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Garou

Name:
Player:
Chronicle:
Breed:
Auspice:
Tribe:
Pack Name:
Pack Totem:
Concept:





Name and Player -This one is simple. Name is your character's name, and Player Name is your name.

Chronicle- This is the name of the game or "Chronicle" you are playing.

Breed: You will be either Homid, Metis or Lupis. This refers to how you became a werewolf and your awareness of that state.

Auspice: Much like Demeanor for kindred, this is a behavioural trait that helps you understand who your character is. You can be either Ragabash, Theurge, Philodox, Galliard or Ahroun.

Tribe: Each Tribe has its own strengths and weakness, they also have their own personality stereotypes, so you will want to pick a tribe that matches your character's personality. A character's Tribe is her werewolf "family".

Pack Name:

Pack Totem: This is determined by your Tribe.

Character Concept
The next step is to choose your character's concept. A concept is basically a description that will give everyone a general understanding of what he or she is like.  It need only be a general idea - brute; slick mobster; manic kidnapper - but it should be enough to ignite your imagination. If you choose your concept may be quite complex .


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-Attributes-(7/5/3)
Add one auto dot per category

~Physical
Strength:
Dexterity:
Stamina:

~Social
Charisma:
Manipulation:
Appearance:

~Mental
Perception:
Intelligence:
Wits:


Attributes are the natural abilities and inherent characteristics of which your persona is made.  How strong is your character? How attractive? How quick? How smart? Attributes take all these questions and more into account.

All werewolf characters have nine Attributes, which are divided into three categories:
Physical (Strength, Dexterity, Stamina),
Social (Charisma, Manipulation, Appearance), and
Mental (Perception, Intelligence, Wits).

Select which group of Attributes is your character's strong suit (primary).
Next select the group in which your character is average (secondary).
Finally, the remaining group is designated as your character's weak point (tertiary).

A character's priorities (primary, secondary and tertiary) determine how many dots the player may allocate to that cluster of Attributes.  Distribute seven dots to your character's primary group,  five additional to the secondary group and
three dots to the tertiary group. For example, a tough, athletic character will likely allocate seven dots to his Physical category, while a clever, wise character will place seven dots in her Mental category.

These 7/5/3 dots are called "Character Creation Dots" and by assigning them to any particular choice,  you decide if your character has this particular characteristic and how weak to strong its effects are on you. Once you start gaming the only way to enhance your amount of dots in an area will be to earn "Experience Points" to buy additional dots.

Each item should already have one dot filled in.  These are automatic dots, and do not count against your 7/5/3 so don't deduct them from your dots when placing them.   All werewolf characters start with one dot in each Attribute. The automatic dots seem to be one of the hardest concepts to grasp in Character creation.

Physical Attributes:

Strength
* Poor: You can bench 40 lbs.
** Average: You can bench press 100lbs.
*** Good: You can bench press 250lbs.
**** Exceptional: You can bench press 400 lbs.
***** Outstanding: You can bench press 650 lbs.

Dexterity
* Poor: You are a butterfingers, so don't use a chain saw.
** Average: You can chew gum and walk at the same time.
*** Good: You have excellent raw athletic potential.
**** Exceptional: You can juggle 5 knives.
***** Outstanding: You can juggle 5 knives while blindfolded.

Stamina

* Poor: You are frail in constitution and may be sickly.
** Average: You are moderately healthy.
*** Good: You are in good shape, the result of regular exercise.
**** Exceptional: You could run a marathon.
***** Outstanding: You are tough enough to almost survive anything.

Social Attributes:

Charisma
* Poor: Others avoid you.
** Average: You are likable.
*** Good: People trust and confide in you.
**** Exceptional: You have something which draws people to you.
***** Outstanding: You could lead a nation.

Manipulation
* Poor: You express yourself in as few words as possible.
** Average: Others might believe you.
*** Good: You'd make a good lawyer.
**** Exceptional: You should run for office.
***** Outstanding: You could sell ice to an Eskimo.

Appearance
* Poor: You Tend to attract the hostility of others.
** Average: You are easily ignored, for you fit in so well with the crowd.
*** Good: You have a pleasing appearance, and people treat you well.
**** Exceptional: You are good-looking enough to be a model and are given respect and attention because of it.
***** Outstanding: First reactions are either that of awe, intense jealousy or complete solicitude.


Mental Attributes:

Perception
* Poor: You are blind to anything but the obvious.
** Average: You are unaware of the subtle interactions that occur around you.
*** Good: You are aware of moods and textures.
**** Exceptional: You are constantly alert to the nuances of life.
***** Outstanding: You can see a needle in a haystack.

Intelligence
* Poor: IQ 80
** Average : IQ 100
*** Good: IQ 120
**** Exceptional: IQ 140
***** Outstanding: IQ 160+


Wits
* Poor: You send money to televangelists.
** Average: You know when to bet or fold in poker.
*** Good: You are capable of handling L.A. rush hours (without shooting anyone)
**** Exceptional: You could be a stand-up comic.
***** Outstanding: You have a supercomputer for a brain - its fast.


Now that you know what the dots mean, go ahead and distribute your dots where you feel they fit your character. Done?
Lets check your work. Take you strongest Column and add up ALL the dots.
Now subtract three (the 3 automatic dots).  You should have 7 dots, if not redo them so you have 7. Now take your average column and add up ALL the dots. Now subtract three. You should have 5 dots. If not redo them so you have 5. Now take your weakest column and add up ALL the dots. Now subtract three. You should have 3 dots. If not redo them so you have 3.

