Post by Admin on Jul 8, 2015 22:12:40 GMT
Call the Breeze:
The Garou calls up a strong (20 mph), 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.
(No changes) You simply whistle to call the breeze. Unprepared targets suffer a one-Trait penalty to perception challenges and challenges involving rapid motion. The breeze lasts for the rest of the scene.
Camouflage:
The Wendigo blends in with the surrounding wilderness, which makes him very difficult to see. A deer-spirit teaches this Gift
(No changes) Take two rounds and gain the bonus 3 traits on stealth challenges. This gift is pretty much useless outside of wilderness environments of North America, though at the ST’s discretion (and Wendigo’s whim) it may convey lesser bonuses elsewhere.
Resist Pain:
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.
(No changes) Spend a willpower and ignore wound penalties for a scene.
Cutting Wind:
The Garou conjures up a bitterly cold blast of wind and directs it at will. The wind can knock opponents off their feet, as well as chill them to the bone. A spirit servant of Great Wendigo itself teaches this Gift.
(Changes) To use this Gift, spend a Willpower; the wind comes automatically. Make a Physical Challenge to set the wind’s direction. Anyone struck by it suffers a two-Trait penalty to all challenges the first turn they’re in the blast and a one-trait penalty the second turn. The wind can push targets off ledges, into pits and otherwise knock them over. The wind’s range is 20 yards and is treated as if it were a firearm. It lasts for one turn, plus one turn per level of Occult ability possessed.
Speak with Wind Spirits:
The Wendigo may call upon wind-spirits for knowledge and guidance. He can ask them one question, which must concern the immediate area (wind-spirits have notoriously short attention spans). A wind-spirit teaches this Gift.
(No Changes) You can automatically speak with wind-spirits while in the Umbra; calling them in the physical world requires spending one Gnosis. In either case, make a Social Challenge (retest with Expression). Success lets you obtain a generally correct answer, albeit a very general one. An additional social challenge can be made to get more coherent answers from the spirit.
The Garou calls up a strong (20 mph), 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.
(No changes) You simply whistle to call the breeze. Unprepared targets suffer a one-Trait penalty to perception challenges and challenges involving rapid motion. The breeze lasts for the rest of the scene.
Camouflage:
The Wendigo blends in with the surrounding wilderness, which makes him very difficult to see. A deer-spirit teaches this Gift
(No changes) Take two rounds and gain the bonus 3 traits on stealth challenges. This gift is pretty much useless outside of wilderness environments of North America, though at the ST’s discretion (and Wendigo’s whim) it may convey lesser bonuses elsewhere.
Resist Pain:
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.
(No changes) Spend a willpower and ignore wound penalties for a scene.
Cutting Wind:
The Garou conjures up a bitterly cold blast of wind and directs it at will. The wind can knock opponents off their feet, as well as chill them to the bone. A spirit servant of Great Wendigo itself teaches this Gift.
(Changes) To use this Gift, spend a Willpower; the wind comes automatically. Make a Physical Challenge to set the wind’s direction. Anyone struck by it suffers a two-Trait penalty to all challenges the first turn they’re in the blast and a one-trait penalty the second turn. The wind can push targets off ledges, into pits and otherwise knock them over. The wind’s range is 20 yards and is treated as if it were a firearm. It lasts for one turn, plus one turn per level of Occult ability possessed.
Speak with Wind Spirits:
The Wendigo may call upon wind-spirits for knowledge and guidance. He can ask them one question, which must concern the immediate area (wind-spirits have notoriously short attention spans). A wind-spirit teaches this Gift.
(No Changes) You can automatically speak with wind-spirits while in the Umbra; calling them in the physical world requires spending one Gnosis. In either case, make a Social Challenge (retest with Expression). Success lets you obtain a generally correct answer, albeit a very general one. An additional social challenge can be made to get more coherent answers from the spirit.