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Gifts: Get of Fenris
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Get of Fenris Gifts
These Gifts are available to characters of the Get of Fenris Tribe.
Basic Gifts
Berserker’s Song
Activation Time: Personal
Required: You must sing to establish and maintain the gift
Activation Cost: One Rage
Effect: Stoked by the rage of a battle-song, you instantly enter Berserk Frenzy, gaining all its benefits. You're focused on an initial target of your choice. You continue to sing as you fight in this state. When you defeat a target, you test for Thrall of the Wyrm as usual; but if you keep control, you can choose to end your Frenzy immediately. If you go into Thrall or if you choose not to end the Frenzy, then the Frenzy chooses your next target as usual.
Duration: A number of turns equal to your Rank plus one, or until you end the Frenzy, or until you are stopped from singing
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Fangs of the North (W20)
Activation Time: Personal
Required: Must be in a form that has fangs or claws
Activation Cost: One Gnosis
Follow-up Cost: 1-5 Mental Traits
Effect: Your claws and fangs transform into hardened ice, leaving traces of frost behind in every wound; a target injured by these weapons suffers a -1 trait penalty to all challenges. Furthermore, damage inflicted by the user’s claws heals badly. Natural healing, even the regenerative powers of vampires or Garou, is stopped by the frost; the wounds of mortals will fester and rot. Healing Gifts will function as normal when it comes to healing these wounds.
Duration: One scene. The festering wounds will not heal naturally for days equal to the number of Mental Traits spent.
Note: the -1 penalty does not stack with multiple attacks on the same target, but the gift can apply to multiple targets who get wounded while the gift is active.
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Halt the Coward's Flight
Activation Time: Reflexive - On the Target's Turn
Required: A target you've been fighting who tries to escape you
Frequency: Once per turn per target
Challenge: Social vs. target
Retest: Intimidation
Effect: You force an opponent to stand and fight rather than attempt to escape. They may not flee, and they must engage in at least one more combat challenge with you this turn.
Duration: This turn
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Lightning Reflexes (W20)
Activation Time: Reflexive
Activation Cost: One Willpower
Follow-up Cost: Potentially one Rage (See description
Effect: Mongoose teaches you how to effortlessly switch from defense to offense as the needs of the battle demand. After the INITIAL chop of any defensive challenge where you are aware of your attacker, you may activate this gift to change your action to a contested attack instead. If you have already taken an action this turn, you can only use this gift you you have and are able to spend a Rage for the extra action. Once this gift is activated, you change the trait bid to reflect the changed nature of the action (a stamina trait for a soak attempt can change to a strength trait for a brawl or melee attack, for example.)
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Razor Claws
Activation Time: Personal
Required: A form with claws; you must rake your claws over a hard surface.
Activation Cost: One Rage
Effect: You sharpen your claws, honing them into even deadlier weapons.You sharpen your claws, honing them into even deadlier weapons. You do an additional level of damage with your claw attacks of the same type as your base claws (Aggravated in Hispo or Crinos, Lethal in others).
Duration: One Scene or Hour.
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Resist Pain
Activation Time: At Will
Activation Cost: One Willpower
Effect: You push on through the pain of injury with superhuman resilience. You stop suffering wound penalties for the duration of this Gift.
Duration: One Scene or Hour
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Safe Haven
Activation Time: Unique
Required: You have a well-defined territory that is established as yours alone (so, no rental units), no larger than what you can patrol in one night.
Activation Cost: One Gnosis
Follow-up Cost: One Gnosis per day after the first to maintain it
Effect: Your heart is where your home is, so much that you can sense when anything Wyrm-tainted enters it. You receive a Mental Challenge (retest Occult) to sense a mystical warning anytime something with Wyrm-taint arrives in your territory. This gift does not identify the trespasser in any other way than alerting you to its presence.
Duration: One day per Gnosis spent
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Sense Guilt
Activation Time: Normal
Required: Stare into the eyes of your target.
Challenge: Mental vs. target
Retest: Empathy
Follow-up Cost: 0-5 Mental Traits
Effect: Your eyes gaze deep into the target's soul, revealing whether they stand in need of judgment. Success means you can tell whether or not your target harbors any deep-seated guilt for past offenses. If you've been conversing with your target about a specific incident, you sense guilt connected to that incident; otherwise, you may sense guilt if it's present in your target's soul, but you don't know what it's about. If you want to hone your understanding, each Mental Trait you spend will reveal a pertinent detail about their guilt. Note that the presence or absence of guilt doesn't necessarily mean the target is culpable: an honorable Garou may feel guilt over something that wasn't her fault, and a sociopath might feel no guilt about the most terrible crimes.
