Winters Teeth - Gaben
Rang 1
Beat of the Heart-Drum
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 a point of Gnosis and rolls Perception + Survival (difficulty 7). The Wendigo can hear her quarry's heartbeat for one day per success, no matter how far away they may be. The beat grows louder as the werewolf draws near, making tracking effortless. Taught by: Servant of Wendigo Book: WW20
Call the Breeze
The Garou may summon a strong (20 mph), chill breeze and direct it at whim. The breeze will disperse clouds of vapours or insects, and will chill anyone not prepared for the cold. This Gift is taught by a spirit servant of Wendigo. System: The Garou may call this breeze merely by whistling. Anyone relying at all on hearing will have one fewer die of any Perception roll related to that sense.
Camouflage
When in the wilderness, the Garou is extremely hard to see, for she can blend into the woods. This Gift is taught by a Deer spirit. System: The difficulties of all rolls to spot the Garou are increased by three, provided the Garou is in the wilderness.
Dead Stick
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. Book: PG3e
Find the Heart's Flame
With this Gift the Garou can identify sources of energy or power, even when they are hidden or unfamiliar. The Garou must concentrte 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 tht 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. Taught by: Katanka-Sonnak Book: RatH
Ice Echo
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). Taught by: Ancestor Book: WW20
Resist Pain
Durch Willenskraft ist der Garou in der Lage, die Schmerzen seiner Wunden zu ignorieren und normal weiterzuagieren. Diese Gabe wird von einem Bärengeist gelehrt.
Truth of the Hunted
This Gift enables the Wendigo to follow his prey's passage regardless of the user's tracking skills. The Gift reveals course, speed, size and even the health of the target. All of the clues an accomplished tracker notices become blatantly obvious to the user of this Gift, which is taught by a Wolf-spirit. System: The player rolls Perception + Survival (difficulty 7). He needs only one success to follow the target precisely. Multiple successes eliminate false trails and provide more detail - height, weight, state of mind (panicked, calm, etc.), general health (healthy, tired, wounded), etc. Taught by: Wolf-spirit Book: Wild West Companion
Rang 2
Claws of Frozen Death
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 one Gnosis point and rolls Wits + Survival (difficulty 7). The transformation lasts for the rest of the scene, or until banished voluntarily. Any individual wounded by the werewolf's fangs or claws suffers a -1 penalty for the rest of the scene as chills wrack her body. Additionally, such wounds heal badly; mortals are likely to lose injured limbs as the tissue necrotizes, and beings capable of supernaturally swift healing (such as vampires or Black Spiral Dancers) are unable to heal these wounds for one day per success on the Gift's activation roll. This Gift can't be used in Homid, but applies fully to the claws and/or fangs of all other forms. Taught by: Snow Book: WW20
Cutting Winds
The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This Gift is taught by a spirit servitor of Wendigo. System: The Garou spends one Willpower point. To direct the wind in combat, he rolls Dexterity + Occult (difficulty 6). Anyone hit by the wind loses two dice from all actions taken that turn and has one fewer die on actions the next turn. The wind might also knock foes off ledges, into pits, etc. The wind lasts for a scene. The range is calculated according to the modifiers for firearms. The medium range is 20 years. Targets within a yard of the Garou are considered point-blank (difficulty 4). Alternative Versions
From: WW20 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 for two turns. The wind can also knock foes off ledges, into traffic, or into pits. The wind's medium range is 20 yards (18 m), and it is modified as per the rules on firearms (see p. 293). The wind lasts for a number of turns equal to the successes rolled.
Flame of the Wind Rider
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 armour, 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. Taught by: Katanka-Sonnak Book: RatH
Fog
As the Black Fury Gift: Curse of Aeolus. The Warpath camp acquired a Gift similar to the Black Furies' to cover their ecoterrorist activities. They learn this Gift from the Rain-spirits. System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open water, 6 normally, 9 in a desert). The Garou's vision is unhindered by the mist, but all others halve their Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to all Willpower rolls.
Ghost Dance
Preying on the fears of the European settlers, the Wendigo use this Gift to seed doubt and guilt amongst the invaders. A vision of the walking dead clouds the judgment of the targets, causing them to panic and flee. An Ancestor-spirit teaches this Gift. System: The player spends a Gnosis point to make the Gift active. He rolls Wits + Occult (difficulty 7). The number of successes indicates the number of people affected. People caught in the Gift's spell see "spirits of the dead" rise from their graves and advance. Most humans flee from the illusion. Garou and other supernaturals may try to interact with or even fight the visions. Taught by: Ancestor-spirit Book: Wild West Companion
Ghost Pack
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, 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 wraiths -they can provide information and skills as per the Past Life Background. Taught by: Buffalo Alternative Versions
From: PG3e (Wendigo Rank 2) System: And one Rage. Taught by: Buffalo
Salmon Swim
The character may move upon a river, lake or any other body of water as he does on land. This Gift is taught by a Salmon spirit System: The player spends a Gnosis point and may walk and/or run upon water for a number of turns equal to the successes scored on a Dexterity + Athletics roll (difficulty 7). In addition, he may perform a jump similar to that provided by the Lupus Gift: Leap of the Kangaroo, as long as he starts and ends on water.
