Get of Fenris

The sight of a raging Garou drenched form head to toe in his enemies blood is not a pretty one but is common among this tribe. if ever there were a no nonsense group of Garou......it's these guys. Don't upset them.......Usually dieing in bloody violent means, often using themselves as a last resort....these are the ones that never back down. Cowardice is unknown among them.....they are constantly tested and pushed through out their lives. They consider themselves superioir and take advantage and power with force wherever they see fit. Victory is all that matters to a Get, and only the strongest deserve to win.

••• Gifts •••

• Razor Claws (Level One) - The Garou may hone his claws to razor sharpness. This Gift is taught by a Cat- or Wolf-spirit.

System: The Garou spends one Rage point and takes a turn to scratch his talons over a hard surface, such as a stone. Claw attacks then do an additional die of damage for the remainder of the scene.

• Resist Pain (Level One) - Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit.

System: The Garou, by spending one Willpower point, may ignore all wound penalties for the duration of the scene.

•• Sense Guilt (Level Two) - The Hand of Tyr camp specializes in the use of misuse of this Gift. By staring into the eyes of another, the Get can sense whether 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: A successful Perception + Empathy roll (difficulty 8) reveals hidden guilty feelins. One success detects any sense of egret, whereas five successes reveal specific facts concerning the dirty issue.

•• Halt the Coward's Flight (Level Two) - The Garou may slow his fleeing foes, preventing them from escaping his wrath. This Gift is taught by a Wolf-spirit.

System: The Garou spends one turn concentrating and rolls Charisma + Intimidation (difficulty of the foe's Willpower); if successful, the Garou may halve the speed of that individual for a scene.

•• Snarl of the Predator (Level Two) - The Garou lets out a primal snarl, sending shivers up opponents' spines and cowing them into submission. This Gift is taught by a Wolf- spirit.

System: The Garou rolls Charisma + Intimidation (difficulty of the victim's Wits + 3). Each success subtracts one from the number of dice the opponent can use next turn (the victim is cowed and overwhelmed). This Gift takes a full turn to invoke.

••• Might of Thor (Level Three) - The Garou can immensely increase his strength, wreaking terrible havoc on opponents. This Gift is taught by a Wolf-spirit.

System: The Garou spends one Gnosis point and one Rage point. He then rolls Willpower (difficulty 8). The Garou may double his Strength for one turn per success, after which he will be as weak as a kitten (Physical At, tributes 1, half Willpower) until he rests for an hour.

••• Mark the Enemy (Level Three) - A specialized power developed by the Swords of Heimdall, this Gift marks the target with a Mystical brand that only this Gift's users 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: By laying her hand on the target and successfully rolling Manipulation + Occult (difficulty 8), the get can mark her enemy. Other Swords who know the Gift can see the mark with a successful Perception + Occult roll (difficulty 8). Any Garou who knows the Gift can remove the effect.

••• Venom Blood (Level Three) - The Garou may change her blood to a black, viscous bile capable of harming anyone who comes in contact with it. This Gift is taught by any poisonous spirit (Snake, Spider, etc.).

System: The Garou spends one Rage point and rolls Stamina + Medicine (difficulty 7). Anything that contacts the Garou's blood takes one die of aggravated damage per success. This effect lasts for the duration of the scene.

•••• Berserker's Song (Level Four) - The Get can sing himself into a controlled frenzy. He can ignore wounds, shift to Crinos immediately, and he is immune to many mental Gifts 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 Garou spends two Rage points and begins singing his particular song of Rage (many young get prefer "death metal"). The number of successes on a Stamina + Expression (or Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. She can drop the frenzy earlier by spending a willpower point.

•••• Hero's Stand (Level Four) - The Garou plants herself on a patch of ground and channels the very force of Gaia through her body, essentially becoming one with the Earth. She may not retreat or even move from her chosen turf (and no force on Earth can make her!), but she gains many powers thereby. Only when all foes are defeated may she retreat or leave. This Gift is taught by an earth elemental.

System: The Garou rolls Willpower (difficulty 8). Each success grants her one extra die to all her Dice Pools. Additionally, she may not be surprised, and all attacks against her are considered frontal.

•••• Scream of Gaia (Level Four) - The Garou may leap into the midst of his foes and issue a terrible howl from the depths of his being, a scream of pain from Gaia Herself for all the ravages She has suffered. Foes are knocked off their feet and injured. This Gift is taught by a Wolf-spirit.

System: The Garou spends one Gnosis point and rolls Rage (difficulty 6). Everyone in a radius of 10 feet per success is blasted back, knocked to the ground and suffers one die of damage per success as an earsplitting shockwave engulfs the area.

••••• Horde of Valhalla (Level Five) - The Garou must be in good standing with his totem (have displayed exemplary courage) and may only use this Gift in the most dire circumstances, for he is asking aid from Fenris himself. This Gift is taught by an avatar of Fenris.

System: The Garou rolls Charisma + Animal Ken (difficulty 6). If success, a number of spirit wolves from Valhalla emerge from the Umbra to do battle with the Garou's foes - one wolf for every point of Gnosis or Rage spent by the Garou. These wolves are identical to the hounds of the Wild Hunt. The wolves will return at the end of the scene.

••••• Fenris' Bite (Level Five) - The Garou's teeth become terribly sharp, and jaw strength increases to an incredible degree, allowing the Garou to mangle limbs with one bite or even chomp them clean off. This Gift is taught by an avatar of Fenris.

System: The Garou spends one Rage point and rolls Strength + Medicine (difficulty of the opponent's Stamina + 3). The Garou's next bite, if it hits, will crush and mangle one of the opponent's limbs, inflicting one automatic Health Level of damage in addition to normal bite damage. The target's limb is rendered useless for the scene (or much longer in the case of humans and other nonregenerative creatures). If five or more successes are scored on the Strength + Medicine roll, the limb is completely severed.

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