Werewolf the Apocalypse information source

Get of Fenris Gifts

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 Fenris Gifts of a specific rank, see the Werewolf Gifts</a. section.

Razor Claws

Rank 1 Ahroun Gift / Rank 1 Get of Fenris Gift

By raking his claws over stone or another hard surface, the Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift.

System: The player spends on Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attack do an additional die of damage.

Source: Core book revised.


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: The player reflexively spends one Willpower point. For the next day, the character need neither make a Willpower roll nor spend a Willpower point to abort to a defensive action.

Source: 20th Anniversary Edition


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: 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 mile, the player may roll Perception + Occult (difficulty 7) to detect the intrusion. The more successes, the more accurately the werewolf pinpoints the intruder’s location. Note that this Gift may be used to protect only that territory that the Fenrir can rightfully call his own; this Gift cannot, for instance, protect a shared caern unless used by the caern Warder (who can be considered to “own” the territory for the purpose of this Gift).

Source: Tribebook: Get of Fenris (Revised)


Snow Running

Rank 1 Get of Fenris Gift

The Fenrir have spread far and wide, but their home is in the North. This Gfit has served them well in their homelands, allowing them to run over snow or ice as if it were solid ground without sinking in or leaving footprints.

System: The player spends a Gnosis point. The effects last for a day.

Source: Tribebook: Get of Fenris (Revised)


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: The player rolls Charisma + Intimidation. Only one success is necessary to affect non-Garou and Garou of equal rank. To affect Garou of higher rank, the player must score a number of successes equal to twice the difference of rank between the Garou and the target. For example, for a Rnak 1 Garou to affect a Rank 5 Garou would require eight successes (not very likely). Allies and peers affected by this Gift see the Get as impressive and noble (-1 difficulty bonus to all Social rolls). Foes pause for a moment to summon the resolve necessary to fight such a monster (losing one from their initiative ratings). This Gift lasts for one scene.

Source: Core book revised.


Sigurd’s Stride

Rank 1 Get of Fenris Gift

When Odin imprisoned Brunhilde in a ring of fire, it was Sigurd who dared the fires and rescued her. Like Sigurd, Get of Fenris with this Gift need not fear flame. The Gift is taught by a fire spirit.

System: The Fenrir spends one Gnosis and rolls Stamina + Primal Urge (difficulty 4). Each success provides an automatic level of soak against fire damage for the rest of the scene.

Source: Players’ Guide to Garou (revised)


Master of Fire

Rank 1 Homid Gift / Rank 1 Croatan  Gift / Rank 1 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: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point; the effects last for a scene.

Source: Core book revised / 20th Anniversary Edition


Resist Pain

Rank 1 Philodox Gift / Rank 1 Children of Gaia Gift / Rank 1 Get of Fenris Gift / Rank 1 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: The player spends one Willpower point; his character may ignore all wound penalties for the rest of the scene.

Source: Core book revised.


Halt the Coward’s Flight / Executioner’s Privilege

Rank 2 Get of Fenris Gift / Rank 2 Shadow Lord (Judges of Doom) Gift
The Judges of Doom version is called Executioner’s Privilege

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

System: The Garou must spend one turn concentrating, and the player rolls Charisma + Intimidation (difficulty of the target’s Willpower). If the roll succeeds, the target’s speed is halved for one scene.

Source: Core book revised / Shadow Lord Tribebook (revised)


Fangs of the North / Claws of Frozen Death

Rank 2 Get of Fenris Gift / Rank 2 Wendigo Gift
The Wendigo version is called Claws of Frozen Death

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: The player spends one Gnosis point and rolls Wits + Survival (difficulty 7). The transformation lasts for the rest of the scene, or until banished voluntarily. Any individual wounded by the werewolf’s fangs or claws suffers a –1 penalty for the rest of the scene as chills wrack her body. Additionally, such wounds heal badly; mortals are likely to lose injured limbs as the tissue necrotizes, and beings capable of supernaturally swift healing (such as vampires or Black Spiral Dancers) are unable to heal these wounds for one day per success on the Gift’s activation roll. This Gift can’t be used in Homid, but applies fully to the claws and/or fangs of all other forms.

