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Classification: Union // Open Ref werewolf/power/gift/call-great-fenris

Call Great Fenris

Gift · Werewolf · Level 6

Werewolf
Tribe
Get of Fenris
Cost
1 Gnosis, 1 Essence
Roll
Stamina + Occult (difficulty 6)

As the ultimate

expression of the pact between tribe and totem, the great­ est Get heroes may 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 sac­ rifice 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. This Gift is taught by Great Fenris himself.

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

FENRIS’ WAR-AVATAR

Few spirits — short of Incarnae themselves — are as frightening and dangerous as the war-avatar of Great Fenris. The avatar of Fenris Wolf appears as an enormous wolf, 10 feet tall at the shoulder. His eyes burn with rage and his jaws drip with the blood of countless enemies. His coat is a deep gray that seems to shimmer from black to red and even to white as the light shifts across it. The war-avatar of Fenris is not as powerful as the Incarna himself would be, but it still defies the usual limitations of spirits, and has Traits even more powerful than Nexus Crawlers.

Willpower 15, Rage 20, Gnosis 10, Essence 45–80 Charms: Airt Sense, Armor, Blast (thunderbolt), Dreadful Presence*, Materialize, Re-form, Savage*, Swift Running (as Swift Flight), Tracking

• Dreadful Presence: This Charm is available only to Incarna avatars, and is constantly in effect. All spirits hostile to the Incarna avatar lose two dice from all their dice pools while they remain in the avatar’s vicinity.

• Savage: By spending one Essence, the spirit adds two dice to all damage rolls for the remainder of the scene.

side for the duration of the scene. At the combat’s end, the summoner automatically gains the Battle Scar: Maimed Limb (see p. 260) 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.

Glass Walkers

See also 11

Abilities & Attributes

  • Occult shared/trait/ability/occult
  • Stamina shared/trait/attribute/stamina

Bestiary

Disciplines

  • Presence vampire/power/discipline/presence

Gifts

Places

  • Get of Fenris werewolf/location/umbral_realm/get-of-fenris
  • Scar werewolf/location/umbral_realm/scar

Rules

Tribes & Fera

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