Vampire Character Generation





Mortal


Attributes: 6 / 4 / 3

Abilities: 11 / 7 / 4

Backgrounds: 5

Virtues: 7

Willpower: (same as Courage)

Humanity: (Con + SC)

Freebie Points: 21

Ghoul


Attributes: 6 / 4 / 3

Abilities: 11 / 7 / 4

Disciplines: Potence 1 + 1 Clan or Family Disc.

Backgrounds: 5

Virtues: 7 (5 for Sabbat)

Path or Humanity: (Con + SC)

Willpower: (same as Courage)

Freebie Points: 21

Neonate


Attributes: 7 / 5 / 3

Abilities: 13 / 9 / 5

*Disciplines: 3 (4 for Sabbat)

Backgrounds: 5 (0 for Sabbat)

Virtues: 7

Willpower: (same as Courage)

Path or Humanity: (Con + SC)

Freebie Points: 15

Generation Cap: 11th

Ancillae


Attributes: 8 / 6 / 4

Abilities: 15 / 11 / 7

*Disciplines: 8 (9 for Sabbat)

Backgrounds: 10 (0 for Sabbat)

Virtues: 7

Willpower: (same as Courage)

Path or Humanity: (Con + SC)

Freebie Points: 15

**Age Max: 1

Generation Cap: 9th

Elders


Attributes: 10/ 7 / 5

Abilities: 20 / 12 / 8

*Disciplines: 10 (11 for Sabbat)

Backgrounds: 15 (10 for Sabbat)

Virtues: 7

Willpower: (same as Courage)

Path or Humanity: (Con + SC)

Freebie Points: 20

**Age Max: 2

Generation Cap: 7th

*Vampires must take the Clan Disciplines initially, and no other Discipline can be higher than the lowest Clan Disc.

**Age Background costs 4 Background points per dot, and subtract 1 Humanity or Path for every dot in Age.

At this time were are accepting Elders and Ancillae, but this is only temporary and subject to Storyteller approval.



Garou Character Generation



Step One: Character Concept

Choose concept, breed, auspice, and tribe

Step Two: Select Attributes

Prioritize the three catagories:

Physical, Social, Mental(7/5/3)

Choose Physical Traits: Strength, Dexterity, Stamina

Choose Social Traits: Charisma, Manipulation, Appearance

Choose Mental Traits: Perception, Intelligence, Wits

Step Three: Select Abilities

Prioritize the three catagories: Talents, Skills, Knowledges (13/9/5)

Choose Talents, Skills, and Knowledges

Step Four: Select Advantages

Choose Backgrounds (5; restricted by tribe), Gifts (1 each from breed, auspice, and tribe), Renown (by auspice)

Step Five: Finishing Touches

Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe), and Renown (by auspice)

Spend Freebie Points (15)



Breed

(also see Breeds, pp 85-87 in the WtA Guide)

HOMID:

You were raised as a human, by human parents. You did not know you were a werewolf until you were nearly an adult and underwent your First Change (nickname: Ape)

Initial Gnosis: 1

Beginning Gifts: Persuasion, Smell of Man

METIS:

Your parents are both Garou, but you are malformed and sterile. You understand Garou culture more deeply than other breeds do, for you were raised by your tribe (nickname: Mule)

Initial Gnosis: 3

Beginning Gifts: Create Element, Sense Wyrm

LUPUS:

You were raised in the wilds as a wolf. Until you were nearly grown, you did not know you were a werewolf (nickname: Feral)

Initial Gnosis: 5

Beginning Gifts: Heightened Senses, Leap of the Kangaroo

Auspice

RAGABASH:

New Moon - The Trickster; questioner of the ways

Initial Rage: 1

Beginning Gifts: Blur of the Milky Eye, Open Seal, Scent of Running Water

Beginning Renown: 3 in any combination

THEURGE:

Crescent Moon - The Seer; searcher of the ways

Initial Rage: 2

Beginning Gifts: Mother's Touch, Sense Wyrm, Spirit Speech

Beginning Renown: 3 Wisdom

PHILODOX:

Half Moon - The Judge; keeper of the ways

Initial Rage: 3

Beginning Gifts: Resist Pain, Scent of the True Form, Truth of Gaia

Beginning Renown: 3 Honor

GALLIARD:

Gibbous Moon - The Moon Dancer; lover of the ways

Initial Rage: 4

Beginning Gifts: Beast Speech, Call of the Wyld, Mindspeak

Beginning Renown: 2 Glory, 1 Wisdom

AHROUN:

Full Moon - The Warrior; protector of the ways

Initial Rage: 5

Beginning Gifts: Razor Claws, Inspiration, The Falling Touch

Beginning Renown: 2 Glory, 1 Honor

Tribe

BLACK FURIES:

Composed almost entirely of women, the Furies are servants of the Wyld and the avengers of Garou.

