Their anger is not hot, but cold as the frozen North. They have endured pain enough to kill a thousand nations, but they refuse to die. They are the chosen of the cannibal spirit, the tribe of winter, the last of the Pure Ones. They are the Wendigo, and woe to anyone who crosses these warriors' path. Will the fiercest tribe be the last hope of the Garou, or will the Wendigo fall prey to their own hatred and Rage?
- Tribebook: Wendigo (Revised Edition)
OVERVIEW
Besieged by the Wyrm and betrayed by their fellow tribes, the Wendigo have learned much about hatred over the centuries. The Europeans came to steal, murder, and conquer, and the tribes that came to the Americas with them were no better. Though the old wars over territory are now over, the Wendigo have forgotten little and forgiven less. Their anger is hot as blood on the snow; their hatred is cold and unyielding as glacial ice.
WENDIGO SOCIETY
The Wendigo are named for their totem, the cannibal spirit of winter that has taught them much of their cold fury. They emulate him in many ways. They hunt as quietly as a snowfall, swiftly falling on their prey with the force of the North Wind. But they also view winter as the symbol of their purity: Vision clear as ice, heart spotless as fresh snow. They believe the European werewolves were caressed by the Wyrm long ago, and its corruption still lies within them. With the Croatan gone and the Uktena desperate enough to lie with the newcomers and delve into secrets best left forgotten, the Wendigo claim they are the only truly Pure Ones left.
Their rites and spiritual traditions reflect this concern with purity. The Wendigo meticulously attempt to expunge any trace of possible corruption from their rituals. Their moots are hidden well away from the eyes of any outsiders, and the Wendigo are not above killing even other Garou to defend their secrecy. Ritual purification is a common practice, particularly before or after hunting or going to war.
When they hunt, the Wendigo are terrifying even by the standards of werewolves. They do not bother with cruelty or mercy, instead killing with remorseless implacability. They are ghosts on the wind, dealing out sudden and bloody death. Even the Red Talons respect their skills — and, of course, understand their losses.
WENDIGO SOCIETY
Outsider tribes know little of the Wendigo’s internal organization. In truth, the Wendigo are remarkably traditional. They have kept the Litany intact for long ages — even stressing the importance of avoiding human flesh, despite the influence of their cannibal totem. Leaders are expected to exemplify the tribal ideals of purity in particular. Homids and lupus are both well-respected, but unfortunately Metis have a more difficult time within the tribe. They are living symbols of a failure to remain pure, and must work all the harder to prove their parents’ transgressions have left no inherent corruption on their souls.
Apart from their fairly strong alliances with the Talons and their Uktena brethren, the Wendigo have tenuous relations with the other tribes. They can work with any tribe if the need is great enough, but the situation must be dire indeed for a Wendigo to ally with a Fianna, Get of Fenris or Shadow Lord. The other “interloper” tribes are generally held at arm’s length, with the possible exceptions of the Silent Striders, Stargazers and Black Furies. But these days no tribe, not even the Uktena, is truly close to the Wendigo. Younger Brother’s scars run too deep.
At present, the Wendigo are on the defensive. The territories they have left are their primary concern. But they know that things just aren’t that simple. If they remain in their much-diminished holds, the other tribes will fall — it’s simply a matter of time, given their failings. And when that happens, the Wendigo, too, will be overrun. So their youngest and boldest roam out beyond the territories, entering cities and visiting other caerns to find how the war against the Wyrm is going — and where they may need to show the Enemy why it should fear the winter wind. Wherever they go, though, they remind the other tribes that they act from necessity rather than friendship. They still remember how they’ve been wronged. They still harbor an icy Rage.
APPEARANCE
The Wendigo are not as ethnically mixed as other tribes: they are almost exclusively born to native peoples of North America, particularly in the north. Wendigo with strong Pure Breed are clean-limbed, powerfully strong timber wolves that exhibit thick glistening coats in varying shades of silver and gray.
In their human forms, the Wendigo are icons of the Native American physique, with dark tanned skin, powerful tall bodies, long noses, high cheekbones and long jet black hair. Their eyes are black and intense, sending frosty chills of warning upon any who meet them. The Wendigo tend not to waste words with those they deem beneath them, and the best compliment a non Wendigo can hope for is to earn have earned their respect.
KINFOLK & TERRITORY
The Wendigo’s human Kinfolk are exclusively Native American peoples, particularly those concentrated on reservations or in tribal communities away from the larger cities. Wendigo Kin usually understand more of the old ways than other Kinfolk do, having been entrusted with a surprising amount of tribal lore.
Apex Kinfolk
Their Apex Kinfolk are the Yee Naaldlooshii, also known as Skinwalkers. These prized Apex are kept close to their Garou cousins, often allowed (or demanded) to travel with them. The Skin-Walkers are a type of medicine man or witch that practices blood magic. Through this they have gained the ability to become transparent, seem to disappear or transform into coyotes, wolves, foxes, bears or any other animal. Anything, or anyone, they hold close to them also becomes transparent. Since they are often in the company of their Wendigo cousins, it is likely how the skinwalker legends came into being.
