Post by Tami on Mar 8, 2007 9:33:08 GMT -5
Character Creation Process
• Step One: Character Concept
Choose concept, breed auspice and tribe
• Step Two: Select Attributes
Note that all Attributes start with one dot before you add any.
Prioritize the three categories: Physical, Social, Mental (7/5/3)
Choose Physical Traits: Strenght, Dexterity, Stamina
Choose Social Traits: Charisma, Manipulation, Appearance
Choose Mental Traits: Perception, Intelligence, Wits
• Step Three: Select Abilities
Prioritize the three categories: Talents, Skills, Knowledges (13/9/5)
Choose Talents, Skills, Knowledges
• Step Four: Select Advantages
Choose Backgrounds (5 - restricted by tribe), Gifts (three - one each from breed, auspice and tribe), Renown (by auspice)
• Step Five: Finishing Touches
Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe) and Rank 1 (cliath)
Spend freebie points (15)
Breed
• Homid: You were born human and raised by human parents. You were not aware of your heritage until you exprienced the First Change with the onset of adulthood (os shortly before). It's very likely that you were completely unaware of your family's nature as Kinfolk (or of your Garou parent's nature).
Initial Gnosis: 1
Beginning Gifts: Master of Fire, Persuasion, Smell of Man
• Metis: Both of your parents are Garou, and they broke the Litany when they conceived you. You were raised within a sept among werewolves, and you understand Garou culture more deeply than either homids or lupus. As a sign of your parent's sin, you are malformed and sterile.
Initial Gnosis: 3
Beginning Gifts: Create Element, Primal Anger, Sense Wyrm
• Lupus: You were born a wolf and raised in the wilds among wolves. Until you were almos full-grown (two years or so), you were unaware of your true nature as a werewolf. You aren't as sophisticated as a homid, but you have stronger faith in your instincts.
Initial Gnosis: 5
Beginning Gifts: Hare's Leap, Heightened Senses, Sense Prey
Auspice
• Ragabash: New Moon - Tricksters and questioners, they fight the Wyrm with guile and cleverness.
Initial Rage: 1
Beginning Gifts: Blur of the Milky Eye, Open Seal, Scent of Running Water
Beginning Renown: Three in any combination.
• Theurge: Crescent Moon - Seers and shamans, they speak to spirits and understand their ways.
Initial Rage: 2
Beginning Gifts: Mother's Touch, Sense Wyrm, Spirit Speech
Beginning Renown: 3 Wisdom.
• Philodox: Half Moon - Judges and lawkeepers, they adjudicate challenges between Garou and often serve as final arbiters.
Initial Rage: 3
Beginning Gifts: Resist Pain, Scent of the True Form, Truth of Gaia
Beginning Renown: 3 Honor.
• Galliard: Gibbous Moon - Lorekeepers and Talesingers, they remember Garou history and teach it through their impassioned tales.
Initial Rage: 4
Beginning Gifts: Beast Speech, Call of the Wyld, Mindspeak
Beginning Renown: 2 Glory, 1 Wisdom.
• Ahroun: Full Moon - Warriors and protectors, they fight like no other auspices and bring destruction to the Wyrm wherever it dwells and breeds.
Initial Rage: 5
Beginning Gifts: Falling Touch, Inspiration, Razor Claws
Beginnning Renown: 2 Glory, 1 Honor.
Tribe
• Black Furies: The Furies defend the wildest places and fight viciously to defend women. Most Black Furies are female, and the only males in the tribe are metis.
Initial Willpower: 3
Backgrounds: No Restriction
Beginning Gifts: Breath of the Wyld, Heightened Senses, Sense Wyrm
• Bone Gnawers: Possibly the best-informed tribe and the most competent at spying. The Bone Gnawers live in poverty, and the other tribes despise them for their casual ways.
Initial Willpower: 4
Backgrounds: Ancestors, Pure Breed and Resources are not available to Bone Gnawers.
Beginning Gifts: Cooking, Resist Toxin, Tagalong
• Children of Gaia: The most moderate of the tribes, the Children of Gaia consider themselves mediators and humanity's champions.
Initial Willpower: 4
Backgrounds: No restrictions.
Beginning Gifts: Mercy, Mother's Touch, Resist Pain
• Fianna: This tribe is of Celtic descent. Their ancestry ranges from Ireland, Scotland, Wales and England, but in modern times, they can be found anywhere their relatives have migrated. They are renowned as lusty for both battle and celebration.
Initial Willpower: 3
Backgrounds: No restrictions, but Kinfolk is recommended.
Beginning Gifts: Faerie Light, Persuasion, Resist Toxin
• Get of Fenris: Dedicated to the Wyrm's utter destruction, the Get are considered savage and bloodthirsty. This tribe is primarily of Germanic and Scandinavian descent, and Fenrir take great pride in their heritage.