Source: 20th Anniversary Edition


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: No roll is required; once this Gift is learned, the effects are automatic. The Fenrir who learns this Gift never enters fox frenzy; instead, he enters a berserk frenzy, regardless of the stimuli. In addition, the player can make a Willpower roll to resist any Gifts or other supernatural powers that incite fear, even if a resistance roll is normally not allowed.

Source: Tribebook: Get of Fenris (Revised) 


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: The player rolls Charisma + Intimidation (difficulty of the opponent’s Wits + 3). Each success subtracts one die from an opponent’s dice pools on the next turn. This Gift takes one full turn to invoke.

Source: Core book revised.


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: A successful Perception + Empathy roll (difficulty 8) reveals hidden guilty feelings. One success detects any sense of regret, whereas five successes reveal specific facts concerning the dirty issue.

Source: Player’s Guide Second Edition.


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: The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7). For each success, the character receives one extra die on her soak roll. These extra soak dice cannot be used to soak silver damage; the Gift lasts for one scene, or until the Get chooses to dismiss it. Troll Skin is alas, quite disconcerting and unpleasantly pungent. While the Gift’s effects last, the difficulty of all Social rolls is increased by 1.

Source: Tribebook: Get of Fenris (Revised)


Strength of Purpose

Rank 2 Philodox Gift / Rank 2 Croatan Gift / Rank 2 Get of Fenris Gift (Camp: Fangs of Garm)

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: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum.

Source: Core book revised / 20th Anniversary Edition


Sense of the Prey / Pulse of the Prey

Rank 2 Ragabash Gift / Rank 2 Black Furies Gift / Rank 2 Red Talon Gift / Rank 2 Silent Striders (Camp: Seekers) Gift / Rank 2 Get of Fenris (Camp: Hand of Tyr)
Name changed to Pulse of the Prey in 20th Anniversary Edition

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: No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis.

Source: Core book revised / 20th Anniversary


Beastmind

Rank 2 Red Talon Gift / Rank 2 Get of Fenris Gift (Camp: Glorious Fist of Wotan)

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: The player rolls Manipulation + Empathy (difficulty of the target’s Willpower). 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.

Source: Core book revised / 20th Anniversary Edition


Coup de Grace

Rank 3 Black Furies Gift / Rank 3 Get of Fenris Gift (Camp: Valkyria of Freya)

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: The player spends one Willpower point and rolls Perception + Brawl (difficulty of the target’s Stamina + Dodge). If successful, the player doubles her damage dice on the Garou’s next successful attack.

Source: Core book revised 20th Anniversary Edition


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: By laying her hand on the target and successfully rolling Manipulation + Occult (difficulty 8), the Get can mark her enemy. Other Swords who know the Gift can see the mark with a successful Perception + Occult roll (difficulty 8). Any Garou who knows the Gift can remove the effect.

Source: Player’s Guide Second Edition.


Alberich’s Claws

Rank 3 Get of Fenris Gift

Alberich was a dwarven king who had his castle below the ground, carved out of the rock itself. Get of Fenris with this Gift could well have been amongst the builders of that palace, for their claws can slice directly through stone, steel or any other inanimate material as if it were butter. It is taught by a mole spirit or earth elemental.

System: The player spends one point of Rage. If the Fenrir’s next attack is performed with natural weaponry and strikes an inanimate object, it automatically does an extra ten levels of damage.

Source: Players’ Guide to Garou (revised)


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: The player spends one Rage point and rolls Manipulation + Primal-Urge (difficulty 8). For one scene, the target incurs whatever wound penalties indicated by the Fenrir’s current wound levels, regardless of whether or not the Fenrir actually feels the pain.

Source: 20th Anniversary Edition


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: The player spends one Gnosis and one Rage, then rolls Willpower (difficulty 8). The Garou’s Strength doubles for one turn per success. 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.

Source: Core book revised.


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: The player spends on Rage point and rolls Stamina + Medicine (difficulty 7). Anyone coming into contact with the Garou’s blood for the duration of the scene takes one die of aggravated damage per success on the first roll.

Source: Core book revised.


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: The Garou must touch an opponent and roll Manipulation + Empathy (difficulty equal to the Rage plus the Rank fo the target; maximum difficulty of 10). The fits of laughter will last for one round per success, during which time the target may not take any offensive action, although he may defend himself if attacked.

