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Shifter Character Generation




***(Note- Please make sure you go and read the FAQ for system and site house rules. As well as just general information about the system.)



Currently, the following Groups are not being accepted as Player Characters:

  • None

In addition, the following concepts will not be considered for approval, due to consistant lack of the concepts being played well:

  • Black Spiral Dancers
  • Cubs or Garou right out of the RoP

The Basic Sheet

This is NOT meant as a substitute for the main books, but rather a quick guide to getting started. We strongly recommend, for the good of your game and less time going over the basics, that you pick up Werewolf: the Apocalypse Revised Edition.

Stats

We are following the basic character creation rules as laid down in Werewolf: The Apocalypse, but we are allowing up to 30 freebie points.

Freebie Point Costs:

    Attribute : 5 per dot
    Ability : 2 per dot
    Rage : 1 per dot
    Gnosis : 2 per dot
    Background : 1 per dot
    Willpower : 1 per dot

Character Concept: Concept, Tribe, Breed and Auspice
Attributes: 7 / 5 / 3
Abilities: 13 / 9 / 5
Backgrounds: 5
Beginning Willpower: (Maximum beginning Willpower of 6)

    Black Fury : 3
    Bone Gnawer : 4
    Child of Gaia : 4
    Fianna : 3
    Get of Fenris : 3
    Glass Walker : 3
    Red Talons : 3
    Shadow Lord : 3
    Silent Strider : 3
    Silver Fang : 3
    Stargazer : 5
    Uktena : 3
    Wendigo : 4

Beginning Renown:

    Ahroun : 2 Glory, 1 Honor
    Galliard : 2 Glory, 1 Wisdom
    Philodox : 3 Honor
    Theurge : 3 Wisdom
    Ragabash : 3 in any combination

Rage:

    Ahroun : 5
    Galliard : 4
    Philodox : 3
    Theurge : 2
    Ragabash : 1

Gnosis:

    Homid : 1
    Metis : 3
    Lupus : 5

Gifts: 3. One each from Tribe / Breed / Auspice
Freebie Points: 30
Max Freebies from flaws: 7
Total possible Freebies: 37


Garou Tribes

According to the Silver Record, the Garou Nation's historic writings, there were sixteen tribes in the beginning. These tribes separated from one pack over differences in opinion and changes in pack structures. Only thirteen tribes remain today, the legacies of the lost Bunyip and White Howlers tribes can be heard at moots across Gaia. Though recently the Stargazers have left the Western Concordiat and joined the Beast Courts.

The thirteen tribes are:

The Black Furies
Artemis, the Goddess of the Furies, appointed them defenders of the Wyld. They are proud of their Greek heritage and can trace their lineage down through many ages. They remained apart from the rest of Garou society for a long time, but now have begun to take a more active role, as well as in human cities. Only a few Black Furies of the Inner Calyx understand their place in the plans of Artemis, and they are not talking.
Totem: Pegasus

The Bone Gnawers
Thought of by many as were-mutts, the Gnawers are an incredibly resilient and resourceful tribe. They have very little respect however, having followed the poor and lonely dregs of mortal society for so long. Rarely will they be attended in the Moot, but they have moots of their own, in the city's secret places. They can be lonely creatures, and appreciate anyone who treats them with respect and kindness. Fortunately, they seem to instinctually recognize the scent of a manipulator and are rarely conned.
Totem: Rat

Children of Gaia
These closest children of the mother Goddess serve well in reminding their cousins of self-control, love and reason. They will fight as they must, these gentle healers and diplomats, but their part in the war is different; they spread tolerance and change to those who would destroy themselves with hate. Their part in the war is often ignored, but treasured by those who know.
Totem: Unicorn

Fianna
These gaelic warrior-bards are known across the lands, they renown as the finest lorekeepers and bards of the Garou, for they learn the tales of the other tribes as well as their own. Their racaus ways, simple outlooks and glorious songs win them a place in most Septs. Those Fianna born of the Gibbous Moon are well respected and heeded in all things. But the Fianna are tied closely to their roots in the British Empire, and many squabble and fight over Northern Ireland.
Totem: Stag

