RANK 3 BLACK FURY GIFTS
Coup de Grace: Spend a WP. Roll Perception + Brawl, difficulty of the target's Stamina + Athletics. If you're successful you double the damage dice pool of your next attack on the target. Even with an extremely large dice pool or a source of guaranteed damage this will significantly increase your lethality against high Essence spirits and enemies with absurd soak or health pools.
Given that Crinos foes will have a Stamina + Athletics of 10+ this Gift can be hard to use. But if your foe is, say, a Spirit... their "Stamina + Athletics" will be their Willpower trait!
This is a very solid power, and since it doesn't take a full turn of concentration or cost or roll Gnosis, you can use it and then do an attack using a Rage action. Doubling your damage dice pool of a claw attack, or a melee weapon, or a gun, could be amazing. The one-shot potential of this Gift makes it a Green.
Heart Claw: Spend a point of WP after making a successful claw attack. The claw you implant will dig deeper into them, inflicting 1 point of unsoakable lethal damage each turn until they are dead or the claw is removed. A full turn of Dexterity + Medicine roll, difficulty 7, removes the claw.
This Gift is great on a hit and run, especially if you are harassing the target from ranged with bows or guns. It's also handy against a target with insane soak, as it will counter their regen... which you can shut off as well with another BF Gift! Losing 1 health or essence each turn will have a big impact on a target.
Given that this Gift has no cost in terms of the action economy, and you can realistically use it once per round (typically I don't let players spend WP more than once in a given round) you could use it repeatedly on a single enemy.
This would combo very nicely with Silver Claws if you have it, making the damage Aggravated to Garou and most Fera (most likely) and potentially making it more hazardous to remove. A pack of Black Furies would also be nearly unparalleled in taking down a dangerous foe. Technically speaking RAW you only need to successfully hit your foe, not deal damage!
Visceral Agony: Spend a Rage before attacking. Any wound penalties suffered from attacks you launch during that turn will be doubled for the scene, and resistant foes will suffer regular penalties instead. Turning a -1 into a -2 is neat, a -2 into a -4 is good, a -5 to a -10 is incredible. Note that spirits don't have wound penalties however!
Be careful if your foe might be drawing strength from pain before you use this Gift.
One downside of this Gift is that your tactic should be to destroy your foe, not to leave them wounded, but of course you won't always kill someone in a single round, especially if you only attack 2 times in the round or they're very tough. So weakening their ability to fight back or dodge is good.
Wings of Pegasus*: You can sprout Pegasus wings in Hispo form which fly at 50mph. It has no mechanical downsides in combat, it costs Gnosis, and it's great for fights and exploration. Separating one foe from the rest with a grapple, or providing ranged support with Gifts and the Taunt maneuver, could work well. It'll depend on your Auspice. If your foes lack ranged options, you can use this to get a moment to regenerate, activate buffing Gifts, await allies. It's also worth noting that this Gift removes a significant weakness of the Garou - you're better in close quarters, but many enemies will try to keep away. Quickly ascend a tower to fight a sniper, fly up to beat up a cheeky Corax, take to the skies to hunt down a pack of flying Fomori.
If you need to flee there are Garou who will outspeed you, but a running Lupus can only leap so far. Head straight up and then fly over obstacles.
It's worth noting that if you're reliant on Melee, you've forsaken HIspo as a fighting form for the most part. On top of that flying around in Hispo does come with risks; no Delirium to influence the memories of human onlookers, images or recordings of you won't be protected by Delirium's secondary effects, and so on. Within locations with humans this Gift's mobility will be far more useful if you have an appropriate Gift or Fetish, of which there are many. A Ragabash could use Blur of the Milky Eye, a Metis could use Camouflage, anyone else could use a Nyx's Bangle or Monkey Puzzle, just to name a few options.
Even if the Gift winds up restricted to being used in the Umbra and deep wilderness, and in fights where you don't need to hide your true nature, it is definitely worth 9xp.
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What on earth... I'm aware that lore-wise the Black Furies are considered by some, including the BSDs, to be the truest representation of what Gaia wanted the Garou to be, but god these are good!
Part of what's great about Coup, Heart Claw and Visceral Agony is that you can use 2/3 of them on the same turn. There's no reason you can't use Visceral Agony and Heart Claw on the same turn, or Visceral and Coup. They use up resources, but they apply them to do quite effective things you'd otherwise struggle with.
Coup could be worth 15xp to a combat-focused PC. Heart Claw would suit many Ragabash, and any PC who struggles to land kills and might benefit from hit and run tactics. Visceral Agony will best support a character who is able to damage foes consistently, but finds they often don't die within one round. And of course Wings of the Pegasus is... possibly worth the 15xp. It depends on your priorities and whether you have another source of flight.
