Step by Step Creation Rules

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Step by Step Creation Rules

Post by Raven_Sky on Thu Jul 21, 2016 2:37 pm

Step one
Fill in the blanks
Your name,
Character Name

Breed your breed will determine your starting Gnosis

Homid Gnosis 1

Lupus Gnosis 5

Metis Gnosis 3
Next chose Auspice that determines your starting rage and Starting reknown

Ahroun (Full Moon) Renown of 2 Glory and 1 Honor Rage 5

Galliard (Gibbous Moon) Renown of 2 Glory and 1 Wisdom Rage 4

Philodox (Half Moon) Renown of 3 Honor Rage 3

Ragabash (New Moon) Renown of 3 in any combination Rage 1

Theurge (Crescent Moon) Renown of 3 Wisdom Rage 2

Pick your Tribe.

Your Tribe will determine your starting willpower.

Black Furie WP 3

Bone Gnawers WP 4

Child of Gaia WP 4

Fianna WP 3

Get of Fenris WP 3

Glass Walkers WP 3

Red Talon WP 3 (Restricted)

Shadow Lords WP 3 (Restricted)

Silent Strider WP 3

Silver Fangs WP 3

Star Gazer WP 4

Uktena WP 3

Wendigo WP 4
Pack name,
Pack Totem
concept (concept describes your character in two or three words.)
Step Two Attributes
There are three categories of Attributes: Physical, Social, and Mental.

The order you place these in determines how many dots you get to spend in each category; the higher the priority, the more dots for that category.

Physical Attributes are: Strength, Dexterity, and Stamina.

Social Attributes are: Charisma, Manipulation, and Appearance.

Mental Attributes are: Perception, Intelligence, and Wits.

Each character has one free dot in each Attribute to start.

Allocate additional dots amongst your Attributes. ( 8/6/4 ) (no more than three 4's will be approved at the start of the game)

Step three Abilities

There are three categories of Abilities

Talents are: Alertness, Athletics, Brawl, Empathy, Expression, Intimidation, Leadership, Primal-Urge, Streetwise, and Subterfuge. Hobby Talent is a bonus Talent.

Skills are: Animal Ken, Crafts, Drive, Etiquette, Firearms, Larceny, Melee, Performance, Stealth, and Survival. Professional Skill is a bonus Skill.

Knowledges are: Academics, Computer, Enigmas, Investigation, Law, Medicine, Occult, Rituals, Science, and Technology. Expert Knowledge is a bonus Knowledge.

Allocate additional dots amongst your Abilities ( 14/10/8 ) (you may have one 4 in each category.)

Step Four Advantages
Gifts- You will start with three Gift
From Breed

Homid: Apecraft's Blessings, City Running, Master Of Fire, Persuasion, Smell Of Man

Lupus: Hare's Leap, Heightened Senses, Predator's Arsenal, Prey Mind, Sense Prey

Metis: Create Element, Primal Anger, Rat Head, Sense Wyrm, Shed
From Auspice

Ahroun (Full Moon): Falling Touch, Inspiration, Pack Tactics, Razor Claws, Spur Claws

Galliard (Gibbous Moon): Beast Speech, Call Of The Wyld, Heightened Senses, Mindspeak, Perfect Recall

Philodox (Half Moon): Fangs Of Judgment, Persuasion, Resist Pain, Scent Of The True Form, Truth Of Gaia

Ragabash (New Moon): Blur Of The Milky Eye, Liar's Face, Open Seal, Scent Of Running Water, Spider's Song

Theurge (Crescent Moon): Mother's Touch, Sense Wyrm, Spirit Snare, Spirit Speech, Umbral Tether

From Tribe

Black Furies: Breath Of The Wyld, Man's Skin, Heightened Senses, Sense Wyrm, Wyld Resurgence

Bone Gnawers: Cooking, Desperate Strength, Resist Toxin, Scent Of Sweet Honey

Children Of Gaia: Brother's Scent, Jam Weapon, Mercy, Mother's Touch, Resist Pain

Fianna: Faerie Light, Hare's Leap, Persuasion, Resist Toxin, Two Tongues

Get Of Fenris: Lightning Reflexes, Master Of Fire, Razor Claws, Resist Pain, Visage Of Fenris

Glass Walkers: Control Simple Machine, Diagnostics, Persuasion, Plug And Play, Trick Shot

Red Talons: Beast Speech, Eye Of The Hunter, Hidden Killer, Scent Of Running Water, Wolf At The Door

Shadow Lords: Aura Of Confidence, Fatal Flaw, Seizing The Edge, Shadow Weaving, Whisper Catching

Silent Striders: Heavens' Guidance, Sense Wyrm, Silence, Speed Of Thought, Visions Of Duat

Silver Fangs: Eye Of The Falcon, Falcon's Grasp, Inspiration, Lambent Flame, Sense Wyrm

Stargazers: Balance, Channeling, Falling Touch, Iron Resolve, Sense Wyrm

Uktena: Sense Magic, Sense Wyrm, Shroud, Spirit Of The Lizard, Spirit Speech

Wendigo: Beat Of The Heart-Drum, Call The Breeze, Camouflage, Ice Echo, Resist Pain

Background (8 dots may be distributed in this section. But you may only start with one 4.)

