93 min read
GET OF FENRIS

They are the most fearsome tribe of werewolves on the battlefield, the warrior tribe of a warrior race. They hold no virtue higher than strength, and no tribe can claim to be stronger. They are ferocious, cunning and bold. And they are also, perhaps, Gaia's last hope - because nobody else is courageous enough to make the sacrifices that they may yet have to make. They are the sons and daughters of the Apocalypse-Wolf. They are the Get of Fenris. - Tribebook: Get of Fenris (Revised)


Even among a race of warriors, the Get of Fenris are the most warlike. The Fenrir, as they’re also known, value a glorious death over a peaceful old age. They wear their scars with pride, howl the glory of their victories, and revel in the fear that they spread among the minions of the Wyrm. To the Get, compassion is a luxury, not a virtue — the greatest virtues are valor and strength. 


GET OF FENRIS SOCIETY

The Fenrir have their origins in Europe, where they once called Germanic tribes and Nordic raiders Kin. Yet even the most brutal and violent sagas of the regions pale before the lore of the Get. Their Galliards (or skalds) joyously recount grim tales of bloody death against impossible odds, of the eternal glory to be found on the battlefield. They have told stories of Ragnarok, of the Apocalypse, for millennia — and they are ready for it.

Blood alone doesn’t make a Get of Fenris. A cub could be the finest Pure Breed, but if he can’t make it through the bloody tribal Rite of Passage, he’s of no use to the Fenrir. Some cubs don’t even survive that first test. Harsh as it is, the Rite of Passage reflects the grim and fatalistic nature of life among the Get. The battles against the Wyrm will be no gentler,— and the Fenrir never run from battle. Every child of Great Fenris, no matter his or her auspice, must be ready to die gloriously for the Mother. This creed often seems contradictory to lupus cubs, who are used to survival as the first and most pressing mandate. Luckily, enough wolf-born find their Rage that the Get haven’t fallen too far behind in their ratio of homid-to-lupus members.

To make matters worse, many Get of Fenris embrace very elitist attitudes not just in regards to strength and valor, but even to sex and ethnicity. This has been a source of internal conflict within the tribe for many years. Although modern Get are less prone to outright racism and sexism, the old prejudices against weakness run deep and take many forms. These haven’t done the tribe’s reputation among the rest of the Garou Nation any favors. 

Although it’s not easy for outsiders to see, the Fenrir do possess admirable virtues beyond their courage. There are long-standing traditions of females doing as well as males in many Get septs— they frequently have to work very hard to earn respect, but this struggle is part of what earns them their status. Metis can excel as well, if their deformities don’t impede their actual strength — one who’s ugly as sin and has a terrible speech impediment will still earn much glory if he can fight to the tribe’s exacting standards. 

At every level, tribe society idealizes strength above all. Wisdom and cunning are valued, but as a complement to might, not a substitute. Fenrir leaders, or jarls, must earn their position through grueling physical trials, and be prepared to hold them in the same way. Tribal moots are full-moon affairs, beginning with a vicious gauntlet-running to determine who’s worthy to participate in the rites of the tribe. Rites of Renown entail bloody runes carved into werewolf hide; even mystical rites dealing with spirits involve ritualized combat between rite-master and spirit as often as not. Even their belief in an afterlife reflects the concept of Valhalla, a grand battlefield awaiting its heroes.

And for all their faults, the Get of Fenris produce many heroes. Their creed of strength is simple, but not simplistic — it teaches many Fenrir to master their Rage, to serve as examples of courage to the rest of the Nation, and to win battles that others would lose or abandon. They are remarkably loyal to those who earn their respect, and their harsh standards encourage other Garou to fight harder if they want to keep the Fenrir’s allegiance. With the Apocalypse at hand, no tribe is more ready to tear the Wyrm apart regardless of the cost. 


APPEARANCE

Strong Fenrir blood manifests itself as huge gray wolf forms with broad shoulders and vicious flesh-rending jaws. There are precious few Get whose hides have not been marked with scars and tattoos. Some even brand their fur or ceremonially carve runes into their flesh. 


KINFOLK & TERRITORY

The Get of Fenris claim their oldest homelands in Europe, ranging from Scandinavia to Germany. They have followed their original Kin throughout many lands, and adopted new bloodlines wherever the local human population produced strong children. Many Get also care very deeply for their Kinfolk, taking family ties very seriously. 

Their Apex Kinfolk are considered the physical standard for the rest of humanity. Strong of body and skilled at the forge, they are capable of forging weapons of silver and inscribing Elder Runes on both metal and flesh. However, this has created a double standard for normal Kin, of course: their werewolf relatives hold them to brutally high standards, but also defend them with great passion.

Get of Fenris favor rural territories, particularly where the weather is harsh, and are involved in more territorial conflicts than any other tribe. Their largest protectorates are in the Black Forest of Germany and the wilderness of Scandinavia. However, this has not stopped them from moving into the wilds of the New World. Get of Fenris and their kin can be found in the mountains and vast forests of the United States and Canada, as well as into the southern states where they fair well in the swamps, everglades and vast national park lands.



GET OF FENRIS GIFTS


◎◎◎◎◎: RANK 1 GET OF FENRIS - Resist Pain (Buff)

  • Base Roll: 11
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: None
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +5 Physical Skill
    • +2 Mental Defense

Description:
Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character may ignore all wound penalties for the rest of the scene.

NOTE: A botched roll (rolling a natural 1-10) has the Garou incapacitated and prone on the ground writhing in pain for three turns.


◎◎◎◎◎: RANK 1 GET OF FENRIS - Halt the Coward's Flight (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: 3 Turns
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Physical Defense
    • +1 Mental Attack

Description:
The Garou may slow a fleeing (not charging or attacking) foe, making him easier to catch. A wolf-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, his/her/their speed while fleeing is reduced by half for 4 Turns. This only affects the Target's ability to walk or run away. It does not effect the Target's ability to fight or defend.