Like many of the other Garou tribes, the Wendigo Apex Kinfolk are highly valued and guarded. A Wendigo Garou would rather kill an Apex Kinfolk than to have them mate with another of any other tribe, considering it a kindness.
The tribe has a relatively high number of wolf Kin in their strongest territories — Canada, Alaska and the plains states of the US — though they refuse to breed with wolves that have been raised in captivity.
Description:
Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character may ignore all wound penalties for the rest of the scene. Basically, this Gift is guaranteed except if a botch is rolled.
NOTE: A botched roll (rolling a natural 1-10) has the Garou incapacitated and prone on the ground writhing in pain for three turns.
Description:
A Garou may mark her/his/their territory using a spot of blood, urine, or saliva. The mark left is identifiable as the Garou's own personal sigil and causes no damage to the surface it is left upon. This marking of territory fades after an entire cycle of Luna has passed. A wolf-spirit teaches this Gift.
System:
This is a Passive Gift and does not require the use of Gnosis or a successful roll. Other Garou are able to see the mark. Sniffing the scent causes a sigil to rise, and the unique inscription to become visible. Note that the mark does not convey knowledge of the character’s identity unless the viewer is familiar with the Gift-User's scent or mark.
Description:
The Garou gains the ability to see clearly even in the harshest of blizzard or “white-out” conditions. Any arctic spirit teaches this Gift.
System:
This is a Passive Gift, requiring no use of Gnosis or a successful roll. The Garou concentrates for one turn, attuning his/her/their eyes to the conditions. After which, the Garou can see in any weather conditions without penalties associated with reduced visibility caused by bad weather conditions, such as heavy falling snow, rain, fog, glare or darkness.
Description:
As a wolf curls into a ball to keep warm, tucking her snout beneath her bushy tail, curving her spine inward to capture body heat, so the Garou may make herself resistant to cold. The Gift is more effective if the Garou is in Crinos, Hispo or Lupus form, but can be used in Homid or Glabro form in extremis. An ancestor-spirit teaches this Gift.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The power lasts for a scene, and does not protect the Wendigo from cold-based attacks or spirit abilities, but rather only ambient cold temperatures.
Description:
In these last days, the falling of any Garou is tragic, and the pain of losing a packmate digs deep. But it remains better to know for certain than wonder and futilely hope he might return. This Gift allows the Wendigo to know if a packmate is indeed dead, and if so, where the remains lie. The Wendigo stabs a stick into the ground and waits till morning. If the packmate is alive, the stick will stand perfectly upright. If not, the stick will heavily lean in the direction of his body.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Success is all that is needed for a correct divination. A failure will lead to the stick being blown out of the ground, while a botch always declares the packmate dead, and never points in the right direction.
Description:
The werewolf becomes an inescapable hunter, drawn ever onward by the beat of his prey’s heart until that heart grows still. A spirit servant of Great Wendigo teaches this Gift.
System:
The Garou must have an object belonging to his Target, a piece of the victim (a blood sample, a lock of hair), or must have tasted his quarry’s blood in the past.
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Wendigo can hear her quarry’s heartbeat for one day per point of Occult purchased. No matter how far away they may be, the Wendigo can track his/her/their prey by following the beat of its heart. The beat grows louder as the werewolf draws near, making tracking effortless.
Description:
By controlling the power of waking dreams, the Garou can place any other characters (single or a group) into a waking dream of the Garou's choosing. The participants will see the scene that the Garou creates, though they will know it is a dream and will be in full control of their thoughts and actions. A Chimerling teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. A single target or a group of Targets within a 10 meter radius may be affected if the Character so chooses. If anyone fails to resist, he/she/they will be put into the Galliard's dream. The unwilling participant may roll to attempt breaking the Mindspeak each turn.
All those included in the dream may interact normally through the Mindspeak, although they cannot inflict any damage. While under the influence of Mindspeak, their real bodies are put into a semi-twilight state that is neither asleep or awake. They can still defend themselves, though all rolls are non-modified.
Mindspeak ends when all participants agree to end it, when the Garou using the Gift wishes to end it, or when an unwilling Target manages to successfully resist while in the dream. In the latter case, the Mindspeak dream only ends for the Target who successfully resisted.
Description:
This Gift helps Garou cross the Gauntlet and traverse the Umbra more easily. Once in the Umbra, the Gift helps the Garou orient herself/himself/themself so there is less chance of becoming lost or confused as to where the Garou is located. Further, it seems to urge the Garou toward a direction she needs to travel. Thus, if something terrible is happening in the Umbra, use of this Gift will point the Garou right toward it. This could be a good thing or very inconvenient and potentially deadly, depending on the Garou’s point of view and her ability to talk or fight her way out of difficult situations. This Gift is taught by any bird-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou has little difficulty of crossing the Gauntlet and finding her/his/their way through the Umbra.
NOTE: Rolling a Botch!: Should the Player of the Garou using Umbral Compass botch the roll to cross through the Gauntlet, the Character fails to cross over and cannot attempt to do so for the entire scene.
