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Furmlings are minor Elementals of the Wyrm: Banes of Balefire.

Overview[]

Furmling Computermachine

A computermachine possessed by a Furmling

Furmlings possess lesser creatures and drive them to naked aggression, seemingly burning them from within and, indeed, causing what amounts to fever in their host bodies. Host creatures are visibly ruddy, take on a patchy complexion, and have a listless nature. Possessed objects seemingly move on their own, like what might be described as “poltergeist activity.” Furmlings appear as sickly, luminous blobs in the Umbra, glowing with a flickering phosphorescence and darting about like turgid fireflies. The relative aggression of Furmlings leads to their use as belligerent scouts, especially by Black Spiral Dancers, who send them forth to gain information and goad other packs into battle.

In the Umbra, Furmlings are prone to evasion, attacking only if they have the numbers on their side. When they do, they hover out of reach of their attackers and manifest gouts of balefire, a greenish flame that poisons just as it burns.

The Furmling can send its possessed host into overdrive, increasing a victim’s Physical pools by its Power. This amplification lasts for a single conflict (usually three turns) before the overloaded carcass collapses into a heap of abused flesh, sinew, and bone.

Gallery[]

Stats[]

First Edition[]

  • Rage: 10, Willpower: 5, Gnosis: 5, Power: 30
  • Charms: Balefire, Airt Sense,

Second Edition[]

  • Rage: 10, Gnosis: 5, Willpower: 5, Power: 30
  • Charms: Airt Sense, Blast Flame

20th Anniversary Edition[]

  • Rage: 10, Gnosis: 5, Willpower: 5, Essence: 20-40
  • Charms: Airt Sense, Blast Flame

Fifth Edition[]

  • Power: 3–6
  • Exceptional Dice Pools: Firearms (Balefire) +2, Athletics (Dodge) +4
  • Balefire: +0 Aggravated damage

References[]

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