Character Creation Process

Step One: Character Concept

Nature and Demeanor

Your character’s Nature and Demeanor define the basic tenets of your personality. Nature and Demeanor are, quite simply, the disposition and image of your character.

A character’s Nature is her true inner self, while her Demeanor is the front that she shows to people— it is the mask your character shows to the world. It is not unheard of for a character to have the same Nature and Demeanor; however, it is unlikely. Few people are that honest with other people, or even themselves.

Nature and Demeanor (select one for each): Alpha, Autist, Bravo, Caregiver, Child, Competitor, Confidant, Conniver, Curmudgeon, Deviant, Director, Fanatic, Gallant, Hedonist, Jester, Judge, Loner, Maker, Martyr, Masochist, Penitent, Predator, Rebel, Reluctant Garou, Show Off, Survivor, Traditionalist, Visionary

Breed

The Garou are the Changing Race, torn between two worlds: the world of wolves and the world of men. However, the very nature of their existence prevents them from truly having a home with either race. Indeed, they are doubly cursed, for Garou cannot mate with Garou, and thus, the Changing Breed must dwell within, yet never truly be a part of, the worlds belonging to both man and wolf.

It is against the oldest of laws for Garou to mate with one another. The product of that union is always sterile and usually malformed. Garou must continually mate (or breed) with those outside their race. The Garou keep track of the humans and wolves with whom they breed and watch for signs of the change. The product of a Garou mating with a human or wolf is not usually a Garou. Typically, the child or pup is completely normal. The genes of the Changing Breed are recessive, and very few children breed true and pure enough to undergo their First Change.Once a Garou has been identified, however, he is tracked down. Only then is he told what he really is. After a young Garou completes his Rite of Passage, he is fully accepted into the pack.

Auspice

Your auspice is the phase of the moon under which your character was born. This aspect is held in astrological reverence by most Garou. It does more than predetermine certain aspects of your personality— it also helps to define your role in Garou society.

There are five auspices from which a character can choose. Each has its own special strengths and weaknesses. Many ideas about auspices can be considered superstitious, but there is a certain truth behind these ideas as well.

Some truly exceptional Garou have rebelled against their moon. They have renounced their born auspice in favor of another one. These Garou are rare indeed, for one loses everything when one chooses a new auspice. Such a renunciate must start his education over again.

Tribe

A tribe is a character’s family, of sorts. A character’s tribe defines her lineage and heritage and says a great deal about who and what she is. Each tribe has its own beliefs, pursuits, strengths and weaknesses. There is a great variety of tribes: thirteen in all. The tribe determines much of your background and helps to define some basic facts about your ancestry and heritage.

Step Two: Attributes

Attribute Traits:

Attributes define the basics of a character’s natural abilities. They include the strengths your character was born with and the talents that come naturally to you. Are you brawny, relentless or quick? Are you creative, methodical or contemplative?

The first step is to prioritize your attributes. Are you more physically, socially or mentally oriented? You must choose which of these categories is your strongest suit.These choices may well be influenced by your auspice. For example, it would probably be to a Theurge’s advantage to be more mentally gifted than physically talented— it would not be unheard of for a Theurge to excel in Physical Traits, but it would be unlikely.

Attribute Categories:

Physical Attributes describe what you are capable of doing with your body. They encompass your power, quickness and endurance.

Social Attributes describe your charisma and appearance, and they define how well you can influence and manipulate others.

Mental Attributes define your character’s mental capacity. They include things such as your characters awareness of her surroundings and her resolve and concentration.

Your attribute categories must be prioritized. Your strongest category is primary, your next-strongest category is secondary and your weakest is tertiary. Once you’ve chosen your priorities, you get to choose your actual Traits. You may choose seven Traits for your primary attributes, five Traits for your secondary attributes, and three Traits for your tertiary attributes. You are allowed to take the same Traits more than once to illustrate that you’re particularly gifted in a certain area (such as a character who is Quick, Quick and Quick.)

