Call the Breeze
The Garou call up a strong (20 mph), cold breeze and directs it at whim. The 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.
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 effect at whim.
As the Philodox Gift **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.
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 the 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 as per the rules on firearms (see p. 208). The wind lasts for a number of turns equal to the number of successes rolled.
Speak with Wind Spirits
The Wendigo ma ball 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.
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 on Gnosis and may walk and/or run upon water for a number of turns equal to the success 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.
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 wraiths **they can provide information and skills as per the Past Life Background.
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.
Wisdom of the Ancient Ways
All werewolves have an innate connection to their ancestors, a form of racial unconsciousness 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 answers he receives will be.
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 70" F 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 subzero if it was already winter). Anyone without a natural fur coating (humans, Kindred, Garou in Homid or Glabro form) subtract two from all Dice Pools. The effects last for one hour per success.
The Garou gains the ability to run at 50 mph through the skies. The Garou must continually remain in motion, or he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is taught by a spirit servant of Wendigo.
System: The Garou concentrates for one turn and spends one Willpower point. The gift lasts for four hours and may be replenished by further Willpower expenditure.
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 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
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.
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 has happened 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 in the number of successes; on a botch, the spirits lie.
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.
This Gift allows a Garou to shoot an arrow that can wrap around corners and hit target 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, "afew feet down that alley over there" can suffice, for example.
Invoke the Spirits of the Storm
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.
System: The player spends one Gnosis point 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).
Heart of Ice
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, inflicting one health level per turn until all possible damage has been done.