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These gifts, along with better descriptions, can be found in Laws of the Wild Revised (2001 edition), the Revised Black Fury Tribebook (2001 edition), or Laws of the Wild West (1999 edition). The descriptions below contain all addenda and errata from the current 6.0 Camarilla Supplement. Please note that gifts listed as from the Tribebook (Rev. BF Tribebook) are low approval for Black Fury characters, high approval for non-Black Fury characters. Gifts with a Kuklos listed next to them are low approval for Furies of that Kuklos, and high for everyone else, even other Furies. Gifts listed from Laws of the Wild West are a minimum of High Approval, and very difficult to discover, much less learn.

Basic Tribal 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. (LotW pg. 133)

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. (LotW pg. 134)

Flurry of Arrows (Amazons of Diana): Expend one Rage Trait. While using a bow, you gain one extra arrow shot per turn, in addition to any other actions you may take. This is not cumulative; you cannot use multiple Flurry of Arrows Gifts to gain several extra shots per turn. Flurry of Arrows, once invoked, lasts for the remainder of the scene. (Rev. BF Tribebook pg. 67)

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 wolf-related forms you're all but precognatively alert. Note that this Gift doesn't allow for selective intensification: Routine city noises can overload and cripple a wolf-born Garou with Heightened Senses. Spend one Gnosis. In Homid and Glabro forms, 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 bonuses in Primal-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). (LotW pg. 122)

Kali's Tongue: You must best the target in a Social challenge, pitting your Social Traits against twice the lower of the victim's Rage or Willpower (use Willpower for victims without Rage), retest with Medicine. The subject cannot heal or be healed of any wounds for the next full turn. Every two Social Traits you expend immediately after winning the test grants an extra full turn of duration to this Gift. Any subject killed while under the effects of this Gift dies permanently. Spirits in the Umbra are unaffected by Kali's Tongue.(Rev. BF Tribebook pg. 66) This Gift requires a touch, and a regular Social Challenge to activate. No more than four Social Traits may be spent to increase the Gift’s duration.(Ga.A.5.11)

Kneel: This Gift allows the Garou to force a blatant gesture of submission out of a target, and is commonly used by Furies to humble males they find offensive. The Garou must point at the target and beat him in a Social Challenge; if the Garou is successful, the target must sink to his knees and remain there until the Garou releases him. He can speak all he wants, but until the Garou leaves the vicinity or voluntarily cancels the Gift, he can do nothing but kneel. This Gift is also canceled if the target is attacked in any way. Supernatural creatures may spend a Trait of Gnosis (Glamour, Blood, etc.) to resist this Gift, but mortals are helpless until the Gift is ended as above. To date, this Gift has never been taught to a male, not even a male metis. (LotWW pg. 151)

Messenger's Fortitude (Freebooters): You can run at full speed for up to three days without requiring food, water or rest. When you reach your destination, you have 10 minutes to complete your business before you keel over and must sleep. Spend one Gnosis. Doing anything but running cancels the Gift, and you must sleep for as long as you've been running. Spend an additional Gnosis Trait to let another individual share in the Gift. (Rev. BF Tribebook pg. 69)

Mother's Touch (Order of Our Merciful Mother): You may heal any wound in a living creature, even aggravated wounds, by laying hands on the afflicted area. You cannot use Mother's Touch to heal yourself, spirits or the undead. Spend one Gnosis to heal one health level of damage (make a Mental Challenge to heal non-Garou). Spend a second Gnosis Trait and make a Mental Challenge, retest with Medicine, to heal battle scars, but only if you apply Mother's Touch in the same scene in which the scars were inflicted. (Rev. BF Tribebook pg. 70)

Omen of Power (Freebooters): Expend a Gnosis Trait and attempt a static Mental Challenge, retest with Enigmas, to try to sniff out sources of magical power; the base difficulty is determined by a Narrator, based on the distance and strength of any nearby magical emanations. You must have a Narrator on hand to guide you as you follow Umbral perturbations in an attempt to sense caerns, magical items, and similar concentrations of mystic energy. (Rev. BF Tribebook pg. 69)

Rend (Bacchantes): Expend one Rage Trait and make a static Physical Callenge, difficulty seven, retest with Primal Urge. If you succeed, you may tear through any object up to the strength of iron or stone with your claws while in any war form. This Gift lasts for one turn, plus an additional turn for each Physical Trait you expend upon activation. Your claw or bite attacks are automatically armor piercing for this duration. If you Rend a suitable hefty target, you may on your next turn claim three additional Social Traits for resolution of an intimidation-related challenge, if desired. (Rev. BF Tribebook pg. 68)

Sense of the Prey: You gain an innate sense 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. (LotW pg. 124)

Sense Wyrm: You can perceive nearby manifestations of the Wyrm. 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. (LotW pg. 121)

