Difference between revisions of "Wendigo Tribe Gifts"
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Revision as of 13:58, 28 July 2021
"I see winter coming to the land that has not known true winter or the emptiness of the dark times. Ice covers every heart. I see a people eating and consuming as if trying to fill an endless hole inside them. These strangers are far more savage than the coldest winds. Winter has come. The prey is fled and we are without shelter." |
Little Brother has guarded his Gifts carefully over time, passing them down through generations as treasured possessions. The knowledge of Wendigo, of Gaia, of the ones who have gone before - all of it is a vital key to the perseverance of our tribe, guiding us and sheltering us so that we may continue to fight and to Jive. All Wendigo should offer deep gratitude with each use of a Gift, and take care to preserve the purity of the Gifts they are given, handing teachings down to future generations without change or adulteration.
Contents
Tribal Gifts
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Gifts listed in Red are NOT YET APPROVED FOR USE ON CITY OF HOPE.
Level One
Call the Breeze
Also a Level 1 Silver Fang (Camp: Crescent Moon) Gift named "Wind of Buzzard’s Wings"
Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 153 / WW3860 - Silver Fang Tribebook (revised) p. 69
Description: The Garou calls up a strong (20 mpg), 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 loses one die from Perception rolls as long as the breeze lasts.
Camouflage
This gift must be requested with the '(gift)' as part of it because there is a separate stat in the database for the name. Please be sure to include it or it will take longer or you may get the wrong thing.
Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 154
Description: The Wendigo blends in with the surrounding wilderness, which makes him very difficult to see. A deer-spirit teaches this Gift.
System: The difficulties to spot the Garou increase by three, provided that he is in the woods. The werewolf invokes the effects at whim.
Dead Stick
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3806 - Players Guide to Garou p. 196
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 rolls Perception + Occult, difficulty 7. A simple 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.
Ice Echo
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 59
Description: The Wendigo conjures a perfect 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 a point of Gnosis to create the Ice Echo at any point within 100 feet (30 m). The Echo moves and sounds exactly like the Garou in addition to taking on her precise appearance, but gives off no scent or heat, and is intangible. Discerning which is the echo and which is the original requires a Perception + Enigmas roll (difficulty of the Garou’s Gnosis).
Lift-Your-Leg
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 59
Description: A Garou may mark her territory using a spot of her blood, urine, or saliva, and invoking her totem or ancestral spirit. The mark she leaves is identifiable as her own personal sigil, generally a unique variation of the totem’s sign, and causes no damage to the surface it is inscribed upon. This marking of territory fades after an entire cycle of Luna has passed. A wolf-spirit teaches this Gift.
System: The player spends a point of Gnosis. Garou are able to see the mark without further effort until it fades a month later. Others with knowledge of the supernatural can identify the mark by making a Perception + Enigmas roll, causing the scent of the sigil to rise, and the inscription to become visible. Note that the mark does not convey knowledge of the character’s identity unless the viewer is familiar with his scent or his mark.
Nose-to-Tail
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 58
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 rolls Stamina + Survival. The difficulty of keeping warm depends upon the severity of the cold; sub-freezing night only presents a difficulty of 6 (and few proud Wendigo would bother using a Gift to resist such a trifle), while a full-blown ice storm is difficulty 9. The character should physically assume the nose-to-tail position, or curl up, to activate the Gift, but once it has taken effect, she may move about normally. The difficulty increases by 2 for Garou in Homid or Glabro form. 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.
Resist Pain
Also a Level 1 Philodox Gift / Level 1 Children of Gaia Gift / Level 1 Get of Fenris Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 139, 145, 147, 154
Description: Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
System: The player spends one Willpower point; his character may ignore all wound penalties for the rest of the scene.
Level Two
Cutting Wind
Source: WW3801 - Werewolf: the Apocalypse Revised p. 154
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 one Willpower point. Directing the gust requires a Dexterity + Occult roll. Anyone hit by the wind loses two dice from all dice pools that turn, and one the next turn. The wind can also knock foes off ledges, into traffic or into pits. The wind’s medium range is 20 yards, and it is modified per the rules on firearms. The wind lasts for a number of turns equal to the number of successes rolled.
Devouring Rime
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 60
Description: A Garou with this Gift can touch something living and cause it to become covered with 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 one Willpower point to create a quickly-growing layer of ice over the target’s body. The target must spend a point of Rage to resist the devouring coat of ice before the next round, or she becomes frozen and immobile for the rest of scene. The ice itself behaves naturally under all external physical changes; for example, it melts beneath a sudden blast of heat, and it can be chipped away (carefully) by anyone assisting the target.
