Difference between revisions of "Get of Fenris Tribe Gifts"

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Latest revision as of 14:52, 28 July 2021


Getofenris.png

“I CHOOSE TO RUN TOWARD MY PROBLEMS AND NOT AWAY FROM THEM...”

Spirits.png


Tribal Gifts

Level 1

  • Razor Claws
  • Resist Pain
  • Safe Haven
  • Sigurd’s Stride
  • Snow Running
  • Visage of Fenris

Level 2

  • Halt the Coward’s Flight
  • Sense Guilt
  • Snarl of the Predator
  • Troll Skin
  • Wearing the Bear Shirt

Level 3

  • Alberich’s Claws
  • Loki’s Touch
  • Mark the Enemy
  • Might of Thor
  • Venom Blood

Level 4

  • Berserker’s Song
  • Glory-Scars
  • Hero’s Stand
  • Scream of Gaia

Level 5

  • Fenris’ Bite
  • Horde of Valhalla
  • Strength of the Ancestors
  • The Good Death


Gifts listed in Red are NOT YET APPROVED FOR USE ON CITY OF HOPE.




Level One

Razor Claws
Also a Level 1 Ahroun Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 142 & 147

Description: By raking his claws over stone, steel, 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 attacks do an additional die of damage.




Resist Pain
Also a Level 1 Philodox Gift / Level 1 Children of Gaia Gift / Level 1 Wendigo Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 139, 145, 147, 154

Description: 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.




Safe Haven

Source: WW3855 - Get of Fenris Tribebook Revised p. 75

Description: 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).




Sigurd’s Stride

Source: WW3806 - Players’ Guide to Garou p. 192

Description: 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.




Snow Running

Source: WW3855 - Get of Fenris Tribebook Revised p. 75

Description: 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.




Visage of Fenris

Source: WW3801 - Werewolf: the Apocalypse Revised p. 147

Description: 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.



Level Two

Halt the Coward’s Flight
Also a Level 2 Shadow Lord Camp: Judges of Doom Gift (Called Executioner’s Privilege)

Source: WW3801 - Werewolf: the Apocalypse Revised p. 147

Description: 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.




Sense Guilt

Source: WW3855 - Get of Fenris Tribebook Revised p. 75

Description: This Gift is particularly popular among the Hand of Tyr camp, but is by no means limited to them alone. By staring into the eyes of his chosen target, the Get can sense any deepseated guilt that she might harbor for past offenses. The most perceptive the Fenrir, the more detail he's able to discern. This Gift is taught by a crow-spirit.

System: The player rolls Perception + Empathy roll (difficulty 8). One success detects the presence or absense of regret. Three successes reveal general facts about the offense in question; an adulterer might project a sense of "betraying my wife" into the Get's mind. Five successes reveal specific facts about the matter; the Get could pick out the adulterer's partner's name, the time and place of the indiscretion, and possibly even more intimate facts.

Note, however, that this Gift requires personal feelings of guilt to work. If a Fenrir were to use this Gift on a vampire that regularly feeds on young children and kills them afterward, the Gift would work only if the vampire feels guilty about its sins. If the Leech felt that it was perfectly justified in its actions, the Fenrir would be able to detect nothing. Similarly, the Figt might lead its user to believe a person's crimes are worse than they are, if the subject feels guiltier than the offenses merit - although with enough successes, the Fenrir might be able to discren that the subject's shame is misplaced.



Snarl of the Predator

Source: WW3801 - Werewolf: the Apocalypse Revised p. 147

Description: 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.




Troll Skin

Source: WW3855 - Get of Fenris Tribebook Revised p. 76

Description: 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.




Wearing the Bear Shirt

Source: WW3855 - Get of Fenris Tribebook Revised p. 76

Description: 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.



Level Three

Alberich’s Claws

Source: WW3806 - Players Guide to Garou p. 192

Description: 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.




Loki’s Touch

Source: WW3855 - Get of Fenris Tribebook Revised p. 76

Description: 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.




Mark the Enemy

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 41

Description: 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.




Might of Thor

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 147

Description: 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.




Venom Blood

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 147

Description: 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.



Level Four

Berserker’s Song

Source: WW3806 - Players Guide to Garou p. 192

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.




Glory-Scars
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3855 - Get of Fenris Tribebook Revised p. 76

Description: 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.




Hero’s Stand

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 147

Description: 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.




Scream of Gaia

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 148

Description: 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.



Level Five

Fenris’ Bite

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 148

Description: 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.




Horde of Valhalla

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 148

Description: 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.




Strength of the Ancestors
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3855 - Get of Fenris Tribebook Revised p. 76

Description: 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 his 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.




The Good Death
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3855 - Get of Fenris Tribebook Revised p. 77

Description: 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.


Camp Gifts

Level 2

  • Fangs of Garm: Strength of Purpose
  • Glorious Fist of Wotan: Beastmind
  • Hand of Tyr: Sense of the Prey

Level 3

  • Valkyria of Freya: Coup de Grace

Level 4

  • Mjolnir’s Thunder: Clenched Jaw
  • Ymir’s Sweat: Chill of Early Frost



Level Two

Camp: Fangs of Garm
Strength of Purpose
Also a Level 2 Philodox Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 140 / WW3855 - Get of Fenris Tribebook Revised p. 78

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.




