Wendigo- A pure, inintegrated race. Fierce protectors of the land. They tolerate only the Uketena (barely) and do not get along well with any of the other tribes.

GIFTS Call the Breeze (Level One) — 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 (Level One) — 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.

Cutting Wind (Level Two) — 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 (Level Two) — 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.

Chill of Early Frost (Level Three) — 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 (Level Three) — 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.

Attunement (Level Four) — 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 (Level Four) — 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.

Invoke the Spirits of the Storm (Level Five) — 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 (Level Five) — 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.