Call Great Fenris (Rank 6)Edit

As the ultimate expression of the pact between tribe and totem, the greatest 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 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.


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 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.

Fenris' War-Avatar

Few spirits short on 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 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 Essesnce, the spirit adds two dice to all damage rolls for the remainder of the scene.

Source: Get of Fenris Tribebook Revised

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