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GET OF FENRIS

Color Key:

RAGE GIFTS (Glory)

NON POWERED GIFTS (Honor)

GNOSIS GIFTS (Wisdom)

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RANK 1

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Razor Claws
Rank 1 Ahroun / Get of Fenris Gift

Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift.
System:

Free Action

Gain 1 Rage

+2 to attack rolls. 

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Lightning Reflexes
Rank 1 Get of Fenris Gift

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:

Passive

+2 to Dexterity


Safe Haven
Rank 1 Get of Fenris Gift

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

System:

Normal Action

Costs 1 Gnosis

Roll Perception + Wits vs Wits + Stealth

The player must spend one Gnosis to establish this early warning system, and one Gnosis per day to maintain it. Whenever a Wyrm-tainted person or creature crosses into the Fenrir’s territory, if the werewolf is at home or within a 100 meters then they may call for contested roll. 


Visage of Fenris
Rank 1 Get of Fenris Gift

The Get appears larger and more fearsome, commanding respect from peers and cowing his foes. A wolf-spirit teaches this Gift.

System:

Resisted Action

Roll Charisma + Primal Urge vs Resolve + Composure

Duration: A Scene

Allies and peers affected by this Gift see the Get as impressive and noble (-1 to all Charisma, Manipulation, Composure rolls vs garou). Foes pause for a moment to summon the resolve necessary to fight such a monster (losing 2 from their initiative rolls). 



Master of Fire
Rank 1 Homid / Get of Fenris Gift

Once humans tamed fire to keep them warm and to drive off the wild beasts, they were humanity’s ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or a fire-spirit grants this Gift.

System:

Free Action

Costs 1 Gnosis

Duration: A Scene

All fire damage healed as bashing damage.

 


Resist Pain
Rank 1 Philodox / Children of Gaia / Get of Fenris / Wendigo Gift

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

System:

Free Action

Costs 1 Gnosis

Duration: A Scene

The player may choose to heal their  wounds via gnosis spend rather than rage gain for the remainder of the scene. Note: They may use both methods but not in the same turn. 

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RANK 2



Halt the Coward’s Flight 
Rank 2 Get of Fenris / Shadow Lord Gift

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

System:

Resisted Action

Roll Charisma + Primal Urge vs Wits + Composure

Victim gets a penalty of -2 to all flee rolls. 


Claws of Frozen Death
Rank 2 Get of Fenris / Wendigo Gift

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:

Free Action

Costs 1 Gnosis

Duration: A Scene

Any individual wounded by the werewolf’s fangs or claws suffers a –1 penalty to all physical rolls for the rest of the scene as chills wrack her body (Does not stack with additional uses). 


Wearing the Bear Shirt
Rank 2 Get of Fenris Gift

Fear is for cowards; Rage is for warriors. The Fenrir who learns this Gift hardens himself against fear, even on an instinctual level. This Gift is taught by a bear-spirit.

System:

Passive

The Fenrir who learns this Gift never enters fox frenzy; instead, he enters a berserk frenzy.


Snarl of the Predator
Rank 2 Get of Fenris Gift

The Garou lets out a feral snarl that terrifies opponents and cows them into submission. A wolf-spirit teaches this Gift.

System:

Resisted Action

Roll Charisma + Primal Urge vs Resolve + Composure

Each success subtracts -2 from selected opponents next attak roll. 


Sense Guilt
Rank 2 Get of Fenris Gift

The Hand of Tyr camp specializes in the use and 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:

Resisted Action

Roll Perception + Empathy vs Manipulation + Persuasion

One success detects any sense of regret, whereas five successes reveal specific facts concerning the dirty issue.


Troll Skin
Rank 2 Get of Fenris Gift

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 skins grow tough and thick, covered with warty knots of hard, armored flesh. This Gift is taught by an earth elemental.

System:

Passive

+2 Stamina

 

 

Spirit of the Fray
Rank 2 Get of Fenris / Ahroun / Black Furies Gift

This Gift allows the Ahroun to attack with lightning speed, shredding in furry through several enemies. A cat-spirit teaches this Gift.

System:

Normal Action 

Gain 1 Rage

​Roll close range physical attack (be it with weapon or hand to hand), Difficulty 10

You next action consider to be a flurry of attacks that can hit up to 3 enemies.

Chosen targets (up to 3) roll defense, Difficulty 10. Then each defender compares their successes to that of an attacker individually.

Attacker's Successes - Defender's Successes = Damage Taken. 



Strength of Purpose
Rank 2 Philodox / Get of Fenris Gift 

Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.

System:

Passive

+2 to Resolve rolls. 


Sense of the Prey / Pulse of the Prey
Rank 2 Ragabash / Black Furies / Red Talon / Silent Striders / Get of Fenris Gift

If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.

System:

Normal Action

Roll Perception + Wits, Difficulty 16

Add +2 to that roll


Beastmind
Rank 2 Red Talon / Get of Fenris Gift 

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

System:

Resisted Action

Roll Resolve + Composure vs Resolve + Composure

Duration: 1 turn per success

Target listens to only his most base instincts and behaves like a wild animal.

