Wind Incarna
The Wind Incarnae are Totems of the Fera and other supernatural denizens of the World of Darkness.
Overview
Each wind blows its secrets across the ground, in falling snow and autumn leaves. Those Fera who can forget their Rage for long enough can hear their whispers, and the words of wisdom they offer. Garou may be adopted by one (and only one) of the Five Winds. The Wendigo are on good terms with the North Wind and may purchase the North Wind totem as if its Background cost was only 4.
- Background Cost: 5
Traits & Ban
Individual Traits
- Packs favored by the East Wind receive an additional three points of Gnosis per story, and all of the East Wind’s children are at +1 difficulty on Rage rolls.
- Those favored by the South Wind are urged to explore the uncharted reaches where the wind cannot touch. Thus, each are granted endurance (+1 Stamina) and incredible vision; by rolling Perception + Alertness (difficulty 8) they may see clearly up to one mile away per success.
- The North Wind grants his children knowledge of the great mysteries; they receive Occult +3 and Enigmas +2.
- The West Wind offers his chosen great leadership prowess and determination. Packs following the West Wind receive Leadership +2 and can call upon an additional three Willpower points per story.
- And the rarest of winds, which blows only from the Umbra, invites his children home. All of the Umbral Wind’s children can step sideways at -2 difficulty.
Ban
The children of the Five Winds must keep a reminder of their totem in their presence at all times. Many bind small bells into their clothing and fur to ring in the wind, and decorate their homes with wind chimes. Others carry simple charms or jewelry decorated with wind motifs on their persons. What constitutes a sufficient reminder of the Wind Incarnae is decided by the Storyteller.
References
- WTA: Werewolf Players Guide, p. 132
- WTA: Werewolf Players Guide Second Edition, p. 122
- WTA: Players Guide to Garou, p. 141