Hey everyone! Have some werewolf creation info, so you too can create your very own morally ambiguous human/spirit hunter extraordinaire! While they'll end up on the front page after Jakondite cleans them up (much appreciated BTW), I should present them now so everyone can get started!
A Preface: All allowable player character concepts are limited to those supported by the core; IE, Forsaken characters, Ghost Wolves, and Wolfblooded. At this time, no Pure or Bale Hound concepts will be accepted due to the lack of mechanical backing and my preference to keep PCs on (mostly) the same side of the Forsaken/Pure conflict.
Any particularly unusual concepts you might have can be discussed with the Wolf ST (Currently The Lone Gunman), but the storyteller is under no obligation to accept them if the concept is deemed extremely disruptive or particularly ill-fitting for the New Haven setting or the Werewolf: the Forsaken 2nd Edition overall setting.
Tier 1- Young Pup
REMEMBER: Werewolves gain ONE additional dot to one of three skills, as determined by the werewolves auspice. Ths free dot cannot be used to exceed five dots in a skill.
Gifts: 1 dot of your Auspice Moon Gift, one Facet each of two Shadow Gifts determined by your Tribe or Auspice. One Facet of a Wolf Gift OR the second Facet of your Moon Gift IF you have two dots in your Auspice Renown.
You cannot choose a Facet in which your character has no dots of Renown.
Renown: 1 dot determined by Auspice, 1 Dot determined by Tribe, 1 dot free choice
ON GHOST WOLVES: In exchange for your greater freedom, Ghost Wolves suffer a disadvantage in that they do NOT start with a Tribal Renown dot (meaning they only have two, from Auspice and personal choice), and thus are limited to: 1 dot of their Auspice Moon Gift, One Facet of a Shadow Gift determined by Auspice Renown, and one Facet of a Wolf Gift.
Notes and Restrictions: Characters who join a Tribe in play, after creation, will receive their Tribal Renown upon being accepted into the Tribe, and they will receive the Shadow Gift that comes with it.
REMEMBER: Every time the Uratha gains a new dot of any Renown, she may unlock the respective Renown Facet in a Gift (just one of them) that she possesses at no cost.
ALSO REMEMBER FOR YOUR INITIAL MOON GIFT: Whenever the Uratha gains a dot in her auspice Renown (including during character creation) she gains the Facet of equal dot rating to her new Renown total. Moon Gifts bought after character creation do NOT automatically upgrade in this manner, and they can never be upgraded past the the Werewolf’s Auspice Renown rating.
Tier 2- Established Hunter
Use the guidelines for Tier 1, EXCEPT FOR THE FOLLOWING CHANGES
Playing it safe
Add an additional 10 Experiences (new total, 20)
10 Shadow Experiences: these may be spent only on Gifts, Facets, Rites, or Primal Urge.
An Eye for an Eye
10 additional Experiences (new total: 20)
One Hunt for 20 additional Experiences, but one persistent negative condition
Hunts- Some hunts are more memorable than others. For tier 2 characters, they may opt to describe a single major Hunt (or a series of smaller hunts that are collectively considered) that has dramatically impacted their life somehow. This hunt is worth 20 Experiences (for a total of 40) that may be spent however you desire, and the player and storyteller are encouraged work together to describe the events of this hunt.
DRAWBACK: This event had a cost to the character in the form of a persistent condition, some consequence that affects the character’s life in a negative manner. Like other conditions, these may be used to generate beats (currently capped at one per month, but this limit is subject to change) if they come into play, and can be resolved entirely with a hopefully epic and interesting storyline.
Consequences are listed in the Tier 3 write up, but if used, they will be scaled down appropriately. You’re not worthy of a god’s hatred, not yet.
Tier 3- Scion of Wolf, Man, and Moon.
Tier 3 characters are only available upon invitation by the lead storyteller.
Use the Guidelines for Tier 2, IN ADDITION TO THE FOLLOWING
Hunts- Age doesn’t mean anything to Werewolves if all that is hunted is vermin. You may decide how many major hunts your character has participated in (to a maximum of five). Each hunt is worth 20 Experiences that may be spent however you desire, and the player and storyteller are encouraged work together to describe the events of these hunts.
DRAWBACK: Each of these events has a cost to the character in the form of a persistent condition, some consequence that affects the character’s life in a negative manner. Like other conditions, these may be used to generate beats (currently capped at one per month, but this limit is subject to change) if they come into play, and can be resolved entirely with a hopefully epic and interesting storyline.
Siskur-Dah- A pack has declared a sacred hunt against YOU. The pack hunting you has the full benefits from the Siskur-Dah condition (as flavored by the rite leader's tribe), as well as those from any applicable Moon Gifts. Their hunt may not be for your death (though honestly, it probably will), but by the end of it they will make you suffer if they can.
Note- this ain’t some rookie pack out for your blood, the strength of the pack will scale to match or exceed your own.
Nemesis (Lesser)- an entire breed of spirits, a cell of Compact-sponsored Hunters, or some other small but potent group have decided they hate the fuck out of you. They may try to murder you on occasion, if you’re lucky.
Nemesis (Greater)- You’ve pissed off a being of equivalent or greater experience to yourself. Examples include a Tribal leader, a major spirit with great influence or power, some 2rd degree master mage who still thinks he’s hot shit, a cell of Conspiracy sponsored Hunters, or maybe there’s an Idigam who’s learned your name so it can hate you that much more. While you’re not subject to the mechanical effects of Siskur-Dah by this condition specifically, your Nemesis is gunning for you and all that you hold dear, and they may have alien advantages of their own.
Post-Traumatic Stress Disorder- Not all scars can be regenerated. Every day, in your dreams and flashing thoughts, you relive events that cut at your soul deeper than silver.
Awestruck- You’ve seen something that’s dangerous, threatening...and glorious. The great threats to your pack are as beautiful as they are deadly, and your awe may become a liability to your pack.
Note- Awestruck WILL be applied to a figure that’s actually in play, such as one of the Five Threats or even an entire splat.
Madness- Rather than integrity, your character’s spiritual state is in flux because of all the strange trauma you’ve endured. Anytime you move away from your precious center because of a breaking point, your mind becomes that much more fragile.
Note: werewolf madness will have to be modified to work with Harmony, but I’m not too worried about that.
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