Initial Willpower: 3

Backgrounds: No Restrictions

Beginning Gifts: Heightened Senses, Sense Wyrm

BONE GNAWERS:

Living as vagrants on the streets of the city, the Gnawers are always well informed and universally despised.

Initial Willpower: 4

Backgrounds: Cannot buy Past Life, Pure Breed, or Resources

Beginning Gifts: Cooking, Scent of Sweet Honey

CHILDREN OF GAIA:

The most moderate of all the tribes, the Children have become the mediators of the Garou and the defenders of Humanity. Their young, however, often become radicals and join various subcultures.

Initial Willpower: 4

Backgrounds: No Restrictions

Beginning Gifts: Mother's Touch, Resist Pain

FIANNA:

Every member of this tribe is of Celtic descent, and the Fianna are exceedingly proud of this heritage. They live where ever their kinfolk make their homes and keep in close contact with them at all times.

Initial Willpower: 3

Backgrounds: No Restrictions

Beginning Gifts: Persuasion, Resist Toxin

GET OF FENRIS:

Savage and bloodthirsty, the Get are largely of Norse descent and proud of it. They tend to dominate the rural counties and towns where they live.

Initial Willpower: 3

Backgrounds: May not buy Contacts or Mentor

Beginning Gifts: Razor Claws, Resist Pain

GLASS WALKERS:

Of all the tribes, the Walkers are the most adapted to the city and the least trusted by the other Garou. They tend to mix with the underworld and frequently employ high technology.

Initial Willpower: 3

Backgrounds: May not buy Mentor, Past Life, or Pure Breed

Beginning Gifts: Control Simple Machine, Persuasion

RED TALONS:

Composed entirely of lupus, the Red Talons think that the best way to save Gaia is to destroy the cancer - the humans - once and for all.

Initial Willpower: 3

Backgrounds: May not buy Allies, Contacts, or Resources; Kinfolk are all wolves.

Beginning Gifts: Beast Speech, Scent of Running Water

SHADOW LORDS:

Very domineering and demanding, the Shadow Lords constantly strive to win the leadership of the Garou from the Silver Fangs. They would do almost anything for power.

Initial Willpower: 3

Backgrounds: May not buy Allies or Mentor

Beginning Gifts: Aura of Confidence, Fatal Flaw

SILENT STRIDERS:

Silent Striders live their lives on the road, constantly moving and traveling. They breed almost exclusively with gypsies, circus performers, and other such wanderers. They know many secrets of both the mortal and spirit worlds.

Initial Willpower: 3

Backgrounds: May not buy Past Life or Resources

Beginning Gifts: Sense Wyrm, Speed of Thought

SILVER FANGS:

The most prestigious of the tribes, the Fangs have mated with the noblest of humans and wolves for centuries. They are inbred, however, and have become tainted with sickness.

(all silver fangs must start with one derangement)

Initial Willpower: 3

Backgrounds: MUST spend at least 3 of their b/g points on Pure Breed

Beginning Gifts: Lambent Flame, Sense Wyrm

STARGAZERS:

Cerebral and contemplative, the Stargazers wander the world in search of enlightenment and truth, but staunchly oppose the Wyrm nonetheless.

Initial Willpower: 5

Backgrounds: May not buy Allies, Fetish, or Resources

Beginning Gifts: Balance, Sense Wyrm

UKTENA:

The sly and mysterious Uktena are the most capable magicians of the Garou and are thus widely distrusted.

Initial Willpower: 3

Backgrounds: No Restrictions

Beginning Gifts: Sense Magic, Shroud

WENDIGO:

The only purely Native American Garou left, the Wendigo are fiercely independent and still determined to drive the invaders from the North American contintent.

Initial Willpower: 4

Backgrounds: May not buy Contacts or Resources

Beginning Gifts: Call the Breeze, Camouflage



Backgrounds

ALLIES:

Your friends, be they human or wolf

CONTACTS:

Describes the contacts you possess among human society.

FETISH:

You possess a magical object with a bound spirit within it.

KINFOLK:

The number of Delirium-free human or wolf relatives and friends you possess.

MENTOR:

A powerful elder who advises and looks out for you.

PAST LIFE:

Describes your mnemonic connection with Garou ancestors and the past.

PURE BREED:

Your lineage and pedigree among your people.

RESOURCES:

Describes how wealthy you are; your belongings.

RITES:

Describes the number of Rites you have learned

**YOU MUST HAVE A RITUALS RATING EQUAL TO OR HIGHER THAN YOUR RITES BACKGROUNDS TO LEARN RITES!!!

You cannot learn rites without the Rituals Knowledge!

TOTEM:

The power of a pack totem varies depending on the total points invested in it.

Freebie Point Cost


Attributes: 5 per dot

Abilities: 2 per dot

Backgrounds: 1 per dot

Gifts: 7 per gift (Level One Only)

Rage: 1 per dot

Gnosis: 2 per dot

Willpower: 1 per dot



Please send all Character Sheets, with a complete background to the MSTs at:

BigEasyByNight


or

RageAcrossOrleansParish