Get of Fenris
These mighty northmen are fierce in battle and dangerous at peace. Strength is the greatest virtue among the Get. The tribe spread throughout Europe and the world hand in hand with their Viking kinfolk. Many Garou believe they have not changed in recent times, and they prove to be egotistical and crude. Their position that the other tribes are too weak to fight the Wyrm has been making them more and more unpopular.
Totem: The Fenris Wolf

Glasswalkers
The Glasswalkers are perhaps the most unusual of Garou, certainly so to their brethren. The other tribes can at least understand the scavenging ways of the Bone Gnawers, but why would such intelligent and strong Garou as the Glasswalkers live in the filth of humans? To these children of the Weaver, the city is but another beautiful wilderness. The tribe originated in ancient Mesopotamia and began to work with humans in trading and exploration, ever on the edge of achievement, and remains so today.
Totem: Cockroach

Red Talons
Born exclusively of wolves, these rage-filled Garou hate humanity more than any other werewolves. They wish to slaughter all of the Wyrm-spawned weak mortals. They hate vampires just as much. Red Talons keep to themselves, rarely sharing Caerns or participating in multi-tribe packs.
Totem: Griffon

Shadow Lords
Originally from the realms of eastern Europe, these dark Garou are strong, cunning and dangerous. The Shadow Lords believe that they have a destiny: The Garou are Gaia's best creation, the greatest of all creatures. They also believe that their tribe is the strongest in the Nation. The Lords respect nothing but power, and have a tight heirarchy based upon this belief. Many of these ambitious Garou find Alpha positions with powerful Septs and packs, while others work in the background, as betas or simple advisors.
Totem: Grandfather Thunder

Silent Striders
This tribe wandered out of Egypt at the dawn of time and never stopped walking. Or, that's what they'll tell you, anyway. The truth of their history is hidden behind a veil of enigma. While they are known to be wise, their strange and secretive ways make them difficult to accept. They are nomadic, however, and rarely spend much time in any one place or with any particular companions. The Striders serve as the rangers and courriers of the Garou, and are incredibly skilled information gatherers, as they traffic with gypsies, carnies and nomads of all kinds.
Totem: Owl

Silver Fangs
The noble and insane Silver Fangs were once the unquestioned leaders of the Garou Nation, but their insistence on purity has led to inbreeding, which in turn has led to madness. None are untouched by this lunacy, but they are nonetheless expected to battle the Wyrm with undying ferocity.
Totem: Falcon

Stargazers
These wandering wolves are thoughtful and spiritual, perhaps more so than any other Garou. Through their subtle methods the Stargazers battle the Wyrm constantly, even though they are seldom recognized for their accomplishments. A special tribal connection to the Moon allows these Garou to find wisdom where many others lack. This tribe left the Garou nation to follow it's own path.
Totem: Chimera

Uktena
Among the first Garou to come to America, these wise spiritualists believe that blind rage will be the downfall of the Tribes. They are masters of the Umbra and of fetishes. Their rites are steeped in ancient mysteries, their daily lives spent plumbing the Umbra for its deepest secrets. In this way they come to know the enemy intimately.
Totem: Uktena

Wendigo
This tribe is filled with rage at the destruction of the American wilderness, so much so that they even blame European Garou. Often, they will arrange for their cousins to fight one-another in order to gain revenge for what the settlers did to their lands. Some Wendigo believe that all white men are creatures of the Wyrm, and are hell bent on genocide.
Totem: Wendigo


Garou Auspice
Each werewolf is born under an Auspice of the moon. The five phases each have their own peculiarities, granting the Garou a unique perspective on their world.

Ragabash
Creatures of change and recklessness, these are the jesters of the Garou Nation. They are pranksters and outsiders, often looked down upon by their more serious cousins. Though born under a dark moon, these Garou carry the light of Gaia within their innocent hearts

Theurge
Born under the silver sliver of a new moon, these Garou are counselors, prophets, healers and guides. Often perceived as unearthly and strange by more "grounded" Garou, the Theurges are not as weak in the ways of war as their brothers suspect.

Philodox
The very incarnation of balance, the Philidox are born under a half-moon, and are responsioble for solving conflicts. Many are wiser than to speak overmuch, however, and other Auspices may distrust them because of this

Galliard
The most creative and convincing of the Auspices, the Galliard's new and original thoughts often lead to release from age-old difficulties. Unfortunately, many hidebound Garou are loathe to take such unconventional advice. The Moon-Dancers are without restraint, however, and voice their opininions regardless.