Description:
The Wendigo blends in with the surrounding wilderness, which makes him very difficult to see. A deer-spirit teaches this Gift.
System:
This is a Passive Gift, does not require the use of Energy/Gnosis to use, nor does it require the use of a successful roll. This is an "at-will" Gift that can be activated instantly and does not use an action or turn to do so.
Description:
The Wendigo have an uncanny ability to instantly sense when food, water, or other item (digestible or otherwise) has been tainted, deliberately or not. They may see, smell or simply "know" that something has been tampered with and may be harmful.
Because of this Gift, it is nearly impossible to poison a Wendigo. Many Garou consider it both wise and respectful to allow a Wendigo to eat or drink first before partaking of it themselves.
System:
This is a Passive Gift, does not require the use of Gnosis or a successful roll, and is always active. However, the Player must be aware to ask the Storyteller or other Players OOCly if something that is being offered to them is poisoned or otherwise tainted. If the Wendigo with this Gift fails to "pay attention," and consumes tainted/poisoned food (or handle a poisoned item), then they will fall victim to the consequences. You must still be diligent.
Description:
The Garou calls up a strong (20 mph), cold breeze and directs it at whim. This breeze chills anyone not prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or airborne toxins) or swarms of insects. A wind-spirit teaches this Gift.
System:
The Garou simply whistles to call the breeze. Anyone caught in it suffers -5 Mod Penalty to hearing related rolls as long as the breeze lasts. There is no roll to resist.
Description:
Blue smoke rolls off of the werewolf’s claws and teeth, which are transformed into curving daggers of hardened ice. Wounds inflicted with these terrible weapons turn black and fester, all the warmth and life driven out of them. A snow-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The transformation lasts for the rest of the scene, or until banished voluntarily. Any individual wounded by the werewolf’s fangs or claws suffers:
NOTE: This Gift can’t be used in Homid form, but applies fully to the claws and/or fangs of all other forms.
Description:
Perhaps the most disturbing Gift of any Garou tribe, Silence the Slain allows a Garou to cut a victim off from any means of help by rendering him unable to make sounds of any kind. Even pounding his fists on the windows of a passing car will not alert the passengers therein. A pain-spirit teaches this Gift, the better to enjoy the agony of being hunted down when potential aid stands deafly by.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Target victim must see the Garou in order for the character to activate this Gift.
If the roll succeeds, the Target is unable to make any sound or noise for one scene. The Target cannot speak, and cannot make sound by touching an object. However, the pain-spirit teaching this Gift becomes offended if the werewolf attempts to use Silence the Slain as a “silencer” for an ally, often cursing the Garou by removing her/his/their ability to howl until the next full moon.
Description:
Nunavut, to many Wendigo, remains a symbol of hope and preserved purity among Garou and Kinfolk alike. The Ghost Dance has always trusted in the power that tradition holds, and it reveres the perfect and simple ways that have been imparted from generation to generation. This Gift rewards any Garou who chooses to follow the path of the old ways rather than take a modern or Wyrmcomer shortcut. An ancestor-spirit teaches this Gift to the Camp of the Ghost Dance in Nunavut.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Wendigo Character takes one turn to pay homage to the traditions of the Garou People, contemplating the choices she/he/they has made to honor the old ways.
The Player may then add +5 Mod to their choice of Skill/Ability/Attribute/Gift for the duration of the scene She may then add one dot to any ability roll she needs to make. This Gift can be used only once per scene.
NOTE: Once the choice of which talent the Player wishes to add a +5 Mod to is made, it cannot be change.
Description:
The Wendigo calls up a thick, eerie windless fog that obscures vision and unnerves her/his/their opponents. The Garou using this Gift can see through the fog, but all others have trouble navigating by sight. A spirit in service to Aeolus, the fog totem, teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene (or until the Fury ends the effects) a 20m x 20m area is covered in a thick, dense windless fog that rises 20m high. The Wendigo and all allies can see normally, but for as long as the fog remains, all others caught in this fog suffer:
Description:
A Garou with this Gift can touch a foe or object and cause it to be encased in ice. Slowly radiating outward from the point of contact, a shimmering coat of ice crawls over the Target’s body, freezing every muscle it touches into motionlessness. A jaggling of Great Wendigo teaches this Gift.
System:
The character must be within physical reach of the target, and must be able to touch the Target’s bare skin, flesh or fur. When he does so, the Player spends 2 Points of Energy/Gnosis and makes a successful roll.
Description:
A Garou with this Gift is able to swim as easily as a fish, able to breathe underwater, or even walk on the surface of the water as if it were land. Salmon Swim works only on freshwater bodies, not on oceans, but it works as well on a lake or pond as it does a river as long as it is freshwater and not salt or brackish. This Gift is taught by a salmon-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character can move freely on or under the surface of the water for one scene.
