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Gifts: Wendigo

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Wendigo Gifts

These Gifts are available to characters of the Wendigo Tribe.

 


 

Basic Gifts

 

Beat of the Heart-Drum (W20)

Activation Time: Normal

Required: You must have a possession of your target, a quantity of their blood or hair, or have tasted their flesh.

Activation Cost: One Gnosis

Challenge: Mental vs. target

Retest: Survival (for character), Stealth (for target)

Effect: You hear the target's heartbeat, and can effortlessly track them by following the sound, regardless of distance.

Duration: One session

 

Call the Breeze

Activation Time: Normal

Required: You must whistle. 

Effect: You whistle up a cold wind, as strong as 20 miles per hour.  Anyone caught in the breeze suffers a one-Trait penalty to perception-based challenges. It may also dispel smoke, gas, hostile insect swarms and the life.

Duration: One scene, or until you choose to end it

 

Camouflage

Activation Time: Normal

Effect: You blend in with your surroundings, becoming difficult to detect. You gain a three-Trait bonus against those who try to detect you. While this always works in the northern wilderness, Storytellers may choose to mitigate the effect if you are in an area less befitting of the Wendigo tribe. (When following the Leviathan of the deep this gift works in areas with water)

Duration: Until you end the effect

 

Claws of Frozen Death (W20)

Activation Time: Personal

Required: Must be in a form that has fangs or claws

Activation Cost: One Gnosis

Follow-up Cost: 1-5 Mental Traits

Effect: Your claws and fangs transform into hardened ice, leaving traces of frost behind in every wound; a target injured by these weapons suffers a -1 trait penalty to all challenges. Furthermore damage inflicted by the user’s claws heals badly, natural healing, even the regenerative powers of vampires or Garou, is stopped by the frost; the wounds of mortals will fester and rot. Healing Gifts will function as normal when it comes to healing these wounds.

Duration: One scene. The festering wounds will not heal naturally for days equal to the number of Mental Traits spent.

 

Cutting Wind

Activation Time: Normal

Activation Cost: One Willpower, plus 0-5 Mental Traits

Effect: You conjure a focused, sharp wind against targets within 20 yards. The wind comes automatically upon spending the Willpower, but setting its direction correctly requires the Physical Challenge. Those who are targeted by the wind suffer a 2-Trait penalty to all challenges on the first turn, and a one-Trait penalty on all challenges for the rest of the wind's duration. The wind can also push a target off a ledge or knock them over with an appropriate challenge.

Duration: One turn, plus another turn for each Mental Trait you spent

 

Devouring Rime

Activation Time: Normal

Activation Cost: One Willpower

Challenge: Physical vs. target

Retest: Brawl or Athletics

Effect: You touch a target, causing ice to spread outward from the contact until your target is encased. Your target gains the Negative Physical Traits Slow x2, they can move only one step every other turn, and they cannot initiate any aggressive challenges (they may still defend themselves normally). The target may break this ice by spending Rage, activating a speed-related power, or by winning a new Physical Challenge against you.

Duration: One scene

 

Fog

Activation Time: Normal

Required: You are in a place where fog could naturally occur

Challenge: Gnosis vs. difficulty based on likelihood of fog -- four on the lakeshore, six in most places, nine in the desert

Retest: Primal Urge

Effect: A bank of fog rolls in at your call, in an area at least 30 feet square -- double that if natural fog is also present. You can see through this fog perfectly well, but the impaired vision of everyone else halves their Traits on ties and overbids on perception-based Mental challenges. The creepy atmosphere of the fog also puts everyone except you and your pack at a one-Trait penalty on all Willpower challenges.

Duration: One Scene or Hour

Note: This gift is different from Curse of Aeolus in name only; the mechanics are identical.

 

Ghost Pack

Activation Time: Personal

Activation Cost: One Gnosis and one Rage (yes, this is an exception)

Challenge: Social vs 7 traits

Retest: Occult

Follow-up Cost: 0-5 Social Traits

Effect: 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 whisper secrets to the Wendigo and often follows her around even after the Gift expires. A buffalo-spirit teaches this Gift. The number of Ancestor spirits that come to the aid of the Garou equals 1 plus the social traits spent. 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.

