All about Tribebook:Get of Fenris (Revised) by Bjørn T. Bøe. LibraryThing is a cataloging and social networking site for booklovers. A list of all Rank 1 Get of Fenris tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. A list of all Get of Fenris tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Get of.
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Allies and peers affected by this Gift see the Get as impressive and noble -1 difficulty bonus to all Social rolls. For the rest of the scene, the Garou cannot fail any task involving Stamina.
For each successive turn she opts to maintain her grip, she makes a bite attack roll difficulty 3. Once the Gift has been activated, the Garou suffers no wound penalties whatsoever, and will not fall until her foe is dead, at which point she dies immediately. This Gift lasts for one hour per success. This Gift is taught by a wolf-spirit.
Wyrmfoe Wyrmfoe is an information database for Werewolf: Everyone within a foot radius is blasted to the ground to suffer one health level of bashing damage per success as a shockwave rips through the area. The player spends one Rage point and one Willpower point. Success drops the temperature to a bit below freezing in a five-mile radius, or even further below zero if it was already winter. A wolf-spirit teaches this Gift. Wyrmfoe Wyrmfoe is an information database for Werewolf: The force of the scream batters foes and knocks them off their feet.
The effects last for a day.
The effects last for a day. An owl-spirit teaches this Gift. No true Get of Fenris fears death — only dying poorly. The player spends one Gnosis and one Rage, then rolls Willpower difficulty 8. This Gift enables a Fenrir to keep a close supernatural watch on his territory, becoming instantly aware of any trespassers marked by the Wyrm.
His enemy immediately experiences the pain from wounds received by the Fenrir.
All Get of Fenris Gifts | Werewolf: the Apocalypse – Wyrmfoe
After the Gift wears off, the Get is weakened considerably Physical Attributes are considered 1 and Willpower is halved until he can rest for at least one hour. The Fenrir have spread far and wide, but their home is in the North.
Foes pause for a moment to summon the resolve necessary to fight such a monster losing revsed from their initiative ratings. This Gift is taught by a Boar-spirit.
Tribebook:Get of Fenris (Revised)
While this Gift is active, the werewolf is guaranteed to always soak at least one level of damage, but otherwise takes damage normally. For every two successes, the Philodox recovers one point of Willpower up to her maximum. The Garou can use her shapeshifting to alter her physical Attributes: This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. In this state, unlike a normal frenzy, the Get can pull out of the frenzy fenrix any time.
The Garou emits a horrible, ragged scream imbued with Rage and pain of Gaia. The Swords use this brand to label their enemies so that all other Swords can see the threat. The player spends one Willpower point; his character may ignore all wound penalties tet the rest of the scene. Garou raised in the shifting maze of human society are well-prepared for the endless adaptations Gaia demands of her protectors.
For the next day, the character need neither make a Willpower roll nor revieed a Willpower point to abort to a defensive action. The Garou may change her blood into a black, acidic bile that poisons anyone unlucky enough to come into contact with it. There is no appeal. This Gift cannot restore lost abilities in any other sense but that of combat; a Fenrir who has received the Battle Scar: The Get appears larger and more fearsome, commanding respect from peers and cowing his foes.
This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. All claw attacks do two additional dice of damage and are made at -1 difficulty for the rest of the scene. Visage of Fenris Rank revosed Get of Fenris Gift The Get appears larger and more fearsome, commanding respect from peers and cowing his foes.
What is your Target Number: By raking his claws over stone, steel, or another hard surface, the Ahroun hones them to razor sharpness.
This Gift enables a Fenrir to keep a close supernatural watch on his territory, becoming instantly aware of any trespassers marked by the Wyrm. The avatar of Great Fenris himself teaches this Gift. The effects last for one turn per success, during which the target listens to only his most base instincts and behaves like a wild animal.
Owl-spirits teach this Gift. The player spends one point of Rage. Each success grants one extra die to all Physical dice pools.