Song of the Seasons: After spending a Gnosis trait, the Garou ignores the effects of natural climate extremes, as long as they aren't severe or sudden enough to be considered attacks. Even against such attacks (burst of cold, storms, etc.), the Garou is one Trait up to resist for the duration or this Gift. This Gift lasts for one session or day. (LotWW pg. 151)

Spirit Loan (Moon-Daughters): Make a static Social Challenge against a subject, retest with Occult. If you succeed, you may lend the subject one of your Basic Gifts. You specify a duration, after which the Gift returns to you. While the Gift is loaned out, you are unable to use it yourself. The subject can learn any Basic Gift that you're willing to loan, except for this one. Use of Spirit Loan to give out tribal secret Gifts may result in a loss of Renown, at the very least. (Rev. BF Tribebook pg. 70)

Spirit Smuggler (Sisterhood): Expend one Gnosis Trait and make a static Physical Challenge, retest with Subterfuge, against the local Gauntlet rating. If you succeed, you can push a small object - something you could easily hold in one hand, no more than a few inches in diameter - into the Gauntlet itself, where it stays for one scene before returning to you. (Rev. BF Tribebook pg. 71)

Stoking the Soul's Fire: Only a Maiden Fury may use this gift. Make a static Metal challenge, difficulty of your permanent Rage Traits, retest with Occult. If you succeed, expend one Willpower, one Gnosis and two Mental Traits. You regain all of your temporary Rage. (Rev. BF Tribebook pg. 66)

True Shot (Amazons of Diana): Expend one Rage Trait to gain a three-Trait (Maiden) or two-Trait (Mother of Crone) bonus on the resolution of a single arrow shot. This can exceed your usual Trait maximum, but functions only once per turn. (Rev. BF Tribebook pg. 67)

Truest Sacrament (Order of Our Merciful Mother): Make a Social Challenge, retest with Subterfuge, against the individual with the highest Willpower in the group you wish to affect - the difficulty is twice the target's permanent Willpower. If you invoke Truest Sacrement after performing a rite, you must also expend one Gnosis Trait. If you succeed, then any one rite or ritual you perform that has no egregiously violent or visibly supernatural effects is considered mundane to any human witnesses, who have no memory of the ritual being anything more than a simple religious celebration (and probably a non-denominational one). The witnesses only remember vague terms of the ritual: That it involved a speech, or perhaps some prayer; witnesses will agree on the general form of the ritual, but do not remember any religious specifics. (Rev. BF Tribebook pg. 70) This Gift uses a normal Social Challenge.(Ga.A.5.21)

Watchful Eyes: Spend a moment in contemplation of Gaia's laws and rely upon your own spirituality to sense those who've violated or upset such laws. Find a Storyteller, spend one Gnosis Trait and make a static Mental challenge, retest with Investigation, difficulty six; if successful, the Storyteller may point you roughly in the direction of the nearest violater of Gaia's laws. Note that there may not always be such a violater within easy reach.(Rev. BF Tribebook pg. 65)

Winged Delivery (Sisterhood): Expend one Gnosis Trait and make a static Social Challenge, retest with Empathy, against the local Gauntlet. If you succeed, you deliver one item to an Owl Jaggling, which carries the item to a target you describe. If the subject cannot be found, is shielded from the spirit world or is in a location with a Gauntlet above 7, the owl spirit returns the item to you instead. Hand your item card to a Narrator, who will then deliver the item as you specify (or take it out of play, if appropriate); the time for the Gift to function depends solely on the Narrator's ability to deliver it to your subject. (If the Narrator spends half and hour looking for your target, then the owl spirit was similarly confused in its attempt to find the subjct.) (Rev. BF Tribebook pg. 71)


Intermediate Tribal Gifts

Barring the Will: Only a Mother Fury may use this Gift. Make a static Mental challenge, difficulty of your permanent Willpwer Traits, retest with Occult. If you succeed, expend one Rage, one Gnosis and two Mental Traits. You regain all of your temporary Willpower. (Rev. BF Tribebook pg. 66)

Blizzard of Arrows (Amazons of Diana): Expend one Willpower and two Rage Traits. You may immediately take an arrow shot (subject to having a bow and enough mundane arrows in arm's reach) at every target you can see with your own unaugmented sense, up to a maximum of 20 targets. (Rev. BF Tribebook, pg. 67) The Fury need not bid Physical Traits in the challenges to use this Gift. Blizzard of Arrows may only be used once per scene. Ammunition may limit the number of shots the Garou can actually make. After Blizzard of Arrows is used, the bow must succeed in a Simple Test, or be destroyed by the strain.(Ga.A.5.02)

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. (LotW pg. 134)

Bolster the True Name: Only a Crone Fury may use this gift. Make a static Mental challenge, difficulty of your permanent Gnosis Traits, retest with Occult. If you succeed, expend one Rage, one Willpower and two Mental Traits. You regain all of your temporary Gnosis. (Rev. BF Tribebook pg. 67)

