response to parental authority or affection and convince that person to follow a command ("Don't leave without me") or respond favourably to a suggestions ("Let me take you somewhere safe") that they might otherwise rebuff. The target of the Gift cannot already be engaged in battle with the Gift's user or with another opponent. The Garou can, however, use this Gift to forestall an impending battle or elude a situation that might turn dangerous.
System: The player makes a resisted Charisma + Empathy roll vs the target's Willpower. One success allows the character to make as simple suggestion to the victim; the suggestion must be one that a young child would find reasonable. Additional successes either extend the duration of the effect or else enables the character to convince her victim to do something he might not be otherwise inclined to do - such as coercing a Get Ahroun to back down from a fight he would certainly lose. Failure means that the suggestion has no effect, while a botch angers the victim and makes him impervious to further attempts to use this Gift for 24 hours.
The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro form, her senses become as sharp as those of a wolf, while in her wolf forms, her senses become preternaturally potent. This gift is taught by Wolf-spirits.
System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms: Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform sensory feats impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties are reduced by three; +1 to Primal-Urge Dice Pools.
There are simply some places where women are not allowed in the Dark Medieval world. This Gift allows a Black Fury to circumvent those rules; a women might not be allowed to server as a soldier, but a man may do so easily. The Fury using this Gift effectively changes gender in the eyes of onlookers; her features and build become decidedly more masculine, and her garb adapts to that of a man (although of the same social class - a peasant's frock won't become a baron's doublet). Her hair, eye and skin colour remain the same. The end result is a man who shows a slight family resemblence to the Fury, but is a much more effective deceit than a haircut and change of clothes.
System: The player rolls Charisma + Subterfuge, difficulty 7. The illusion lasts for a scene, or until the Fury shifts form. The change even withstands cursory tactile contact, although heavy or violent contact will reveal the truth. Man's Skin is entirely illusory in nature - as a "male" the Fury cannot impregnate another woman, nor should she lose her child if pregnant.
By calling on their kinship with Luna, the Daughter may use a moonlight to smooth the way between worlds. The Fury may substitute moonlight for a mirror, making themselves one with the light itself. This Gift is taught by a Lune.
System: No roll is necessary to activate the Gift - the Fury may step sideways as if they stared into their reflection. In addition, the difficulty due to the Gauntlet is lowered by one.
The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit.
System: The Garou 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. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point.
Black Furies may invoke the kinship between their tribe and the owls of Athena. The Fury may speak clearly with any owl that she meets. The owls will often be easily persuaded to do small favours, such as acting as messengers or spying out enemies. This Gift is common among the Temple-Keepers of Artemis and the Sisterhood. Many of their Kinfolk also share this Gift, and new sisters often receive it as an initiation Gift. It is, unsurprisingly, taught by an owl spirit.
System: The Fury must make an Charisma + Animal Ken roll (difficulty 5). If the rolls is successful, the owl recognises the kinship and behaves accordingly. Each success is one 'favour' that the owl will do before moving on with their own concerns.
The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a Wyld-spirit
System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5).
The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.
Curse of Aeolus
The Garou summons an eerie, chilling fog to shroud the landscape, unnerving her enemies. The Garou can see through the fog, but others will have trouble navigating the mists. This Gift is taught by a spirit servant of Aeolus, a totem spirit.
System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open water, 6 normally, 9 in a desert). The Garou's vision is unhindered by the mist, but all others halve their Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to all Willpower rolls.
Sense of the Prey
The character, if he knows anything about his prey, 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 to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.
System: No roll is required unless the target is actively hiding; 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 the Gift, the Black Fury invokes the spirits of art and artifice, calling the favor of the Muses to herself for a time. She can call upon any of the nine muses to help her in any endeavor that falls within their spheres - singing, dancing, history, seduction or oration. This Gift is taught by any spirit servant of the Muses.
System: A Gnosis roll (difficulty 8) reduces the difficulty of all Social rolls by one per success for any activity that would fall under the something of the muses.
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 pint. 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 among 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.
This Gift affects the most sensitive areas of the human or animal anatomy. By causing either minor irritation or wracking pain, Whore's Vengeance can distract or even incapacitate a victim. The target of this Gift need never have visited a house of ill-repute, nor does the Gift user need to practice the profession. A spirit of Lust teaches this Gift.
System: The player rolls her Intelligence + Medicine (difficulty equals the target's Willpower). If the roll succeeds, the target breaks out in a painful rash in his or her sensitive region. Each success subtracts one die from the target's Dice Pool for the remainder of the scene. This Gift affects only living animals (including humans) and has no effect on spirits or the undead.
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 haven't walked 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.
Wings of Pegasus
By invoking their kinship with Pegasus, the Black Fury can sprout majestic wings, white and feathery like that of the Tribe Totem. The Fury can use these wings in lupus or hispo forms, and may fly along at a considerable speed, even carrying others if her strength permits.