Fog
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 44
Description: The Warpath camp acquired a this Gift similar to the Black Furis’ Curse of Aeolus to cover their ecoterrorist activities. The Wendigo calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Wendigo can see through the fog, but all other have trouble navigating by sight. A rain spirit teaches this Gift.
System: The player makes a Gnosis roll. The difficulty varies according to the surrounding terrain and humidity: 4 near the sea, 6 under normal circumstances, 9 in a desert. The Wendigo can see normally, but others caught in this fog halve their Perception scores (with regards to sight only). The fog is quite unnerving, and everyone except the Wendigo and her packmates loses a die from all Willpower dice pools.
Ghost Pack
Source: WW3806 - Players Guide to Garou p. 196
Description: This Gift allows the Wendigo to call upon the aid of their ancient relatives. Much like the Past Life Background, 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 must spend one Gnosis, one Rage and roll Charisma + Occult (difficulty 7). The number of successes equals the number of 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 Past Life Background.
Salmon Swim
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 59
Description: A Garou with this Gift is able to swim as easily as a fish, 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. The Gift does not work within a swimming pool or other purely artificial container of fresh water. This Gift is taught by a salmon-spirit.
System: The player spends one Gnosis and rolls Dexterity + Athletics (difficulty 7). For each success, the character can move freely on or under the surface of the water for one scene. Additionally, during this period, the Garou can use the effects of the Lupus Gift: Hare’s Leap, so long as he begins and ends his leap in a sizable body of fresh water.
Scent of the Man-Eater
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 59
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: The player rolls Perception + Primal-Urge, at a difficulty of 6. If successful, the character can detect whether or not a Garou has eaten a human or a wolf since the last full moon. With two successes, she can detect how recently; with three or more successes, she can tell if it is a habit with the Garou in question, or only a shameful aberration.
Speak with Wind Spirits
Source: WW3801 - Werewolf: the Apocalypse Revised p. 154
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). A wind-spirit teaches this Gift.
System: Upon learning this Gift, the Garou can speak with wind-spirits automatically while he is in the Umbra. To ask a question in the Physical world, the player must spend one Gnosis point and roll Manipulation + Expression (difficulty 7). The number of successes reflects the accuracy of the information.
Tourniquet
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 60
Description: A werewolf with this Gift may use it to drastically reduce any amount of her own bleeding, specifically blood loss that she experiences as a result of combat. 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 does not heal, numb or close the wound, but simply keeps it from bleeding further. Wendigo consider it very bad form to use this Gift to stem bleeding caused by self-inflicted wounds, causing the loss of Honor Renown if its use is known. Accordingly, Wendigo may not use this Gift while attempting to complete a rite or other ritual that requires any check of Stamina. A hawk-spirit teaches this Gift.
System: The player spends a Willpower point and rolls Strength + Survival. This gift converts Lethal wounds into Bashing wounds, and does not repair Bashing damage on its own. The more successes she rolls, the more bleeding she can staunch, at the ratio of 1 success to 2 Health Levels converted.
Level Three
Bloody Feast
Source: WW3801 - Werewolf: the Apocalypse Revised p. 154
Description: 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 his opponent and be able to taste blood — meaning he must inflict at least one health level 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 rolls Gnosis at a difficulty of the opponent’s Stamina + 3 (maximum of 10). The Wendigo gains one extra dot in Strength for every two health levels of damage inflicted by the bite (maximum of + 5 to Strength). The extra Strength bonus lasts for one turn per success on the Gnosis roll. However, flesh and blood can be addictive. The Wendigo’s player must make an immediate frenzy roll the turn after activating the Gift.
Icicle-Hide
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 60
Description:This Gift allows a character to transmute herself, and any clothing or unliving objects that she 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, she truly takes on the essence of ice; as a result, she should avoid coming near any fire or source of heat, lest she find herself melting. Her 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 a Gnosis point and rolls Stamina + Subterfuge. While in this ice-form, the character takes twice the damage from any heat-based attack, but is immune to cold damage (whether from the ambient temperature or from cold-based attacks). She also adds an additional point of lethal soak per success rolled. This Gift lasts for one scene, or until the werewolf wills herself to thaw. The freezing transformation is immediate, but the thawing procedure requires an entire turn.
Strength of Pine
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 61
Description:This Gift allows a character to ground herself in the presence of Gaia, spiritually as well as physically. If the character is struck by lightning or electricity, she remains unharmed by it for that turn of combat; she also becomes resistant to physical attacks, 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 a Gnosis point and rolls Gnosis + Survival. The difficulty of the grounding varies depending on the physical location of the character: 9 if the Garou is surrounded by water or touching metal; 7 if she is not standing on or touching the earth, 5 if a piece of earth or earth-fetish is carried on the character’s person. Any physical damage inflicted on the grounded werewolf takes effect, but is then healed at the next turn, provided she does not move from her grounding-spot.