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RANK 3
 


Coup de Grace
Rank 3 Black Furies / Get of Fenris Gift 

The Garou studies her foe, looking for the best place to strike. In doing so, she sets herself up to land this devastating attack. An owl-spirit teaches this Gift.

System:

Normal Action

Gain 1 Rage

+3 to next attack roll. 



Mark the Enemy
Rank 3 Get of Fenris Gift

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:

Normal Action

Roll Primal Urge + Occult, Difficulty 16

The Get can mark her enemy. Other Swords who know the Gift can see the mark with a successful Perception + Occult roll (difficulty 16). Any Garou who knows the Gift can remove the effect. 


Redirect Pain
Rank 3 Get of Fenris Gift

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:

Resisted Action

Gain 1 Rage

Roll Primal Urge + Manipulation vs Stamina + Athletics

Duration: A Scene

 Each time the fenrir is struck the attacker suffers a -1 penality their next turn equal to the amount of wounds inflicted by them upon the fenrir. Note: The negative penality will change each turn, so if someone inflicted 1 wound, they would suffer a -1 penality the following turn. The penalites do not stack between turns.


Might of Thor
Rank 3 Get of Fenris Gift

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

System:

Freel Action

Gain 1 Rage

Duration: A Scene

+3 to Strength. 

 


Venom Blood
Rank 3 Get of Fenris Gift

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:

Normal Action

Gain 1 Rage

Roll Stamina + Medicine, Difficulty 16

Anyone coming into contact with the Garou’s blood for the duration of the scene takes 1 aggravated damage. Simply slashing someone does not splatter the blood. 

 


Loki’s Touch
Rank 3 Get of Fenris Ragabash Gift

This Gift is rare among the Get of Fenris, but the Rotagar 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 is taught by any Trickster spirit (most often Ratatosk, the Squirrel).

System:

Resisted Action

Roll Resolve + Composure vs Resolve + Composure

Duration: 1 turn per success

The fits of laughter will last for one round per success, during which time the target may not take any offensive action, however the gift breaks if the person is attacked. 

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RANK 4



Gnaw
Rank 4 Ahroun / Get of Fenris / Red Talon / Lupus / Metis Gift

The werewolf’s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirit teaches this Gift.

System:

Normal Action

Gain 1 Rage

Make a Bite Attack
Adds +1 damage on the attack if it lands. Upon dealing 4+ damage garou also disables limbs (-3 penalty to physical rolls). This gift also may be used to chew through objects, even steel bars. 


Heart of the Mountain 
Rank 4 Get of Fenris / Glass Walker Gift 

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:

Free Action

Costs 1 Rage
For the rest of the scene, the Garou cannot fail any task involving Stamina. Torturers can never break him; though he can’t breathe underwater and his lungs may fill with water, he will not die. The only exception to this is when garou uses Stamina to affect others, like a power that can do something to someone, that works normally. 


Scream of Gaia
Rank 4 Get of Fenris / Lupus / Wendigo Gift

The Garou emits a horrible, ragged scream imbued with 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:

Normal Action

Costs 1 Gnosis

Roll Rage + Primal Urge vs Dexterity + Athletics

Everyone within a 10 meter radius must roll the resist.

  • If victim wins the roll then nothing happens to them.

  • If garou wins the roll then victim loses balance and one action

  • If garou wins their roll by 5+ successes or the victim  botches then not only they lose their action this turn but also are knocked off their feet and must spend next turn getting up. 

 


Hero’s Stand 
Rank 4 Get of Fenris / Wendigo Gift

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:

Normal Action

Roll Resolve + Composure, Difficulty 16

Each success grants +1 to all Physical rolls. Also, the Garou may not be surprised, and all attacks are considered frontal. The Garou may not move until all foes have been defeated or have fled (You do actually have to stand in one place or the gift breaks).


Berserker’s Song
Rank 4 Get of Fenris Gift

The Get can sing himself into a controlled frenzy. He can ignore wounds, shift to Crinos immediately, and he is more resistant 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:

Normal Action

Gain 2 Rage

Roll Stamina + Performance, Difficulty 14

Duration: 1 turn per success

The Garou begins singing his particular song of Rage (many young Get prefer “death metal”). The number of successes equals the number of rounds the frenzy lasts. 


Body Shift
Rank 4 Homid / Ahroun / Get of Fenris Gift

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:

Normal Action

Roll Stamina + Primal Urge, Difficulty 14

Duration: A Scene

For each success, one physical Attribute dot can be shifted. Example  a dot of Dexterity can be shifted to Strength or Stamina, and so forth. 


Chill of Early Frost
Rank 4 Wendigo / Get of Fenris Gift 

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:

Normal Action

Costs 1 Gnosis

Roll Intelligence + Occult, Difficulty 16

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 get -2 penalty to all physical rolls. This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. This Gift lasts for one hour per success.

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RANK 5




Horde of Valhalla
Rank 5 Get of Fenris Gift

The Garou who uses this Gift must be in good standing with his tribe’s totem, 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:

Normal Action

Gain 1 Rage or Spend 1 Gnosis

A pack of spirit wolves is summoned to fight along side the garou. Stats that are of regular wolves pack. 


Endurance of Heimhall
Rank 5 Get of Fenris Gift

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

System:

Free Action

Costs 1 Gnosis

Duration: A Scene
+3 to Stamina

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