Initial Willpower: 3
Backgrounds: Get of Fenris may not purchase contacts.
Beginning Gifts: Razor Claws, Resist Pain, Visage of Fenris
• Glass Walkers: The Glass Walkers have adapted more closely to city life than every other tribe (except the Bone Gnawers), and they are not considered trustworthy. Glass Walkers tend to gravitate toward high technology, high finance and the criminal underworld.
Initial Willpower: 3
Backgrounds: Glass Walkers may not purchase Ancestors, Mentor or Pure Breed.
Beginning Gifts: Control Simple Machine, Diagnostics, Trick Shot
• Red Talons: A tribe unique in that it is composed almost entirely of lupus members (with a very small but growing number of metis). Red Talons live in the wilderness among their lupine Kinfolk, and they believe that Gaia's only hope is the extermination of all humans.
Initial Willpower: 3
Backgrounds: Red talons may not purchase human Allies, Contacts or Resources, and their only kinfolk are wolves.
Beginning Gifts: Beast Speech, Scent of Running Water, Wolf at the Door
• Shadow Lords: The Silver Fang's primary rival for leadership of all Garou. Shadow Lords are seen as cunning, deceptive and domineering - judgments that are not far off the mark.
Initial Willpower: 3
Backgrounds: Shadow Lords may not purchase Allies or Mentor.
Beginning Gifts: Aura of Confidence, Fatal Flaw, Seizing the Edge
• Silent Striders: Exiled from their original homeland, the Silent Striders choose to live solitary lives on the road, traveling constantly. Some work as couriers between septs. Silent Striders have learned many secrets of both the physical and spiritual worlds in their travels.
Initial Willpower: 3
Backgrounds: Silent Striders may not purchase Ancestors or Resources.
Beginning Gifts: Sense Wyrm, Silence, Speed of Thought
• Silver Fangs: The rightful rulers of the Garou Nation, they preserve impeccable breeding through both their lupine and human lineages. Most can claim descent through various European noble and royal families. This exclusionary behavior has led to imbreeding, and the Silver Fangs are tainted with madness because of it.
Initial Willpower: 3
Backgrounds: All Silver Fangs must purchase at least three dots of Pure Breed.
Beginning Gifts: Falcon's Grasp, Lambent Flame, Sense Wyrm
• Uktena: The Uktena are the most mysterious and mystical of the tribes. They have charged themselves to guard the resting places of many powerful Banes, and some fear that this association taints the tribe. Once, this tribe's human blood was entirely Native American. In recent decades, the Uktena have begun to breed with other races.
Initial Willpower: 3
Backgrounds: No restrictions.
Beginning Gifts: Sense Magic, Shroud, Spirit Speech
• Wendigo: The Wendigo are the only Garou tribe composed primarily of Native American members, but a few have bred outside their traditional lineages. The Wendigo resent the other tribe's presence in North America, and they guard their caerns from all others.
Initial Willpower: 4
Backgrounds: Wendigo may not purchase Contacts or Resources.
Beginning Gifts: Call the Breeze, Camouflage, Resist Pain
Backgrounds
See also Backgrounds, pp. 120-123
• Allies: Your friends, whether they're human or wolf.
• Ancestors: This background describes your character's ability to speak with and channel the knowledge of his ancestors.
• Contacts: Who you know, primarily in human society.
• Fetish: You own an item of some sort with a spirit bound within it. See pp. 301-303 for more information.
• Kinfolk: The number of relatives you're in regular contact with - human or wolf, and all are immune to the Delirium.
• Mentor: A Garou elder who's taken an interest in you and advises you.
• Pure Breed: Your lineage and pedigree among Garou.
• Resources: Your personal wealth and possessions, as well as your regular income.
• Rites: Describes the number and/or level of rites you have learned. See Rites, pp. 154-167.
• Totem: A pack's totem is a unique spirit. Each pack member may contribute to this Background to create it. See pp. 293-294 for more information on building totems.
Gifts
Breed, auspice and tribe above denote what Gifts you may choose to assign to your character.
Renown
See the auspice descriptions for begining Renown. Also refer to Renown (pp. 123-124) and Advancing in Rank (pp. 184-186).
Rank
All characters begin play at Rank 1. (See Rank pp. 124-125)
Rage, Gnosis, Willpower
See as follows: auspice for Rage, breed for Gnosis and tribe for Willpower. See also Rage pp. 125-126, Gnosis pp. 126-127 and Willpower pp. 127-128.
Freebie Points //Trait Cost
Attributes // 5 per dot
Abilities // 2 per dot
Background // 1 per dot
Gifts // 7 per Gift (Level One only)
Rage // 1 per dot
Gnosis/ / 2 per dot
Willpower // 1 per dot
• Step One: Character Concept
Choose concept, breed auspice and tribe
• Step Two: Select Attributes
Note that all Attributes start with one dot before you add any.