Duration: One scene

 

Ice Echo

Activation Time: Personal

Activation Cost: One Gnosis

Effect: You conjure an illusory duplicate of yourself, like a mirror reflection in sheer ice. It looks and sounds exactly like you, but is intangible. You must actively focus on controlling this image, which puts you at a two-Trait concentration penalty to all your other actions. People who are suspicious of what they're seeing may defeat you in a Mental Test (retest with Enigmas) to realize it's an illusion; because the image gives off no heat or scent, Garou observers get a free retest on this challenge.

Duration: Until you end the effect

 

Lift-Your-Leg

Activation Time: Personal

Required: Mark your territory using blood, urine or saliva, and invoke your totem or an ancestor.

Activation Cost: One Gnosis

Effect: You leave a distinctive supernatural mark on an object or in a place. All Garou or beings with supernatural senses can detect your mark; it is unique and distinctive as your own to all who know it. Mundane humans may detect the mark as well, depending on how you make it.

Duration: One lunar month

 

Nose-to-Tail

Activation Time: Personal

Required: Curl yourself into a tight ball as you activate this gift. (You can leave this position once the gift is activated.)

Activation Cost: One Physical Trait, plus an additional Trait if you're using this in Glabro or Homid form.

Effect: You attune yourself to the skill of wolves to keep themselves warm in winter. Once you have activated this gift, you become immune to all negative effects of cold weather for the rest of the scene.

Duration: One Scene

 

Resist Pain

Activation Time: At Will

Activation Cost: One Willpower

Effect: You push on through the pain of injury with superhuman resilience. You stop suffering wound penalties for the duration of this Gift.

Duration: One Scene or Hour

 

Salmon Swim

Activation Time: Personal (Movement)

Required: You may only use this gift in a natural body of fresh water.

Activation Cost: One Gnosis and 0-5 Physical Traits

Effect: Calling on the secrets of the salmon, you can act freely underwater. You can leap out of the water as if using the Lupus gift Hare's Leap. If you spent Physical Traits, you may also walk on water (not run) for a short duration.

Duration: One scene of acting underwater and leaping; if walking on water, a number of turns equal to the Physical Traits you spent.

 

Scent of the Man-Eater

Activation Time: Normal

Challenge: Mental vs. target

Retest: Primal Urge

Follow-up Cost: optionally, one Gnosis

Effect: You detect the spiritual stain of cannibalism on a target. If you win the challenge, you discover if your target has eaten the flesh of wolf or human since the last full moon. If you spend the Gnosis, you also learn if this crime was a shameful lapse, or a vile habit.

 

Speak with Wind Spirits

Activation Time: Normal

Activation Cost: Free in the Umbra; One Gnosis in the physical world

Challenge: Social vs. eight Traits

Retest: Expression

Follow-up Cost: 0-2 Mental Traits

Effect: You call on local wind-spirits to learn about the immediate area. You may ask a single question. The quality of your answer relies on the number of Mental Traits you spend: zero Traits elicit a very general answer, one Trait elicits a clear answer, and two Traits elicit a precise answer.

 

Tourniquet

Activation Time: At Will

Activation Cost: One Willpower

Follow-up Cost: 0-5 Physical Traits

Effect: Your body staunches its bleeding, making lethal wounds less life-threatening. Each Physical Trait you spend allows you to convert one level of Lethal damage into Bashing damage. Each Physical Trait spent also adds one to the number of turns you have before dying at Mortally Wounded (barring a coup de grace). Wendigo consider it dishonorable to use this Gift on your own self-inclicted wounds, particularly if you are engaged in a ritual that uses your Tough Traits (or synonyms).

Duration: Converting the wounds is instant; and each Physical Trait spent adds to the number of turns before you die from being Mortally Wounded this scene.

 

True Fear

Activation Time: Normal

Frequency: This gift is specially subject to the five-minute rule (i.e., if it fails, you cannot attempt it against the same target until five in-game minutes have passed).