System: The wings appear whenever the Garou invokes them. The player must roll Stamina + Athletics (difficulty 7 to launch, 6 to fly along and variable depending on other maneuvers). The Fury's speed is approximate 50 mph (85 kph)
The Garou turns her claws into barbed talons dripping with black venom. The pain caused by these claws is excruciating. The Gift is taught by a pain spirit.
System: The Garou spends one Rage point with each attack. The claws inflict no extra damage, but any penalty to actions caused by the claws' wounds is doubled for the duration of the scene (ie: a foe at Wounded would have a -4 penalty to actions). Even if the foe is in frenzy or otherwise resistant to pain, he suffers normal wound penalties.
Veil of the Mother
This Gift allows the Garou to assume a different appearance for a short period of time in order to confuse pursuers or escape detection. Primarily useful in Homid form, the Veil of the Mother alters the physical features of the face, causes the user to seem either shorter or taller by up to 6 inches and changes the body size to reflect a gain or loss of up to 30 pounts. This Gift does not alter the sex or age of the Garou, though it can change skin, hair or eye colour and hair texture or length. The Garou may use the Gift on herself or on another individual, usually someone she is trying to hide or draw attention from.
System: The player spends a Willpower point and rolls Appearance + Subterfuge (Difficulty 7). The number of successes indicate the degree to which the character can alter her appearance or that of another individual. One success allows only minor details in height weight, facial features, skin tone and other similar qualities. Three successes enables the character to effect a drastic change in her physical form, even to the extent of appearing to be a specific person. (The Garou must, of course, be familiar with the appearance of anyone whose form she assumes). The effect of this Gift lasts for one scene.
Song of the Siren
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 process. 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 Willower to overcome the enchanting effects; to act freely, a listener must spend one point for each of the Galliard's successes.
The Garou may run at full speed for three days without rest, food or water. After the duration expires, the Garou must sleep for a Week. This Gift is taught by a Camel or Wolf spirit.
System: The Garou spends on Gnosis point and may do nothing save run; for an additional Gnosis point, he may imbue the effects of this Gift upon another being.
Flames of Hestia
By invoking this Gift, the Fury can produce white flames around her hands. These flames purify whatever they touch; cleansing tainted food or water. They will also help cure any damage caused by things of the Wyrm, and when used in hand to hand combat, the Gift inflicts great harm upon the creatures of the Wyrm. This Gift is taught by any spirit servant of Gaia.
System: By spending a Gnosis point and then rolling Gnosis against a difficulty of 8, the Fury can produce these flames. Each success reduces damage done by radiation, poison or disease by one Health Level. The flames do one Health Level per success in aggravated damage to Banes, fomori and Black Spiral Dancers if the Fury scores a successful hit while the Gift is invoked.
Taught by: Servant of Hestia
Coup De Grace
The Garou studies her foe, seeking the best place to land a blow, then sets herself up to deliver a devastating attack the following turn. This Gift is taught by an Owl spirit.
System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty of the target's Stamina + Dodge). If successful, the Garou doubles the damage dice on her next blow, assuming it hits.
Anger of the Goddess
With the force of Gaia Herself, the Black Fury elder strikes down even the most powerful enemies. Few can withstand the righteous anger of Gaia unleashed. The power can take many forms: a lightning bolt from the heavens, an avalanche, or even a tornado. The wrath of the Goddess blindly ravages the innocent and guilty alike. An avatar of Gaia Herself is the only spirit that teaches this Gift.
System: The player spends three Rage points to summon Gaia's wrath. The Storyteller determines what freak natural events follow, but the full force of the Goddess strikes the target (multiple lightning bolts, a tornade touching down at his feet, etc.). Unfortunately, the Gift affects everyone around the target as well, as the power of nature is indifferent to innocence.
The Garou can cause a target to suffer immense pain. This Gift is taught by a pain spirit.
System: The Garou spends a Gnosis point and rolls Dexterity + Medicine (difficulty of the opponent's Stamina + 4). Each successes causes the victim to lose one die from all Dice pools as agonising pain sweeps over his body.
Calm Before the Storm
The Black Furies are at heart a tribe of contradiction, they both represent the harmony and beauty of the Wyld, but also the spectacular savagery and brutality of the same. Sometimes, they even bring the two forces together, such as with this Gift. It lays a sense of peace and quiet over an area, not an uncomfortable silence but a serene sense of security. It is, naturally, used to prepare an ambush. The moment this peace breaks, these spirits of calm depart quickly and are replace with spirits of anger, storm and pain. Few subjected to this Gift survive the assault that follows. This Gift is taught by a cat spirit.
System: The Black Fury spends one Gnosis and rolls Charisma + Primal Urge, difficulty 7. A simple success projects a sense of utter safety on a group of no more than ten people. If they expect an ambush, they may roll Perception + Empathy (difficulty 8) in order to sense the sudden change of emotion within their own group. If they obtain more successes than the Black Fury on her Primal Urge roll, they can sense the impending assault and run. Otherwise, the Gift works and the resulting chaos causes the targets to lose one die on each of their rolls for every success the Black Fury initially rolled.
