Wolves of the Sea
This is quoted from Pages 70 - 72 of "Wolves of the Sea"
Bears' Skin
Animalism 2, Protean 4
According to legend, some berserks take on the fearsome aspect of bears while in the midst of battle-rage. Though not all einherjar are truly berserks, those with this capability have mastered the means to simulate the bear's skin, granting additional toughness and a fearsome visage.
System: The Einherjar must be in frenzy before using this power. The player expends one Blood Point. Over the next few seconds, the vampire's muscles twist and bulge, and heavy fur sprouts everywhere that he normally has hair. The vampire's maw widens, becoming capable of biting through limbs, while his skin becomes thick and unfeeling. While in this state, the einherjar gains two additional dice on all Strength and Stamina rolls, including soaking damage; the thick fur even protects against sunlight (the Stamina bonus applies to soak rolls against sunlight). Once invoked, the Bear's Skin remains as long as the character is in frenzy.
Costs 18 experience points to learn
Fenrir's Talons
Fortitude 2, Protean 2
Many of the vargr of the frozen north rely upon their superlative hunting skills, combined with the natural weaponry provided by the Talons of the Beast power, in order to hunt. After all, the innate claws furnished by the Protean Discipline cannot be lost or stolen. Some particularly ferocious vampires, however, augment their natural armament with talons more befitting Fenris Wolf, the great lupine adversary of the gods. Talons half a foot long, nearly unbreakable and almost metallic in color are the weapons of these Einherjar.
System: Whenever the einherjar activates the Talons of the Beast Discipline, he sprouts dark grayish claws a full six inch long, instead of the typical inch-long nails of the Discipline. These rending weapons inflict Strength + 3 aggravated damage in close combat, and as long as they remain attached to the vampire in question, they are nearly indestructible; with sufficient strength (or Potence), the vampire can cleave through steel armor, wooden walls and stonework (anything that could be broken with up to 10 strength successes can be broken with these claws, without damaging them). On the down side, the vampire suffers a two-dice penalty to all Dexterity tasks requiring fine manipulation as long as the talons are manifest.
Costs 12 experience points to learn
The Road of the Slain, Einherjar
Hierarchy of sins
10.Stealing or cheating.
9. Not challenging a weak leader.
8. Begging or otherwise asking for help.
7. Failing to kill for reasons of conscience.
6. Failing to boast and spread tales of your actions.
5. Hoarding or otherwise miserly actions.
4. Performing an "unmanly" act, such as making a
brag and failing to keep it.
3. Showing fear or hesitation in the face of peril.
2. Running away from danger. Breaking a sworn oath.
1. Backing down from a challenge.
The Road teaches the Virtues of Self-control & Conviction.