Challenge: Willpower vs. target

Retest: Intimidation

Follow-up Cost: 0-5 Mental Traits

Effect: Your supernaturally terrible mien makes a foe cower in fear, and they cannot attack. They may defend themselves if attacked and otherwise act normally, although their actions will likely be guided by fear.

Duration: One turn, plus one turn for each Mental Trait you spent.

 

 

Intermediate Gifts

 

Attunement

Activation Time: Personal

Required: You must be in a wilderness area to use this gift.

Activation Cost: One Gnosis

Challenge: Mental vs. Storyteller-determined difficulty

Retest: Survival

Follow-up Cost: 0-5 Mental Traits

Effect: You commune with the ambient spirits of the area, learning useful information about the region. Success gets you general information on a topic, such as the human population count, locations of supernatural hideouts, the presence of hidden tunnels, etc. Each Mental Trait you spend gives you an accurate answer to one specific yes-or-no question about the area.

 

Bark of Willow

Activation Time: At Will

Activation Cost: One Gnosis

Effect: The gift Resist Pain lets you ignore your wounds; this gift numbs you completely. Not only do you ignore all wound penalties, but your complete imperviousness to pain becomes intimidating. If you have any open wounds, your opponents must defeat you in a Social Challenge (retest Intimidation) in order to strike the first blow against you. (Once the attack is joined, they may continue normally.) While in this state, you do not know how badly wounded you are; figuring this out requires a Mental Challenge (retest Medicine) against ten Traits.

Duration: One scene

 

Blood of the North (W20)

Activation Time: Automatic

Effect: You ignore any trait penalties from cold, ice, or wintry weather. You gain +5 traits when defending against any cold-based attack. Your challenges to navigate or survive in wintry conditions gain a free retest.

Duration: Always active

 

Bloody Feast

Activation Time: Reflexive

Required: You must bite for at least one level of damage, and taste non-toxic blood.

Challenge: Gnosis vs. target

Retest: Primal Urge

Follow-up Cost: 0-5 Mental Traits, and make a test for Frenzy (with the usual effects)

Effect: The taste of blood carries you to new heights of ferocity. Upon successfully invoking the gift, you gain one extra Strong or Tough Physical Trait for every Health Level of damage you inflict with your bite, up to a limit of five such Traits. These Traits last for the duration; they may be bid, lost and spent as usual. Using this gift on a human or wolf target is considered violating the Litany.

Duration: One turn, plus one for each Mental Trait you spent

Note: Multiple uses of this gift may stack with prior uses.

 

Call the Cannibal Spirit

Activation Time: Unique - At least 3 Rounds in a summoning dance.

Required: Dance under the night sky, holding a piece of your target.

Frequency: You may only have one Cannibal Spirit active at a time.

Activation Cost: One Rage and one Gnosis (yes, this exception lets you spend both)

Challenge: static Social vs. 12 Traits

Retest: Occult

Effect: Your dance of summoning brings forth an avatar of Wendigo, who uses a piece of the target you possess (like a sample of blood or fur) to hunt down a target and devour their heart. This avatar appears as a blue-skinned humanoid figure with claws and fangs, blazing eyes, and black stumps where its feet have frozen off. It has 7 Willpower, 10 Rage, 5 Gnosis, 42 Essence, and the Charms Blast (Ice), Create Wind, Freeze, Materialize, and Tracking. If you fail the summoning challenge, attempt two Simple Tests: fail both, and the spirit attacks you instead. The spirit also attacks you if it is prevented from attacking its target in some way.

 

Chill of Early Frost

Activation Time: Normal

Activation Cost: One Gnosis

Challenge: Mental vs. difficulty based on the weather -- 6 Traits in deep winter, 9 Traits in a temperate climate, 15 in a hot summer

Retest: Survival

Follow-up Cost: 0-5 Mental Traits

Effect: You plunge the region -- everything in a five-mile radius -- into bitter cold. Temperatures above freezing drop a few degrees below freezing; temperatures already below freezing drop an additional twenty degrees. Everyone in the area who does not have a natural coat of fur takes a two-Trait penalty to all challenges. Regional havoc occurs at Storyteller discretion as roads ice up, pipes burst, people run for shelter, etc.

