Level One
Archer's Eye
This Gift allows the Garou to execute brilliant feats of archery, such as shooting an arrow out of the air, or hitting small targets in dangerous locations. The Garou cannot use this Gift to harm an opponent directly, however, and he can use Archer's Eye with a bow and arrow. Air-spirits teach this Gift.
Cost: None
Test Pool: None
System:
Passively the player adds either the Glory rating that was required to achieve their current rank, or their current number of Glory cards (maximum 10) to his bidding pool when performing a really outlandish archery trick. Again, this Gift does not allow direct damage to targets (“I’ll shoot him between the eyes!”), but it can be used to injure opponents indirectly. (“I’ll shoot the rope that’s holding the chandelier over his head!”) The effects are permanent.
Affinity:
The Daughters of Artemis have an incredibly keen vision and acuity. Using the sight of their totem to augment their archery, a Fury may double her range on an Archery attack, but does not gain any of the other benefits of this gift when making a direct attack.
Wolf Senses
You can extend your physical senses well beyond that of a human or even a typical wolf. Eyesight and hearing sharpen to twice mortal limits, while touch, smell, and taste become acute enough to discern even the smallest details with ease. A wolf spirit teaches this Gift.
Cost: None
Test Pool: None
System:
Once learned, Wolf Senses is always active. You have the ability to see clearly, even in total darkness, and to understand sounds too quiet for normal people to hear. Your olfactory senses are strong enough to identify familiar people or substances by scent alone. You gain the scent-tracking abilities of Lupus form, even when you are in other forms.
When a character with Wolf Senses comes within two steps of an individual hidden by supernatural concealment, such as Blur of the Milky Eye, the character with Wolf Senses automatically realizes that someone is nearby, although she does not know who or precisely where to find that someone. Heightened Senses provides only a vague warning that something or someone is near.
When something blinds you, your smell or hearing can provide adequate compensation for the loss of vision. Normally, characters that cannot see while in combat must use the Fighting Blind combat maneuver to attack an opponent. So long as your character’s sense of hearing or smell is unimpaired, you can fight without needing the Fighting Blind combat maneuver.
If you spend 1 point of Gnosis and expend a standard action, your character sharpens her senses even further. You automatically notice any objects mundanely hidden within line of sight.
Exceptional Success
If you score an exceptional success when seeing through supernatural concealment, you automatically pierce any supernatural concealment (or illusion) created by the same individual for the next hour.
Affinity:
The Black Furies have a reputation for being hyper vigilant. Characters with this affinity can sense supernatural concealment if the target is within four steps of them instead of the standard two steps.
Wyld Resurgence
Bent to Gaia’s service, the creative, living essence of the Wyld roars through the Fury’s body, shining beneath her skin as a rippling wave of prismatic energy which focuses on and shines out through her wounds. This surge supercharges the werewolf’s regenerative powers, quickly mending even the most grievous of wounds. Any member of Artemis' brood may teach this Gift.
Cost: 1 Gnosis
Test Pool: N/A
System:
The Fury spends a standard action in concentration during which they can do nothing else (even talk). The werewolf immediately heals either three levels of bashing damage or two levels of lethal damage. With the expenditure of a Willpower point in addition to the base cost, one level of aggravated damage may be healed instead. Damage caused by silver weapons cannot be healed with this Gift.
Affinity:
Use of this Gift only costs a simple action.