Whiteout
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 61
Description:This Gift allows a Garou to transform the area around her into a blinding whiteout, rendering it utterly featureless and dangerously disorienting. Any characters within the reach of the spell are enclosed within a frightening, snowy blizzard-filled dome, which deadens all scents, mutes all sounds with the roar of wind, and blinds all types of 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 a point of Gnosis, and rolls Manipulation + Survival. The diameter of the dome covered by the whiteout varies, depending on the total successes of this roll, multiplied by five feet. For example, if the player rolls 9 successes, the area of the whiteout is a circle 45 feet wide. All non-Wendigo characters within this area lose one point of Willpower and one die from all Perception-based pools for the rest of the scene; when they emerge the Perception penalty disappears but the Willpower point is gone until it is regained in the usual fashion.
Wisdom of the Ancient Ways
Also a Level 3 Philodox Gift / Level 3 Uktena Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 140, 154 / WW3862 - Tribebook: Uktena (Revised Edition) p. 68
Description: All werewolves have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Philodox can tap into these deep memories to remember ancient facts and lore. An ancestor-spirit teaches this Gift.
System: The character must meditate for a short time, concentrating on the past. The player then rolls Gnosis (difficulty 9, -1 for each point of Ancestors the Garou possesses). The number of successes determines how detailed and exact the answer he receives will be.
Level Four
Bark of Willow
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 62
Description: Unlike Resist Pain, which allows a character to ignore pain through force of will, but still feel it, this Gift allows the Wendigo to numb herself to pain completely, enabling her to endure pain for much longer periods of time, even days. This causes the character to be unable to judge the severity of her wounds or fatigue, and may lead her to continue on unwisely, causing herself further damage during combat while frightening her enemy with her seeming imperviousness. If the pain inflicted upon the Garou is not combative, i.e., she is undergoing a surgical operation or needs to cross a wall of flames, she may concentrate her will to keep from unwittingly furthering the damage to herself, and to bolster the confidence and courage of any Garou aiding her. This Gift is taught by a snake-spirit.
System: The player spends a point of Gnosis, after which any sense of pain or physical discomfort fades entirely, and the character no longer takes wound penalties. The length of the Gift’s pain-numbing effects lasts for a number of days equal to a roll of Stamina + Primal-Urge. The Storyteller should hide the character’s wound levels from him while this Gift is active. If the character needs to assess how badly damaged she is during this time, she must make an additional roll of Wits + Primal-Urge, at difficulty 7, although characters with Medicine knowledge can use it to diagnose wound levels normally.
A Wendigo who nonchalantly carries severe wounds around is intimidating to his foes. Any character who wishes to attack a wounded Wendigo who is using Bark of Willow must first make a Manipulation + Intimidation roll, at the difficulty of the Garou’s Willpower. If the opponent fails that roll, she does not lose any actions, but she finds herself unable to attack the Gifted werewolf.
This Gift may not be used while the Garou is attempting to complete a rite that requires any check of Stamina.
Call the Cannibal Spirit
Source: WW3801 - Werewolf: the Apocalypse Revised p. 154
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 dance for three full turns. The player spends one Rage point and one Gnosis point, then rolls Charisma + Occult (difficulty 8). If the roll botches, or if the Wendigo is somehow prevented from killing its target, it will return to kill the summoner.
Chill of Early Frost
Also a Level 3 Get of Fenris Gift (Camp: Ymir’s Sweat)
Source: WW3801 - Werewolf: the Apocalypse Revised p. 154 / (Call of the Early Frost) WW3855 - Get of Fenris Tribebook Revised p. 78
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 one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if it is already winter, 6 for spring, 9 for summer). 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 hour per success.
Harano
Called Curse of Harano in the Players’ Guide to Garou (revised), but CoH Database uses the Second Edition name
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 44
Description: The Wendigo can inflict a state of Harano on a single victim. The target feels the tragic history of all the world’s oppressed peoples, including the Garou themselves. Rumors that this power would not affect Native Americans have been dispelled by a Shadow Lord who swindled the Gift out of a native Wendigo — who found himself the victim of a Gift he’d just taught. The Shadow Lord has not been heard from in recent days. A wind-spirit teaches this Gift.
System: For one scene, the Garou can inflict an artificial Harano with a Manipulation + Expression roll (difficulty 8). Five or more successes can result in permanent mental injury. During the duration of the effect the victim is too depressed to perform any actions without a successful Willpower roll (difficulty 6).
