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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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