Prioritize the three categories: Physical, Social, Mental (7/5/3)
Choose Physical Traits: Strenght, Dexterity, Stamina
Choose Social Traits: Charisma, Manipulation, Appearance
Choose Mental Traits: Perception, Intelligence, Wits
• Step Three: Select Abilities
Prioritize the three categories: Talents, Skills, Knowledges (13/9/5)
Choose Talents, Skills, Knowledges
• Step Four: Select Advantages
Choose Backgrounds (5 - restricted by tribe), Gifts (three - one each from breed, auspice and tribe), Renown (by auspice)
• Step Five: Finishing Touches
Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe) and Rank 1 (cliath)
Spend freebie points (15)
Breed
• Homid: You were born human and raised by human parents. You were not aware of your heritage until you exprienced the First Change with the onset of adulthood (os shortly before). It's very likely that you were completely unaware of your family's nature as Kinfolk (or of your Garou parent's nature).
Initial Gnosis: 1
Beginning Gifts: Master of Fire, Persuasion, Smell of Man
• Metis: Both of your parents are Garou, and they broke the Litany when they conceived you. You were raised within a sept among werewolves, and you understand Garou culture more deeply than either homids or lupus. As a sign of your parent's sin, you are malformed and sterile.
Initial Gnosis: 3
Beginning Gifts: Create Element, Primal Anger, Sense Wyrm
• Lupus: You were born a wolf and raised in the wilds among wolves. Until you were almos full-grown (two years or so), you were unaware of your true nature as a werewolf. You aren't as sophisticated as a homid, but you have stronger faith in your instincts.
Initial Gnosis: 5
Beginning Gifts: Hare's Leap, Heightened Senses, Sense Prey
Auspice
• Ragabash: New Moon - Tricksters and questioners, they fight the Wyrm with guile and cleverness.
Initial Rage: 1
Beginning Gifts: Blur of the Milky Eye, Open Seal, Scent of Running Water
Beginning Renown: Three in any combination.
• Theurge: Crescent Moon - Seers and shamans, they speak to spirits and understand their ways.
Initial Rage: 2
Beginning Gifts: Mother's Touch, Sense Wyrm, Spirit Speech
Beginning Renown: 3 Wisdom.
• Philodox: Half Moon - Judges and lawkeepers, they adjudicate challenges between Garou and often serve as final arbiters.
Initial Rage: 3
Beginning Gifts: Resist Pain, Scent of the True Form, Truth of Gaia
Beginning Renown: 3 Honor.
• Galliard: Gibbous Moon - Lorekeepers and Talesingers, they remember Garou history and teach it through their impassioned tales.
Initial Rage: 4
Beginning Gifts: Beast Speech, Call of the Wyld, Mindspeak
Beginning Renown: 2 Glory, 1 Wisdom.
• Ahroun: Full Moon - Warriors and protectors, they fight like no other auspices and bring destruction to the Wyrm wherever it dwells and breeds.
Initial Rage: 5
Beginning Gifts: Falling Touch, Inspiration, Razor Claws
Beginnning Renown: 2 Glory, 1 Honor.
Tribe
• Black Furies: The Furies defend the wildest places and fight viciously to defend women. Most Black Furies are female, and the only males in the tribe are metis.
Initial Willpower: 3
Backgrounds: No Restriction
Beginning Gifts: Breath of the Wyld, Heightened Senses, Sense Wyrm
• Bone Gnawers: Possibly the best-informed tribe and the most competent at spying. The Bone Gnawers live in poverty, and the other tribes despise them for their casual ways.
Initial Willpower: 4
Backgrounds: Ancestors, Pure Breed and Resources are not available to Bone Gnawers.
Beginning Gifts: Cooking, Resist Toxin, Tagalong
• Children of Gaia: The most moderate of the tribes, the Children of Gaia consider themselves mediators and humanity's champions.
Initial Willpower: 4
Backgrounds: No restrictions.
Beginning Gifts: Mercy, Mother's Touch, Resist Pain
• Fianna: This tribe is of Celtic descent. Their ancestry ranges from Ireland, Scotland, Wales and England, but in modern times, they can be found anywhere their relatives have migrated. They are renowned as lusty for both battle and celebration.
Initial Willpower: 3
Backgrounds: No restrictions, but Kinfolk is recommended.
Beginning Gifts: Faerie Light, Persuasion, Resist Toxin
• Get of Fenris: Dedicated to the Wyrm's utter destruction, the Get are considered savage and bloodthirsty. This tribe is primarily of Germanic and Scandinavian descent, and Fenrir take great pride in their heritage.