◎◎◎◎◎: RANK 1 GET OF FENRIS - Safe Haven (Physical Skill)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion 
  • Duration: 3 Turns
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Skill

Description:
Few Garou are as territorial as the Get of Fenris. This Gift enables a Fenrir to keep a close supernatural watch on his/her/their territory, becoming instantly aware of any trespassers marked by the Wyrm. An Owl-spirits teach this Gift.

System: 
The Character states the exact area or size of territory (up to a 40m x 40m area) is to be placed under this supernatural surveillance. The Player spends 2 Points of Energy/Gnosis and makes a successful roll to establish this early warning system. Plus, the Player must spend an additional 2 Points of Energy/Gnosis per OOC to keep this warning system active. 

Whenever a Wyrm-tainted person or creature crosses into the Fenrir’s territory, if the werewolf is at home or within the same SIM, the player may detect the intrusion if they make a successful roll:

  • DIF: 70
  • MOD: Occult
  • NOTE: This Gift may be used to protect only that territory which the Fenrir can rightfully call his own (house, camp, business, etc.). This Gift cannot, for instance, protect a shared caern unless used by the caern Warder (who can be considered to “own” the territory for the purpose of this Gift).

◎◎◎◎◎: RANK 1 GET OF FENRIS - Snow/Sand Running (Buff)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive 
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Physical Skill

Description:
The Fenrir have spread far and wide, but their home is in the North. This Gift has served them well in their homelands, allowing them to run over snow or ice as if it were solid ground without sinking in or leaving footprints. This ability also applies to running on sand.

System: 
This is a Passive Gift and is always active. No roll or use of Energy/Gnosis required. 


◎◎◎◎◎: RANK 1 GET OF FENRIS - Sigurd's Stride (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: 2 Turns
  • Resist: Willpower
  • Permanent Affects: None

Description:
When Odin imprisoned Brunhilde in a ring of fire, it was Sigurd who dared the fires and rescued her. Like Sigurd, Get of Fenris with this Gift need not fear flame. The Gift is taught by a fire spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Fenris can spend up to two turns in fire or a fire attack and not suffer any damage from the flames. On the third turn, he/she/they will take damage as normal. 


◎◎◎◎◎: RANK 1 GET OF FENRIS - Fireproof (HEAL)

  • Base Roll: 70
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Heal: 5 HP
  • Mods: Occult, Medical
  • Duration: 2 Turns
  • Resist: Willpower
  • Permanent Affects: None

Description:
Gaia protects those who protect her, and she knows her Garou warriors will risk anything to accomplish this goal - even rushing into a burning forest or building at great personal risk. This Gift allows the Garou to automatically heal wounds caused by heat or fire. An ancestor spirit or a fire-spirit grants this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This allows the Garou to heal themselves, or others, of 5 HP of damage caused by heat or fire. This applies to anyone, except undead and spirits. There is no limit on how many times this Gift can be used, as long as the Garou has Energy/Gnosis points to expend.



◎◎◎: RANK 2 GET OF FENRIS - Heightened Prey Sense (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Passive
  • Resist: n/a
  • Permanent Affects: 
    • +5 Physical Attack

Description:
If the Garou knows anything about his prey, he can track it down as fast as he is capable of moving. This includes personally knowing what his prey looks like, or smells like, or knows something of the preys habits, territory and name. This goes for both physical beings as well as spirit tracking through the Umbra. A wolf or blood hound spirit teaches this gift.

System: 
Passive ability. No roll or Gnosis points required. This ability is always active. The Garou will be able to successfully track his/her/their prey unless the target is actively using an ability to mask his/her/their presence or scent, in which case an Alertness roll is made vs. the Target's roll to hide.


◎◎◎: RANK 2 GET OF FENRIS - Razor Claws (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 5
  • Mods: Physical Skill
  • Duration: Three Turns 
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +5 Physical Attack
    • Double Damage using Claws

Description:
By raking his claws over stone, steel or other hard surface, the Ahroun hones them to razor sharp weapons. This takes a full turn to do, during which the Garou cannot attack, but may make a normal defense roll. The Ahroun may also be moving at a normal walking pace while sharpening his claws over stones or a hard surface. A Bear or Cat spirit teaches this Gift. If used in human form, the Garou will grow large claws from his fingers.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For one full turn, the Garou sharpens his claws to a razor's edge. This can be done any time during the scene before a battle actually starts. The claws remain razor sharp for three turns and do double damage on any successful hit during that time.

NOTE: Not stackable with any other Claw Attacks.


◎◎◎: RANK 2 GET OF FENRIS - Strength of Purpose (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: n/a 
  • Resist: n/a
  • Permanent Affects: None

Description:
This Gift gives the Garou a new resolve from within his/her/their deepest reserves. A Wolf Spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou gains 2 points of both Temp and Permanent Rage. This Gift requires a full turn to activate.


◎◎◎: RANK 2 GET OF FENRIS - Wearing the Bear Shirt (Buff)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Primal Urge
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
Fear is for cowards; Rage is for warriors. The Fenrir who learns this Gift hardens his/her/their mind against fear, even on an instinctual level. This Gift is taught by a bear-spirit.

System: 
Passive. No roll or use of Energy/Gnosis required. Once this Gift is learned, the effects are automatic and always active. The Fenrir who learns this Gift never enters Fox Frenzy under any circumstances. Instead, he/she/they enters a Berserk Frenzy, regardless of the stimuli. 

NOTE: The Player can spend 1 point of Energy/Gnosis to make a Willpower roll to resist ANY Gifts or other supernatural powers that incite fear, and/or fear reactions, even if a resistance roll is normally not allowed per the situation, skill, or ability being used against them.


◎◎◎: RANK 2 GET OF FENRIS - Snarl of the Predator (Debuff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
The Garou lets out a feral snarl that terrifies all opponents withing a 20m radius and cows them into submission. A wolf-spirit teaches this Gift.