Description:
A werewolf with this Gift may use it to drastically reduce any amount of bleeding, specifically blood loss of oneself, or another might experience as a result of combat, and heal the wound for a small amount of health. A bloody wound taken in a duel or in battle by a klaive, blade, fang or claw can be staunched swiftly with a whisper of gratitude to the spirits. Tourniquet will close the wound, keep it from bleeding further, and kickstarts the healing process.
Wendigo consider it very bad form to use this Gift to stem bleeding caused by self-inflicted wounds. A hawk-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Player (or another person) will stop a wound from bleeding, closes the wound, and is healed for 5 HP.
This gift can be used on the Garou or any other living being to stop the bleeding of any wound and provide 5 HP of healing.
Description:
The Litany states purely and clearly that Garou shall not eat the flesh of humans or wolves. Despite the reputation of their totem spirit, Wendigo truly revile cannibalism as one of the most horrible violations of the Litany and of the ways of Gaia. This Gift allows a werewolf to sense if another Garou is guilty of this depraved act, by scenting the stain of human or lupine blood on the target’s spirit. An ancestor-spirit teaches this Gift.
System:
This is a Passive Gift and is always active. The character can detect whether or not a Garou or other being has eaten a human or a wolf since the last full moon. The Wendigo can detect how recently and if it is a habit with the Garou or being in question, or only a shameful aberration. The cannibalism must have occurred within the last 30 days, after which it becomes undetectable.
NOTE: Cannibalism only applies to the eating of humans or wolves. It does not apply to other changing breeds, fae, or other non-human entities.
Description:
The Wendigo conjures a perfect 3D reflection of himself. The image is identical to the Garou, except that it is reversed, as though seen in a mirror (so any writing on the Garou’s clothing would be backwards, scars would be on the wrong side, etc.) The Wendigo can control the image easily, giving it voice and guiding its motion. An ancestor-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to create the Ice Echo at any point within 100 feet (30 m) from where he/she/they stands. The Echo moves and sounds exactly like the Garou, in addition to taking on the Garou's precise (reverse mirror) appearance, but gives off no scent or heat, and is intangible (think of a full-color 3D hologram). Discerning which is the echo and which is the original requires a other players to beat the Wendigo's roll, Mod Alertness + Occult.
Description:
This Gift allows the Wendigo to call upon the aid of their ancient relatives. The Ghost Pack can aid the Garou when she is in trouble or needs advice. The Ghost Pack whispers secrets to the Wendigo and often follows her around even after the Gift expires. A buffalo-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The higher your roll, the more ancestor spirits that come to the user’s aid. Although the ghosts cannot affect the physical world — they are simply memories and not actual wraith — they can provide information and skills as per the spirit's past-life Background.
Description:
The Garou conjures up a bitterly-cold blast of wind and directs it at will. The wind can knock opponents off their feet, as well as chill them to the bone. A spirit servant of Great Wendigo itself teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Anyone within a 20 yard radius of the Gift User who fails to resist the strong cutting wind:
The wind can also knock foes off ledges, into traffic or into pits.
Description:
The Wendigo may call upon wind-spirits for knowledge and guidance. He can ask them one question, which must concern the immediate area (wind-spirits have notoriously short attention spans). The wind spirit will answer truthfully, though perhaps not completely or with details. A wind-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The higher the number rolled, the more detailed the information will be (Storyteller's choice). Upon learning this Gift, the Garou can speak with wind-spirits automatically while he is in the Umbra without making a roll or expending any Gnosis.
Roll Chart:
Description:
When focused on a single foe, the Garou can project a terrifying presence that instills such intense fear that the target cannot approach, attack or even speak to the Garou. This lasts for as long as the subject fails their defense roll.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful rolI. If the Target fails to resist, he/she/they are too terrified to engage the Garou. While the Target can defend himself, he can neither muster the courage to attack nor even approach the Garou.
Each turn the Target may make another roll to resist the effects of this Gift. If the Target makes his roll and successfully resists the power of this Gift, the Target regains control over the debilitating fear and may continue unaffected. If not, the subject will remain fearful of the Garou until he makes a successful roll to resist this effect.
Description:
The Garou may create a place of calmness even in the midst of a raging blizzard or any other severe weather phenomena. Up to ten people can take shelter within this quiet place, suffering no damage from the fury that surrounds them. This Gift is taught by an air-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Garou spends a point of. The effect of the Gift lasts for the duration of a single storm.
The safe haven is made of invisible walls that are impenetrable by the storm raging around it and measures approximately 15 ft x 15 ft.
Description:
The Great Wendigo, as a hungry cannibalistic spirit, can teach his favored children the ability to gain added strength from an enemy’s flesh and blood. An avatar of Great Wendigo teaches this Gift.
System:
To activate this Gift, the Garou must first bite an opponent and be able to taste blood — meaning he must inflict at least 1 HP of damage, and his victim must be something that bleeds. If his opponent has toxic blood or none at all, this Gift will not work.
The Player then spends 2 Points of Energy/Gnosis and makes a successful roll.
