Wendigo Gifts

# Wendigo

The magic of the Wendigo is that of the black heart of winter, the howling hunger of the blizzard, and the barren majesty of the north wind.

## Level One Gifts

### 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.

### Call the Breeze

The werewolf calls up a strong (~20 mph/36 kph), cold wind and directs it as she wills. The wind chills anyone not prepared for it, and can disperse (or redirect) clouds of vapor (including tear gas or airborne toxins) as well as swarms of insects. An air elemental teaches this Gift.

System: The Garou whistles or breathes out to summon the wind. Anyone caught in it loses one die from Perception rolls as long as the breeze lasts, and suffers a –1 penalty to all actions after one minute of exposure if not dressed appropriately for cold weather.

### Camouflage

The Wendigo blends in with the surrounding wilderness, the better to evade enemies or prepare ambushes. A deer-spirit teaches this Gift.

System: The difficulties to spot the Garou in the wilderness increase by three.

### 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.

### 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).

### Lift-Your-Leg

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

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

Fortifying herself with purpose and will, the werewolf shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.

System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.

### Snow Sight

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: The Garou concentrates for one turn and spends a point of Willpower. The use of this Gift cancels any disadvantage due to reduced visibility caused by bad weather conditions, whether heavy falling snow, rain, fog or glare.

## Level Two Gifts

### Cutting Wind

The Wendigo conjures up a bitterly cold blast of wind and directs it at will. The wind can knock opponents off their feet and 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 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. The wind lasts for a number of turns equal to the successes rolled.

### 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.

### Devouring Rime

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.

### Ghost Pack

This Gift allows the Wendigo to call upon the aid of their ancient relatives. Much like the Ancestors 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 Ancestors Background.

### Salmon Swim

The Wendigo can swim as easily as a fish or walk on the surface of the water as if it were land. Salmon Swim only works on freshwater bodies; any natural body such as a lake, pond, or river is fair game, but the Gift doesn’t function for swimming pools or other purely artificial containers of freshwater. It is taught by a salmon-spirit.

System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 7). For each success, the character can move freely on or under the surface 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

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

The Wendigo may call upon wind-spirits for knowledge and guidance. She can ask them one question, which must concern the immediate area (wind-spirits have short attention spans). A wind-spirit teaches this Gift.

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.

### Tourniquet

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.

### True Fear

The werewolf displays his full, terrifying might — baring teeth or claws, howling, or simply looming ominously over a foe. Terror strikes one foe into quiescence. Spirits of fear teach this Gift.

System: The player rolls Strength + Intimidation (difficulty equal to the target’s Willpower). Each success cows the enemy for one turn; the victim cannot attack during this time, but may defend himself and otherwise act normally (although his actions are likely guided by overwhelming terror).

## Level Three Gifts

### 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 snowspirit 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.

### Bloody Feast

Great Wendigo, as a hungry cannibal spirit, can teach his favored children how to gain strength from an enemy’s flesh and blood. An avatar of Great Wendigo teaches this Gift.

System: The Garou must bite his opponent and taste blood — he must inflict at least one lethal or aggravated health level of damage, and his victim must be something that bleeds. If the opponent has toxic blood or none at all, this Gift cannot function. The player then rolls Gnosis at a difficulty of the opponent’s Stamina + 3. 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 two turns 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.

### Eye of the Storm

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 Garou spends a point of Gnosis and rolls Willpower (difficulty 7). The effect of the Gift lasts for the duration of a single storm.

### Icicle-Hide

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.

### Sky Running

The Wendigo gains the ability to run at 50 mph (80 kph) through the skies, leaving a track of fire behind him as he goes. He must continually remain in motion, or he falls. This Gift is taught by an avatar of Great Wendigo.

System: The Wendigo concentrates for one turn. The player then spends one Willpower point. This Gift lasts for four hours and may be replenished by further Willpower expenditure.

### Strength of Pine

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

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

All werewolves have an innate connection to their ancestors — a spiritual, racial unconscious accessible through intense meditation. The Wendigo can tap into these deep memories to remember ancient 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 dot of Ancestors the Garou possesses). The number of successes determines how detailed and exact the answer he receives will be.

## Level Four Gifts

### Bark of Willow

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.

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 of the Cannibal Spirit

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.

### Call the Ice

The Garou may summon the spirits of the ice to cause a great fissure to form beneath the feet of her 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: This Gift is at its most effective on the polar ice, but is usable anywhere the ground has a layer of frost upon it. The player spends one Gnosis point and rolls Willpower (difficulty 7) to exert enough influence upon the ice-spirits in a single area of up to 10 square feet. A single success causes the desired effect, with additional successes adding to the depth of the crack or size of the fissure.

### 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.

### Curse of 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. 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).

### Hero’s Stand

The Wendigo channels the power of Gaia herself, becoming one with the earth upon which he stands. Though he may not retreat or even move from the spot for the duration of the Gift, he gains many powers through Gaia’s might. An earth elemental teaches this Gift.

System: The player rolls Willpower (difficulty 8). Each success grants one extra die to all Physical dice pools. In addition, the Garou may not be surprised, and all attacks are considered frontal. The Garou may not move until all foes have been defeated or have fled.

### Scream of Gaia

The Garou emits a horrible, ragged scream imbued with Rage and the pain of Gaia. The force of the scream batters foes and knocks them off their feet. Storm-spirits teach this Gift.

System: The player spends a Gnosis point and rolls Rage. Everyone within a 50-foot (15 m) radius, except for the werewolf’s pack, is blasted to the ground to suffer one unsoakable health level of bashing damage per success as a shockwave rips through the area.

### Shelter of Needles

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

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 Gifts

### Balance of Wormwood

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.

### Invoke the Spirits of the Storm

The Garou can summon nearly any weather effect she desires: Fog, tornadoes, blizzards, and thunderstorms all await her call. An avatar of Great Wendigo teaches this Gift.

System: The player spends one Gnosis point and rolls Willpower. (The difficulty varies based on how conceptually close the desired effect is to the current 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 (Wits + Occult to hit, 10 dice of aggravated damage).

### Heart of Ice

The werewolf can call down the curse of the Wendigo on an enemy. The Garou must whisper the target’s name to the hungry winds; thereafter, the victim’s innards begin to turn to ice. An avatar of Great Wendigo teaches this Gift.

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.

## Camp Gifts

### Level Two Camp Gifts

#### Claw-to-Thumb

Camp: Sacred Hoop

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 Wendigo 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.

System**:** 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.

#### Fog

Camp: Warpath

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.

#### Virgin Snow

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.

### Level Three Camp Gifts

#### Firewater’s Quench

Camp: Sacred Hoop

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.