System: 
The Player spends 2 points of Energy/Gnosis and makes a successful roll. If the Targets within the 20m radius of the Garou fail their roll to resist, then for the duration of the scene they suffer:

  • -5 Physical Attack
  • -5 Physical Attack
  • -5 Initiative 

◎◎◎: RANK 2 GET OF FENRIS - Beast Mind (Debuff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: (See System)
  • Resist: Primal Urge, Occult, Mental Skill
  • Permanent Affects: 
    • +1 Physical Defense

Description:
The Garou can reduce the mental faculties of his/her/their victim to that of an animal for a short time. An avatar of Griffin teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If his Target fails to resist, then the Target listens to only his/her/their most base instincts and behaves like a wild animal. The Target will only be able to defend and not attack for the duration this Gift is active. 

NOTE: The effect lasts for one turn per every point the Get has in Occult, minus every point the target has in Willpower (with a minimum of 1 turn of effect.)

For Example: The Get of Fenris has 5 points in Occult, and the Target has 2 points in Willpower, making the effect of this Gift last for three turns. If the Target has more points in Willpower than the Get has in Occult, the Gift only lasts for one turn.


◎◎◎: RANK 2 GET OF FENRIS - Fangs of the North (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: +5 HP additional damage
  • Mods: Primal Urge, Physical Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
Blue smoke rolls off of the werewolf’s claws and teeth, which are transformed into curving daggers of hardened ice. Wounds inflicted with these terrible weapons turn black and fester, all the warmth and life driven out of them. A snow-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The transformation lasts for the rest of the scene, or until banished voluntarily. Any individual wounded by the werewolf’s fangs or claws suffers:

  • An additional 5HP of damage
  • -10 Physical Attack for the duration of the scene as a bitter cold wracks her/his/their body.
  • Additionally, such wounds heal badly; mortals are likely to lose injured limbs as the tissue necrotizes if not magically healed. And beings capable of supernaturally swift healing (such as vampires or Black Spiral Dancers) are unable to heal these wounds for one day 

NOTE: This Gift can’t be used in Homid form, but applies fully to the claws and/or fangs of all other forms.


◎◎◎: RANK 2 GET OF FENRIS - Sense Guilt (Buff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: +5 HP additional damage
  • Mods: Occult, Intuition
  • Duration: Scene
  • Resist: Willpower, Mental Skill
  • Permanent Affects: None

Description:
By staring into the eyes of another, the Get can sense whether or not the target harbors guilt for some past offense. The most experienced Get can even get a feeling for what sort of crime transpired. Unfortunately, a few Get have been known to take advantage of this Gift by “sensing” guilt where none exists or by blackmailing Garou after a successful reading. A crow-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, his/her/their hidden guilty feelings will be fully revealed to the Get of Fenris.



◎◎◎: RANK 3 GET OF FENRIS - Combat Expertise (Buff)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +2 Physical Attack

Description:
Throughout your life you have sought a chance to prove yourself and hone your combat expertise. You've advanced to a level of skill where even if you make a misstep, it's rarely a big screw up and you can easily recover. 

System:
This is a Passive Gift, requiring no roll or expenditure of Energy/Gnosis Points. Once per scene, the Player may ignore a botched roll and reroll for the chance at a better outcome. This Gift can only be used when having made a botched roll (rolling a natural 1-10).


◎◎◎: RANK 3 GET OF FENRIS - Visage of Fenris (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion 
  • Duration: Scene
  • Resist: Willpower, Occult
  • Permanent Affects: None

Description:
When facing an impending battle, intimidating a Foe and inspiring your allies can tip the scales of that battle's outcome. Before a battle or combat starts, the Get of Fenris stands tall, appears larger and more fearsome, commanding respect from peers and cowing his/her/their foes. A wolf-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. 

  • Those Garou, and peers who are of equal or lessor rank all gain a +10 Initiative for the duration of the scene (not including the Get using this Gift).
  • Allies of equal or lessor XP Level than the Get affected by this Gift see the Get as impressive and noble, and also gain +10 Initiative for the length of a scene.
  • Foes pause for a moment to summon the resolve necessary to fight such a monster, and suffer a -5 Initiative for the length of a scene.

NOTE: Rolling a natural 100, OR a modified 110+ will inspire/cow all those regardless of rank.


◎◎◎: RANK 3 GET OF FENRIS - Troll Skin (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Physical Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +2 Physical Defense

Description:
This Gift allows the Fenrir to draw on the power of Earth for protection, just as the legendary trolls and even Jotunn were able to do. When the Get activates this Gift, her/his/their bodies lose all fur, and the skin or hide grows tough and thick, covered with warty knots of hard, armored flesh. This Gift is taught by an earth elemental.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Get of Fenris receives a temp bonus of +15 Physical Defense and is immune to silver. This Gift lasts for the duration of the scene, or until the Get dismisses it earlier.

Troll Skin is quite disconcerting to look at, and smells as horrible as a Troll does. While the Gift’s effects last, the difficulty for any roll required for persuasion, the arts, performance, or any social roll will suffer a -15 to the player's modifier.

It should also be noted that Troll hands and fingers are quite chunky and awkward. While wielding a sword, hammer or other large weapon is not a problem, fine motor skills are nearly impossible. Picking up a coin, small object or attempting to nock an arrow on a bow (or other type of activity requiring dexterity) can only be done at a -25 Mod.


◎◎◎: RANK 3 GET OF FENRIS - Coup de Grace (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Alertness, Physical Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Attack

Description:
The Garou studies her/his/their Foe, looking for the best place to strike. In doing so, the Get of Fenris can prepare to land this devastating attack. An owl-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character spends 2 turns observing his/her/their opponent. The Player declares the Character is using this Gift on the Character's first combat turn. 

If the Player's attack is successful, and the target fails to defend, the Target suffers double damage from whichever attack or weapon the Get of Fenris using this Gift has chose.

NOTES: 

  • Cool Down: This Gift has a two turn cool down, meaning you can only use this skill once every third turn. 
  • Same Opponent: While the Player will need to make another successful roll and spend another 2 Points of Energy/Gnosis to use this Gift again, if the Character is again attacking the same Foe he/she/they have already studied, they do not need to take another 2 turns to observe the opponent.
  • Different Opponent: If the Gift is being used on a different Target, then the Character will need to study that new Target for 2 turns before attacking.

