Character Creation

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Please make a copy of the sheet before filling out: [1]

So you want to make a character here at ORW? For the most part we follow the standard W20 rules except for the following exceptions:

1) Only Garou at this time

Cliath rank only - Cubs are not allowed at this time (This may change with a more established game.)

2) Metis are not allowed at this time
3) Red Talons are not allowed at this time (any other tribe, including sub-tribes are allowed with ST approval)
4) Attribute points are at a 8/5/3 distribution (not 7/5/3 per W20 standard)
5) Ability points are at 13/9/6 distribution (not 13/9/5 per W20 standard)

Abilities at creation should not be above a 3 unless raised with a freebie point

6) Backgrounds are set at 6 points (not 5 per W20 standard)
7) Freebie points are at 20 (not 15 per W20 standard)
8) Flaws are limited to 7 points EACH only found in the W20 Standard Line Merits are unlimited

For a more detailed character creation model (For those new or for those that don’t have a book on hand) See below:

Werewolf is the feral child of the World of Darkness. Werewolves are monsters of rage and fury-they’re powered kegs set to explode. They have a political side to them as tribes strives for dominance among themselves and others. But perhaps most importantly Werewolves have a quest- the world is dying and they stand as its last defenders. In this game you’ll step into the roll as one of these final warriors and experience a little bit of everything. Horror, Rage, Politics and the final days.

The below character creation is a streamlined supplementation to the Werewolf 20th anniversary book and is in no way a replacement. Go buy the book:

General Overview:
OWR is a role playing game that deals with Werewolves in Southern California. Our game uses White Wolf’s The World of Darkness (WoD) setting. A world like our own but darker- littered with monsters and horrors. We’re not talking about screwing with your players heads fucked up, but know the setting is often a cruel, unfair universe. There’s a lot to discover and fun to be hard in probing that unknown.

Want to get involved? Well we’d love to have you. But what do you see yourself being here? What kind of character do you want to be? The aim of this document is to help you navigate that character creation process.
A quick note:
No Personal Characters!
It is highly recommended you don’t turn yourself into your character. You are not your Werewolf and having that separation is important.
Your character may die.

This is a game where death happens.

We’re here to roleplay.
We’re here to share experiences. If you want to level up go play WoW or Destiny.
No one likes a Mary/Marty Sue
Min/Maxing makes sense but coming to the Story Tellers (STs) with a sheet full of maxed out abilities is going to get you hate, from staff and fellow players.
All abilities can be useful if used correctly.

A non-combative singer can change the game just as well as a mighty warrior, especially as the game evolves and needs are spread out.

Take risks, get messy, take chances!

Even a rank 1 werewolf can change the world here.

You are responsible for your actions.
Good and bad, but even failures often make great role play moments. A screw up on your end can make for a memorable experience and isn’t that what we’re all here for?

Still here? Still want to get involved?

Well because of the nature of such a universe, we use dice to determine success on actions. What determines how many dice to use? For that we need a character sheet to be created.

Character Generation:

The first step in any Role Playing Game is to think of a concept. Some people want their characters to be grand warriors, others like sneaky creatures of guile, or even social manipulators changing things from behind the scenes. The WoD allows for all of these things to be relevant.

Think about what you want to create, their goals and motives. What their background is and where they want to go. Doing this BEFORE you put stats to paper.
Select a character name
Characters often have birth names and deed names- names that are given to them for their great efforts at time of their initial rite of passage and sometimes upon gaining additional rank.

1) Select a Breed

Your breed is what you were born as before you became a werewolf

Homid are humans who became werewolves at maturity
Lupus are wild wolves who became werewolves are maturity

Please note due to the the nature of the current wolf population and the make up of the werewolves only 30% of all werewolves should be Lupus born so this is restricted to a certain number of PC's. Please ask an ST first.

A third breed exists, Metis, however at this time are restricted for plot reasons

2) Select an Auspice

An Auspice is the moon you were born under at birth. Auspice determines what ‘role’ you are expected to play in the game

Auspice roles include: Ragabash, Theurge, Philodox, Galliard and Ahroun

You can find more on what each auspice here:

Garou are expected to act within their Auspice but do not need to be limited by it.
A Ragabash Auspice, while typically a trickster, can also be a mighty warrior without issue. However an Ahroun, a warrior by moon, who is scared to fight will be frowned upon by his peers for ignoring his birth moon’s responsibilities.

3) Select a Tribe
Tribes reflect a werewolf’s heritage (or lack thereof). It also reflects their culture and ancestry.

Any of the current 13 Garou Nation Tribes are allowed except the Red Talons tribe at this time
Please note, however that we have restricted Silver Fangs, Wendigo, Silent Striders, and Uktena to a limited number of spots for balance, please speak with an ST first.
Sub tribes are allowed (Siberakh) with ST Review and an excellent background.

Willpower is determined by your starting tribe

Character Generation Stats
Now that you have a general concept. Let’s give some characters some abilities. Werewolf has 2 sets of stat allocation points, Attributes and Abilities. A combination of the two determine how many dice you have to roll on a certain action.

For example if you want to punch someone in the face, you would roll Dexterity and your Brawl stat scores together to see if you hit at a prefixed difficulty. Thus if you have 3 dice in each you are rolling 6 dice total. Check out the combat guide for more information on fighting.

