Character Creation

Creation Notes

A) The STs reserve the right to refuse to approve anything deemed to be not in keeping with the theme of the game, appropriate to the character or of which there is already a great many.

B) Creation for both Garou and Kin is as Laws of the Wild (or Laws of the Hunt for Kin) and then add 50xp.

  • You may keep up to 20 of this starting xp unspent.
  • The 50 starting xp does *not* count as 'freebie points' (and is in addition to the 5 freebies which garou get or the 10 freebies which kinfolk get + those from flaws and neg traits). Freebie points count for the lower cost for gnosis/rage/backgrounds; the 50 xp does not.
  • All kinfolk gain the Kinfolk Merit for free, and should set their affiliation as 'Kinfolk'. I am not accepting part changelings/Fenians etc.

C) Garou PCs may be cub, cliath or fostern in rank. No adren, athro or elder PCs will be accepted.

D) Kinfolk PCs may not start with Numina, Sorcery, Hedge Magic etc. Whilst we may develop such things in play, we will not accept a starting character with magic. Occasionally we may accept a kinfolk with Gnosis, on a case-by-case basis; and if there are too many in play, we will cap these as they are rare.

E) As you are, at most, fostern, no intermediate powers will be accepted. Single intermediate rites will be accepted on a case-by-case basis with appropriate justification.

F) Abilities.

  • If your PC works as a doctor, professional boxer, soldier, lawyer, carpenter, etc, you may take one or two skills at 4 which reflect this. All other abilities should be no higher than 3.
  • Skill specialities are allowed; but only one will apply at any one time.

G) XP:

  • 3 xp per month in active play.
  • Additional xp may be gained through exceptional rp, quests, or for downtime activities.

H) This is Werewolf the Apocalypse, not Kinfolk the Unsung Heroes, or Fera the Apocalypse. Therefore we ask that your first PC is a werewolf.

I) Because you are low-ranked, no fetishes above 3 point fetishes and every fetish needs justification.

J) High PB - this is the back of beyond. If you have high pb, why did your tribe *let* you come here?

Garou Creation
Step One: Inspiration - Who are you?
Choose a concept
Choose a Nature and a Demeanour from Laws of the Wild: Revised
Choose a Breed and Auspice
Choose a Tribe

Step Two: Attributes - What are your basic capabilities?
Prioritize Attributes (seven primary, five secondary, and three tertiary)
Choose Traits

Step Three: Advantages - What do you know?
Choose five Abilities
Choose three Basic Gifts (one each from breed, auspice and tribe)
Choose five Backgrounds
Note beginning Renown (by Auspice)

Step Four: Last Touches - Fill in the details
Assign Rage (determined by auspice – ragabash 1, theurge 2, philodox 3, galliard 4, ahroun 5)
Assign Gnosis (determined by breed – homid 1, metis 3, lupus 5)
Assign Willpower (determined by tribe, 3 unless Bone Gnawer, Child of Gaia or Black Fury (4) or Stargazer (5))
Choose Negative Traits and Flaws (if any) For each negative trait you get 1 point to spend on an trait; for flaws you get their value in xp to spend preferably on merits. Max 5 neg traits and 7 flaws. Further flaws gain you no xp.
Choose Merits (if any) – max 7 points worth.
Step Five: Spark of Life - Narrative descriptions
Spend your XP and assign 5 Lores

Kinfolk Creation
Step One: Inspiration - Who are you?
Choose a concept
Choose a Nature and a Demeanour from Laws of the Wild: Revised (or LotH: Revised)
Choose Homid Breed
Choose a Tribe
Affiliation = Kinfolk

Step Two: Attributes - What are your basic capabilities?
Prioritize Attributes (six primary, four secondary, and three tertiary)
Choose Traits

Step Three: Advantages - What do you know?
Choose five Abilities
Choose five Backgrounds

Step Four: Last Touches - Fill in the details
Assign Willpower (3)
Choose Negative Traits and Flaws (if any) – see Garou rules
Choose Merits (if any) – see Garou rules

Step Five: Spark of Life - Narrative descriptions
Spend your XP and assign 5 Lores

FREE TRAIT COSTS

Trait Cost
Attribute Trait 1
Ability Trait 1
Willpower Trait 1
Rage 3
Gnosis 2
Humanity Trait 1
Merit Merit Trait cost
Basic Numina (Sorcery or Psychic Phenomena) 3
Background or Influence Trait 1
Gift (basic in T/B/A) 3

XP COSTS

Trait Cost
Attribute Trait 1
Ability Trait 1
Willpower Trait 3
Rage 3
Gnosis 3
Humanity Trait 3
Merit Double Merit Trait cost
Basic Numina (Sorcery or Psychic Phenomena) 3
Background 2
Influence Trait 2 or 1 if a Glass Walker
Gift (basic in T/B/A) 3
Gift (int in T/B/A) 6
Gift (adv in T/B/A) 9

Out of tribe, breed and auspice need to be talked over with the ST.

FAQ:

  • Linguistics: 1,2,4,8,16 (doubled by Natural Linguist Merit). Languages take a minimum of 3 months to learn.
  • Max Points you can gain from Neg Traits/Flaws is 12 (5 neg traits, 7 flaws) - if more are taken they gain you no extra points. Derangements (except for Silver Fangs / Metis) count as 3 point flaws, and are included in this.
  • Out of gifts: where permitted, basic gifts will cost the same as intermediate gifts where affinity, intermediate gifts will cost as advanced at affinity. Advanced gifts can never be learnt out of T/B/A. Example: A ragabash wants to learn the theurge Basic Gift Mother's Touch. It costs them 6xp instead of the 3xp it costs a theurge. A homid wants to learn the Metis Intermediate Gift Wither Limb. It will cost them 9xp instead of the 6xp it would cost a metis.
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