Get
of Fenris: Savage and bloodthirsty, the Get are largely of Norse descent and proud of
it. They tend to dominate the rural counties and towns where they live.
Initial Willpower: 3
Backgrounds: No Contacts, or Mentor.
Beginning Gifts: Razor Claws, Resist Pain
Totem: Fenris Wolf
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 dying 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 superior 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
Rank One
Razor Claws 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 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.
Rank Two
Halt the Coward's Flight 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 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.
Rank Three
Might of Thor 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.
Venom Blood 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.
Rank Four
Hero's Stand 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 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 shock wave engulfs the area.
Rank Five
Horde of Valhalla 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 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 non regenerative creatures). If five or more successes are
scored on the Strength + Medicine roll, the limb is completely severed.
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