Camp: Glorious Fist of Wotan
Beastmind
Also a Level 2 Red Talon Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 150 / WW3855 - Get of Fenris Tribebook Revised p. 78

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.




Camp: Hand of Tyr
Sense of the Prey
Also a Level 2 Ragabash Gift / Level 2 Black Furies Gift / Level 2 Red Talon Gift / Level 2 Silent Striders (Camp: Seekers) Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 137, 143, 150 / WW3855 - Get of Fenris Tribebook Revised p. 78 / WW3859 - Silent Striders Tribebook Revised p. 75

Description: 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.



Level Three

Camp: Valkyria of Freya
Coup de Grace
Also a Level 3 Black Furies Gift

Source: WW3855 - Get of Fenris Tribebook Revised p. 76 / WW3801 - Werewolf: the Apocalypse Revised p. 143

Description: 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.



Level Four

Camp: Mjolnir’s Thunder
Clenched Jaw
Also a Level 4 Ahroun Gift

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 145 / WW3855 - Get of Fenris Tribebook Revised p. 78

Description: 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.




Camp: Ymir’s Sweat
Chill of Early Frost
Also a Level 4 Wendigo Gift

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 148 / (Call of the Early Frost) WW3855 - Get of Fenris Tribebook Revised p. 78

Description: 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.



Planetary Gifts

Nerigal, The Ice Warrior, Celestine of Mars
Favored Tribe: Get of Fenris
Favored Auspice: Ahroun
Also known as: Ares, Mars, Thor, Anhur, Akhnet
Source: WW3110 Rage Across the Heavens, p. 65

Level 1

  • Battlesense

Level 2

  • Shards of Icy Rage

Level 3

  • Nerigal's Call to Arms

Level 4

  • Challenge of Single Combat

Level 5

  • Heart of the Ice Warrior


Gifts listed in Red are NOT YET APPROVED FOR USE ON CITY OF HOPE.




Level One

Battlesense

Source: WW3110 Rage Across the Heavens, p. 111

Description: The Garou can sense the best direction from which to make an attack, taking into account the terrain of the battlefield, the numbers and placement of the enemy and the available forces at the Garou's command or allied with her.

System: The player spends a point of Gnosis and becomes aware of the tactical factors involved in an impending battle. The Storyteller informs the player of the numbers and placement of opposing forces. The player can then use this information to her character's advantage.



Level Two

Shards of Icy Rage

Source: WW3110 Rage Across the Heavens, p. 111

Description: The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a normal attack.

System: The player spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The number of successes equals the number of shards that form from the crystallized Rage, up to a limit of five shards. The player makes a separate attack roll for each shard, and may direct them at more than one opponent. Each shard does three dice of aggravated damage; the range is five yards for every dot of the Garou's Strength.

The player may spend only one Rage point each time the Gift is used; this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift more than once in combat, each successive use after the first adds +1 to the difficulty roll to activate the Gift.



Level Three

Nerigal's Call to Arms

Source: WW3110 Rage Across the Heavens, p. 111

Description: This Gift allows the Garou to summon to her side any creatures or spirits allied to Nerigal or appropriate to the Ice Warrior. These beings, whether Nerigal's spirit warriors or predatory animals, fight alongside the Garou for the duration of an entire battle.

System: The Garou spends a point of Gnosis and rolls Charisma + Leadership (difficulty 8). One success summons one or two creatures, additional successes increase the number of creatures or spirits that answer the summons. Thus, two successes bring up to five respondents, three successes summon up to ten creatures, four successes results in up to fifteen beings, while five successes brings everything within a five-mile radius of the character. Those creatures summoned serve as an army under the character's command for an entire scene. Of course, if there are no wild predators or War spirits of Nerigal within range, the Gift fails.



Level Four

Challenge of Single Combat

Source: WW3110 Rage Across the Heavens, p. 112

Description: By invoking the name of the Ice Warrior and issuing a direct challenge to an enemy, the Garou can force her opponent to fight one-on-one according to the tacit rules of fair play. The opponent can launch no surprise attacks, employ dirty tricks or accept extra help from comrades or packmates. However, the Garou using this Gift accepts the same restrictions - neither combatant can break off from the fight until one participant either concedes victory to the other or dies.

System: After the character has issued the challenge, the player spends a point of Rage and rolls Manipulation + Leadership (difficulty of the target's Willpower). A single success forces the target to forego any unfair tactics and meet the Garou in single combat as described above. No successes means the Gift fails, while a botch inspires the target to launch an immediate attack on the character - usually with the help of the opponent's friends.



Level Five

Heart of the Ice Warrior
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3110 Rage Across the Heavens, p. 112

Description: Usually used only in the most dire circumstances, this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. The exertion causes the Garou to collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in battle.

System: No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The character may not dodge when invoking this Gift, but no damage levied against the Garou will impair her in any way until her attack lands - lightning strikes wont blow her back, and blades cant sever her limbs.

The character makes her next attack at +4 to her attack dice pool. The player may reroll any 1's rolled on this attack - they simply do not count. In addition, any damage rolls gain 4 extra dice. After delivering her attack, the character falls to Incapacitated. Unless somehow mystically healed by using Mother's Touch or a similar Gift or Fetish (regeneration isn't an option) within the same turn, the character dies at the end of the turn.