Duration: One hour, plus one for each Mental Trait you spent

 

Curse of Harano

Activation Time: Normal

Activation Cost: One Rage

Challenge: Social vs Target

Frequency: An individual may only be successfully affected by this gift once per scene

Retest: Expression

Effect: Upon success the target falls into a deep depressive state.  While so afflicted they may only bid half their normal traits on any challenge.  At any time the victim may expend a Willpower trait to ignore the effect for the remainder of the scene.  Despite its name, this gift does not inflict true Harano on their target, only a semblance of its agony (though a significant failing while under the effects of this gift may justify a character truly falling into Harano).

Duration: One Session

 

Icicle-Hide

Activation Time: Personal

Activation Cost: One Gnosis

Effect: You transmute your body and your gear into simulacra of living ice. You look like an expert ice sculpture, but you can move and fight as capably as ever. The first level of any bashing or lethal damage you take is nullified, glancing off your icy body. You ignore all cold-related damage, but all fire-related damage deals you an additional wound.

Duration: One scene, or until you end the effect. Ending the gift takes a full turn, during which all its effects are still in place.

 

Last Stand

Activation Time: Personal

Activation Cost: One Willpower

Challenge: Willpower vs. six Traits

Retest: Survival

Effect: You link yourself with the earth where you stand, drawing incredible power from the connection -- as long as you maintain it. You gain a number of bonus Strong or Tough Physical Traits equal to your Willpower; you are immune to the Ahroun gift Falling Touch; and you cannot be moved from your spot by any means save epic supernatural strength or your own volition.

Duration: Until you move from the spot where you activate the gift.

 

Scream of Gaia

Activation Time: Normal

Activation Cost: One Gnosis

Challenge: static Physical vs. everyone within 50 feet

Retest: Athletics

Follow-up Cost: 0-5 Social Traits

Effect: You channel Gaia's wrath and pain into a bone-shaking roar, releasing a shockwave that slams into everyone around you. Everyone who loses the challenge against you is knocked down, taking one Bashing damage, plus an additional level of Bashing for each Social Trait you spent.

 

Shelter of Needles

Activation Time: Personal

Required: The targets you want to protect must be no further away than your permanent Gnosis plus your permanent Willpower in steps. They must be Garou, humans, or Gaian creatures.

Activation Cost: One Gnosis

Challenge: Willpower vs. the number of targets you want to protect, plus three

Retest: Survival

Follow-up Cost: 0-5 Willpower

Effect: Like a protective canopy of pine branches against a storm, you extend the protections of Strength of Pine to a group of nearby targets. (See that gift below for details.) It also disables all electrical devices within its range (your Gnosis plus your Willpower in steps), as their power is drawn down into the earth. This gift doesn't extend any protections to you at all, although you're free to invoke Strength of Pine yourself as a separate action.

Duration: One turn per permanent Gnosis you possess, plus one for each Willpower Trait you spent activating the gift. The benefits for an individual target end prematurely if that target moves from their grounding-spot, as Strength of Pine.

 

Sky Running

Activation Time: Personal (Movement)

Activation Cost: One Willpower

Effect: You not only gain the ability to run at 50 miles per hour, but also the ability to do so through the sky itself. You leave a trail of fire streaking across the heavens in your wake. Obviously this is a Gift best used in the Umbra -- as it's something of a spectacular breach of the Veil.

Duration: Four hours, or until you stop running -- at which point you start falling.

 

Strength of Pine

Activation Time: Personal

Required: You are standing on a natural surface.

Activation Cost: One Gnosis, or two if you're in contact with metal or a large body of water

Challenge: Gnosis vs. Storyteller-determined difficulty based on your current connection to the living earth

Retest: Survival

Effect: You create a grounding-spot on the earth where you stand (with a diameter of your Gnosis, in feet) that grants you astonishing protection. You are completely immune to electrical damage, and the physical damage you take during a turn regenerates instantly at the beginning of the next (assuming it doesn't kill you first). Only damage taken to your Health Levels regenerates; armor levels are lost normally. If you leave the grounding-spot, you lose these protections; but you can return to the spot to regain them (if the gift hasn't ended by then).