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-Abilities-(13/9/5)

~Talents
Alertness:
Athletics:
Brawl:
Dodge:
Empathy:
Expression:
Intimidation:
Leadership:
Streetwise:
Subterfuge:

~Skills
Animal Ken:
Crafts:
Drive:
Etiquette:
Firearms:
Melee:
Performance:
Security:
Stealth:
Survival:

~Knowledge
Academics:
Computer:
Finance:
Investigation:
Law:
Linguistics:
Medicine:
Occult:
Politics:
Science:

Or choose from the Secondary Abilities List.


Choosing Abilities
We have our info up top and our attributes filled out, its time for the abilities.
These are what is going to be vital in determining what your character is good at doing.
Abilities are also divided into three categories: Talents, Skills and Knowledge.
Talents are intuitive Abilities that are inherent or learned "in the field."
Skills are Abilities learned through rigorous training or determination. They may be learned with careful practice, but can also be studied or learned through training.
Knowledges are just that - "book learning" and the like. Knowledge are typically mental pursuits or studies learned through schooling or books.
Note that, unlike Attributes, characters do not begin the game with automatic dots in any Ability.
Note further that no Ability may be purchased above three dots during this stage of character creation.
Even among the undead, experts in a field have to be cultivated slowly.
You may raise Abilities higher with freebie points, but that comes later.

Once again you must choose your strongest, average and weakest column.
Your strongest column will get 13 dots.
Your average column will get 9 dots.
And finally, your weakest column will get 5 dots.
Here is a brief summary of what abilities are:

Talents
Acting: How well you can act
Alertness: How alert you are of your surroundings
Athletics: How athletically inclined you are
Brawl: How well you can fist-fight
Dodge: How well you can dodge a punch/bullet/arrow/ etc. ...
Empathy: How well you can get others to confide in you
Intimidation: If you are intimidating
Leadership: How well you others follow your lead
Streetwise: How much you know about the streets (gangs, crooked cops, turfs, etc...)
Subterfuge: How convincing you are when you lie


Skills
Animal Ken: How animals react to you
Drive: If you can drive a vehicle (without at lease a dot in this you can't drive at all)
Etiquette:How well mannered you are
Firearms: How familiar you are with firearms
Melee: If you use hand weapons (knives, clubs, chains)
Music: Are you a musician
Repair: How well you can fix things
Security: Your knowledge of covert activities (Security systems, cameras and spying devices, guards, dogs, etc. ...)
Survival: How well you survive in the wild without any outside support


Knowledges
Bureaucracy: How much you know about bureaucracy
Computers: How well you can operate a computer
Finance: How good of an accountant you are or your ability to deal with numbers
Investigation: How well you can snoop
Law: How much you know about the law
Linguistics: How many languages, besides your native language you speak
Medicine: How much you know about medicine, healing, body bio-mechanics.
Occult: How much you know about the unknown, unseen world
Politics: How much you know about politics
Science: How much you know about science, chemistry, biology and the like

Now that you know a little about these Abilities, place your Character Creation Dots where you want them to go.

NOTE: after all the character creation dots are spent, you will receive some "Freebie Points" to add some more dots anywhere you want, but that comes later on.

Done?
Lets make sure you have it right. Add up all the dots in you Strong Column. You should have 13, if not, go back and redo them until you have 13 total dots. Add up all the dots in you Average Column.  You should have 9, if not, go back and redo them until you have 9 total dots. Add up all the dots in you Weak Column. You should have 5, if not, go back and redo them until you have 5 total dots.

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-Advantages-


Advantages

This next section is where you are going to choose your characters advantages over others.


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Backgrounds(5; restricted by Tribe and possibly metis deformity)


Backgrounds
These will determine what Backgrounds your character has to aid herself in a story.  You get 5 Character Creation Points to spend in Backgrounds.
Please choose what Backgrounds your character will have and how many dots in each.

Once you have chosen your Backgrounds and placed your dots,   you should have anywhere from 1 to 5 backgrounds with a total of 5 dots filled out.

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Gifts (1 each, from Breed, Auspice and Tribe)


Gifts
Each character begins with three dots of Gifts. 1 each  from Breed, Auspice and Tribe.



Finishing Touches:


Record Rage (by Auspice)

Gnosis (by Breed )

Willpower (by Tribe)

Renown (by Auspice)

Rank 1

Spend "Freebie Points" (15)

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Freebie Points
Now that you have finished filling in all your Character Creation Dots, you get to go back and add a little more here and there.
You are awarded 15 Freebie Points.
Now listen closely, you do not have 15 DOTS ...you have 15 Points.
Consider them like money, you must use them to buy more dots for your character.
Some dots cost more than other dots do, spend them wisely.

Somethings cost a lot more than others, so it will be up to you to decide where to spend the dots.
Think about these things as you are making your choices:

Freebie Points
Attributes- 5 per dot
Abilities- 2 per dot
Backgrounds- 1 per dot
Gifts- 7 per Gift (Rank One only)
Rage- 1 per dot
Gnosis- 2 per dot
Willpower-1 per dot

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Dark World By Night

 

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