◎◎◎: RANK 3 GET OF FENRIS - Lightning Reflexes (Buff)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +10 Physical Defense

Description:
Fenrir are Gaia’s ultimate warriors, effortlessly switching from offense to defense as the needs of battle demand. A mongoose-spirit teaches this Gift.

System: 
This Gift is Passive, requiring no roll or use of Energy/Gnosis Points. In recognition of the Garou's swift reflexes in combat, the Character gains a +10 to all Physical Defense rolls. This is a permanent Mod.


◎◎◎: RANK 3 GET OF FENRIS - Mark the Enemy (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Subterfuge
  • Duration: Until Removed
  • Resist: n/a
  • Permanent Affects: None

Description:
A specialized power developed by the Swords of Heimdall, this Gift marks the Target with a mystical crossing-swords brand that only other Get of Fenris can see. The Swords use this brand to label their enemies so that all other Swords can see the threat. An avatar of Fenris himself teaches his children to identify their enemies thus.

System: 
The Character lays his/her/their hand on the target. This can be a simple touch, pat on the back or even a smack. The Player spends 2 Points of Energy/Gnosis and makes a successful roll to mark the Enemy Target. All other Get of Fenris, or any other Garou who knows this Gift, will easily see the mark. 

This mark lasts until it is removed. It can only be removed by the Get who placed it, or by any Garou who knows this Gift.

NOTE: Any Garou who knows the Gift can remove the brand.


◎◎◎: RANK 3 GET OF FENRIS - Redirect Pain (Debuff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene (or duration of the wound/penalties)
  • Resist: n/a
  • Permanent Affects: None

Description:
If a Fenrir is struck in battle, he may rely upon this Gift to retaliate. His enemy immediately experiences the pain from wounds received by the Fenrir. A cuckoo-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene (or for the duration of the wound penalties, whichever comes first) the Foe who inflicted wounds or physical penalties on the Garou incurs whatever wound penalties or effects indicated by the Get of Fenris' current wound levels, regardless of whether or not the Garou actually feels the pain. This includes any physical or mental attack that causes physical pain and associated debilitating effects. 


◎◎◎: RANK 3 GET OF FENRIS - Might of Thor (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Physical Skill
  • Duration: Scene (or duration of the wound/penalties)
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +40 Mod Physical Attack on your next attack
    • - 5 Mod on following Physical Defense & Physical Attack on following turn

Description:
The Garou can increase his strength tremendously, the better to slay his foes. A wolf-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This takes one action to complete. On the Garou's next Physical Attack, he/she/they receives a +40 Mod on Physical Attack. While immensely powerful, the Get is weakened considerably on his/her/their next turn to both Defend, and Attack.

Cool Down: This Gift has a two turn cool down, meaning the Player can only use this every third turn.


◎◎◎: RANK 3 GET OF FENRIS - Venom Blood (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Medical, OCC
  • Duration: Scene (or duration of the wound/penalties)
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • Your blood also acts as a moderate acid that can eat through metals or melt plastics when dripped on them for three turns.

Description:
The Garou may change her blood into a black, acidic bile that poisons anyone unlucky enough to come into contact with it. A snake- or spider-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to turn their blood into a black, acidic bile for the duration of the scene. Anyone coming into contact with the Garou’s blood for the during this time must roll to resist or take damage:

  • DIF: 80
  • MOD: Physical Defense, Occult
  • Damage: 
    • 5 HP
    • Vampires:
      • 20 HP damage for Vampires who drink the blood of a Garou who has used this Gift if they fail to resist the effects. The Vampire will also convulsively vomit up the black bile for two full turns and cannot attack or defend while they expel the poison.

◎◎◎: RANK 3 GET OF FENRIS - Loki's Touch (Mental Attack

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion, OCC
  • Duration: Scene 
  • Resist: Willpower
  • Permanent Affects: None

Description:
This Gift is rare among the Get of Fenris, but they often find it necessary to cool the rages of their comrades. With just a touch, the Garou may cause a Target to go into uncontrollable fits of laughter or simply to have a better sense of humor. This Gift will not stop a Garou in Frenzy, but it will make his Frenzy more enjoyable. This Gift is taught by any Trickster spirit (most often Ratatosk, the Squirrel)

System: 
The Character must physically touch a Target. The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The fits of laughter will last for two full turns, during which time the Target may not take any offensive action, although he may defend himself if attacked. 

Touching a Garou in Frenzy will not stop the Frenzy, but for the next two turns, he/she/they will not be able to attack while they fall into fits of laughter. While the frenzying Garou may defend themselves, they can take no other actions while giving into loud and contagious belly laughs.



◎◎: RANK 4 GET OF FENRIS - Buffalo Run (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 5 & stunned for 2 turns in prone position.
  • Mods: Primal Urge, Physical Skill
  • Duration: Scene 
  • Resist: Athletics/Reflexes
  • Permanent Affects: None

Description:
Nothing is more dangerous than a pissed off Garou in Crinos, Hispo or Lupus form, especially one with superior combat skills. This Gift allows the Garou  to charge in a straight line at a foe, building momentum, with such incredible speed and obliterating force that it can knock down and trample an opponent. This Gift is taught by a Buffalo Spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to defend, (cannot use Martial arts skills to dodge), the Target suffers 2HP of damage and is stunned for two turns in a prone position. Protected by the Buffalo Spirit, the attacking Garou does not suffer any damage using this maneuver.


◎◎: RANK 4 GET OF FENRIS - Glory Scars (Physical Defense)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: Scene 
  • Resist: Athletics/Reflexes
  • Permanent Affects: 
    • +1 Mental Skill

Description:
Fenrir are proud of their scars, even those that have maimed them permanently. This Gift allows a werewolf to overcome her/his/their old injuries for a brief period of time, acting as though the Get's body was never injured. The Fenrir’s scars blaze with silver light, and any missing extremities are replaced with temporary substitutes made of the same cold, bright energy. Any war-spirit of Fernris’ brood may teach this Gift.