Ahroun
These spirit warriors of the Full Moon are perhaps the strongest and most straightforward of all Garou. Ahroun are taught the ways of war from the earliest ages and take their Wyrm-slaying most seriously. They are also bound together in strong brotherhood by their auspice, regardless of tribal concerns



Garou Breeds
Homid:

Metis:

Lupus:



Garou Tribal Flaws
Below is a list of optional Tribal flaws. If you decided to take one and play it out, then you may take up to a exter 5 freebee's on creation.

Black Furies
Anger: -1 Difficulty to enter Frenzy when provoked by men.

Bone Gnawers
Social Outcasts: +1 Difficulty on all social rolls involving other tribes.

Children of Gaia
Weak Veil: Witness at a +4 on the Delirium Chart.

Fianna

Low Self-Control: All Willpower rolls are at a +1 difficulty.

Get of Fenris
Intolerance: Must pick a specific Intolerance(some examples Cowardice, Compermise, Lower Animals, Weakness, Weaver Stuff) When confronted with it a Get will be unable to endure its presence ad will do anything to be rid of it.

Glass Walker
Weaver Affinity: Cannot regain Gnosis in wilderness.

Red Talons
Wyld Affinity: Cannot regain Gnosis in cities.

Shadow Lords
Failure's Dagger: - 1 Renown for failure

Silent Striders
Haunted

Silver Fangs
Derangment.

Stargazers
Obessive Mind Games

Uktena
Intense Curiosity

Wendigo
Wheel of the Season: Spring: +1 difficulty to Willpower rolls, Summer: -1 difficulty to Frenzy rolls, Fall: +1 difficulty to change form rolls, and Winter: -1 difficulty on soak rolls.


Merits and Flaws

As stated in the Werewolf: the Apocalypse Player's Guide 2nd Ed., page 9, Merits can only be acquired with freebie points and only during character creation. Flaws provide additional freebies to spend, but you can only earn a maximum of 7 freebies this way, regardless of how flawed your character is.

House rule for Merits/Flaws in the Shifter Game: More than 7 points in merits can be taken, but the cost beyond the 7 point cap is doubled (i.e., 1 pt. Merits cost 2 points, 2 pt. Merits cost 4 points, etc.) and these can only be bought with freebie points. On EXTREMELY rare occasions, merits can be earned via roleplay, but it’s much more common to acquire Flaws in this manner. Flaws acquired during roleplay do not add free experience points, whereas Merits acquired during roleplay cost experience points equal to 2x that specified in the book.

Any Merit/Flaw not in the PG 2nd Edtion. or in the sourcebook for your specific Character Type or Changing Breed must be approved by the ST. This includes any Merit/Flaw which is the PG 1st Edition, but not the 2nd Ed. (such as Untameable). Please note the sourcebook and page # of such merits/flaws to speed the approval process.

Merits which cost more than 3 points must be approved by the ST, and approval will depend on how integrated the merit is with the character concept and how well the prelude presents the merit as part of the character’s history and/or innate nature. Flaws which cost more than 3 points (except for Inept, Unskilled, and Uneducated) must be approved by the ST.

All Derangements, Intolerances, Hatreds, Phobias, Compulsions, Vengeances, Driving Goals, Dark Secrets, Codes of Honor, Ancestor Allies, True Loves, Supernatural Companions, Foes from the Past, Insane Past Lives, Angry Ancestors, In/Auspicious Births, Hunteds, Wards, and similar merits/flaws should be developed in detail before being submitted for final approval. Intolerances and Hatreds which are cancelled out by other flaws or merits (such as an intolerance of the color purple and color blindness) will not be approved.

All Local Ties/CEO merits must be developed in detail before being approved. Those with CEO merits should be prepared to submit an outline of the company and a list of its Board of Directors, and may be ousted from that company if their leadership of it proves lacking. If you have no clue how to run a company, and you want this merit, please take the Common Sense merit also, so the ST can help you make the right decisions for your business.

Characters with the Amnesia flaw must submit a detailed history of their character prior to the onset of the amnesia. The ST must know what happened to your character before they lost their memory, even if your character doesn’t.

Characters with Umbral Affinity can not take the Slip Sideways Flaw.










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Published on: 2003-10-15 (8199 reads)

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