• Allies: Your friends and confidantes among humans and wolves.

• Ancestors: The ability to channel the knowledge and skills of those Garou who have gone before.

• Contacts: A network of people throughout human society that you can tap for information.

• Fate: A prophecy surrounding you and your pack that you will fulfill.

• Fetish: You have an item of some sort with a spirit bound within it, giving it supernatural powers.

• Kinfolk: Relatives who you are in touch with, human and wolf, who are immune to the Delirium.

• Mentor: A Garou of higher Rank who has taken an interest in your progress and offers advice.

• Pure Breed: You have the blood of a Garou hero in your veins, and others can see it within you.

• Resources: Your personal wealth, possessions, and income.

• Rites: You know a number of rites, rituals empowered with spirit magic.

• Spirit Heritage: You have the touch of a particular type of spirit on you, and they treat you as their own.

• Totem: The pack’s totem is a unique spirit, and this Background is pooled among the pack to create it.

Some tribes have restrictions.
Black Furies No Restrictions

Bone Gnawers Resources are discouraged; Ancestors and Pure Breed are restricted

Children Of Gaia No restrictions

Fianna No restrictions, but Kinfolk is recommended

Get Of Fenris Contacts are discouraged

Glass Walkers Ancestors and Pure Breed are restricted; Mentor is discouraged

Red Talons Allies and Contacts are discouraged; Resources is restricted. Their only Kinfolk are wolves

Shadow Lords Allies and Mentor are discouraged

Silent Striders Ancestors is restricted; Resources is discouraged

Silver Fangs All Silver Fangs must purchase at least three dots of Pure Breed

Stargazers Allies, Fetish, and Resources are discouraged

Uktena No restrictions

Wendigo Contacts and Resources are discouraged

Step Five Final Touches
Spend your 25 freebie points

Next you will have a chance to take Flaws and Merits
You may take Flaws in order to gain Freebie Points on a point-for-point basis. Example: If you purchase a 4-point Flaw you gain 4 additional Freebie Points.

Flaws You may not gain more than 10 points in Freebie Points from Flaws, though you can take more than 10 points in Flaws if the Storyteller is willing to let you do so.

Merits are purchased using Freebie Points on a point-for-point basis. So, a 3-point Merit costs 3 Freebie Points. The number of Merits you take is not limited.

(You may take any Flaw or Merit in a book or from a site. We as ST's will look over each merit or flaw we do not recognize. The ST's may ask to see a link to that site for references or copy what you have from a book. Please have this ready.)


Step Six Specialties
(House ruled, Those with 4, 5, or 6 in a skill can have 1,2 or 3 different specialties.) Ie an elder has a 5 dex (they can have two specialties for dex like swift, and lightning reflexes.)

House rule we also roll !sdice for 1 specialties and !xdice for 2.
For example
Dex- swift and Brawl claws.- I would roll !xdice - this will reroll 9's and 10's
Dex-swift but no spec in claws I would  roll a !sdice this will only reroll 10's

Some characters are especially good at particular applications of their Traits. For example, a mechanic might be particularly good with muscle cars, a thief might excel at breaking and entering, or a brawler might be infamous as a dirty fighter. To represent this, characters with ratings of 4 or higher in Attributes or Abilities may choose specialties for those Traits.

A specialty is a particular sub-category of an Attribute or Ability — thus, a character with a Strength 5 might choose to be especially adept in deadlifting, while a character with Performance 4 might be renowned for her singing. Whenever a player makes a die roll involving an activity in which her character has specialized, she may count any die that comes up "10" as two successes instead of just one. (Or a 9, if you have 2 specs being used and roll !xdice)

When a character has at least four dots in an Attribute or Ability, she's eligible to choose a specialty in the given Trait.

Specialties represent a particular focus and proficiency related to the character's concept or profession.

Whenever you roll for an action that falls under your character's specialty, any dice that comes up "10" counts as two successes instead of just one.


Posts : 33
Join date : 2016-07-20
Age : 34
Location : Az Phx

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