DESIGNATION: TRIBE — GET OF FENRIS CLEARANCE: PUBLIC ARCHIVE: BASILICA PURGATORY

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