Wendigo: The only purely Native American Garou left, the Wendigo
are fiercely independent and still determined to drive the invaders from the North
American Continent.
Initial Willpower: 4
Backgrounds: No Contact, or Resources.
Beginning Gifts: Call the Breeze, Camouflage
Totem: Wendigo
A pure, un-integrated race. Fierce protectors of the
land. They tolerate only the Uktena (barely) and do not get along well with any of the
other tribes.
GIFTS
Rank One
Call the Breeze The Garou may summon a strong (20 mph), chill breeze and direct it
at whim. The breeze will disperse clouds of vapors 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 on 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.
Rank Two
Cutting Wind The Garou may summon a painfully bitter blast of wind, which he may
direct at foes. This Gift is taught by a spirit servant 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 the next turn. The wind might also knock foes
off ledges, into pits, etc. The wind lasts for the scene. The range is calculated
according to the modifiers for firearms. The medium range is 20 yards; the Garou receives
no modifier at this range. Twice this range (40 yards) is the farthest the wind can be
directed. The difficulty is increased by one. On the other hand, attacks made at targets
within a yard of the Garou are considered "point-blank" (difficulty 4).
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.
Rank Three
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 temperature
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.
Sky Running 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.
Rank Four
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 has happened in the area -
rough population, secret traits, 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 in, formation gained depends in the number of successes; on a botch, the
spirits lie.
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 (see The
Wendigo, pg. 265) 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.
System: The Garou spends one 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.
Rank Five
Invoke the Spirits of the 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 variable
difficulty (determined by the Storyteller based on the nature of the effect and the
difference between it and the prevailing climate). The effects cover a 10 mile area per
success rolled; if a thunder storm is called, each additional Gnosis point spent enables
the Garou to call down a lightning bolt or tornado on his enemies (Dexterity + Occult to
hit; 10 dice normal damage).
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 or
other internal organs begin turning to ice, gripped by the curse of Wendigo. This Gift is
taught by a spirit servant of Wendigo.
System: The Garou spends one Gnosis point and rolls Wits + Occult (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 coagulated, losing five Blood Points per success; if this reduces
them to zero, they enter torpor.
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