For the duration of the scene, the Wendigo gains:
Natural rolls of 90+ give:
NOTE: Flesh and blood can be addictive. The Wendigo’s Player must make an immediate frenzy roll the turn after activating this Gift.
Description:
The Garou maintain a form of racial and unconscious accessibility to their ancestors through deep meditation. Using this Gift, the Garou can tap into these deep memories to access ancient facts and lore. An Ancestor Spirit teaches this gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. How high the Player rolls determines how much information he will receive from the Storyteller. For each level of success, the information gets more detailed and less cryptic.
Roll Chart:
1-49: The Ancestor you are trying to reach is not available. Please hang up and try again later. Goodbye.
50-60: You connected with one or more ancestors. However, the information is somewhat cryptic and up to interpretation. Some of it may not even pertain to the Wendigo's question.
61-80: The Information you receive is fairly straightforward, but rather general in nature.
81-90: The Information contains several specific details that are helpful to the Garou using this skill.
91+: The Information is complete, detailed and gives the Garou what they need to know.
Description:
The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding lands and anyone in it. A spirit servant of Great Wendigo teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. (See Roll Chart.) Success drops the temperature to a bit below freezing in a five-mile radius, or even further below zero if it was already winter. All creatures without a natural coat of fur lose two dice from all pools. This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. This Gift lasts for one scene.Roll Chart:
Description:
Many homids and humans, out of poverty, misfortune, or boredom, fall into dangerous and destructive habits that wolves regard as Man’s peculiar weakness – huffing gasoline, drinking too much liquor, becoming dependent on drugs that poison his body and mind, etc.
Wolves rarely fall into these traps, and they have aided many within their camp with their lupine ways, helping them to drive the desire for these vile substances out of their blood and their spirit. Myeengun, an ancestor-spirit who was born a human but became a wolf, teaches this Gift to his followers.
System:
This is a Passive Gift, is always active, and does not cost Gnosis or have a successful roll to use. The Wendigo with this Gift is immune to intoxication and the affects of recreational drugs in any amount.no The benefit of this ability is you cannot get drunk or high. The downside of this ability is you cannot get drunk or high. You also have a 50% chance to be immune to standard anesthesia and other drugs that can put you to sleep or dull pain.
Description:
The Garou gains the ability to run at 50mph (80kph) through the skies. The Garou must continually remain in motion, or he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is taught by a spirit servant of Wendigo.
System:
The Garou concentrates for one turn. The Gift lasts for one scene, but may and may be replenished by spending another point of Gnosis.
NOTE: This ability violates the Veil if seen by humans.
Description:
The Wendigo takes winter as his brother, infusing the spiritual essence of the howling cold into his very flesh and bones. A snow-spirit teaches this Gift.
System:
This Gift is Passive, always active, and requires no use of Gnosis or a successful roll to use. The Wendigo ignores all penalties due to cold or chilling effects, and gains an extra +10 Mod against all cold-based attacks. All Survival rolls made in cold environments are at +20 Mod difficulty. This Gift’s effects are permanent.
Description:
This Gift allows a character to ground herself in the presence of Gaia, spiritually as well as physically, while in contact with the Earth, ground, rock, etc. If the character is struck by lightning or electricity, she remains unharmed by it for the duration of the scene. She also becomes immune to physical attacks using electricity or lightening, regenerating herself as long as she does not uproot herself from the touch of Gaia. An earth-spirit and a lightning elemental jointly teach this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou needs to be in touch with the Earth. The difficulty of the grounding varies depending on the physical location of the character.
This Gift does not work if the Garou is surrounded by water or touching metal. It also does not work if the Garou is suspended in the air and no longer standing on or touching the earth. The exception to this is if the Garou is carrying a piece of earth or has an earth-fetish on their person. This must be an identifiable prim on the Avatar. Any physical damage inflicted on the ground around the werewolf takes effect, but the Garou suffers no injuries as long as she/he/they remains grounded on the Earth for the duration of the scene.
Description:
This Gift allows a character to transmute himself/herself/themself, and any clothing or unliving objects that the Garou is touching, into a crystalline creature of thick, impenetrable ice. As the Wendigo’s form grows suddenly transparent and metamorphoses into a rippling mobile statue, the Garou truly takes on the essence of ice. As a result, the Garou should avoid coming near any fire or source of heat, lest they begin to melt.
The ice body absorbs blows as solidly as any block of ice. The frozen Garou can still move, watch, listen, and use Gifts, but appears cold and unliving to standard and infrared observation. This Gift is taught by a polar bear-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. While in this ice-form, the character can only move at half their normal pace, takes twice the damage from any heat-based attack, and is immune to cold damage (whether from the ambient temperature, from cold-based attacks or from freezing weather). She also adds an additional +15 Defense. This Gift lasts for one scene, or until the werewolf wills his/her/their body to thaw. The freezing transformation is immediate, but the thawing procedure requires an entire turn.