Speak with the Wind-Spirits
The Garou can understand and speak with Wind-spirits. In addition, he may ask one question of the aerial spirits that ride the winds of the world (their attention span is too short for anything more). The question must have something to do with the nearby area (they quickly forget what they see). This Gift is, of course, taught by any aerial spirit. System: The Garou does not need to spend points or roll to understand or speak with wind-spirits. To ask a question, however, the Garou must spend one Gnosis point and roll Manipulation + Expression (difficulty 7). The number of successes indicates the accuracy of the information; on a botch, the spirits lie. Alternative Versions
From: WW20 System: Upon learning this Gift, the Garou can automatically speak with wind-spirits while in the Umbra. To ask a question in the physical world, the player must roll Manipulation + Expression (difficulty 8). The number of successes reflects the accuracy of the information. If no wind-spirits are present (such as indoors, where the air is still and stagnant) this Gift cannot function.
True Fear
Der Garou kann das wahre Ausmaß seiner Macht zeigen, indem er einen Feind auswählt und mit einem Schauspiel seiner Stärke mit Furcht erfüllt. Der Feind kann sich immernoch verteidigen und anderweitig normal agieren, seine Angst wird jedoch für mehrere Minuten seine Handlungen beeinflussen und er wird sich nicht dazu überwinden können den Werwolf direkt anzugreifen.
Rang 3
Blood of the North
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: The Wendigo ignores all penalties due to cold or chilling effects, and gains an extra five dice of soak against all cold-based attacks. All Survival rolls made in cold environments are at -2 difficulty. This Gift's effects are permanent. Taught by: Snow Book: WW20
Bloody Feast
Great Wendigo, as a hungry cannibalistic spirit, can teach his favoured 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 (max 10). The Wendigo gains one extra dot in Strength for every two health levels inflicted by the bite (maximum of +5). 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. Taught by: Wendigo Book: WW3e Alternative Versions
From: WW20 (Wendigo Rank 3) System: The extra Strength bonus lasts for two turns per success on the Gnosis roll. Taught by: Wendigo
Chill of Early Frost
The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle and shriek through the area. The chill is as much mystical as it is physical, sent from the domain of great Wendigo himself. System: The Garou chants for an hour and spends one Gnosis point. She then rolls Intelligence + Occult against a difficulty depending on the temperature (4 if it is already winter, 6 on a 20C spring day, 9 in the midst of a summer heat wave). Success drops the temperature in a five-mile radius to below freezing (or even further if it was already winter). Anyone without a natural fur coating subtract two from all Dice Pools and may suffer damage from the bitter cold. The effect lasts for one hour per success.
Haunting Stare
(For Wendigo, the emotional impact is more guilt than horror.) The Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of the metis leaves the victim choking with horror. An Ancestor-spirit teaches this Gift. System: The user must spend a turn in concentration to focus her will, but the Gift takes effect immediately. Upon making eye contact, the victim must successfully roll her Willpower (difficulty 8) or be unable to act during her next turn. The difficulty to use Haunting Stare increases by one against Garou who are insane (including Silver Fangs). Taught by: Ancestor-spirit Book: Wild West Companion
Ride the Solar Winds
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. Taught by: Katanka-Sonnak Book: RatH
Sky Running
The Garou gains the ability to run at 80kph through the skies. The Garou must continually remain in motion of 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 and spends one Willpower point. The Gift lasts for four hours and may be replenished by further Willpower expenditure.
Wisdom of the Ancient Ways
All Garou have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Garou, by tapping into these deep memories, can remember ancient facts and lore. This Gift is taught by a Garou Ancestor-spirit. System: The Garou must meditate for a short time, concentrating on the past. The Garou then rolls Gnosis (difficulty 9, -1 for each point of Past Life the Garou possesses). Taught by: Ancestor spirit Book: WW3e
Rang 4
Attunement
This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or what has happening in the area - rough population, secret trails, places of note and so on. This Gift is taught by an Owl spirit. System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The amount of information gained depends on the number of successes. On a botch, the spirits lie. Taught by: owl
Call the Cannibal Spirit
The Garou must chant and dance for a full hour under the night sky to invoke this Gift. If the summons is successful, a Wendigo avatar will answer the summons. The avatar will track down a victim of the Garou's choosing (the Garou must have an article or part of the victim) to eat his heart. Great Wendigo sends an avatar to his most worth Children to teach them this Gift. System: The Garou spends a Gnosis point and one Rage point. She then rolls Charisma + Occult (difficulty 8). If the roll botches, or the Wendigo avatar is thwarted in its mission, it will return to kill the summoner. Alternative Versions
From: WW20 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 werewolf must possess a piece of his target, whose heart the Wendigo will devour. An avatar of Great Wendigo teaches this Gift. 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, the spirit will return to kill the summoner. Taught by: Great Wendigo
Chill of Early Frost
The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding land 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 a bit below freezing in a five-mile (8 km) 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 particular havoc in urban environments as pipes burst and roads freeze. This Gift lasts for one day per success. Taught by: Great Wendigo Book: WW20
Counting Coup (Wendigo Rank 4) The Garou invoking this Gift can steal Renown from another Garou by touching them, but doing no actual damage. The Garou is in effect demonstrating that he could have severely damaged his opponent, and only did not because he chose so. System: Before a combat, the player must spend a Gnosis point to activate this Gift. Then onward, they can declare that they are trying to count coup against their opponent - they make an attack roll with a +2 difficulty penalty (it is harder to know when to pull the blow). If the attack succeeds, they effectively pull one point of temporary Glory from their opponent for themselves.