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Sigurd's Stride
Activation Time: Personal
Activation Cost: 1-5 Gnosis
Effect: Like Sigurd rescuing Brunhilde from the inferno, you stride through open flames as if they were hardly there. For each Gnosis you expend on this Gift, you take one level less damage from any source of natural fire. Supernatural fire (like Balefire) is unaffected. Being on fire does not cause the user to deal additional damage, for that the Garou needs the Elder gift Kiss of Helios.
Duration: One Scene or Hour
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Snarl of the Predator
Activation Time: Normal
Activation Time: One turn
Challenge: Social vs. up to 5 targets
Retest: Intimidation
Follow-up Cost: 0-5 Mental Traits
Effect: You loose a feral snarl, shaking your opponents' confidence to the core. On their next turn, your targets take a penalty to all their challenges, equal to one Trait plus the number of Mental Traits you spent.
Duration: The next turn
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Snow Running
Activation Time: Personal
Activation Cost: One Gnosis
Effect: You exhibit a trick that serves the Fenrir well in their frozen homelands: you can travel over snow or ice as if it were solid ground. You don't sink into snow or crack thin ice: you don't even leave footprints.
Duration: One day
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Troll Skin
Activation Time: Personal
Frequency: Once per scene
Activation Cost: One Gnosis
Effect: You draw on the earth for protection, just like the trolls and Jotunn of yore. You gain three additional Healthy Health Levels as your skin grows thick and knobby like a troll's. These health levels may be healed as normal. This looks pretty gnarly, so you also endure a one-Trait penalty on all Social Challenges except those having to do with intimidation.
Armor Type: Skin
Duration: One scene, or until you cancel the effect
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Visage of Fenris
Activation Time: Normal
Challenge: Social vs. up to 5 targets
Retest: Intimidation
Follow-up Cost: enough Mental Traits to cover any Rank deficit between you and any Garou targets -- e.g., if you're Rank 1 and you want to affect a Rank 5, you must spend four Mental Traits
Effect: You don an aura of ferocity and nobility, winning admiration from allies and fear from foes. Your allies and peers see you as more impressive; they suffer a one-Trait penalty on all Social Challenges against you. Your enemies see you as especially dangerous; they suffer a one-Trait penalty on all attacking challenges against you.
Duration: One Scene
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Wearing the Bear Shirt
Activation Time: Automatic
Effect: Fenris has no patience for cowards, and you're not about to disappoint him. You are no longer subject to Fox Frenzy -- when you Frenzy, it's always Berserk. In addition, you gain a free retest against being affected by any supernatural power that incites fear; this is the last retest you may use in that challenge.
Duration: Always in effect
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Intermediate Gifts
Alberich's Claws
Activation Time: Personal
Required: You're attacking with claws or teeth
Frequency: Once per attack
Activation Cost: One Rage
Effect: Taking its name from Alberich, king of the dwarves, this gift suggests how he might have carved his castle out of solid stone. If your next attack strikes an inanimate object, you automatically do an additional ten levels of damage to that object alone (not to anyone carrying or wearing it). Fetishes don't count as inanimate objects.
Duration: Your next attack
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Body Shift (W20)
Activation Time: Personal
Activation Cost: One Primal-Urge
Effect: You may change up to five of your physical traits from one category to another (e.g., a Quick becomes a Strong).
Duration: One scene, or until the trait is expended.
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Glory-Scars
Activation Time: Personal
Activation Cost: One Rage, plus one per battle scar you want to affect
Effect: Your battle scars blaze with a cold silver light; missing body parts return as bright, ghostly echoes of what once was. You may ignore any combat-related penalties from your battle scars while this gift is active.
Duration: Four rounds
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Heart of the Mountain (W20)
Activation Time: Personal
Activation Cost: One Rage and one Willpower
Effect: You automatically succeed on all static challenges of endurance. Torturers can never break you; and while your lungs may fill with liquid, you will never die of drowning. When soaking an attack, you ignore one point of damage, whether your challenge succeeded or not.
Duration: One scene
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Hero's Stand
Activation Time: Normal
Challenge: Willpower vs. Eight Traits
Retest: Survival
Effect: Choosing your spot on the earth, you stand until all your enemies have fallen or fled. You cannot move from this spot, but you gain all the following benefits: A two-Trait bonus on all Physical Challenges; Nobody can move you from that spot; Every attack against you is treated like a frontal attack; and you can't be surprised.
Duration: These effects last until all enemies are defeated, or have fled.
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Loki’s Touch
Activation Time: Normal
Required: You must touch your target (making a Physical Challenge if necessary)
Challenge: Social vs. target
Retest: Empathy
Effect: With the same knack as a trickster like Loki or Ratatosk, you trigger an uncontrollable laughing fit in your target. They cannot take any offensive actions, but they may defend themselves if attacked.