Description:
This Gift allows a Garou to transform the area around her/him/them into a blinding whiteout of blowing snow and ice, rendering it utterly featureless and dangerously disorienting. Any characters within the reach of this Gift are enclosed within a frightening, snowy blizzard-filled dome, which deadens all scents, mutes all sounds with the roar of wind, and blinds vision. The Gifted character’s senses are untouched by these effects, although she remains within the whiteout. Similarly, other Wendigo are unaffected by the power of this Gift. A bear-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The diameter of the dome is approximately 20m x 20m If used indoors in a smaller area room confined by walls, it conforms to the smaller area without overflowing into other rooms. All non-Wendigo characters within this area lose -10 Mod Perception-based rolls for the rest of the scene; when they emerge the Perception penalty disappears.
NOTE: If this Gift is used in tropical areas or in temperatures above 45F degrees, it transforms into a blinding wall of torrential rain.
Description:
The Wendigo are as one with their icy environments, thriving in the bitter cold and deep snows like few other creatures can. This Gift arose from such environments, allowing the Wendigo to take on a few of the characteristics of ice and snow. Melee weapons have a difficult time landing a blow that doesn't glance off the Wendigo as if his fur and flesh were slick as ice. The Wendigo also is difficult to hit with ranged weapons, finding their target has quickly moved out of their shot like the erratic movements of a snowflake in blistering winds. An Ice Maiden teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Wendigo gains +15 Temp bonuses on all Physical Defense and Athletics/Reflexes rolls
Description:
The Wendigo can inflict a state of Harano (aka depression, hopelessness) on a single victim. The Target feels the tragic history of all the world’s oppressed peoples, including the Garou themselves. A wind-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of one scene, the Garou can inflict an artificial Harano on any one Target. For the duration of the effect, the Victim is too depressed to perform any actions. However, the Target may attempt to break out of their supernatural depression each turn by successfully making a Willpower Roll:
Description:
The Garou emits a horrible, ragged scream imbued with the rage and pain of Gaia. The force of the scream batters foes and knocks them off their feet. Storm-spirits called Sturms, teach this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character then emits a loud, screaming howl. Everyone within a 20m radius must roll to resist or be blasted to the ground in a prone position for one full turn, and suffer 20 HP of damage.
NOTE: This Gift can only be used once per scene.
Description:
As the Strength of the Pine grounds a single Garou, the protective umbrella of the Pine’s branches may be extended to shield any Garou, human or Gaian creature in the surrounding area. It also disables anything electrically powered beneath its canopy for that turn, as all the power is grounded and funneled towards Gaia. A pine-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Any creatures (living or undead) who are beneath the Garou's extended canopy are protected from electrical shock and physical damage. The distance between the Garou and the furthest creature from her determines the size of the canopy, but cannot be larger 20 meters radius. This Area of Effect will last for the duration of the scene, or until the Wendigo who used this Gift dispels it, is killed or rendered unconscious.
For example: if the Garou rolls successfully to protect several allies, the furthest of which is 10 meters away from her, all creatures within the 10 meter radius of the Garou using this Gift can take advantage of the Shelter. If a sheltered creature moves from its grounding spot, it alone loses the protection of the Gift. However, the Gifted Wendigo may move about freely and retain protection once the Gift’s effects are established.
NOTE: The Garou using this gift must be within sight range of an actual pine tree for this to work, or carry pine needles or twigs in an identifiable prim on their person to activate this Gift. In the case of carrying pine needles or twigs to activate this Gift, a translucent yet visible canopy of branches will appear over the protected area, designating its area of affect.
Description:
A long time ago, the Stargazers of Tibet made a pact with an ancient tribe of mountain spirits called the Chu-Mong (aka snow goblins). The pact was one of mutual protection. As the Chu-Mong scattered to the Americas, they made a similar pact with the Wendigo they met there to their mutual protection. This Gift allows the Wendigo to summon the spirit of a Chu-Mong to help protect the Stargazer who calls upon this race of snow demons. Only a Chu-Mong can teach this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The difficulty in summoning a Snow Demon is actually reliant upon the current temperature. The warmer the temperature, the harder it is to summon a Chu-Mong. (See Roll Chart)
Roll Chart:
NOTE: For more information on Chu-Mong snow demons and their stats, visit the Bestiary under Faeries & Supernatural Creatures. CLICK HERE.
Description:
The Garou may summon the spirits of the ice to cause a great fissure to form beneath the feet of their enemy, engulfing and encasing the Target in a prison of ice from which he has little chance of escaping. This Gift may also cause the ice on a frozen lake to crack, dumping the Target into the frigid water. Ice-spirits teach this Gift.
System:
The Player spends 2 Points of Energy and makes a successful roll. This Gift is at its most effective on the polar ice, but is usable anywhere the ground has a layer of frost upon it. This Gift exerts enough influence upon the ice-spirits in a single area of up to 10 square feet.
Description:
The Wendigo with this Gift can loose any arrow from her/his/their bow and unerringly hit a Target, no matter where she stands, as long as there is a path through the air. The Gift allows the Character's bow to send an arrow traveling like a bird through any available space, diving over or under obstacles and around corners to reach its mark. However, Wsitiplaju’s Bow does not enchant the arrow used, and the arrow cannot pass through any barrier that a normal arrow could not pierce. The spirit of an ancestor with great skill at Archery teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This enchants the bow. The Character must have a bow in order to use this Gift.