Great Bison (Wendigo Rank 4) For centuries, the bison provided the Pure Ones and their Kinfolk with all they needed. With the incursion of the Europeans, both Garou and human, the bison population dwindles and the open plains vanish. With this Gift, the Wendigo summons a ghostly stampede of spirit bison to trample his enemies. A Bison-spirit teaches this Gift. System: The player spends one Willpower, one Gnosis and one Rage point to summon the stampede. The stampede, 50 yards wide and 100 yards long, tramples everything in its path and causes 10 dice of damage. The bison are spirits and pass through man-made obstacles, such as buildings, to crush anyone inside. The targets can find safety out of the bison's path, to either side of the stampede, or by climbing trees and the like. Taught by: Bison-spirit Book: Wild West Companion
Hand of the Sun
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 recognise the mark as a sign of that person's treachery, dishonour 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. Taught by: Katanka-Sonnak Book: RatH
Harano
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. Rumours that this power would not affect Native Americans have been dispelled by a Shadow Lord who swindled the Gift out of a naive 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 the victim is too depressed to perform any actions without a successful Willpower rolls (difficulty 6). Alternative Versions
Curse of Harano - From: PG3E
System: The player spends one point of Rage and rolls Manipulation + Expression (difficulty 8). More than five successes inflicts permanent Harano upon the victim; otherwise, the suffering lasts for the rest of the scene. (See rules for Harano). Taught by: Wind spirit
Hero's Stand
The Garou plants herself on a patch of ground and channels the very force of Gaia through her body, essentially becoming one with the earth. She may not retreat or even move from her chosen "turf" (and no force on Earth can make her), but she gains many powers thereby. Only when all foes are defeated may she retreat or leave. This Gift is taught by an earth elemental. System: The Garou rolls Willpower (difficulty 8). Each success grants her one extra die to all her Dice Pools. Additionally, she may not be surprised, and all attacks against her are considered frontal. Any supernatural attempts to make her leave must obtain twice as many successes as the Garou did on the Willpower roll.
Scream of Gaia
Der Garou lässt einen schrecklichen, zerrissenen Schrei los, der mit dem Wut und dem Schmerz von Gaia durchdrungen ist. Die Kraft des Schreis stößt jeden in einem Umkreis von bis zu 15 Metern um und wirft sie schmerzhaft zu Boden. Sturmgeister lehren diese Gabe.
Wsitiplaju's Bow
This Gift allows a Garou to shoot an arrow that can wrap around corners and hit targets out of sight. An Ancestor spirit teaches this Gift. System: The player spends a Gnosis point and rolls Perception + Archery (difficulty 9). The range of the weapon does not change. The Wendigo must know roughly where her opponent is, although she need not know precisely; "a few feet down that alley over there" can suffice, for example.
Rang 5
Cleansing Flame
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 first does not spread beyond the target area of person and can not 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 and 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. Taught by: Katanka-Sonnak Book: RatH
Heart of Ice
The Garou must know the name of the being to be affected by this power, and must whisper it to the vengeful winds. Subsequently, the victim's heart of other internal organs begin to turn to ice, gripped by the curse of Wendigo. This Gift is taught by a spirit servant of Wendigo. System: The Garou spends on Gnosis point and rolls Wits + Enigmas (difficulty of the target's Stamina + 4); each success causes one automatic Health Level of damage, accumulating at one per turn until the number of Health Levels lost equals the number of successes. This damage is aggravated and may not be soaked. Vampires affected by this power have their blood coagulate, losing five Blood Points per success; if this reduces them to zero, they enter torpor. Alternative Versions
From: WW20 System: The player spends one Gnosis point and rolls Wits + Occult (difficulty equals the target's Willpower). Each success inflicts one level of unsoakable aggravated damage at a rate of one health level per turn until all damage has been done. Taught by: Great Wendigo
Invoke the Spirits of Storm
The Garou may summon just about any weather effects he desires; a blizzard, a monsoon, a tornado, a thunderstorm, a pea-soup fog, whatever. This Gift is taught by a spirit servant of Wendigo. System: The Garou spends one Gnosis point and rolls Willpower against a difficulty determined by the Storyteller (depending on the current climate and the change desired). The effects cover a 10-mile area per success rolled; if a thunder-storm is called, each additional Gnosis point spent allows the Garou to call down a lightning bolt or tornado on his enemies (Dexterity + Occult, difficulty 6, to hit; 10 dice normal damage).