Werewolf the Apocalypse information source

Rank 3 Wendigo Gifts

A list of all Rank 3 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.

Wisdom of the Ancient Ways

Rank 3 Philodox Gift / Rank 3 Wendigo Gift / Rank 3 Uktena Gift

All werewolves have an innate connection to their ancestors, a form of racial unconscious 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 answer he receives will be.

Source: Core book revised / Tribebook: Uktena (revised)

Firewater’s Quench

Rank 3 Wendigo Gift

Camp: Sacred Hoop

Myeengun’s Lodge is a part of the Sacred Hoop dedicated to sharing the lore of wolves with the Wendigo tribe and their human Kinfolk and allies. Many homids and humans, out of poverty, misfortune, or boredom, fall into dangerous and destructive habits, habits that wolves regard as Man’s peculiar weakness – huffing gasoline, drinking too much liquor, becoming dependent on drugs that poison his body and mind. Wolves rarely fall into these traps, and they have aided many within their camp with their lupine ways, helping them to drive the desire for these vile substances out of their blood and their spirit. Myeengun, an ancestor-spirit who was born a human but became a wolf, teaches this Gift to his followers.

System: The player spends one Gnosis point and rolls Stamina + Primal-Urge. For each success, no deliberately-ingested intoxicant works on the character for a single day.

Source: Wendigo Tribebook (revised)

Bloody Feast

Rank 3 Wendigo Gift

Great Wndigo, 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.

Source: Core book revised.

Sky Running

Rank 3 Wendigo Gift

The Garou gains the ability to run at 50mph (80kph) 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.

Source: 20th Anniversary Edition

Eye of the Storm

Rank 3 Wendigo Gift

The Garou may create a place of calmness even in the midst of a raging blizzard or any other severe weather phenomena. Up to ten people can take shelter within this quiet place, suffering no damage from the fury that surrounds them. This Gift is taught by an air-spirit.

System: The Garou spends a point of Gnosis and rolls Willpower (difficulty 7). The effect of the Gift lasts for the duration of a single storm.

Source: Croatan Song

Blood of the North

Rank 3 Wendigo Gift

The Wendigo takes winter as his brother, infusing the spiritual essence of the howling cold into his very flesh and bones. A snow-spirit teaches this Gift.

System: The Wendigo ignores all penalties due to cold or chilling effects, and gains an extra five dice of soak against all cold-based attacks. All Survival rolls made in cold environments are at –2 difficulty. This Gift’s effects are permanent.

Source: 20th Anniversary Edition

Strength of Pine

Rank 3 Wendigo Gift

This Gift allows a character to ground herself in the presence of Gaia, spiritually as well as physically. If the character is struck by lightning or electricity, she remains unharmed by it for that turn of combat; she also becomes resistant to physical attacks, regenerating herself as long as she does not uproot herself from the touch of Gaia. An earth-spirit and a lightning elemental jointly teach this Gift.

System: The player spends a Gnosis point and rolls Gnosis + Survival. The difficulty of the grounding varies depending on the physical location of the character: 9 if the Garou is surrounded by water or touching metal; 7 if she is not standing on or touching the earth, 5 if a piece of earth or earth-fetish is carried on the character’s person. Any physical damage inflicted on the grounded werewolf takes effect, but is then healed at the next turn, provided she does not move from her grounding-spot.

Source: Wendigo Tribebook (revised)


Rank 3 Wendigo Gift

This Gift allows a character to transmute herself, and any clothing or unliving objects that she is touching, into a crystalline creature of thick, impenetrable ice. As the Wendigo’s form grows suddenly transparent and metamorphoses into a rippling mobile statue, she truly takes on the essence of ice; as a result, she should avoid coming near any fire or source of heat, lest she find herself melting. Her body absorbs blows as solidly as any block of ice. The frozen Garou can still move, watch, listen, and use Gifts, but appears cold and unliving to standard and infrared observation. This Gift is taught by a polar bear-spirit.

System: The player spends a Gnosis point and rolls Stamina + Subterfuge. While in this ice-form, the character takes twice the damage from any heat-based attack, but is immune to cold damage (whether from the ambient temperature or from cold-based attacks). She also adds an additional point of lethal soak per success rolled. This Gift lasts for one scene, or until the werewolf wills herself to thaw. The freezing transformation is immediate, but the thawing procedure requires an entire turn.

Source: Wendigo Tribebook (revised)


Rank 3 Wendigo Gift

This Gift allows a Garou to transform the area around her into a blinding whiteout, rendering it utterly featureless and dangerously disorienting. Any characters within the reach of the spell are enclosed within a frightening, snowy blizzard-filled dome, which deadens all scents, mutes all sounds with the roar of wind, and blinds all types of vision. The Gifted character’s senses are untouched by these effects, although she remains within the whiteout. Similarly, other Wendigo are unaffected by the power of this Gift. A bear-spirit teaches this Gift.

System: The player spends a point of Gnosis, and rolls Manipulation + Survival. The diameter of the dome covered by the whiteout varies, depending on the total successes of this roll, multiplied by five feet. For example, if the player rolls 9 successes, the area of the whiteout is a circle 45 feet wide. All non-Wendigo characters within this area lose one point of Willpower and one die from all Perception-based pools for the rest of the scene; when they emerge the Perception penalty disappears but the Willpower point is gone until it is regained in the usual fashion.

Source: Wendigo Tribebook (revised)