Source: Get of Fenris Tribebook


Clenched Jaw

Rank 4 Ahroun Gift / Rank 4 Get of Fenris Gift (Camp: Mjolnir’s Thunder) / Rank 4 Red Talon (Kucha Ekundu) Gift

The werewolf with this Gift can bite down with such power that her grip won’t loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift.

System: After making a successful bite attack, the player may invoke this Gift by spending a Rage point. For each successive turn she opts to maintain her grip, she makes a bite attack roll (difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional health level of damage in the process of tearing free), the Garou may add half her Willpower to her dice pool.

Source: Core book revised / 20th Anniversary Edition


Heart of the Mountain / Yu’s Endurance

Rank 4 Get of Fenris Gift / Rank 4 Glass Walker Gift (Boli Zouhisze)

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: The player spends one Rage point and one Willpower point. 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 soaking damage. While this Gift is active, the werewolf is guaranteed to always soak at least one level of damage, but otherwise takes damage normally.

Source: 20th Anniversary Edition / Glass Walker Tribebook (revised)


Scream of Gaia

Rank 4 Get of Fenris Gift / Rank 4 Lupus Gift / Rank 4 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: The player spends a Gnosis point and rolls Rage. Everyone within a 50-foot radius is blasted to the ground to suffer one health level of bashing damage per success as a shockwave rips through the area.

Source: Core book revised / 20th Anniversary Edition


Hero’s Stand / Last Stand

Rank 4 Get of Fenris Gift / Rank 4 Wendigo Gift / Rank 4 White Howler 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: The player rolls Willpower (difficulty 8). Each success grants one extra die to all Physical dice pools. 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.

Source: Core book revised / 20th Anniversary Edition


Glory-Scars

Rank 4 Get of Fenris Gift

Fenrir are proud of their scars, even those that have maimed them permanently. This Gift allows a werewolf to overcome her old injuries for a brief period of time, acting as though her body was never injured. The Fenrir’s scars blaze with silver light, and any missing extremities are replaced with temporary substitutes made of the same cold, bright energy. Any war-spirit of Fernris’ brood may teach this Gift.

System:  The player spends a Rage point and rolls Rage, difficulty 5 + the number of Battle Scars her Garou has acquired. The Gift’s effects last for two turns per success. As long as the Gift is in effect, the Garou may ignore wound penalties and the debilitating effects of her Battle Scars; even those that have lost a limb may fight as if whole. Extremities temporarily restored by Glory-Scars function as normal, causing no extra damage. This Gift cannot restore lost abilities in any other sense but that of combat; a Fenrir who has received the Battle Scar: Gelded cannot use this Gift to sire offspring, for instance.

Source: Tribebook: Get of Fenris (Revised ) 


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 immune 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: The Garou spends two Rage points and begins singing his particular song of Rage (many young Get prefer “death metal”). The number of successes on a Stamina + Expression (or Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. She can drop the frenzy earlier by spending a Willpower point.

Source: Player’s Guide Second Edition.


Body Shift

Rank 4 Homid Gift / Rank 4 Ahroun Gift / Rank 4 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: The Garou can use her shapeshifting to alter her physical Attributes: a dot of Dexterity can be shifted to Strength or Stamina, and so forth. The player rolls Stamina + Primal-Urge (difficulty 9). For each two successes, one physical Attribute dot can be shifted for the rest of the scene.

Source: 20th Anniversary


Chill of Early Frost

Rank 4 Wendigo Gift / Rank 3 Get of Fenris Gift (Camp: Ymir’s Sweat)

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: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if it is already winter, 6 for spring, 9 for summer). 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 lose two dice from all pools. This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. This Gift lasts for one hour per success.

Source: Core book revised / Get of Fenris Tribebook


Strength of the Ancestors / Strength of the Einherjar

Rank 5 Get of Fenris Gift
Called Strength of the Einherjar in the non-revised tribebook

This gift allows a Fenrir to call upon his greatest ancestral heroes for assistance. It is only used in dire situations, when the lives of more than one Garou are endangered. Calling on the strength of one’s ancestors allows a Get to increase his physical might, wisdom or even sense acuity substantially, albeit for a limited time. These ancestral heroes come to the aid of a Get only in times of great peril, and punish any Fenrir who attempts to call on them without need. This Gift is taught by an ancestor-spirit.