Last Stand
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 63
Description: By summoning her determination and calling to the spirit of Gaia, a Garou may make herself steadfast and invulnerable. The strength of the Earth wells up through her feet, and the ground itself guards her against the approach of any who wish her harm. Only after all foes have been vanquished should the Wendigo move from her rooted spot, else she loses her connection with Gaia. An earth elemental teaches this Gift.
System: The player rolls Willpower (difficulty 8). For each success, the character can add an additional die to all Physical dice pools. Additionally, anyone attacking the Wendigo who also comes in contact with the earth is unable to surprise her, no matter what direction they may come from. If her foe, however, is airborne, floating or otherwise not touching the ground, the Garou is vulnerable to surprise, although she does not lose the extra dice added to her Physical pool. If the Wendigo moves from her position, the effects of the Gift are lost. A Garou using Last Stand is immune to the Gift: The Falling Touch.
Shelter of Needles
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 62
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 a Gnosis point and rolls Willpower once, at the difficulty of 3+ the highest Stamina of the other living creatures in the surrounding area. If the roll is a success, those creatures are sheltered from electrical shock and physical damage, in the same manner as Strength of Pine. The distance between the Garou and the furthest creature from her determines the size of the canopy. For example, if the Garou rolls successfully to protect several allies, the furthest of which is 100 feet away from her, all creatures within 100 feet 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 once the Gift’s effects are established.
Wsitiplaju’s Bow
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 63
Description: The Wendigo with this Gift can loose any arrow from her bow and unerringly hit her target, no matter where she stands, as long as there is a path through the air. The Gift sends the 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 rolls Perception + Archery against a difficulty of 8. The wielder of the Gift must form in her mind a picture of the target and its general location before letting loose the arrow; the target must be within standard range of the bow, regardless of the use of the Gift. This Gift works normally with a talen or fetish arrow.
Level Five
Balance of Wormwood
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 63
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. Like a taste of wormwood, which brings clarity to the mind, two Garou 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. The Garou using this Gift must spend a point of Gnosis and make a Willpower + Manipulation roll against her target’s Willpower. If she succeeds, the target character may resist the horrific urges that the Wyrm brings for the remainder of the scene. 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 simple application of this Gift. If the Gifted werewolf fails, her own current frenzy difficulty decreases by one, and she may be unable to avoid falling into the Thrall of the Wyrm.
Heart of Ice
'Source: WW3858 - WW3801 - Werewolf: the Apocalypse Revised p. 154
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 one Gnosis point and rolls Wits + Occult (difficulty of the target’s Willpower). Each success inflicts one level of aggravated, unsoakable damage. This damage accrues slowly, including one health level per turn until all possible damage has been done.
Invoke the Spirits of the Storm
Also a Level 4 Shadow Lord Gift called "Call the Storm"
Source: WW3858 - WW3801 - Werewolf: the Apocalypse Revised p. 154 / Tribebook: Shadow Lords (Revised Edition) p. 68
Description: The Garou can summon nearly any weather effect she desires, be it a tornado, fog, blizzard or thunderstorms. An avatar of Wendigo teaches this Gift. An avatar of Rainbow Serpent teaches the Bunyip version.
System: The player spends one Gnosis pint and rolls Willpower (difficulty varies based on how close the desired effect is to the actual weather patterns of the area). The storm covers 10 miles per success. If the Garou summons a thunderstorm, she may spend Gnosis to call lightning down on her enemies (Dexterity + Occult to hit, 10 dice of aggravated damage).
Camp Gifts
Ghost Dance
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Sacred Hoop
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Ghost Dance
Virgin Snow (Level Two)
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 72
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 one Gnosis point, and then rolls Intelligence + Rituals, difficulty 6.If she succeeds, she may add one point to any ability roll she needs to make; she must be offered a choice between a human or Wyrmcomer way, and a Garou or Kinfolk way, both applicable to the same Ability — and consciously choose the Garou way. For example, a Wendigo who refuses penicillin, and chooses to fight an infection with a time-tested poultice of herbs and roots, can add a point to her Medicine knowledge; a werewolf who leaves behind a nylon backpack, GPS and freeze-dried food before a journey can add a point to her Survival skill. Similarly, a Garou who decides to travel on foot or by sled, instead of in a car or a snowmobile, can add a point to her Drive skill.
Sacred Hoop
Claw-to-Thumb (Level One)
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Also a Level 2 Silver Fang Gift called "Empathy"
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 73
Description: To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A falcon-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people’s desires, even if the people would rather keep their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one.
This Gift works as the Silver fang Gift: Empathy, except that the Wendigo learns to better observe and understand the wishes and emotions of humans and Kinfolk, not of other Garou.