4) Attribute Allocation
Attributes determine a character's innate capabilities. They apply over a large set of areas and reflect an overall mastery in a certain area. E.g. Someone with a high charisma is going to be great at both picking up a date as well as selling to the corporate board

Attributes are sorted into 3 groups:
Physical attributes:
i) Strength - raw physical strength.
ii) Dexterity - speed and ease of movement, covering both full body movement (i.e. gymnastics) and hand-eye coordination.
iii) Stamina - physical hardiness, including resistance to disease and physical trauma and how fast you can recover.
Social attributes:
i) Charisma - how you come across to others socially; how you conduct yourself in public when not actively interacting with others.
ii) Manipulation - how easily you bend others to your will, either through persuasion or threats.
iii) Appearance - your level of attractiveness; may be raised temporarily with clothing or other adornment.
Mental attributes:
i) Intelligence - memory and raw brainpower.
ii) Perception - your ability to notice things, to perceive the world around you, through all your senses.
iii) Wits - quickness of thinking; measures how easily you make leaps of logic or intuition.

For character creation- You rank attribute groups from best to worst, then assigned points to the attributes in each group using an 8/5/3 distribution. With the best group getting 8 points, middle group getting 5 points and worst group getting 3 points.
i) E.g. Selecting social as your best selection will give you ‘8’ points, while mental as your worst will give you 3 points to spent
ii) Each attribute starts at ‘1’ point to start which does not count towards your point allocation.

5) Ability Allocation

Abilities are traits that represent a character's acquired capabilities. While someone with a high Charisma might be an all-around great social speaker, specific abilities show they’re talented within a focus.

Abilities are sorted into 3 groups:
Talents - things for which the character has discovered an intuitive knack (like performance or subterfuge)
Skills - things the character has learned to do (like drive a car or fire a gun);
Knowledges - areas of scholastic or mental expertise (like science or law).
Initial ability point pools are also ranked from best to worst, with points allocated accordingly using a 13/9/6 distribution
i) Unlike attributes, each ability does not start at a ‘1’ point, it starts at 0
ii) No single ability should go above 3 at creation
(1) Lupus characters, as they are wolves to the world and freshly made humans, cannot take the following abilities unless they spend freebie points on them:
(a) Skills: Crafts, Drive, Etiquette, Firearms, Larceny
(b) Knowledges: Academics, Computer, Law, Science, Technology

6) Background

Backgrounds are a special stat used to give your character a backstory.

Backgrounds points are initially set at 6 points
Some tribes have based limitations on ability recommendations.
Bone Gnawers: Resources are discouraged; Ancestors and Pure Breed are restricted
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
Wendigo: Contacts and Resources are discouraged

Some Background points are hard to raise after character creation, so treat this section with care!
The following Backgrounds are used:
i) Allies
ii) Ancestors
iii) Contacts
iv) Equipment
v) Fate
vi) Fetish
vii) Influence**
viii) Kinfolk
ix) Mentor
x) Pure Breed
xi) Resources
xii) Rites
xiii) Spirit Heritage
xiv) Totem
f) More details on each background can be found here:

**Influences will be handled differently thank how the book has them listed. You will find more information here.

7) Gifts
Gifts are the special ‘magical’ abilities each Werewolf has.
Each werewolf get 3 gifts at creation: a Rank 1 Breed, Tribe and Auspice.

Player should only get gifts from their Breed/Tribe/Auspice. Don’t count on getting something outside of your lanes!
Sub-tribe gifts will only be allowed if declared at creation with ST approval – Joining Sub-tribes is something the game will consider long term
Limitations: We are only using the W20 line of gifts. Nothing from revised books or earlier.
While not a complete list- a list of only W20 line gifts can be found here:

8) Renown
Renown is what Garou use to rank up. Initial Renown is based on you Auspice selection
Ragabash: 3 Any Combination
Theurge: Wisdom 3
Philodox: Honor 2
Galliard: Glory 2, Wisdom 1
Ahroun: Glory 2, Honor 1

9) Initial Willpower is determined by your Tribe selection
Black Furies Willpower 3
Bone Gnawers Willpower 4
Children of Gaia Willpower 4
Fianna Willpower 3
Get of Fenris Willpower 3
Glass Walkers Willpower 3
Red Talons Willpower 3
Shadow Lords Willpower 3
Silent Striders Willpower 3
Silver Fangs Willpower 3
Stargazers Willpower 4
Uktena Willpower 3
Wendigo Willpower 4

10) Initial Gnosis is determined by your breed selection (Homid 1, Metis 3, Lupis 5)
12) Initial Rage (extra actions) is determined by your Auspice
Ragabash 1, Theurge 2, Philodox 3, Galliard 4 and Ahroun 5

13) Merits and Flaws
Merits and Flaws are special traits that can be taken ONLY at character creation.
They denote special boons or issues your character has from their background.
You may buy Merits with a combination of Freebie points or Flaws
i) Flaws are capped at 7 points total, Merits are unlimited
ii) Any points that exceed what you take for merits are given to you back as Freebie points. (For a max of 7 points)

14) Special Maneuvers
Special Maneuvers are special attacks that are used by the players in combat.
Players get one free at creation and can be learned and created (at ST approval) in the game. For a list of starting special maneuvers see:

15) Freebie Points
Now that we have the guts of the character done, the game gives you an additional freebie 20 points to round out your character with. These points can be used to boost

Freebie point costs are based on the following
i) Ability 2
ii) Attribute 5
iii) Background 1
iv) Gift 7
v) Gnosis 2
vi) Rage 1
vii) Willpower 1
viii) Merits 1 per point

b) Freebie Point Restrictions:

i) Rage is capped at 5 for creation
ii) Gnosis is capped at 5 for creation iii) Willpower is capped at 6 for creation
iv) Flaws are capped at 7 points total

16) Specifications:
When a character has at four or more dots in an Attribute or Ability, they’re eligible to select a “specialty”. Specialties represent a particular focus and proficiency related to the character’s concept or profession.
Whenever you roll for an action under that specialty, any single dice that rolls as a “10” counts as two successes instead of just one.
Specifications should be declared at creation and are up to staff approval as to if they are useful to a certain roll (if not, they may make you reroll or disregard the spec entirely)