Character Creation

Character Creation
=== Abstract: === 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: http://www.drivethrurpg.com/product/112871/Werewolf-The-Apocalypse-20th-Anniversary-Edition?src=hottest_filtered
 * 1) Cliath rank only at creation.
 * 2) Cubs are fine with restrictions.
 * 3) Fera will be limited at this time.
 * 4) No Spirals, Skin Dancers or Lost Tribes.
 * 5) Attribute points use the standard 7/5/3 distribution
 * 6) Only 1 Attribute can be raised to ‘4’ per within each Attribute category at creation
 * 7) e.g. You can take Strength 4 and Appearance 4 as they are in different Attribute Categories, but you can't take Strength 4 and Stamina 4 at creation.
 * 8) Ability points use the standard 13/9/6 distribution
 * 9) Only 1 Ability can be raised to ‘4’ in creation.
 * 10) Combat abilities (Brawl, Melee, Firearms) are capped to 3 at creation.
 * 11) Specialties are earned at 3 and 5 dots for abilities, 4 for Attributes
 * 12) Freebie points are at a standard 15.
 * 13) Flaws are limited to 7 points in total.
 * 14) Rage is capped at 6 for creation.
 * 15) Demeanor for WP recovery is not used at this time.
 * 16) Death is the highest honor a Garou can earn. Death should be meaningful but not the end of the fun. Creation of a second character may allow for additional XP or rank.
 * 17) See House Rules for additional restrictions.

=== Character Generation: === Concept 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 and 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 makes Select a character name Characters often have birth names and deed names- names that are given to them for their great efforts at the 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 http://whitewolf.wikia.com/wiki/Breed
 * Homid are humans who became werewolves at maturity http://whitewolf.wikia.com/wiki/Homid_(breed)
 * Lupis are wild wolves who became werewolves are maturityhttp://whitewolf.wikia.com/wiki/Lupus_(breed)
 * Metis are the ‘bastard’ child of 2 Garou 

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:http://whitewolf.wikia.com/wiki/Auspice_(WTA)
 * The 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 reflects their culture and ancestry.
 * Any of the current 13 Garou Nation Tribes are allowed http://whitewolf.wikia.com/wiki/Tribe_(WTA)
 * Subtribes are allowed (Siberakh)
 * 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 determines 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'''

http://whitewolf.wikia.com/wiki/Attribute

Attributes are sorted into 3 groups:

Physical attributes:

 * 1) Strength - Raw physical strength.
 * 2) Dexterity - Speed and ease of movement, covering both full body movement (i.e. gymnastics) and hand-eye coordination.
 * 3) Stamina - Physical hardiness, including resistance to disease and physical trauma and how fast you can recover.

Social attributes:

 * 1) Charisma - how you come across to others socially; how you conduct yourself in public when not actively interacting with others.
 * 2) Manipulation - how easily you bend others to your will, either through persuasion or threats.
 * 3) Appearance - your level of attractiveness; may be raised temporarily with clothing or other adornments.

Mental attributes:
'''For character creation- You rank attribute groups from best to worst, then assigned points to the attributes in each group using a 7/5/3 distribution. With the best group getting 7 points, middle group getting 5 points and worst group getting 3 points.''' Abilities Abilities are sorted into 3 groups: i) Unlike attributes, each ability does not start at a ‘1’ point, it starts at 0
 * 1) Intelligence - Memory and raw brainpower.
 * 2) Perception - your ability to notice things, to perceive the world around you, through all your senses.
 * 3) Wits - quickness of thinking; measures how easily you make leaps of logic or intuition
 * 1) E.g. Selecting social as your best selection will give you ‘7’ points, while mental as your worst will give you 3 points to spend
 * 2) Each attribute starts at ‘1’ point to start which does not count towards your point allocation.
 * 1) Talents - things for which the character has discovered an intuitive knack (like performance or subterfuge)
 * 2) Skills - things the character has learned to do (like drive a car or fire a gun);
 * 3)  Knowledges - areas of scholastic or mental expertise (like science or law).
 * 4) Initial ability point pools are also ranked from best to worst, with points allocated accordingly using a 13/9/6 distribution

ii) You are limited to only having a single ability should go to 4 at creation

iii) Combat abilities cannot be raised past 3 at creation

(2)  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

Background points are hard to raise after character creation, so treat this section with care! The following Backgrounds are used: f) More details on each background can be found here:http://whitewolf.wikia.com/wiki/Backgrounds 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' ​​​​​

7) Gifts
 * 1) Gifts are the special ‘magical’ abilities each Werewolf has.
 * 2) Each werewolf get 3 gifts at creation: a Rank 1 Breed, Tribe and Auspice.      b) Player should only expect spirits from their Breed/Tribe/Auspice to teach them gifts easily. Anything outside of that would likely need to be earned by the spirit in question. 

     d) Limitations: We are only using the W20 line of gifts. Nothing from revised books or earlier.

     e) While not a complete list- a list of only W20 line gifts can be found here: http://www.wyrmfoe.com/tag/bookanniversary

8) Renown

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

9) Initial Willpower is determined by your Tribe selection 

10) Initial Gnosis is determined by your breed selection (Homid 1, Metis 3, Lupis 5)

11) Initial Rage (extra actions) is determined by your Auspice 
 * 1) Ragabash 1, Theurge 2, Philodox 3, Galliard 4 and Ahroun 5

12) Merits and Flaws i)  Both Flaws are capped at 7 points total, Merits are unlimited
 * 1) Merits and Flaws are special traits that can be taken ONLY at character creation.
 * 2) They denote special boons or issues your character has from their background.
 * 3) You may buy Merits with a combination of Freebie points or Flaws

ii) Any points that exceed what you take for merits are given to you back as Freebee points. (For a max of 7 points)

13) Special Maneuvers
 * 1) Special Maneuvers are special attacks that are used by the players in combat.
 * 2) 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: https://werewolftheapocalypse.obsidianportal.com/wikis/special-maneuvers

14) 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 (limit 7 points in Merits total)

      b) Freebee Point Restrictions:

i)  Rage is capped at 5 for creation

ii) Gnosis is capped at 5 for creation

iii) Willpower is capped at 7 for creation

iv) Attributes are capped at 4 for creation

v) Abilities are capped at 4 for creation

vi)  Both Merits and Flaws are capped at 7 points total

15) Specifications:
 * 1) When a character has at three 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. As a house rule, specialities are earned at 3 dots and a second Specialization can be taken at 5 dots. 
 * 2) 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. 
 * 3) 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)

Background Restrictions: