Step
1: Character Concept
Choose Character Concept, this concept should be at least two words, one should be a marker of career type or profession, the other word(s) should be purely descriptive of the Characters persona. E.g. Fireman, Warming and gentle, Student, lazy and cunning, Archer, Tactile and volatile.
Step
2: Choosing Attributes
· Using the Character concept choose the obvious Primary attribute (Assign 7 points, not including the automatic one you get as a starter).
· Choose the Secondary attribute (Assign 5 points, not including the automatic one you get as a starter).
· The Remaining attribute has 3 points to assign, not including the automatic one you get as a starter.
Some ‘Special’ abilities cost two of your points per dot in that ability. Including in this list is Kalindo and Meditation
Step
3: Choosing Abilities
· Have a good look at all the abilities in each category, see which is likely to be your characters best areas.
· Choose the obvious Primary abilities you can assign 13 points. Choose the Secondary ability and you can assign 9 points.
· The Remaining ability has 5 points to assign, not including the automatic one you get as a starter.
· You can take no ability above 3 at this point, and all assigned points should fit with the character concepts.
Step
4: Choosing Advantages
· Choose Backgrounds, you have 5 points to spend, some tribes have restrictions on backgrounds so you will need to check.
· Choose Gifts, You get one gift each for your Breed, Auspice and Tribe. If you are starting as a pup, you are allowed only one Gift – you can only choose a Breed gift. Renown is determined by Auspice, pups have no Renown.
Step
5: Finishing Touches
Record Rage (by Auspice), Gnosis (by Breed) and Willpower (by Tribe), Rank is ‘1’, if you are a pup it is ‘0’. Spend 15 freebie points
Breed
Homid: You were raised a human, by Human parents. You did not know you were a Werewolf until you underwent your first change. (Nickname: Ape, Monkey)
Initial Gnosis: 1
Beginning Gifts: Mastery of Fire, Persuasion, Smell of Man
Metis: Both your parents are Garou, but you are malformed and sterile. You understand Garou culture more deeply than breeds do, for you were raised by your Tribe. (Nickname: Mule, Runt)
Initial Gnosis: 3
Beginning Gifts: Create
Element, Sense Wyrm, Primal Anger
Lupus: You were raised in the wild as a wolf. Until you were nearly fully-grown you did not know you were a Werewolf (Nickname: Feral, Dog)
Initial Gnosis: 5
Beginning Gifts: Heightened
Senses, Leap of the Kangaroo (Hare), Sense Prey
Starting Abilities are greatly restricted by playing Lupus. They can only take abilities which wolves would normally have.
Breed
Ragabash: New Moon –The Trickster; Questioner of the Ways, they fight the Wyrm with guile and cleverness.
Initial Rage: 1
Beginning Gifts: Blur
of the Milky Eye, Open Sea, or Scent of Running Water
Beginning Renown: 3 in any combination.
Theurge: Crescent Moon – The Seer, The Searcher of the Ways, they speak to spirits and are the Garou mystics
Initial Rage: 2
Beginning Gifts: Mother’s
Touch, Sense Wyrm or Spirit Speech.
Beginning Renown: 3 in Wisdom
Philodox: Half Moon –The Judge; Keeper of the Ways, they adjudicate challenges between Garou and are often swerve as arbiters. They also make good leaders.
Initial Rage: 3
Beginning Gifts: Resist
Pain, Scent of the True Form, Truth of Gaia.
Beginning Renown: 3 in Honour.
Galliard: Gibbous Moon – The Moon Dancer, Lover of the ways, they remember Garou history and teach it on.
Initial Rage: 5
Beginning Gifts: Beast
Speech, Call of the Wyld or Mindspeak.
Beginning Renown: 2 Glory and 1 Wisdom.
Ahroun: Full Moon – The Warrior, Protector of the Ways, they fight like no other Auspice and bring destruction to the Wyrm.
Initial Rage: 5
Beginning Gifts: Razor
Claws, Inspiration or The Falling Touch
Beginning Renown: 3 in Glory.
Tribe
Black Furies: Composed of nearly entirely women, the furies are the servants of the Wyld and the Avengers of the Garou.
