Tribes and Gifts

Though all the characters are Ronin, the "tribe-less," they still have a birth tribe, and may select from that tribe's gifts.

Black Furies
Tribe of all female garou, aggressive and powerful warriors
- Sense Wyrm: detect hidden manifestations of the great enemy, the Wyrm
- Heightened Senses: spend 2 gnosis to gain +2 to all perception rolls plus the Discriminatory Smell advantage

Bone Gnawers
Live on the streets, well-informed survivors, but universally despised
- Cooking: spend 1 gnosis to make anything into a foul-tasting but edible mush
- Scent of Sweet Honey: spend 1 gnosis. Minor spirits of the air will then be attracted to a target, causing them to exude a wonderfully sweet aroma and become slightly sticky to the touch and attract vermin

Children of Gaia
Mediators of the garou and defenders of humanity
- Resist Pain: spend 1 gnosis to ignore all pain, or effects of pain
- Mother's Touch: lay hands to heal aggravated wounds of other garou

Fianna
Celtic descent, with close ties to their kinfolk
- Resist Toxin (15 pts.): with successful HT check, will take no damage from any poisons or disease
- Persuasion: spend 2 gnosis to gain +1 on all reaction checks and social skills for 1 minute

Get of Fenris
Savage and bloodthirsty, very Norse and proud of it
- Razor Claws (10 pts.): spend 1 rage and 1 turn to sharpen claws on hard surface, +1d6 of damage for 10 minutes
- Resist Pain: spend 1 gnosis to ignore all pain, or effects of pain  121

Glass Walkers
Well adapted to the city, untrusted by other tribes, and use high technology
- Control Simple Machines: spend 1 gnosis to cause simple machines to operate or shut down
- Persuasion: spend 2 gnosis to gain +1 on all reaction checks and social skills for 1 minute

Red Talons
Entirely lupus, bent on the eradication of all humanity
- Beast Speech: spend 1 gnosis to speak to animals for 1 minute
- Scent of Running Water: spend 1 gnosis to mask scent for 1 hour

Shadow Lords
Domineering and demanding, they strive to win leadership from the Silver Fangs
- Fatal Flaw (25 pts.): spend 1 gnosis and concentrate on opponent for 5 seconds, can inflict +1d6 damage against targeted foe for combat scene. May also discover one inobvious disadvantage to exploit in combat
- Aura of Confidence (25 pts.): spend 1 gnosis to resist Fatal Flaw or Aura spell

Silent Striders
Vagabonds and wanderers, they know many mortal and occult secrets
- Sense Wyrm: detect hidden manifestations of the great enemy, the Wyrm
- Speed of Thought: spend 1 gnosis to double long-distance travel rate for 1 day.

Silver Fangs
Prestigious and noble leaders of garou society, but have become inbred and sick
- Labent Flame: spend 1 will to invoke a silvery light around body, reaches 100 feet out, -2 to be hit in melee from glare, but +2 for ranged
- Sense Wyrm: detect hidden manifestations of the great enemy, the Wyrm

Stargazers
Cerebral and contemplative, world wanderers seeking enlightenment 
- Balance (15 pts.): spend 1 gnosis to walk across any ledge, rope, etc without fail and +3 to climbing
- Sense Wyrm: detect hidden manifestations of the great enemy, the Wyrm

Uktena
Sly and mysterious, capable magicians and widely distrusted
- Sense Magic: spend 1 gnosis, can sense garou rituals and gifts, thaumaturgy of Tremere and the magi, fetishes, fae glamour, and other magical effects in area
- Shroud: spend 1 gnosis and make gnosis roll with modifier base on light level to shroud an area in darkness

Wendigo
Only purely native american garou left, fiercely independent and determined to drive the invaders from their homeland
- Call the Breeze (15 pts.): spend 1 gnosis to call a strong cold breeze, clearing vapors, insects, and -2 on all hearing rolls.
- Camouflage (15 pts.): spend 1 gnosis to reduce all perception attempts to spot him by -6. Lasts 5 minutes.

Tribes and Gifts

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