Get of Fenris
Werewolf (Garou) Tribe
Heroes of Old, Scions of the New
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Who They Are
The Get of Fenris were the warriors of the old Garou Nation, fierce and at times brutal in their standards for strength. The End changed them. The last Get standing at the final moment were not the most aggressive — they were the most committed, the ones who kept fighting when there was no rational reason to believe it would help. The new Get carries that lesson: strength without purpose is just noise, and they've found their purpose in Eshtarra's mandate. They're the most likely tribe found on the Basilica walls when Wyrdstorm season comes, and increasingly, the ones who stay after to help rebuild what the fight broke.
| Nickname | Fenrir |
| Totem | Fenris Wolf, the great wolf of legend, whose strength defines the limit of what can be overcome |
| Appearance | Gray, silver, and white fur, powerful builds across all forms |
| Starting Willpower | 3 |
| Tribe Gift Path | Strength, Endurance, and the Hero's Stand |
Viewpoints
| On... | ...they say |
|---|---|
| Black Furies | Their anger serves justice. Ours serves protection. Not different things. |
| Children of Eshtarra | They heal what we break protecting it. We try to break less. We need them. |
| Fianna | They tell the stories of our victories. We make sure the stories are worth telling. |
| Glass Walkers | They fight in ways we don't fully understand. The results speak for themselves. |
| Silent Striders | Swift, tireless, impossible to surprise. Good qualities in anyone. |
| Kindred | Complicated creatures with old power. Allies when interests align. Watched when they don't. |
| Humanity | How could one feel anything but protective toward those who cannot protect themselves? |
| Hunters | They walk toward danger without our gifts to sustain them. There is honor in that. |
Get of Fenris Tribe Gift Path
●○○○○ Resist Pain (Passive) — wound penalties reduced by 2 at all times; near-full capacity until the very last health level.
●●○○○ Snarl of the Predator (Intimidation + Rage vs. Willpower diff 7) — a challenge of physical intensity forces hesitation for one turn unless the target's Rage exceeds the Get's.
●●●○○ Raging Strength (1 Rage, lasts scene) — Strength +2 for the scene; all Strength rolls including damage gain 2 dice, stacking with Crinos.
●●●●○ Victor's Howl (1 Rage after defeating a significant foe) — allied Garou who hear it gain 1 Rage and recover from Shaken. The victory must be genuine.
●●●●● Unstoppable (3 Rage, diff 8) — for one scene, cannot be stopped by anything short of aggravated damage — no grapple, knockdown, or forced retreat by lesser force.
Eshtarra's Gift & Tribal Cost
| Eshtarra's Gift: Heroic Spirit | Tribal Cost: The Hero's Compulsion |
|---|---|
| Permanent +1 Strength and +1 die to Willpower rolls made to push through adversity, resist surrender, or keep fighting while injured. | Witnessing a direct threat to the innocent or community requires a Willpower roll (diff 6) to choose strategy over immediate action. Consistently restraining without acting costs 1 Willpower per week until they fight something worth fighting. |
See also: Werewolf overview · Character Creation Guide