Werewolf the Apocalypse information source

Rank 1 Wendigo Gifts

A list of all Rank 1 Wendigo tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Wendigo Gifts of all ranks, see All Wendigo Gifts.

Resist Pain

Rank 1 Philodox Gift / Rank 1 Children of Gaia Gift / Rank 1 Get of Fenris Gift / Rank 1 Wendigo 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.

Source: Core book revised.

Call the Breeze / Wind of Buzzard’s Wings

Rank 1 Wendigo Gift / Rank 1 Silver Fang (Camp: Crescent Moon) Gift

The Garou calls up a strong (20 mpg), cold breeze and directs it at whim. This 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.

Source: Core book revised / Tribebook: Silver Fangs (revised)


Rank 1 Wendigo Gift

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.

Source: Wendigo Tribebook (revised)


Rank 1 Wendigo Gift

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.

Source: Wendigo Tribebook (revised)

Dead Stick

Rank 1 Wendigo Gift

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.

Source: Players’ Guide to Garou (revised)

Snow Sight

Rank 1 Wendigo Gift

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.

Source: Croatan Song


Rank 1 Wendigo Gift

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 effects at whim.

Source: Core book revised.

Ice Echo

Rank 1 Wendigo Gift

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).

Source: Wendigo Tribebook (revised)

Beat of the Heart-Drum

Rank 1 Wendigo Gift

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.

Source: 20th Anniversary Edition

Empathy / Claw-to-Thumb

Rank 2 Silver Fang Gift / Rank 1 Wendigo (Camp: Sacred Hoop) Gift
The Wendigo version is called Claw-to-Thumb

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 Silver Fang 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.

Source: Core book revised / Wendigo Tribebook (revised)