Step Three: Advantages

Advantages are Traits that help separate one character from another. They allow a player to take actions that would otherwise be impossible. There are four categories of advantages: Abilities, Gifts, Backgrounds and Renown.

Choosing Abilities

Abilities represent the skills you’ve developed and the training you’ve had up until this point in your life. They summarize the ordinary things you can do. Many abilities allow you to perform specific tasks that are only possible through training, while others enhance your performance of everyday tasks and functions.

You may choose five Abilities from the list on the other pages. You can take the same Ability more than once to illustrate a higher degree of skill with that particular action.

Choosing Gifts

See Breed, Auspice and Tribe, above, for Beginning Gifts; choose one from each list (for a total of three Gifts).

Note that the listed Gifts are simply the “Basic” ones. There are more powerful “Intermediate” and “Advanced” Gifts, although these are only possessed by more powerful Garou.

Backgrounds

Each character has background details that make her unique. Advantages like contact with Past Lives or societal Influence add depth and background to a character. Your character will be able to select five Background Traits. Certain tribes will be excluded from selecting certain Background Traits, and certain tribes will be forced to take certain Background Traits. Players can select the same Background more than once to illustrate a stronger level of that Background.

Renown

Renown Traits

A Garou’s renown defines his Rank and, therefore, his station within werewolf society. All characters begin with the Rank of “fostern”. Fostern are Garou who have undergone their Rite of Passage and proven themselves to their fellow Garou. They have become accepted into the pack and are treated as adults.

Renown is divided into three categories: Wisdom, Glory and Honor. A beginning player chooses Renown Traits for his character just as he would choose Traits for any other attribute. However, the type of Renown Traits he can choose depends on his character’s auspice.

Final Touches

Your character should now have a basic form, but it might not be exactly what you envisioned. In the final stages, you have the opportunity to improve certain statistics and add more Abilities or Backgrounds. You’ll also need to add the personal details and develop more of the character’s personal history.

Rage, Gnosis and Willpower

These are determined as listed above: a character’s auspice determines her starting Rage Traits, her breed determines her starting Gnosis Traits and her tribe determines her starting Willpower.

Negative Traits

The number of Traits and Abilities your character has can be increased by selecting Negative Traits. You can select a Negative Trait in any of your three attribute categories. In exchange, you’ll be able to purchase an additional (positive) Attribute Trait or an Ability. You can take up to three Negative Traits.

With one Negative Trait, you can:

Fleshing It Out

Background— Now you need to fill in all the little details, such as where your character came from and what he does on a regular basis.

What was your childhood like? Did you attend any sort of formal schooling after the Change? If you are a lupus, how well did you adjust to what you are, and how do you perceive the world of men?

You should also give some reasons for your character to be a part of the pack. Always consult your Narrator on this information. She might already be planning a story about how the group first got together.

Motivations— What is it you wish to do? Is there more to your life as a Garou than merely fighting the Wyrm? If not, should there be?

The Garou see the world they know of drawing to a close, but that doesn’t absolve them of the responsibilities of their lives. Many have goals inside and outside their pack. Most Garou have their own views of the world and opinions on how to affect it. Many are eager to earn the respect of their fellows.

Appearance— What do you look like when you’re in Homid form? How do you dress? How do you carry yourself?

Many of these details can be gleaned from your background, but even more should be added here. You ultimately should select an appearance (and costume) that reflects and represents every aspect of your character.

Obviously, this is not intended to be taken literally, but a Bone Gnawer should definitely have a different wardrobe selection than a Glass Walker.

Equipment— If you’ve already selected a Fetish, then that’s something you automatically have. However, your character might have other odds and ends that she carries with her. Any selections must be approved by the Storyteller. Don’t be surprised if you can’t have everything you want. Some of it might not be appropriate to the nature or scope of the story. Your Storyteller has the final say on what you can and cannot have.

Quirks— By giving your character quirks, you can add even more depth and interest to her personality. Quirks are personal details that make an individual unique. A quirk could be anything: a habit of laughing when under stress, an affinity for animals, an aversion to apologizing... anything that adds an extra splash of life to your character.