System:  
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Gift’s effects last for the duration of the scene. As long as the Gift is in effect, the Garou may ignore wound penalties and the debilitating effects of her Battle Scars; even those that have lost a limb may fight as if whole. Extremities temporarily restored by Glory-Scars function as normal, causing no extra damage. This Gift cannot restore lost abilities in any other sense but that of combat; a Fenrir who has received the Battle Scar: Gelded cannot use this Gift to sire offspring, for instance. However, lost eyes can see, amputated limbs regenerate and any other physical ability is restored for the duration of the scene.


◎◎: RANK 4 GET OF FENRIS - Berserker's Song (Physical Defense)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: Scene 
  • Resist: Athletics/Reflexes
  • Permanent Affects: 
    • +1 Athletics/Reflexes
  • Temporary Affects:
    • +10 Physical Attack
    • +10 Physical Defense

Description:
The Get can sing himself into a controlled frenzy. He can ignore wounds, shift to Crinos immediately, and he is immune to all mental Gifts, supernatural influences or Charms. In this state, unlike a normal frenzy, the Get can pull out of the frenzy at any time. An angry wolverine-spirit or bear-spirit teaches this Gift to the Get.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou begins singing a particular song of Rage (many young Get prefer “death metal”). The number rolled determines the number of turns the Frenzy lasts. The Garou can stop the frenzy earlier if they wish.

NOTE: During this time, if a Garou's Rage Points rise to 10, he/she/they will automatically go into Fox Frenzy and flee the scene for 2 turns.

While in Frenzy, the Garou is in total control of themselves and may attack anyone they wish or conduct any other actions.

Roll Chart:

  • 1-10: Botch! Your Rage points instantly max out and you enter a true Frenzy.
  • 11-59: No effect.
  • 60-69: 2 Turns
  • 70-89: 3 Turns
  • 90-99: 4 Turns
  • 100+: 5 Turns

◎◎: RANK 4 GET OF FENRIS - Body Shift (Physical Defense)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill
  • Temporary Affects:
    • +5 additional damage

Description:
Garou raised in the shifting maze of human society are well-prepared for the endless adaptations Gaia demands of her protectors. An ancestor-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou can use her shapeshifting to alter his/her/their physical attributes while in Human form to those of their wolf form. For example, a Garou in Human form can grow fangs and claws, and attack with these weapons, adding +5 HP of damage when attacking with fangs and/or claws in their Human form. This will last for a full scene.

NOTE: Humans seeing this will know the Garou is not human and breaks the veil. However, it will not cause delirium. Garou may attempt to hid these features by putting their hands in their pockets or keeping their mouth closed, but this is a rather clumsy deception. 


◎◎: RANK 4 GET OF FENRIS - Chill of Early Frost (Physical Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill
  • Temporary Affects:
    • None

Description:
The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding lands and anyone in it. A spirit servant of Great Wendigo teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. (See Roll Chart.) 

Success drops the temperature to a bit below freezing in a five-mile radius, or even further below zero if it was already winter. All creatures without a natural coat of fur lose two dice from all pools. This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. This Gift lasts for one scene.

Roll Chart:

  • 1-10: Botch! Not only does it not get colder, the temperature actually goes up and it starts to rain. You just turned the area into a muggy, miserable humid day in the upper 80s. Way to go Bubba.
  • 11-59: No effect. You look up at the sky expectantly. You feel your ancestors cringe.
  • 60-89: It's definitely colder. Anyone without fur or a coat will suffer:
    •  -5 Physical Defense.
  • 90-95: It's a bit more chilly. You an see your breath and there are flakes of snow in the air as temps dip just below freezing. Anyone without fur or a coat will suffer:
    • -10 Physical Attack
    • -10 Physical Defense
  • 97-99: It's a Snow Storm! The snow starts to fall harder and there's frost on plants. Streets and sidewalks within a 5 mile radius become slick with black ice. Water freezes over and if you wait two turns, you can walk across ponds or small lakes. Anyone without fur or a coat will suffer -10 Physical Attack and -15 Physical Defense.
  • 100+: You've created a blizzard! Piles of snow cover the ground up to 3 feet in two turns. Water instantly freezes and the winds pick up tremendously as you're pelted with stinging balls of icy hail. Anyone without fur will suffer:
    • -20 Physical Attack
    • -20 Physical Defense
    • -20 Athletics/Reflexes
    • 5HP  of damage for every turn they are out in this storm

◎◎: RANK 4 GET OF FENRIS - Clenched Jaw (Buff)

  • Base Roll: n/a
  • Energy/Gnosis Cost: 5
  • Damage: n/a
  • Mods: Passive
  • Duration: See System
  • Resist: Physical Defense
  • Permanent Affects: 
    • +2 Physical Skill
  • Temporary Affects:
    • -10 Physical Defense

Description:
The Garou with this Gift may bite down with such raw power that his grip will not loosen until he choses to do so. Even if the Ahroun should die or be rendered unconscious, his jaws will not unlock.

System: 
While this is a Passive Skill and requires no roll or use of Energy/Gnosis, the Character must make a conscious decision to invoke it. The Player declares in open chat that he/she/they is using Clenched Jaw, and makes a successful normal bite attack. If the Target fails to defend, the Garou's bite delivers standard bite damage, plus the Garou can continue to maintain the Clenched Jaw for as long as he/she/they wish. Clenched Jaw can be used on foes, or inanimate objects as a death hold.

  • On following turns while the Garou's jaws are locked on the Target:
    • Defense Penalty: The Garou suffers -10 Physical Defense due to their limited vision and focus on clenching their jaw.
    • Holding On: The Garou may continue to hold on without making another successful roll, but does not inflict any more additional damage
    • Holding on And Biting Harder: Or, the Garou may continue to hold on, AND roll again for Bite Attack as he/she/they bites even harder through muscle. 
      • The Target cannot defend against this since the Garou's teeth are already firmly embedded in his/her/their flesh. 
      • If successful, the Garou's Bite will again deliver the standard Bite Damage.
    • Attacking: While the Garou's Jaw is clenched onto the Target, the Garou may still continue to attack with his/her/their claws or melee weapon. 
    • Letting Go: The Garou may choose to let go at any time. 
  • The Target Suffers the following:
    • The Target may attack and defend, but due to the pain will suffer:
      • -10 Physical Attack 
      • -10 Physical Defense
    • The Target may attempt to get free of the the clenched jaws every turn by using an action and rolling to defend. If the Target successfully defends against the bite (at a -10 Physical Defense):
      • The Target is released, but takes an additional 5HP of damage due to tearing free.