Firewater’s Quench (Level Three)
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3863 - Tribebook: Wendigo (Revised Edition) p. 73
Description: Myeengun’s Lodge is a part of the Sacred Hoop dedicated to sharing the lore of wolves with the Wendigo tribe and their human Kinfolk and allies. Many homids and humans, out of poverty, misfortune, or boredom, fall into dangerous and destructive habits, 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. 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: The player spends one Gnosis point and rolls Stamina + Primal-Urge. For each success, no deliberately-ingested intoxicant works on the character for a single day.
Planetary Gifts
Katanka-Sonnak, The Wiind Rider, Celestine of the Sun
Favored Tribe: Wendigo
Favored Auspice: Ahroun
Also known as: Helios, Hyperion Sol, Re, Lugh
Source: WW3110 - Rage Across the Heavens, p. 68
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Level One
Find the Heart’s Flame
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3110 - Rage Across the Heavens, p. 116
Description: With this Gift the Garou can identify sources of energy or power, even when they are hidden or unfamiliar. The Garou must concentrate to detect the pulsations of power that emanate from even a dormant energy source. This becomes useful when travelling in some of the more alien reaches of the Umbra where familiar objects take on strange appearances. This Gift also enables the Garou to identify machinery such as generators or solar batteries regardless of their appearance or attempts to conceal them. Spirits that serve as energy or power foci also register to the Garou’s senses when this Gift is in effect.
System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7). A single success identifies power sources that lie within 50 feet of the Garou. Additional successes allow the character to extend her range to locate distant sources. This Gift lasts for once scene.
Level Two
Flame of the Wind Rider
Source: WW3110 - Rage Across the Heavens, p. 116
Description: This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame. In addition to serving as a form of armor, the flame also offers protection from cold, including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm.
System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains two dice to add to all soak rolls; these dice can even be used to soak silver. The effects last for one scene.
Level Three
Ride the Solar Winds
Source: WW3110 - Rage Across the Heavens, p. 116
Description: This Gift allows the Garou to ride the solar winds that sweep through the Aetherial Realm without worrying about being thrown off course by storms. Use of this Gift also increases the Garou’s movement rate, lessening travel time between locations within the Aetherial Realm.
System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to remain “in touch” with the ever-changing currents of these spirit winds requires concentration and attunement rather than physical agility. A single success allows the character to ride the winds successfully to her destination (or until she decides to end her journey). Additional successes either allow the Garou to carry others with her (on a one-for-one basis) or reduce the travel time by half per success. Thus, with one additional success, a journey of one month would only take two weeks, while two additional successes reduces the journey to a week. A character may use some of her extra successes to allow others to travel with her and the remaining ones to speed up travel time. No successes indicates either that the solar winds are not available for use or denotes failure to locate them. A botch means that the winds seize the character and carry her to some unintended destination (at the Storyteller’s discretion).
Level Four
Hand of the Sun
Source: WW3110 - Rage Across the Heavens, p. 117
Description: The Garou’s hand blazes with a terrible heat and gives off a white-hot light, similar to a branding iron. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of shame. Any Garou who encounters the victim in the future immediately recognize the mark as a sign of that person’s treachery, dishonor or other grave crime. Vampires ignite when touched by the Hand of the Sun.
System: The Garou spends a point of Rage and then a point of Gnosis. No roll is necessary for the Gift to take effect, but the character must make a standard attack roll in order to mark her victim. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent circular scar. The scar cannot be removed by any means short of amputating the part of the body which contains the scar. The fire lasts for one scene, although the Garou may extinguish it beforehand if she so chooses.
Level Five
Cleansing Flame
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3110 - Rage Across the Heavens, p. 117
Description: The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all Wyrm-taint or human-made pollution from an area or cleanse an individual (provided the victim survives) of Wyrm-taint. The fire does not spread beyond the target area or person and cannot be quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex official, the fire blazes through the house destroying any vestige of the Wyrm’s corruption and leaving untouched anything not tainted by the Wyrm.
System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to affect an area; the area cannot be larger than a large house. To target an individual, the difficulty of the Willpower roll equals the victim’s Willpower. Living or undead creatures set on fire must roll their Stamina (difficulty 9) or die from the shock. The flame destroys fomori utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9, or lose their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of all Rank and Gifts; they may well fall again to corruption, but they are given a second chance.
A failure on the Willpower roll indicates that the Garou fails to activate the Gift (and the permanent Rage point is not expended after all), while a botch inflicts one unsoakable health level of aggravated damage on the wielder (and the permanent Rage point is still lost).