Duration: Three turns
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Might of Thor
Activation Time: Personal
Activation Cost: One Gnosis and one Rage (yes, this is an exception)
Challenge: Willpower vs. seven Traits
Retest: Athletics
Follow-up Cost: 0-5 Social Traits
Effect: To better crush your foes, you double your strength. You gain an additional Strong Trait for each Strong Trait (or synonym) you already possess from your base and form traits (traits gained from totems, fetishes or other sources do not get doubled). Once this gift wears off, however, you're exhausted: halve your remaining Physical Traits and Willpower until you've rested for at least one hour.
Duration: One turn, plus one additional turn per Social Trait you spent.
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Redirect Pain (W20)
Activation Time: Normal
Required: The target must have injured you
Activation Cost: One Rage
Challenge: Social vs target
Retest: Primal Urge
Effect: Having been injured by an opponent, you turn the pain of your wounds back on them. The enemy suffers wound penalties as per the injury you have suffered (e.g. if your Bruised health levels are damaged, they suffer a -1 trait penalty on all actions). This effect occurs even if you are currently ignoring or reducing wound penalties.
Duration: One scene or hour
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Scream of Gaia
Activation Time: Normal
Activation Cost: One Gnosis
Challenge: Physical vs. everyone within 50 feet
Retest: Athletics
Follow-up Cost: 0-5 Social Traits
Effect: You channel Gaia's wrath and pain into a bone-shaking roar, releasing a shockwave that slams into everyone around you. Everyone who loses the challenge against you is knocked down, taking one Bashing damage, plus an additional level of Bashing for each Social Trait you spent.
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Venom Blood
Activation Time: Personal
Activation Cost: One Rage
Effect: Your blood becomes a black acid, searing anyone who touches it. Anyone who damages you with a brawling attack or tastes your blood takes a level of Aggravated damage.
Duration: One Scene
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Advanced Gifts
Endurance of Heimdall
Activation Time: Personal
Frequency: Once per scene
Activation Cost: One Gnosis
Effect: Like the unconquerable guardian of the Rainbow Bridge to Asgard, you double your stamina to hold off the hordes. You gain an additional Tough Trait for each Tough Trait (or synonym) you already possess.
Duration: One scene
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Fenris' Bite
Activation Time: Personal
Activation Cost: One Rage
Effect: Your next bite attack, should it connect, mangles and may even tear off your opponent's limb. You choose the limb (arm or leg). Your bite deal an extra level of Aggravated damage to it, rendering it useless. If your target is capable of regeneration, the limb regains function when the damage is healed; otherwise, your target is permanently disabled. Next, make an additional two Simple Tests. If you win both (not tie), your bite tears the limb off completely.
Duration: Your next bite attack (if you miss, the benefits of this Gift are wasted
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Horde of Valhalla
Activation Time: Normal - The Fimbulwolves act immediately after the user of this gift.
Required: You are in good standing with Fenris and you are in great need of his aid
Activation Cost: One to five Rage and/or Gnosis (yes, this is an exception)
Effect: The mighty Fenris dispatches a pack of his Fimbulwolves to fight at your side. One Fimbulwolf appears per Rage or Gnosis Trait you spent, ready to tear your enemies limb from limb. Each Fimbulwolf is a spirit with 7 Willpower, 8 Rage, 7 Gnosis, 40 Essence; the charms Airt Sense, Freeze, Blast: Ice Shards, Materialize and Reform.
Duration: One Scene
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Strength of the Ancestors
Activation Time: Personal
Required: You have at least one level of the Ancestors Background; you are in a crisis where more than one Garou life is in danger; and you carve the runes of your ancestors into your flesh while activating the gift
Activation Cost: One Rage
Effect: Your ancestors answer you in a time of need, granting you Physical, Social and Mental Traits of your choice, equal in number to your Ancestors rating, per each Trait category. If you use this gift frivolously, they punish you instead, stripping the same number of Traits from you.
Duration: Until the crisis is over
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The Good Death
Activation Time: Normal
Required: You and your enemy are on the field of battle; your enemy is a mighty foe of Gaia; and your enemy can be killed.
Activation Time: One turn
Activation Cost: All your Gnosis
Effect: This gift, Fenris' final blessing, guarantees you will not die poorly, but take some mighty enemy of Gaia with you. You continue fighting long after you should die, never relenting until you have destroyed your foe. Choose a single target: while that target is alive, you take no wound penalties and you cannot die, and your target cannot flee. Nothing can cancel these effects once the Gift is active. Once you kill your target, you die immediately, and an avatar of Fenris appears to devour your corpse.
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Gifts: Get of Fenris
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