Duration: One turn for each permanent Gnosis you possess.

 

Whiteout

Activation Time: Normal

Required: You must be outdoors.

Activation Cost: One Gnosis

Challenge: Social vs. difficulty based on local weather -- six Traits on a snowy day, twenty Traits on a summer afternoon

Retest: Survival

Effect: You summon a localized blizzard that only your senses, and those of other Wendigo, can pierce. A roaring, windy globe of whipping snow and ice engulfs everything where you stand, within a radius of steps equal to your permanent Gnosis plus your permanent Willpower. Sight is blinded, ears are deafened, and scents are deadened within the storm -- except for those of you and your fellow Wendigo, of course. Others caught in the storm immediately lose a Willpower Trait as the cold saps their resolve, and they suffer a two-Trait penalty to any test of vision they attempt.

Duration: A number of turns equal to your permanent Willpower, or until you choose to end the effect.

 

Wisdom of the Ancient Ways

Activation Time: Personal

Challenge: Gnosis vs. 9 Traits (minus one Trait per level of Ancestors you have)

Retest: Occult

Follow-up Cost: 1 or 2 Mental Traits

Effect: Through a moment of meditation, you reach out for answers to the Garou who have gone before, be they your own ancestors or other warriors of yore. You recall their memories or summon up ancient lore. Ask the Storyteller for the information you seek: if you spend one Mental Trait it is clear but broad information, while if you spend two Traits the information is detailed and specific

 

Wsitiplaju's Bow

Activation Time: Personal

Required: A bow and arrow.

Activation Cost: One Gnosis

Effect: You can fire an arrow so that it weaves unerringly through the air, even turning corners and reversing direction if necessary, to strike its target. You get a free retest on your next archery attack, and your opponent cannot bid Quick Traits (or synonyms) or use any Dodge or Athletics to avoid the shot. The arrow will not travel beyond regular range for a bow and it does not gain any special damage or armor-piercing enchantments beyond what it already has, and if the target is completely enclosed by a barrier, the arrow can be stopped as usual by that substance.

Duration: Your next archery challenge

 

 

Advanced Gifts

 

Balance of Wormwood

Activation Time: Normal

Activation Cost: One Gnosis

Challenge: Willpower vs. a Garou target who is in active service to the Wyrm

Retest: Empathy

Effect: The taste of the wormwood plant clears the mind, and this powerful gift can ease even the Wyrm's chains on its thralls. For the duration of the gift, the target regains their free will, uncoerced by the influence of the Wyrm. They gain a chance to act justly, choose a Gaian path, and seek redemption. This gift does not cleanse the target: that is something they must seek out on their own.

Duration: One Scene

 

Heart of Ice

Activation Time: Normal

Required: You must whisper your victim's name to the wind.

Frequency: Once per target per session

Activation Cost: One Gnosis

Challenge: Mental vs. target

Retest: Occult

Effect: You call Wendigo's attention to your target and commence freezing them alive, from the inside out. Upon a successful activation, you immediately deal one Aggravated damage. Once each following turn, you may make another identical Mental Challenge against the target; each success deals another Aggravated damage. When you lose one of these challenges or when you have dealt ten damage, the gift ends.

Duration: Until you lose one of the Mental Challenges or deal ten damage.

 

Invoke the Spirits of the Storm

Activation Time: Normal

Activation Cost: One Gnosis

Challenge: Willpower vs. difficulty based on your changes to the weather -- 4 Traits for minor changes, 9 Traits for radical changes

Retest: Science

Effect: You change the weather within ten miles, calming the skies or bringing down the heavens' wrath as you please. If you summon a thunderstorm, you may call down lightning from the sky. Each bolt requires you to spend one Gnosis and make a Physical Challenge (retest Science) against your target. If they are struck, they take four Aggravated damage.

Duration: As long as such weather naturally lasts

 

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