The Black Furies' Gifts reflect their closeness to the Wyld and allow them to unleash their centuries of tribulation on others. They possess some of the most effective war-Gifts of all the tribes.
Spoiler for Heightened Senses:
This Gift sharpens the werewolf's senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Glabro forms, along with superior night vision. In Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point to activate this Gift for a scene. In Homid and Glabro, the werewolf's Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo, and Lupus, Perception difficulties decrease by three (this is not cumulative with the ordinary Lupus-form Perception bonuses) and the werewolf gains an extra die to Primal-Urge dice pools.
Black Spiral Dancers
Black Spirals typically learn Gifts from a pantheon of disgusting Banes. The price they pay for knowledge is correspondingly higher than that paid by Gaian Garou. When a Black Spiral is initiated to the tribe, she learns her first tribal Gift from a soul-shattering experience in the Black Spiral Labyrinth. Each time she advances in rank, she can learn an additional Gift in that Malfean labyrinth.
Spoiler for Sense Wyrm:
The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm's spiritual emanations as a stench. This Gift doesn't necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn't function passively. The Gift may be taught by any Gaian spirit.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.
Sensing other creatures of the Wyrm doesn't elicit kinship, but most Black Spirals take a perverse sense of pleasure when they experience or encounter new forms of mutation, deformity, dementia, or cruelty.
The Bone Gnawers are survivors without peer, and Rat's blessings help make this so.
Spoiler for Desperate Strength:
The werewolf calls on desperate reserves for a sudden surge of strength. A badger-spirit teaches this Gift.
System: When rolling a Feat of Strength
, the werewolf may add one die to the roll for each level of bashing damage he willingly accepts as the price of this Gift.
Children of Gaia
The Gifts of the Children of Gaia aid in calming others and strengthening themselves. Yet those who would dismiss the most peaceful of the tribes as ineffective pacifists will be surprised to discover how well the spirits prepare the Children for the inevitability of battle - the Children know that peace is an ideal to strive toward, while the looming Apocalypse is a reality.
The Gifts of the Fianna speak to their vigorous natures and fae allies, and are often granted by spirits originating in their native lands.
Get of Fenris
Fierce fighters one and all, the Get beseech their spirit allies for Gifts of war. Even their Ragabash and Theurges are expected to stand out in battle.
Many Glass Walker Gifts involve Weaver-spirits of one type or another. This association grants the Glass Walkers great versatility and an unparalleled rapport with modern technology; hopefully, it's enough to make up for the lack of respect with which other tribes view their pacts.
The feral Red Talons hate what humanity for what it has done to Gaia and their Kinfolk. Griffin's Gifts, geared toward the "red in tooth and claw" aspects of nature, suit the Talons' disposition.
Spoiler for Wolf at the Door:
This Gift induces a terrible dread of and respect for the wilderness, and it makes a human target afraid to tamper with it in any way. Any predator spirit can teach this Gift.
System: The werewolf must make eye contact with the target, but can be in any form when she does so. The player then rolls Charisma + Primal-Urge (difficulty equals the target's Willpower). The effects last for one day per success. During this time, the human must roll Willpower to leave his home, and he may not go near anything resembling a forest, tundra, swamp, or other untamed wilderness area without spending a Willpower point. If the human does leave his home, he is shaky and fearful until he returns, and his player loses three dice from all Mental and Social dice pools. Alternately, this Gift can affect a number of humans equal to his Rage at once (difficulty equals the highest Willpower in the group). In this case, rather than making eye contact, the humans must hear the werewolf howl in Lupus form. This Gift can be used on Kinfolk, mages, ghouls, and other "supernatural" humans, but the difficulty increases by two.
The Shadow Lords appreciate both subtlety and power, and this is reflected in their spirit pacts. The Tribe's Gifts grant power over shadows, intimidation, control, asserting dominance over others, and the raw fury of the unleashed storm.
The spirits bless the enigmatic Striders with Gifts of travel and speed.
The regal Silver Fangs are the traditional leaders of the Garou, and their Gifts reflect - and support - that birthright.
The Stargazers' search for insight and wisdom has naturally led them deep into the spiritual realm. Their Gifts are a by-product of their penchant for visions and riddles, as well as outgrowths of their pursuit of non-lethal combat methods.
Uktena Gifts reflect the tribe's predilection toward magical study and animal powers. Many of their Gifts were long-forgotten secrets, recently unearthed as the fight for Gaia grows more desperate.
The magic of the Wendigo is that of the black heart of winter, the howling hunger of the blizzard, and the barren majesty of the north wind.