Call the Breeze


Dead Stick

Find the Heart's Flame

Resist Pain

Truth of the Hunted

Cutting Winds

Flame of the Wind Rider


Ghost Dance

Ghost Pack

Salmon Swim

Speak with theWind-Spirits

Bloody Feast

Chill of Early Frost

Haunting Stare


Ride the SolarWinds

Sky Running

Wisdom of the AncientWays


Call the Cannibal Spirit

Counting Coup

Great Bison

Hand of the Sun


Hero's Stand

Wsitiplaju's Bow

Cleansing Flame

Heart of Ice

Invoke the Spirits of Storm








Rank 1 Rank 2 Rank 3 Rank 4 Rank 5

Call the Breeze (Wendigo Rank 1)

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 (Wendigo Rank 1)

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 (Wendigo Rank 1)

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 (Wendigo Rank 1)

With this Gift the Garou can identify sources of energy or power, even when they are hidden or unfamiliar. The Garou must concentrate 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 that 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

Resist Pain (Wendigo Rank 1)

Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit.

System: The Garou, by spending one Willpower point, may ignore all wound penalties for the duration of the scene.

Book: WW3e

Truth of the Hunted (Wendigo Rank 1)

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

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Cutting Winds (Wendigo Rank 2)

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).

Flame of theWind Rider (Wendigo Rank 2)

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 (Wendigo Rank 2 - Warpath)

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 (Wendigo Rank 2)

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 (Wendigo Rank 2)

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.

Salmon Swim (Wendigo Rank 2)

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 theWind-Spirits (Wendigo Rank 2)

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.

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Bloody Feast (Wendigo Rank 3)

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

Chill of Early Frost (Wendigo Rank 3)

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 (Wendigo Rank 3)

(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 SolarWinds (Wendigo Rank 3)

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 (Wendigo Rank 3)

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 AncientWays (Wendigo Rank 3)

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

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Attunement (Wendigo Rank 4)

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 (Wendigo Rank 4)

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.

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 (Wendigo Rank 4)

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 (Wendigo Rank 4)

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 nave 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

From: PG3E (Wendigo Rank 4)

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).

Hero's Stand (Wendigo Rank 4)

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.

Wsitiplaju's Bow (Wendigo Rank 4)

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.

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Cleansing Flame (Wendigo Rank 5)

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 (Wendigo Rank 5)

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.

Invoke the Spirits of Storm (Wendigo Rank 5)

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).


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