Initial Willpower: 3
Backgrounds: No restrictions
Beginning Gifts: Heightened
Senses, Sense Wyrm or Breath of the Wyld.
Bone Gnawers: Living as vagrants on the city streets the Gnawers are always well informed and universally despised.
Initial Willpower: 4
Backgrounds: May not have Past Life (Ancestors), Pure Breed or Resources.
Beginning Gifts: Cooking,
Scent of Sweet Honey or Tagalong.
Children of Gaia: The most moderate of all the tribes, the children have become the mediators of the Garou the defenders of humanity. Their young often become radicals and join various sub cultures.
Initial Willpower: 4
Backgrounds: No restrictions
Beginning Gifts: Mother’s
Touch, Resist Pain or Mercy.
Fianna: Every member of the tribe is of Celtic descent, and the Fianna are exceedingly proud of this heritage. They live wherever their kinfolk make their homes and keep in close contact with them at all times.
Initial Willpower: 3
Backgrounds: No restrictions, but Kinfolk is recommended.
Beginning Gifts: Persuasion,
Resist Toxin, Faerie Lights.
Get of Fenris: Savage and bloodthirsty, the Get are largely of Norse descent and proud of this fact. They tend to dominate the rural towns and counties where they live.
Initial Willpower: 3
Backgrounds: Get of Fenris may not buy Contacts or Mentor.
Beginning Gifts: Razor
Claws, Resist Pain or Visage of Fenris.
Glass Walkers: Of all the tribes the Walkers are the most adapted for life in the city and the least trusted by the Garou. They tend to mix with the underworld and frequently employ high technology.
Initial Willpower: 3
Backgrounds: Glass Walkers may not buy Mentor, Past life or Pure Breed.
Beginning Gifts: Control
Simple Machine, Persuasion, Diagnostics or Trick Shot.
Red Talon: Composed entirely of Lupus Garou, the Red Talons think the best way to save Gaia is to eliminate the Cancer – the Humans – once and for all.
Initial Willpower: 3
Backgrounds: Red Talons may not buy Allies, Contacts or Resources, their only kinfolk are wolves.
Beginning Gifts: Beast
Speech, Scent of the Running Water or Wolf at the Door.
Shadow Lords: Very domineering and demanding, the Shadow Lords constantly strive to win the leadership of the Garou from the Silver Fangs. They would do almost anything to have power.
Initial Willpower: 3
Backgrounds: Shadow Lords may not buy Allies or Mentor
Beginning Gifts: Aura
of Confidence, Fatal Flaw or Seizing the Edge.
Silent Striders: Silent Striders live their lives on the road, constantly moving and travelling. They breed almost exclusively with gypsies, circus performers and other such wanderers.
Initial Willpower: 3
Backgrounds: Silent Striders may not buy Past Life or Resources.
Beginning Gifts: Sense
Wyrm, Speed of Thought or Silence.
Silver Fangs: The most prestigious of the tribes, the fangs have mated with the noblest of humans and wolves for centuries. They are inbred, however and have become tainted with sickness.
Initial Willpower: 3
Backgrounds: Silver Fangs must buy at least 3 points in Pure Breed.
Beginning Gifts: Lambent
Flame, Sense Wyrm or Falcon’s Grasp.
Stargazers: Cerebral and contemplative, the Stargazers wander the world in search of enlightenment and truth, but oppose the Wyrm nonetheless.
Initial Willpower: 5
Backgrounds: Stargazers may not buy Allies, Fetish, Resources, due to recent events western Stargazers may not buy Mentor either.
Beginning Gifts: Balance
or Sense Wyrm.
Uktena:. The sly and mysterious Uktena are the most capable magicians of the Garou and as a result are wildly distrusted. Many Uktena are of Native American blood.
Initial Willpower: 3
Backgrounds: No restrictions
Beginning Gifts: Sense
Magic, Shroud or Spirit Speech.
Wendigo: The only purely Native American Garou left, the Wendigo are fiercely independent and still determined to drive the invaders from the North American continent.
Initial Willpower: 4
Backgrounds: Wendigo may not buy Contacts or Resources.
Beginning Gifts: Call
the Breeze, Camouflage, Resist Pain.