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 (restest with Brawl). If successful, you inflict double damage with your next attack (if the attack succeeds). (LotW pg. 134) This Gift will not add more then two levels of damage to an attack. (Ga.3.2.04)

Flames of Hestia: Expend one Gnosis Trait and make a static Gnosis challenge, difficulty eight. You may touch an object and cleanse it of any taint of disease, poison or radiation. If you use the Flames of Hestia on a creature, this cures one health level of damage lost to such taint, and may (Storyteller's discretion) purge the taint from the subject's system. Used in combat, you can strike with your fire-wreathed hands (subject to normal unarmed combat rules) and inflict an extra level of aggravated damage that cannot be reduced by any means. (Rev. BF Tribebook pg. 67) The extra level of damage in combat is only inflicted upon targets that are tainted by corruption or the Wyrm (which is determined by the Narrator’s whim).(Ga.A.5.08)

Spirit Ripper:The Garou with this Gift has the ability to use her bond with the Wyld to her advantage, using her kinship with chaos to blast other spirits apart. The Garou must spend a Gnosis Trait and beat the spirit in a challenge of Gnosis versus Gnosis; if successful, the Garou may spend a variable number of Mental Traits, each one doing five points of damage to the spirit's Power. This damage cannot be soaked by any spirit Charm, but unless the spirit is materialized, the Garou must be in the Umbra to use this Gift. Using it on those possessed by spirits, such as mockeries, requires only a Gnosis Trait and a Mental Challenge, and if successful inflicts one aggravated wound. This Gift has no effect on Wyld-spirits. (LotWW pg. 152)

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. (LotW pg. 134)Ignore the wound penalty examples given. Refer to actual MET wound penalties instead. (Ga.3.2.34)

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 (restest with Brawl). Figure the difficulty penalties as if you were using a gun. 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. (LotW pg. 134)


Advanced Tribal Gifts:

Healing Breath of Mother Gaia: The Garou can call the healing power of Gaia to dispel Wyrm-taint and injure creatures of corruption, or bless a place of Gaia with peace. The Garou must make a Static Challenge of her permanent Gnosis rating against a Storyteller-assigned difficulty, which depends on the amount of taint in the area; a recent battlefield is not too difficult, but an Anchorhead to Malfeas is near-impossible. If successful, the Garou may spend Gnosis traits to cleanse the Wyrm-taint and return the area to normal; each point spent reduces it by one degree, with the total degrees of an area being equal to the difficulty number of the Statis Challenge (e.g. spending three Gnosis on a site that had a Static difficulty of three "cures" it, or improves a site that had a difficulty of six down to three.) Furthermore, any Wyrm-creatures within 10 feet of the Garou at the time of this Gift's use take one Health Level of damage per Gnosis Trait spent. This healing is not instantaneous, but should take place over the course of a session or two, during which time the local Umbra gradually improves. If used on a place of Gaia, such as a caern, all difficulties to frenzy are increased by two (only one Gnosis Trait is required for this effect). (LotWW pg. 152) Because this Gift takes a day or two to implement, Wyrm creatures can easily avoid the damage unless they are restrained or otherwise unable to move away from the Gift user. (GA.D.5.01)

Storm of Mother's Wrath (Bacchantes): Expend one Gnosis Trait and make a static Physical Challenge, difficulty eight, retest with Survival. If you succeed, you summon a storm that affects everything within your unaugmented sensing distance (as far as you can naturally see and/or hear), so long as you are outdoors. Everyone within the Storm of Mother's Wrath, except for you and your pack, suffers a three-Trait penalty to the resolution of physical challenges. Delicate items (glass, crystal, papier mache, balsa) caught in the storm may be broken by the hail. You must have a Storyteller on hand when you summon this storm, to adjudicate its range and effects. The storm lasts for one conflict/minute. (Rev. BF Tribebook pg. 69)

Thousand Forms: 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 (Furies who adopt mythical beast form generally honor Pegasus and assume his form). 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: Test against five Traits for an ape, pather or other animal about as big as the Garou, seven Traits for an alligator or other reptile somewhat larger than the Garou, nine traits for a frog or other very small creature, or 10 for any mythical creature. (LotW pg. 126)

Walk With Hades (The Temple of Artemis): Expend one Gnosis Trait and make a challenge to step sideways. If you succeed, you enter the ghostly Dark Umbra. You are physically in the Underworld and can affect the ghosts of the departed, but similarly can be affected by them. You must leave within a day of crossing over - otherwise, every scene the effective Gauntlet increases (for you only) by one, and once it reaches 10, you become a ghost, dead and trapped in the Underworld. (Rev. BF Tribebook pg. 71)

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. Wyld-spirits 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 on Gnosis and one Rage. Make a Static Mental Challenge (retest with Enigmas) against the local Gauntlet rating. Success summons a variable number of Wyldings, 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. (Lotw pg. 134)