: RANK GET OF FENRIS - Fog of Deception (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Subterfuge
  • Duration: (See System)
  • Resist: Alertness
    • Foes Attack and Defense are halved for every turn where they fail to resist
  • Permanent Affects: 
    • +1 Physical Defense

Description:

Even the most highly skilled armies and troops can find the battlefield turned to chaos when visibility is obscured by fog or smoke that fills a 20x20 meter area. Such confusion can lead to allies firing on one another by mistaking them for enemies, or disorientation on which direction they are walking. It's easy to miss advancing foes, or mistake wisps of fog as an enemy. This Gift is taught by a Raven Spirit or an Air Elemental.

System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Ragabash must activate this gift by singing, howling or playing an eerie song (bagpipes are famous for this) and continue to spend 2 Points of Gnosis for each turn the Fog remains.

The Garou utilizing this gift is totally consumed by the song and cannot engage in combat, though he/she/they can defend if attacked. This effect only lasts for as long as the Garou expends 2 Points of Energy/Gnosis for every turn they wish to maintain their focus on the song. (Failing a defense roll and being struck WILL end the effects of this Gift as well.) 

Each turn the Fog is in effect, all foes within the 20x20 area must roll and beat the Garou's fog roll (mod Alertness) or be disoriented. If the roll is failed, the foe's Physical Attack and Physical Defense is halved. If the roll is a botch, the Foe will attack their nearest allies. If the Garou runs out of Energy/Gnosis Points or ceases the haunting noise, the fog will take one full turn to dissipate. 


: RANK 5 GET OF FENRIS - Alberich's Claws (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 20
  • Mods: Primal Urge, Physical Skill
  • Duration: n/a
  • Resist: Alertness
    • Foes Attack and Defense are halved for every turn where they fail to resist
  • Permanent Affects: 
    • +1 Physical Defense

Description:
Alberich was a dwarven king who had his castle below the ground, carved out of the rock itself. Get of Fenris with this Gift could well have ancestors who were amongst the builders of that palace, for their claws are as hard as diamonds and sharp as razors, allowing them to slice directly through wood, stone, steel or any other materials if it were butter. It can also be used against Foes, but the focus required to use this Gift makes moving Targets more of a challenge to hit more than once. It is taught by a mole spirit or earth elemental.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Fenrir’s next attack is performed with natural weaponry (claws, kick, fangs), it automatically does an extra 20 HP of damage to that foe or object.

NOTE: While this Gift was originally created for use on inanimate objects, it can easily be used on Foes as well with devastating effect.

  • When used against Foes, it has a 1 turn cool down, meaning it can only be used every other turn. 
  • Against inanimate objects, there is no cool down.

: RANK 5 GET OF FENRIS - Ymir's Curse (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Occult
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Physical Defense

Description:
In Norse Mythology, Ymir was an evil and destructive giant formed from ice who is both male and female. Ymir is also known as Yama in Iranian mythology, meaning twin, and is the personification of unending chaos. 

The Get of Fenris using this Gift can place a devastating curse on another physical entity (not spirits or ghosts) which causes their will and morals to devolve into chaos, losing control of their desires and becoming unnaturally fixated on the next sentient person (male, female or other) that they see. 

This darkly-obsessive infatuation will cause the Target of this curse to become a paranoid, possessive stalker with a singular drive to possess the object of their desires. They will use every ability and resource they have to impress and possess the object of their desire; keeping them within sight at all times. 

No sacrifice or effort is too great when it comes to the Target's object of degenerate lust. During this time, the target will be completely immune to shame, conscience or consideration of ethics, morals or anyone other than their heart's desire. Anyone getting in their way will be considered an enemy and treated thusly. 

This curse will last for one OOC day, or until the Get of Fenris using this horrible Gift dispels the effect (whichever comes first.) After which, the Target's normal state of mind will instantly return — including a full memory of what transpired. 

Though an avatar of the malevolent trickster Loki teaches this gift, the effects are no joke.

System: 
The Player identifies a character he/she/they wishes to curse, then spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, he/she/they are immediately under the influence of the curse for the next real-life 24 hours. Any sense of honor, lawfulness, or morals is surgically removed from the Target, who is now no longer burdened by the opinions, feelings, or views of others.

During this time, the Target will become obsessively and unnaturally attracted to the next person they see (choice of the Storyteller, but the Garou using this gift is excluded from becoming the object of desire. If there is no Storyteller, then the choice is that of the Target's). The unfortunate love interest of the one inflicted with Ymir's Curse is viewed only as an object of desire with no purpose other than to be owned and coveted by him/her/them. Whether or not the one being stalked likes or dislikes the attention is purely up to him/her/them.

After 24 real-time hours have passed, the Target will regain his/her/their senses, realize they have somehow been manipulated or pranked, and remember everything that had transpired.


: RANK 5 GET OF FENRIS - Heart of the Mountain (Physical Attack)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
The werewolf becomes as untiring and eternal as the mountains, and cannot be defeated in a test of endurance. A mountain goat-spirit teaches this Gift.

System: 
While this Gift is Passive, it does require the Player must activate it by declaring it in local chat. For the rest of the scene, the Garou cannot feel pain and will not die, even if his HP goes to 0 or below.

Torturers can never break him; though he can’t breathe underwater and his lungs may fill with water, he will not die and cannot be rendered unconscious. Though he cannot feel pain and does not suffer from any effects of pain, he will still take damage as normal. This Gift lasts for a scene.


: RANK 5 GET OF FENRIS - Horde of Valhalla (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion, Mental Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
The Garou who uses this Gift must be in good standing with his/her/their Sept, Tribe and Pack, and he must have a great need for aid, for he is asking help of Fenris himself. This Gift — taught by an avatar of Fenris — summons great wolves to come to the Garou’s aid.