Backgrounds
Allies: Your friends, be they human or wolf. The background buys you a single Ally at the level determined by the points allocated to it.
Contacts: Describes the contacts you possess among human society. The background buys you a single Contact at the level determined by the points allocated to it.
Fate: You are destined to do something, this fate can occasionally save you for your true fate. The importance of this fate is determined by your points in it.
Fetish: You possess a magical object with a bound spirit within it. The Background buys you a fetish at the level determined by the points allocated to it.
Kinfolk: The number of Delirium free human or wolf relatives and friends you have. The background buys you a single Kinfolk at the level determined by the points allocated to it.
Mentor: A powerful elder who advises and looks out for you. The points allocated to it determine the Rank of the elder.
Numen: Since birth a spirit has looked out for you, far more than a kin fetch would. This spirit continues to aid you as a Numen. The points in this background determine the power of the Numen.
Past Life (Ancestors): Describes your mnemonic connection with Garou ancestors and the past. The more points the greater the connection to the ancestors.
Pure Breed: Your lineage and pedigree among your people.
Resources: Describes how wealthy you are, your belongings.
Rites: Describes what level of rites you have mastered. The total number of rites allowed is determined by multiplying your rites and ritual rating together. The level of Rite also determines the cost of that rite of your total and the experience/ freebies needed to purchase it.
Spirit Heritage: Some types of spirit react to you more fondly. Choose a single type of Spirit Heritage e.g. Plants, Animals, Ancestors, Urban Spirits or even Banes. The more points the greater the affinity.
Totem: The spirit that you have a spiritual link and affinity with. The more points the greater the Totem.
Touched: You are touched by either The Wyld, The Weaver or The Wyrm, you are more inclined to show the tendencies of each.
Merits and Flaws
The list of Merits and Flaws can be seen in another area of this web site. No merit or flaw can be taken that has been taken by another player. Some merits and flaws are also unavailable depending on the chronicle, check with the Storyteller for further details. You can take up to 7 points of merits and/ or flaws. If there are more flaws than merits you may add the difference to your freebie points. If you take more merits than flaws you subtract the difference from your starting freebie points.
Freebie Points
You start of with 15 freebie points. They can be spent any where across the character and you can use them to take ability to more than 3. The cost is as follows.
Freebie
Points Abilities
2 per dot Kalindo
and Meditation
4 per dot Backgrounds
1 per dot Rites
1 per level of rite Gifts
7 per gift (level 1 only) Rage
1 per dot Gnosis
2 per dot Willpower
1 per dot
Trait
Cost
Attributes
5 per dot
Finishing Touches
Appearance: What does your character look like? How does he hang his body? What type of body language does he use? Remember his concept and attributes and abilities will show in this. A loose cannon may have a nervous twitch or a look that makes people nervous. Intelligence often shows in people’s eyes and in their manners. Explorers may have khaki clothes, students may be unkempt. A snob of fashion freak is obvious by his clothes. Don’t just explain it, role-play it in the game.
Specialties: If a character has 4 or more in any ability then he has a single specialty. The specialty should be set according to the concept, and they can not be broad, they must be focused on a single aspect. ‘Combat’ is not appropriate in the brawl ability, as neither is ‘people’ in the manipulation ability.
History: What did your character used to do? What about his parents? Which one if any of them was Garou? What relationship does your character have with you? Do you have brothers and sisters? How did they react to you being Garou if they are kinfolk? What about your Rite of Passage? Was it a horrible ordeal? Who discovered you? What about old friends and enemies? How did you get access to the abilities you have, or the contacts and allies? Why do they choose to help you?
Your Caern/Sept: Which one, if any, are you connected with? Do they approve of you? How do you get on with the elders and the Totem? Does he have a pack already? If he has a personal Totem, how did he connect with it?
Personality: Does your
character have any quirks that make him unique? How do you think he would react
in any given situation? Is he a team player or a loner? If he is a loner how
does he deal having to work in a pack? How does he deal with being Garou? What
does he need in his life to make things ok?
Prelude
When all these things have been completed and explained to the Storyteller, a Prelude will be organised. The Prelude is an introduction to the Chronicle and will cover some of the points above and will end at the start of the first session. Good Luck.