Rank 4 Wendigo Gift
Unlike Resist Pain, which allows a character to ignore pain through force of will, but still feel it, this Gift allows the Wendigo to numb herself to pain completely, enabling her to endure pain for much longer periods of time, even days. This causes the character to be unable to judge the severity of her wounds or fatigue, and may lead her to continue on unwisely, causing herself further damage during combat while frightening her enemy with her seeming imperviousness. If the pain inflicted upon the Garou is not combative, i.e., she is undergoing a surgical operation or needs to cross a wall of flames, she may concentrate her will to keep from unwittingly furthering the damage to herself, and to bolster the confidence and courage of any Garou aiding her. This Gift is taught by a snake-spirit.
System: The player spends a point of Gnosis, after which any sense of pain or physical discomfort fades entirely, and the character no longer takes wound penalties. The length of the Gift’s pain-numbing effects lasts for a number of days equal to a roll of Stamina + Primal-Urge. The Storyteller should hide the character’s wound levels from him while this Gift is active. If the character needs to assess how badly damaged she is during this time, she must make an additional roll of Wits + Primal-Urge, at difficulty 7, although characters with Medicine knowledge can use it to diagnose wound levels normally.
Wendigo who nonchalantly carries severe wounds around is intimidating to his foes. Any character who wishes to attack a wounded Wendigo who is using Bark of Willow must first make a Manipulation + Intimidation roll, at the difficulty of the Garou’s Willpower. If the opponent fails that roll, she does not lose any actions, but she finds herself unable to attack the Gifted werewolf.
This Gift may not be used while the Garou is attempting to complete a rite that requires any check of Stamina.
Source: Wendigo Tribebook (revised)