Initial Willpower: 3
Backgrounds: Get of Fenris may not purchase contacts.
Beginning Gifts: Razor Claws, Resist Pain, Visage of Fenris
• Glass Walkers: The Glass Walkers have adapted more closely to city life than every other tribe (except the Bone Gnawers), and they are not considered trustworthy. Glass Walkers tend to gravitate toward high technology, high finance and the criminal underworld.
Initial Willpower: 3
Backgrounds: Glass Walkers may not purchase Ancestors, Mentor or Pure Breed.
Beginning Gifts: Control Simple Machine, Diagnostics, Trick Shot
• Red Talons: A tribe unique in that it is composed almost entirely of lupus members (with a very small but growing number of metis). Red Talons live in the wilderness among their lupine Kinfolk, and they believe that Gaia's only hope is the extermination of all humans.
Initial Willpower: 3
Backgrounds: Red talons may not purchase human Allies, Contacts or Resources, and their only kinfolk are wolves.
Beginning Gifts: Beast Speech, Scent of Running Water, Wolf at the Door
• Shadow Lords: The Silver Fang's primary rival for leadership of all Garou. Shadow Lords are seen as cunning, deceptive and domineering - judgments that are not far off the mark.
Initial Willpower: 3
Backgrounds: Shadow Lords may not purchase Allies or Mentor.
Beginning Gifts: Aura of Confidence, Fatal Flaw, Seizing the Edge
• Silent Striders: Exiled from their original homeland, the Silent Striders choose to live solitary lives on the road, traveling constantly. Some work as couriers between septs. Silent Striders have learned many secrets of both the physical and spiritual worlds in their travels.
Initial Willpower: 3
Backgrounds: Silent Striders may not purchase Ancestors or Resources.
Beginning Gifts: Sense Wyrm, Silence, Speed of Thought
• Silver Fangs: The rightful rulers of the Garou Nation, they preserve impeccable breeding through both their lupine and human lineages. Most can claim descent through various European noble and royal families. This exclusionary behavior has led to imbreeding, and the Silver Fangs are tainted with madness because of it.
Initial Willpower: 3
Backgrounds: All Silver Fangs must purchase at least three dots of Pure Breed.
Beginning Gifts: Falcon's Grasp, Lambent Flame, Sense Wyrm
• Uktena: The Uktena are the most mysterious and mystical of the tribes. They have charged themselves to guard the resting places of many powerful Banes, and some fear that this association taints the tribe. Once, this tribe's human blood was entirely Native American. In recent decades, the Uktena have begun to breed with other races.
Initial Willpower: 3
Backgrounds: No restrictions.
Beginning Gifts: Sense Magic, Shroud, Spirit Speech
• Wendigo: The Wendigo are the only Garou tribe composed primarily of Native American members, but a few have bred outside their traditional lineages. The Wendigo resent the other tribe's presence in North America, and they guard their caerns from all others.
Initial Willpower: 4
Backgrounds: Wendigo may not purchase Contacts or Resources.
Beginning Gifts: Call the Breeze, Camouflage, Resist Pain
Backgrounds
See also Backgrounds, pp. 120-123
• Allies: Your friends, whether they're human or wolf.
• Ancestors: This background describes your character's ability to speak with and channel the knowledge of his ancestors.
• Contacts: Who you know, primarily in human society.
• Fetish: You own an item of some sort with a spirit bound within it. See pp. 301-303 for more information.
• Kinfolk: The number of relatives you're in regular contact with - human or wolf, and all are immune to the Delirium.
• Mentor: A Garou elder who's taken an interest in you and advises you.
• Pure Breed: Your lineage and pedigree among Garou.
• Resources: Your personal wealth and possessions, as well as your regular income.
• Rites: Describes the number and/or level of rites you have learned. See Rites, pp. 154-167.
• Totem: A pack's totem is a unique spirit. Each pack member may contribute to this Background to create it. See pp. 293-294 for more information on building totems.
Gifts
Breed, auspice and tribe above denote what Gifts you may choose to assign to your character.
Renown
See the auspice descriptions for begining Renown. Also refer to Renown (pp. 123-124) and Advancing in Rank (pp. 184-186).
Rank
All characters begin play at Rank 1. (See Rank pp. 124-125)
Rage, Gnosis, Willpower
See as follows: auspice for Rage, breed for Gnosis and tribe for Willpower. See also Rage pp. 125-126, Gnosis pp. 126-127 and Willpower pp. 127-128.
Freebie Points //Trait Cost
Attributes // 5 per dot
Abilities // 2 per dot
Background // 1 per dot
Gifts // 7 per Gift (Level One only)
Rage // 1 per dot
Gnosis/ / 2 per dot
Willpower // 1 per dot