System: 
The Player spends 10 Energy/Gnosis Points and makes a successful roll. Depending on how high of a roll the Player makes will determine how many Spirit Wolves will answer the call to do battle on the Garou's behalf.  They remain for the entire scene, until vanquished, until all of the Garou's Foes have been defeated, or the Garou who summoned them dies or is rendered unconscious.

While the Get's initial expenditure of 10 Energy/Gnosis Points calls the Wolves to the Physical Plane, Spirit Wolves are linked to their summoner, syphoning 1 Point of Energy/Gnosis per turn, per wolf in order to maintain their physical bodies and inflict physical damage on the summoner's enemies. 

For complete Stats, HP, Attacks and Damage on Spirit Wolves, visit The Bestiary under the Spirits Category. CLICK HERE

  • If a Spirit Wolf is killed, meaning their Health Points have been reduced to 0 or below, they automatically syphon 5 Energy/Gnosis Points from their summoner before evaporating and returning to the Umbra.
  • If the summoner runs out of Energy/Gnosis Points, the Spirit Wolves syphon 5 HP of health from their summoner, instantly evaporate into mist and return to the Umbra. 
  • If the summoner dies or is rendered unconscious, all the Spirit Wolves lose their connection to the Physical World and instantly return to the Umbra.
  • If the Spirit Wolves defeat all of the Summoner's enemies and have not been defeated themselves, they syphon 1 Energy/Gnosis Point from the Summoner and depart peacefully.

Roll Chart:

  • 1-79: Fenris ignores you pleas. Do not ask again for a minimum of 1 OOC week.
  • 80-85: One Spirit Wolf answers your call.
  • 89-90: Two Spirit Wolves answer your call.
  • 91-94: Three Spirit Wolves answer  your call.
  • 95-99: Five Spirit Wolves answer  your call.
  • 100+: Eight Spirit Wolves answer your call.

: RANK 5 GET OF FENRIS - Strength of Ancestors (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Physical Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill
    • Temporary Affects:
    • +15 Physical Skill
    • +15 Mental Skill
    • +15 Physical Attack
    • +15 Physical Defense

Description:
This Gift allows a Fenrir to call upon one of his/her/their greatest ancestral heroes for assistance. It is only used in dire situations, when the lives of more than one Garou are endangered. Calling on the strength of one’s ancestors allows a Get to increase his/her/their physical might, wisdom or even sense acuity substantially, albeit for a limited time. 

These ancestral hero comes to the aid of a Get with enhanced abilities only in times of great peril, and punish any Fenrir who attempts to call on them without need (Storyteller's call). This Gift is taught by an ancestor-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to call upon the help of his/her/their ancestor. 

The Garou must have a Theurge or Wayland carve the specific rune of the ancestor's name into his/her/their flesh. (A Telyavelic Vampire can also carve the rune into the Garou's flesh, but few Garou would trust one to do so)

If the Wayland, Theurge or Telyavelic is successful, the temp bonuses of +15 each for Physical Skill, Mental Skill, Physical Attack and Physical Defense will last for the duration of a scene. Once the scene has ended, the Rune will disappear but leave a faint scar in the shape of the carved rune.

If the Storyteller believes this Gift has been used inappropriately, the hero-ancestor still gives assistance, but then turn on their descendant, punishing that Garou by reducing his/her/their max Physical Skill by -5. This cannot be re-earned unless the Rite of Atonement is performed by the offending Garou, with at least five other Garou testifying to the Ancestor on the offenders behalf.


: RANK 5 GET OF FENRIS - The Good Death (Physical Skill)

  • Base Roll: 90
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Physical Skill, Willpower
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill
  • Temporary Affects:
    • Keep fighting even after your HP reaches 0.
    • +20 Physical Attack

Description:
No true Get of Fenris fears death – only dying poorly. This Gift is Great Fenris’ final blessing to his children. The Fenrir who activates this Gift intends to die with the heart's blood of the Garou's foes dripping from his/her/their claws. 

The werewolf calls on Great Fenris to aid her/him/them and charges into combat against the foe. The Fenrir continues fighting long after they should be dead, and doesn’t fall until the enemy (or enemies) dies with him/her/them. The avatar of Great Fenris himself teaches this Gift.

System: 
The Fenrir uses one action to focus on calling upon the favor of Fenris, spends every last point of Energy/Gnosis and all Rage Points the Player has, and makes a successful roll. 

Once the Gift has been activated, the Garou suffers no wound penalties whatsoever, and will not fall until her/his/their foe is dead, If at that point the Garou has 0 or negative HP left, the Character falls to the ground and dies immediately. (See Death & Murder in Dominions of Darkness towards the bottom of the Rules Page). 

This Gift works only if the named enemy is already on the battlefield with the Fenrir; it cannot be used to hunt down an absent enemy. Once the battle is won, an avatar of Fenris descends on the battlefield to devour what’s left of the hero. 

For obvious reasons, this Gift is typically only used once and most likely when the character is out of all other options. Improper use of this Gift (such as attempting to use the Gift to slay an old rival rather than a “true enemy of Gaia”) angers Fenris, who strikes the unworthy Get dead on the spot.

NOTE: If this Gift is used and the Garou dies, the Player's option is to retire the character and roll up a new Garou Character with the previously earned XP from the dead character.


: RANK 5 GET OF FENRIS - Scream of Gaia (Area of Effect)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 20 HP, prone for one turn
  • Mods: Primal Urge, Physical Skill, Occult
  • Duration: Scene
  • Resist: Physical Skill, Athletics/Reflexes
  • Permanent Affects: None

Description:
The Garou emits a horrible, ragged scream imbued with the rage and pain of Gaia. The force of the scream batters foes and knocks them off their feet. Storm-spirits, which the Get call Sturms, teach this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character then emits a loud, screaming howl. Everyone within a 20m radius must roll to resist or be blasted to the ground in a prone position for one full turn, and suffer 20 HP of damage. 

NOTE: This Gift can only be used once per scene.



