Tribe
Black Furies: Composed almost entirely of women, the
Furies are the servants of the Wyld and the avengers of the Garou.
Initial Willpower: 3
Backgrounds: No Restrictions.
Beginning Gifts: Heightened Senses, Sense Wyrm
Totem: Pegasus
Originally from Greece, this all female tribe are
renowned for their ferocity and severe codes of honor. They are the defenders of the Wyld,
punishers of men, daughters of the great Artemis. They keep the secrets of Mother and
Woman sacred, and any male child is given to a trusted one for care (usually the Children
of Gaia). Only a few metis males remain within the tribe. They have a natural hatred for
mindless destruction, a fact which has caused severe friction between themselves and the
Get of Fenris. In Gaia's name they Rage against any wrong doings to women or mother Earth
herself.
GIFTS
Rank One
Heightened Senses 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:
Perception difficulties are reduced by three, +1 to Primal-Urge Dice Pools.
Sense Wyrm 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 fomor 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.
Rank Two
Curse of Aeolus The Garou summons an eerie, chilling fog to shroud the landscape,
unnerving her enemies. The Garou can see through the god, but others will have trouble
navigating the mists. This Gift is taught by a spirit of Aeolus, a totem spirit.
System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 6 normally,
9 in a desert). The Garou's vision in unhindered by the mist, but all others halve their
Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to
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.
Rank Three
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 targets Stamina + Dodge). If successful, the Garou doubles the damage dice on her
next blow, assuming it hits.
Visceral Agony The Garou turns her claws into barbed talons dripping with black
venom. The pain caused by these claws is excruciating. This 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 claw's wounds is doubled for the duration
of the scene (i.e., a foe at Wounded would have a -4 penalty to actions). Even if the foe
is in a frenzy or otherwise resistant to pain, he suffers normal wound penalties.
Rank Four
Body Wrack 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 success causes the victim to lose one die from all Dice
Pools as agonizing pain sweeps over his body.
Wasp Talons 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 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 were 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 card are
considered "point-blank" (difficulty 4).
Rank Five
The Thousand Forms The Garou may take the form of any animal between the sizes of a
sparrow and a bison, gaining all special abilities thereof (flight, gills etc.). This Gift
is taught by an Animal Father Incarna avatar. No monsters et al., may be mimicked.
System: The Garou spends a Gnosis point and rolls Dexterity + Animal Ken. The difficulty
depends on the form chosen.
Wyld Warp 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 Earth.
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 one Rage point. She then rolls Wits +
Enigmas against a difficulty of Wyld spirits.
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