System: Only Get with at least one dot in the Ancestors Background may learn this Gift. The player spends one Rage point and rolls Charisma + Rituals (difficulty 10); he may subtract one from the difficulty for every dot he has in Ancestors, During the casting of this Gift, he must carve the specific runes of hes ancestors into his flesh. For each success, he may add one dot to any Attribute; these dots may be split among different Attributes, or all applied to the same one.

If the Storyteller believes this Gift has been used inappropriately, his hero-ancestors still give assistance, but then turn on their descendant, permanently removing a number of Attribute dots equal to those they granted.

There is no appeal.

Source: Tribebook: Get of Fenris (Revised)


The Good Death

Rank 5 Get of Fenris Gift

No true Get of Fenris fears death – only dying poorly. This Gift is Great Fenris’ final blessing to his children; the Fenrir who activates this Gfit intends to die with her foes’ heartsblood on her claws. The werewolf calls on Great Fenris to aid her and sets herself against her foe. The Fenrir continues fighting long after she should be dead, and doesn’t fall until her enemy (or enemies) dies with her. The avatar of Great Fenris himself teaches this Gift.

System: The Fenrir concentrates for one full turn and spends all her Gnosis in calling for Fenris’ favor. 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 works only if the named enemy is already on the battlefield with the Fenrir; it cannot be used to hunt down an absent enemy. Once the battle is won, an avatar of Fenris descends on the battlefield to devour what’s left of the hero and her worldly possession. For obvious reasons, this Gift can be used only once, most likely when the character is out of all other options. Improper use of this Gift (such as attempting to use the Gift to slay an old rival rather than a “true enemy of Gaia”) angers Fernris, who strikes the unworthy Get dead on the spot.

Source: Tribebook: Get of Fenris (Revised)


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: The player spends as much Rage and/or Gnosis as he wishes and rolls Charisma + Animal Ken. If successful, a number of spirit wolves appear from the Umbra to do battle with the Garou foes. The number of wolves is equal to the number of points spent by the player. The wolves are functionally identical to the wolves of the Great Hunt. They remain for the entire scene.

Source: Core book revised.


Fenris’ Bite

Rank 5 Get of Fenris Gift

The Garou’s already vicious bite increases in power terribly, to the point that the Garou can mangle or even sever limbs with a single bite. An avatar of Fenris teaches this Gift.

System: The player spends one Rage point and rolls Strength + Medicine (difficulty of the opponent’s Stamina + 3). The Garou’s next bite attack, if it hits, will mangle and disable one of the target’s limbs, inflicting three automatic, unsoakable, aggravated health levels of damage in addition to any damage already rolled. The limb is rendered useless until the target can regenerate the damage, or permanently in the case of humans and other creatures who do not regenerate. If the player achieves five or more successes on the Strength + Medicine roll, the limb is severed.

Source: Core book revised.


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: The Garou spends one Gnosis point and rolls Willpower (difficulty 6). If successful, the Garou’s Stamina rating is doubled for the duration of the scene. This will aid Stamina and Soak rolls.

Source: Get of Fenris Tribebook


Call Great Fenris

Rank 6 Get of Fenris Get

As the ultimate expression of the pact between tribe and totem, the greatest Get heroes my summon the war-avatar of their tribal totem to aid them in their hour of need. The avatar joins in combat, slaying all that are not Get of Fenris or under their protection. However, Great Fenris demands a sacrifice for his intervention – usually the left hand of the summoner. It’s said that if the war-avatar is called for no good reason, it will devour the summoner entirely before departing – but there are no concrete tales of any Get of Fenris wise and mighty enough to attain this Gift yet foolish enough to abuse it. This Gift is taught by a wolf-spirit.

System: The player spends one Gnosis point and rolls Stamina + Occult (difficulty 6). Success summons the war-avatar of Great Fenris, who will fight at the Fenrir’s side for the duration of the scene. At the combat’s end, the summoner automatically gains the Battle Scar: Maimed Limb (Werewolf, pg. 190) as the war-avatar claims Fenris’ due; even if the Garou already possessed that Battle Scar, he gains it a second time as Fenris devours another limb.

Source: Tribebook: Get of Fenris (Revised)


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