: RANK 6 GET OF FENRIS - Fenris' Bite (Area of Effect)

  • Base Roll: 90
  • Energy/Gnosis Cost: 2
  • Damage: 10 HP
  • Mods: Primal Urge, Physical Skill, Medical
  • Duration: Scene
  • Resist: Athletics/Reflexes, Physical Skill
  • Permanent Affects: 
  • +1 Physical Skill

Description:
The Garou’s already vicious bite is elevated to a truly terrible power, to the point that the Garou can mangle or even sever limbs with a single bite. An avatar of Fenris teaches this Gift.

System: 
The Player identifies which Foe's limb the Character will target, spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou’s next bite attack, if it hits, will:

  • Mangle and disable the Foe's limb
  • Inflict an additional 10 HP of Damage, in addition to the Bite Damage. 

The limb is rendered useless until the Target can regenerate the damage, or seeks medical help or supernatural healing. In the case of NPC humans and other creatures who do not regenerate, the damage is permanent. 

NOTE: If the player rolls 99+ and the Target fails to defend, then the limb is severed. This occurs whether or not the character is a Player Character, or an NPC.


: RANK 6 GET OF FENRIS - Endurance of Heimhall (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 10 HP
  • Mods: Primal Urge, Physical Skill
  • Duration: (see System)
  • Resist: n/a
  • Permanent Affects: 
  • +1 Physical Skill

Description:
This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is taught by a Boar-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character's current Health Points are now doubled. This Gift takes one action to execute. 

Because the HUD only records the Character's actual Health Points (HP), the Player will need to keep track of these extra points and deduct them manually once their Health Meter reaches 0. At the end of the scene, any leftover extra points may be added to your Health Meter, up to your normal Max.

Examples: 

1) Bob Bloodfang uses the Gift Endurance of Heimhall immediately before a battle. His Health Meter is full and shows he currently has his max 120 HP. Using this Gift now doubles his current Health Points for an impressive 240 HP. By the end of the battle, he has taken 200 HP of damage. He still has 40 HP left, and can manually adjust his Health Meter to reflect that he still has 40 HP left.

2) Katie Quickstrike is in the middle of a battle and has taken damage. She has two actions per turn. On her next turn, she takes her first action to execute Endurance of Heimhall. Her Health Meter is showing she has 75 HP out of her normal max of 130. This Gift doubles her current HP, now giving her 150 HP. By the grace of Gaia, Katie gets through the rest of the battle without incurring any additional damage with her boosted 150 HP. However, Katie's Health Meter maxes out at 130 and at the end of the scene, she loses that extra 20 HP of extra boosted health, but keeps all HP up to her maxed limit (which in this example is 130).


: RANK 6 GET OF FENRIS - Call Great Fenris (Buff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 10 HP
  • Mods: Primal Urge, Persuasion
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
As the ultimate expression of sacrificing for the greater good of Gaia and the Garou's Sept, the greatest Get heroes may summon the war-avatar of Fenris to aid them in their hour of need. The avatar joins in combat, slaying all that are not Get of Fenris, an ally, or under their protection. 

However, Great Fenris demands a sacrifice for his intervention – usually the left hand of the summoner. It’s said that if the war-avatar is called for no good reason, it will devour the summoner entirely before departing – but there are no concrete tales of any Get of Fenris wise and mighty enough to attain this Gift yet foolish enough to abuse it. This Gift is taught by a dire wolf-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to summon the War-Avatar of Great Fenris, who will fight at the Fenrir’s side for the duration of the scene. 

At the combat’s end, the summoner sacrifices one of his/her/their limbs to as the war-avatar price for coming to the aid of the Garou. Typically this is the left hand or arm. But the War-Avatar is not particular.

For the War-Avatar's stats, visit the Bestiary under Celestines & Avatars. CLICK HERE.


: RANK 6 GET OF FENRIS - Hero's Stand (Buff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 10 HP
  • Mods: Primal Urge, Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains many powers through Gaia’s might. An Earth Elemental teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Depending on how high the Player rolls determines how high of a mod bonus the Player's Character receives. (See Roll Chart below). 

This Gift lasts for the duration of the scene, but may be ended at any time by the Garou using this Gift. While the Garou cannot execute any kick attacks and loses all mobility of his/her/their legs and feet, the Get of Fenris still has full use of the upper body above the waist, and can continue using other Gifts as long as there are Energy/Gnosis Points to expend.

While this Gift is in effect:

  • The Garou may not be surprised, and all attacks are considered frontal. 
  • The Garou may not move from the spot, and is unmovable, until all foes have been defeated or have fled, or he becomes unconscious or dies.

Roll Chart:

  • 1-10: Botch! You are are stuck in the mud for 2 full turns, forcing you to both attack and defend at a -5 Mod as you attempt to pull your feet and boots out of the slushy, clay-like earth.
  • 11-79: No Effect.
  • 80-85: +15 Physical Defense
  • 86-90: +20 Physical Defense
  • 91-95: +15 Physical Attack and Physical Defense
  • 96-99: +20 Physical Attack and Physical Defense
  • 100+: +30 Physical Attack and Physical Defense

: RANK 6 GET OF FENRIS - Walls of Jericho (Buff)

  • Base Roll: 90
  • Energy/Gnosis Cost: 2
  • Damage: 10 HP
  • Mods: Primal Urge, Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
The Garou of this level is as fearsome and terrifying a foe as any can behold. Channeling both his Gnosis and Rage, the Get of Fenris lets out a powerful and otherworldly howl that causes the earth to shake, enemies to fall to their knees, and structures to crumble. An Avatar of Odin himself teaches this Gift.

System:
The Player spends 2 Points of Energy/Gnosis and sacrifices all of his/her/their Temp and Permanent Rage Points. This takes one full turn to complete as the Garou builds in strength. At the beginning of the Character's next turn, the Garou lets out a terrible base howl that shakes the earth, causing shockwaves that crumble brick and wood structures to the ground instantly, cause catastrophic damage to metal structures, and cause 10HP of damage to all enemies as they are knocked prone for one turn. 

All enemies must roll vs. Willpower (DIF 70) or flee the battlefield for two turns once they regain their feet.