The wielder of the Gift must form in her/his/their mind a picture of the Target and its general location before letting loose the arrow. This does not take an action to complete and can be done instantly. However, the target must be within standard range of a normal bow (about 150 yards), regardless of the use of the Gift.
The enchanted bow can fire an arrow four times (once per action) an have its arrow automatically hit the Target. There is no defense to this arrow.
Description:
This Gift allows the Wendigo to completely numb herself/himself/themself to pain, enabling the Garou to endure pain for much longer periods of time, even days. This causes the character to be unable to judge the severity of his/her/their wounds or fatigue, and may lead to continue on unwisely, causing further damage during combat while frightening enemies with the Garou's seeming imperviousness.
If the pain inflicted upon the Garou is not combative, i.e., the Garou is undergoing a surgical operation or needs to cross a wall of flames, the Garou using this Gift may concentrate her/his/their will to keep from unwittingly furthering the damage, and to bolster the confidence and courage of any Garou aiding her/him/them. This Gift is taught by a snake-spirit.
System:
This is a Passive Gift. Though it must be consciously invoked, it does not require the use of Gnosis or a successful roll to activate.
Any sense of pain or physical discomfort fades entirely. The length of the Gift’s pain-numbing effects lasts for a number of days equal to the number of points in the Gift User's Primal-Urge score.
For Example: If the Wendigo has 3 points purchased in Primal Urge, this Gift will last for a maximum of 3 days. After that time, unless properly treated, the Wendigo will feel the full force of their injuries.
Because of this supernatural pain block, once invoked the Wendigo cannot feel any pain from their injuries and have decreased sensation in their fingers, toes and skin.
For Example: Silk and sandpaper will feel the same. A gentle touch or kiss will not be felt at all. Also, the Wendigo is unable to accurately access the true extent of his own injuries. Although characters with points in Medicine can use it to diagnose wound levels normally.
Intimidating Your Enemies: Wendigo who nonchalantly carries severe wounds around is intimidating to his foes. Any character who wishes to attack a wounded Wendigo who is has invoked Bark of Willow must first make a Willpower roll, Dif 80.
If the opponent fails that roll, the opponent does not lose any actions, but she/he/they is unable to attack the Gifted werewolf.
NOTE: This Gift may not be used while the Garou is attempting to complete a rite that requires enduring pain or discomfort.
Description:
The wonders of the North are as beautiful as its dangers. This Gift allows the Wendigo to call forth the lights of the Aurora Borealis. This Gift is taught by a rainbow spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This creates a vivid and colorful Aurora Borealis that lights up the night sky for the duration of the scene, or until the Wendigo, or another with this Gift, decides to end it.
NOTE: This Gift must first be used in order to use the Gift Aurora Burst.
Description:
While spectacular to see, an Aurora Borealis can also be used as a deadly weapon. The Wendigo can focus this brilliant light into a weapon of heavenly wrath and shoot the focused light from the sky, striking the Target. This Gift is taught by a rainbow spirit.
System:
NOTE: The Player must first use the Gift: Aurora Borealis in order to use Aurora Burst. Or, there must be a naturally-occurring Aurora Borealis in the sky.
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character can then select a single Target and shoot a highly focused light ray from the Aurora Borealis directly at an enemy. The Character may use this Gift as a weapon for as long as the Aurora Borealis is in the sky to provide the light.
Description:
The Garou channels the strength of Gaia herself, becoming one with the earth upon which he/she/they stands. While the Garou may not retreat or even move from that spot for the duration of the Gift, he/she/they gains many powers through Gaia’s might. An earth elemental teaches this Gift.
System:
The Player spends 2 player spends a point of Gnosis and makes a successful roll. (See Roll Chart). Also, the Garou may not be surprised, and all attacks are considered frontal. The Garou may not move, and is unmovable, until all foes have been defeated or have fled, or he becomes unconscious or dies.
Roll Chart:
1-10: Botch! Not only do you fall rather ungracefully, you knock over your nearest ally and you must both defend from a prone position at an additional -5 Def for the next two rounds as you untangle yourselves from each other.
11-79: No Effect
80-85: +10 Def
86-90: +15 Def
91-95: +10 Attack
96-99: +15 Attack
100+: +15 Defense and Attack
Description:
By dancing under the night sky, the werewolf can summon an avatar of Great Wendigo to hunt down a target of the Garou’s choice. The Garou must possess a piece of his target whose heart the Wendigo devours.
System:
The Garou must have something of the enemy in his hand while he dances for three full turns. As he dances, he chants a plea for Wendigo to cut down his enemy. The Great Wendigo will hone in on the designated Target, but will attack and kill all who get in his way.
The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. The Wendigo has 24 hours to find his/her/their Target, though it may remain on the physical plain for up to an OOC week to complete its hunt. If it kills its target (or is defeated), it immediately returns to the spirit plane. If the roll botches, it will manifest and attempt to kill its summoner.