Coup de Grace: Spend a WP. Roll Perception + Brawl, difficulty of the target's Stamina + Athletics. If you're successful you double the damage dice pool of your next attack on the target. Even with an extremely large dice pool or a source of guaranteed damage this will significantly increase your lethality against high Essence spirits and enemies with absurd soak or health pools.
Given that Crinos foes will have a Stamina + Athletics of 10+ this Gift can be hard to use. But if your foe is, say, a Spirit... their "Stamina + Athletics" will be their Willpower trait!
This is a very solid power, and since it doesn't take a full turn of concentration or cost or roll Gnosis, you can use it and then do an attack using a Rage action. Doubling your damage dice pool of a claw attack, or a melee weapon, or a gun, could be amazing. The one-shot potential of this Gift makes it a Green.
Heart Claw: Spend a point of WP after making a successful claw attack. The claw you implant will dig deeper into them, inflicting 1 point of unsoakable lethal damage each turn until they are dead or the claw is removed. A full turn of Dexterity + Medicine roll, difficulty 7, removes the claw.
This Gift is great on a hit and run, especially if you are harassing the target from ranged with bows or guns. It's also handy against a target with insane soak, as it will counter their regen... which you can shut off as well with another BF Gift! Losing 1 health or essence each turn will have a big impact on a target.
Given that this Gift has no cost in terms of the action economy, and you can realistically use it once per round (typically I don't let players spend WP more than once in a given round) you could use it repeatedly on a single enemy.
This would combo very nicely with Silver Claws if you have it, making the damage Aggravated to Garou and most Fera (most likely) and potentially making it more hazardous to remove. A pack of Black Furies would also be nearly unparalleled in taking down a dangerous foe. Technically speaking RAW you only need to successfully hit your foe, not deal damage!
Visceral Agony: Spend a Rage before attacking. Any wound penalties suffered from attacks you launch during that turn will be doubled for the scene, and resistant foes will suffer regular penalties instead. Turning a -1 into a -2 is neat, a -2 into a -4 is good, a -5 to a -10 is incredible. Note that spirits don't have wound penalties however!
Be careful if your foe might be drawing strength from pain before you use this Gift.
One downside of this Gift is that your tactic should be to destroy your foe, not to leave them wounded, but of course you won't always kill someone in a single round, especially if you only attack 2 times in the round or they're very tough. So weakening their ability to fight back or dodge is good.
Wings of Pegasus*: You can sprout Pegasus wings in Hispo form which fly at 50mph. It has no mechanical downsides in combat, it costs Gnosis, and it's great for fights and exploration. Separating one foe from the rest with a grapple, or providing ranged support with Gifts and the Taunt maneuver, could work well. It'll depend on your Auspice. If your foes lack ranged options, you can use this to get a moment to regenerate, activate buffing Gifts, await allies. It's also worth noting that this Gift removes a significant weakness of the Garou - you're better in close quarters, but many enemies will try to keep away. Quickly ascend a tower to fight a sniper, fly up to beat up a cheeky Corax, take to the skies to hunt down a pack of flying Fomori.
If you need to flee there are Garou who will outspeed you, but a running Lupus can only leap so far. Head straight up and then fly over obstacles.
It's worth noting that if you're reliant on Melee, you've forsaken HIspo as a fighting form for the most part. On top of that flying around in Hispo does come with risks; no Delirium to influence the memories of human onlookers, images or recordings of you won't be protected by Delirium's secondary effects, and so on. Within locations with humans this Gift's mobility will be far more useful if you have an appropriate Gift or Fetish, of which there are many. A Ragabash could use Blur of the Milky Eye, a Metis could use Camouflage, anyone else could use a Nyx's Bangle or Monkey Puzzle, just to name a few options.
Even if the Gift winds up restricted to being used in the Umbra and deep wilderness, and in fights where you don't need to hide your true nature, it is definitely worth 9xp.
================================================== ==================
What on earth... I'm aware that lore-wise the Black Furies are considered by some, including the BSDs, to be the truest representation of what Gaia wanted the Garou to be, but god these are good!
Part of what's great about Coup, Heart Claw and Visceral Agony is that you can use 2/3 of them on the same turn. There's no reason you can't use Visceral Agony and Heart Claw on the same turn, or Visceral and Coup. They use up resources, but they apply them to do quite effective things you'd otherwise struggle with.
Coup could be worth 15xp to a combat-focused PC. Heart Claw would suit many Ragabash, and any PC who struggles to land kills and might benefit from hit and run tactics. Visceral Agony will best support a character who is able to damage foes consistently, but finds they often don't die within one round. And of course Wings of the Pegasus is... possibly worth the 15xp. It depends on your priorities and whether you have another source of flight.
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