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Basic Gifts

 

Berserker’s Song

Required: You must sing to establish and maintain the gift

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

Halt the Coward's Flight

Required: A target you've been fighting who tries to escape you

Activation Time: At will on the target's turn, when they try to escape

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

Razor Claws

Required: Crinos or Hispo shape; you must rake your claws over a hard surface.

Activation Time: One turn

Cost: One Rage

Effect: You sharpen your claws, honing them into even deadlier weapons. You do an additional level of Aggravated damage with all claw attacks.

Duration: One Scene or Hour.

 

Resist Pain

Activation Time: At will (Reflexively)

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

 

Safe Haven

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.

Cost: One Gnosis

Followup 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 (retestOccult) 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

 

Sense Guilt

Required: Stare into the eyes of your target.

Challenge: Mental vs. target

Retest: Empathy

Followup 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.

 

Sigurd's Stride

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.

Duration: One Scene or Hour

 

Snarl of the Predator

Activation Time: One turn

Challenge: Social vs. up to 5 targets

Retest: Intimidation

Followup 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

 

Snow Running

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

 

Troll Skin

Frequency: Once per scene

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. 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

 

Visage of Fenris

Challenge: Social vs. up to 5 targets

Retest: Intimidation

Followup 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

 

Wearing the Bear Shirt

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

 

Intermediate Gifts

 

Alberich's Claws

Required: You're attacking with claws or teeth

Activation Time: At will before your attack

Frequency: Once per attack

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

 

Glory Scars

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 turns

 

Hero's Stand

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;

    • You gain a free retest on attacks from outside melee range;

    • 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.

 

Loki’s Touch

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

 

Might of Thor

Initial Cost: One Gnosis and one Rage (yes, this is an exception)

Challenge: Willpower vs. eight Traits

Retest: Athletics

Followup Cost: 0-5 Mental 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.  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 Mental Trait you spent.

 

Scream of Gaia

Initial Cost: One Gnosis

Challenge: static Physical vs. everyone within 50 feet

Retest: Athletics

Followup 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.

 

Venom Blood

Cost: One Rage

Effect: Your blood becomes a black acid, searing anyone who touches it. Anyone who bites you or tastes your blood takes a level of Aggravated damage.

Duration: One Scene

 

Advanced Gifts

 

Endurance of Heimdall

Frequency: Once per scene

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

 

Fenris' Bite

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)

 

Horde of Valhalla

Required: You are in good standing with Fenris and you are in great need of his aid

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 6 Willpower, 7 Rage, 2 Gnosis, 36 Essence, and the charms Materialize and Tracking.

Duration: One Scene

 

Strength of the Ancestors

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

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

 

The Good Death

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

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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