NOTE: This Gift can only be used once every 7 calendar days.
Description:
The Garou can call down the curse of the Wendigo on an enemy. The Garou must whisper the name of the target to the winds; thereafter, the victim’s innards begin turning to ice. An avatar of Wendigo teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This immediately inflicts 10HP of severe frostbite damage.
Description:
With this Gift, a character can learn to aid another Garou who has succumbed to the service of the Wyrm, and guard them from the Destroyer’s influence. Because Great Wendigo treasures the purity of his Tribe, he has conferred this Gift upon his children to give them greater power to continue the fight against the Wyrm.
The Garou and his Target must join their spirits together beneath the cleansing, eternal winds of Wendigo’s spirit. With this Gift, depending upon each other, they may resist the attraction of the Wyrm that drives werewolves into unspeakable acts and mindless vile savagery. An avatar of Great Wendigo teaches this Gift.
System:
The Target character must already have fallen into the service of the Wyrm, by walking the Black Spiral or through other means. This includes any corruption via Vampires (Ghouls), Banes or other creatures of the Wyrm.
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Target may choose to accept this redemption or roll to resist it. If the Target fails their roll to resist, or accepts the redemption, they may resist the horrific urges that the Wyrm brings for an OOC week. In the case of Ghouls, they no longer feel the urge to drink the Vampire's blood. That does not mean the Ghoul cannot be tempted back, but this reprieve of no longer being under the influence of the Vampire's blood or feeling a need to drink it for one OOC week should give him/her/them the motivation to escape.
This may be enough to allow the fallen Garou to attempt the long road back to Gaia’s graces, but those who are long fallen or far from Gaia’s grace may need much more than a single application of this Gift.
Description:
The Garou can summon nearly any weather effect she/he/they desires, be it a tornado, fog, blizzard or thunderstorms. An avatar of Grandfather Thunder teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The storm covers (or ranges over) 10 miles. If the Garou summons a thunderstorm, she/he/they may spend additional points of Gnosis to call lightning down on her enemies (Dif 80, Mod Primal Urge + Occult to hit), with each lightning strike taking supernatural creatures down to half their HP.
Humans and other non supernatural beings will be taken down to 10 HP. Anyone hit by the lightning will suffer their damage in burns. The storm lasts for the duration of the scene, but can be ended at any time by the Garou using this Gift, or by any Garou who also knows this Gift.
Description:
While against the Wendigo's distaste for cannibalism, this Gift seems to defy that edict and present an exception to this rule. This Gift allows a Wendigo to consume a fallen enemy and gain one of that enemy's skills, abilities, traits or Gifts as the Wendigo's own. While tempting for a Wendigo looking to increase his/her own power, what is received is totally up to chance. A black widow spider spirit teaches this Gift.
System:
The Garou must first personally kill, or have successfully delivered damage to, a fallen enemy. The Wendigo Character then consumes a sizable amount of meat from the fallen enemy. Some consume only the heart of the enemy, but there is no evidence that other parts are better or worse for this.
The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. A failed attempt means the Garou does not receive any additional capabilities or talents. A successful roll means the Storyteller must identify the fallen Foe's applicable Skills, Abilities, Traits or Gifts, assign a number range to each, and then make a random roll to decide which of these the Garou will no take on as his/her/their own.
NOTE: This Gift can only be used no more than twice in a calendar month.
Description:
The Wendigo considers winter to be his brother, and shares in the powers that winter bestows. An excellent example of this is this Gift, which permits the Wendigo to create a solid wall of ice that is up to 3 feet thick, 12 feet wide and 12 feet tall. The Wendigo can create a smaller wall, but it cannot be bigger than 3x12x12. This Gift is taught by an Ice Elemental.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character then designates exactly how big he/she/they wishes the wall of ice to be, as long as it is no bigger than 3 feet thick, 12 feet wide and 12 feet tall. The ice, once created, will melt at a normal rate depending on the ambient temperature around it.
Description:
The worst thing an enemy can do is to underestimate the power of a Garou's Rage. While most know of the Garou's ability to channel their Rage for numerous benefits in a fight, very few know about this Gift that allows the Wendigo to channel their Rage to instantly heal from injuries that occur in battle, allowing the Wendigo to shake off an enemy's damage and deliver some of their own. A bear spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For every point of Temp Rage used, the Character heals 5 HP.
For Example: Character A is down 30 HP of damage. She has 9 Temp Rage Points. By using this gift, and exchanging 6 of those Temp Rage points, she can heal and regain 30 HP (6 Temp Rage Points x 5 HP = 30 HP Points.
The regained Health Points will need to be added manually to the Health Meter, as well as manually removing those 6 Rage Points from the Rage Meter.
NOTE: A Wendigo cannot heal for more points than their current maximum amount. Any Health Points over and above the max are lost. For example, a character with 100 HP of maximum health cannot heal herself for more than 100, even if the healing goes over this number.