This Gift allows the Garou to "tag" an individual so that she can keep track of her target's health and welfare. The Garou gains a general sense of the individual's location at all times and can sense when the target is in trouble and needs assistence. The Gift lets the Garou know what kind of aid the target needs. The Garou must concentrate on her target in order to gain these insights. The effects of the Gift remain in place for a full cycle of the moon. This gift is taught by a spirit of Tambiyah.
System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty of the target's Willpower) to set the "tag" on the designated individual. Whenever she concentrates on that person, she receives information about the target's general state of health and present circumstances. When the character attempts to concentrate on the targetted individual, she performs all other actions at a +1 difficulty due to her preoccupation with her charge.
The Garou may actually hurl her claws through the air at a foe. The Garou is incapable of using this Gift or making a claw attack the next turn, for her claws must actually regenerate. This Gift is taught by a Wasp spirit.
System: The Garou rolls Dexterity + Brawl. Damage is normal for the Garou's Strength, while the difficulty is determined by range as though the Garou was using a firearm. The medium range is 20 yards; the Garou receives no modifier at this range. Twice this range (40 yards) is the farthest the claws can be hurled. The difficulty at long range is increased by one. On the other hand, attacks made at targets within a yard of the Garou are considered "point-blank" (difficulty 4).
Arrow of Artemis
To honor Luna in her aspect as Artemis, the huntress of the moon, the Black Furies strive to master the art of archery. This Gift is the ultimate expression of their skill. By invoking the huntress' name and freeing her mind of distractions, a Fury can invest a single arrow with the light of Luna - and celestial killing power. Virtually no force of Gaia can make her miss, and when the arrow strikes, it does so with the force of a thunderbolt. This Gift is taught only by powerful Lunes in direct service to Luna-the-Huntress.
System: The Black Fury spends a point of Gnosis as she draws back the arrow and sights on her target; this takes a full action. While she is looking down the shaft of the drawn arrow (which glows with a faint silver light once "charged"), wshe can see through any illusion or darkness that might impair her sight; this includes vampiric Disciplines, Gifts and magick.
When she fires the arrow the next turn, the archer rolls Dexterity + Archery to hit as usual. However, this Gift gives her 3 bonus successes on the roll, and reduces the difficulty of the shot by 2 - only the most incredible botches or superhuman evasion can make the shot miss. The arrow inflicts ten dice of aggravated damage; those slain by the missile are immolated in a quick-burning silver fire that does not spread further than the corpse, and leaves only bones behind.
However, this Gift must only be used in time of war - else Artemis becomes very displeased. If the Fury releases the arrow without a genuine living (or undead) target, or relaxes the bow and doesn't fire at all, the spent Gnosis point is permanently lost. Furies only invoke this Gift when they known they have a target that must be slain; using the illusion-dispelling abilities to "scan for invisible enemies" is highly disrespectful, and counts as abuse of the Gift.
Bring Forth the Future
This Gift allows the Garou to call upon Tambiyah to change one facet of the individual's future. The change must be specific, such as preventing the subject of the Gift from encountering a known situation that will result in her certain death. While this Gift does not guarantee that a foreseen future will be altered, it does allow the Garu to attempt to avert disaster or improve an individual's lot. This gift is taught by a spirit of Tambiyah.
System: The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas (difficulty 8). Only one success is necessary to effect a change in a future event. The player should explain to the Storyteller which element of the future even she wishes to alter. (For example, "I want my packmater to survive the coming battle against the fomori horde."). If possible, the Storyteller should arrange events so that the change takes place exactly as stated. The Gift only affects events that will occur within the 24 hours immediately following the activation of the Gift; furthermore, characters cannot ensure the death or destruction of their foes with this power. Only pleas for preservation meet with the Veiled Mother's approval
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. Rumours persist that the elder Black Furies can make the effect permanent. Difficulty 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 of the target's willpower) to determine the number of rounds the victim remains stone. The player can double this time with a Willpower point.
The Thousand Forms
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 natural abilities of that animal (flight, poison bite, etc) She may not take the form of Wyrm-beasts (not that they would want to!), but she may take the form of mythical beasts with some extra effort - most Black Furies take the form of pegasus in that case.
System: The Garou 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 similar mass) might be difficulty 5, while an alligator (a reptile of larger mass) might be difficulty 7, and a frog might be difficulty 9. Mimicking mythical animals is always difficuly 10.
The Garou calls out to the Wyld, the primal force of chaos itself. Success summons one of the great Wyld spirits, or a number of lesser ones, to the Realm. They (or it) will probably help the Garou, but nothing is certain about these creatures of chaos; this is a desperate tactic at best. This Gift is taught by a Wyldling.
System: The Garou spends one Gnosis point and then one Rage point. She then rolls Wits + Enigmas against a difficulty of the area's Gauntlet. Success summons a variable number of Wyld spirits.