Rules for Werewolf Creation
Allowed Books
- Werewolf the Forsaken 2.0 and other 2.0 supplements.
- The Pack
- Damnation City
- Other at ST Discretion
Note there are some discrepancies between the different copies of Werewolf PDF's/Books. The information here refers to the one I have access to. If there's a discrepancy, bring it up to the ST.
Note Zero
It's best for a group of characters to make Werewolves together versus packing up later. If possible, discuss and communicate on ideas during creation.
All player werewolves are Forsaken. Pure werewolves are not approved for player use at this time.
Step One: Concept
Who are you? A single word or a short sentence to define the 'meat' of your character. Come up with three Aspirations for your character; recommended is two short terms ones and one long term. Feel free to discuss this with the ST.
Step Two: Attributes
Prioritize Mental, Physical, and Social Attributes and distribute 5/4/3 dots as desired. Each trait starts at 1 for free.
Step Three: Skills
Prioritize Mental, Physical, and Social Attributes and distribute 11/7/4 dots as desired. Remember, you don't need to be excellent at everything in the beginning. A pool of 3-4 dice for a task represents competence at that task.
Step Four: Skill Specialties
Pick three.
Step Five: Forsaken Template
Choose your Auspice
Also note your character’s Hunter’s Aspect and Auspice Ability. Add +1 dot to one of your Auspice skills and +1 dot in your Auspice renown.
- Irraka: Irraka are stalkers, assassins, spies, and thieves. They Changed under the new moon. They move through the shadows, striking quickly and quietly. Irraka auspice Skills are Larceny, Stealth, and Subterfuge. Their Renown is Cunning.
- Ithaeur: Ithaeur are spirit masters, ritualists, fetish crafters, seers, and advisors. They Changed under the crescent moon. They deal with the denizens of the Hisil with an instinctive mastery. Ithaeur auspice Skills are Animal Ken, Medicine, and Occult. Their Renown is Wisdom.
- Elodoth: Elodoth are diplomats, mediators, negotiators, and community builders. They Changed under the half moon. Where others fight with stealth and weaponry, they wield influence. Elodoth auspice Skills are Empathy, Investigation, and Politics. Their Renown is Honor.
- Cahalith: Cahalith are lorekeepers, bards, dreamers, and motivators. They Changed under the gibbous moon. They hunt with howls and tradition, with songs and with passion. Cahalith auspice Skills are Crafts, Expression, and Persuasion. Their Renown is Glory.
- Rahu: Rahu are warriors, tacticians, and defenders. They Changed under the full moon. They hunt with claws and fangs, and with brilliant plans and glorious zeal. Rahu auspice Skills are Brawl, Intimidation, and Survival. Their Renown is Purity.
Pick Tribe
Characters belong to one of five tribes — or your character may be a Ghost Wolf, without a tribe. Remember, unlike auspice, your character chooses her tribe. Generally, characters align relatively closely to their tribe expectations. Each Tribe has a favored renown; add +1 dot of that Renown to your sheet (Ghost Wolves do not get this dot).
- Blood Talons: Glory
- Bone Shadows: Wisdom
- Hunters in Darkness: Purity
- Iron Masters: Cunning
- Storm Lords: Honor
Renown
By this stage, you should already have two dots of Renown; one for your character’s auspice, and one for her tribe. Choose another dot in a Renown of your choice, but note that you cannot take a third dot in a single Renown at this point. Ghost Wolves receive this dot of Renown, for a total of two.
Blood and Bone
Your character possesses traits called Blood and Bone. They reflect a core dichotomy of the Uratha condition. A Blood archetype reflects your character’s behavior and identity on the hunt, when claws are out, and lives are on the line. A Bone archetype reflects your character’s sense of self-identity. It’s who she is behind the instincts, fur, and fury.
Touchstones
Every Uratha possesses two Touchstones. These are things that pull her between the spiritual and the physical, and maintain a balance between the two extremes.
Gifts and Rites
Spirits afford the Forsaken abilities called Gifts. They’re not taught; they’re given. At this stage in character creation, choose Gifts. Your character receives the first dot of a Moon Gift according to her auspice. She also receives a Facet of two Shadow Gifts from her tribe or auspice. If she has two dots in her auspice’s Renown, she gains the second-dot Facet of that Moon Gift. Otherwise, she gains a facet of a Wolf Gift. Your character can’t take a Facet of a Gift in which she has no dots of Renown.
Gift Lists
Cahalith: Gibbous Moon, Inspiration, Knowledge
Elodoth: Half Moon, Insight, Warding
Irraka: New Moon, Evasion, Stealth
Ithaeur: Crescent Moon, Elemental, Shaping
Rahu: Full Moon, Dominance, Strength
Blood Talons: Inspiration, Rage, Strength
Bone Shadows: Death, Elemental, Insight
Hunters in Darkness: Nature, Stealth, Warding
Iron Masters: Knowledge, Shaping, Technology
Storm Lords: Evasion, Dominance, Weather
Ghost Wolves: None
Your character also begins play with two dots in rites.
Merits
Select 10 dots of Merits.
Every character receives one dot of Totem, and the Language (First Tongue) Merit.
You can trade up to five of your starting Merit dots for extra dots of rites. One dot of rites costs one Merit dot. If you want a three-dot rite, you can get it by spending three Merit dots.
Step Seven: Advantages
- Record Willpower (Resolve + Composure)
- Harmony begins at 7 dots
- Size is 5
- Health is equal to Size + Stamina; add the appropriate health boxes to your character sheet
- Defense is the lower of Dexterity or Wits + Athletics
- Primal Urge starts at 1.
- Werewolves have additional base abilities. Details can be found at Body of the Wolf, Harmony, Shapeshifting, Spirit of the Wolf, and Werewolf Weaknesses.
Step Eight: Final Touch
You may spend 5 XP to add finishing touches to your character.
Afterwards the Pack
After your character is created, work with the other players to design the pack and their Touchstones.
Werewolf XP Costs
- Attributes: 4 XP per dot
- Merit: 1 XP per dot
- Skill Specialty: 1 XP per dot
- Skill: 2 XP per dot
- Affinity Gift: 3 XP
- Non-Affinity Gift: 5 XP
- Additional Facet: 2 XP
- Wolf Facet: 1 XP
- Renown: 3 XP
- Rites: 1 XP
- Primal Urge: 5 XP
Gaining XP
• If your character fulfills an Aspiration, take a Beat. Replace the Aspiration at the end of the session.
• When you resolve a Condition, per the description of the Condition, take a Beat.
• Persistent Conditions provide Beats for actions other than resolution.
• Once per scene, when you fail a roll, you may opt to make it a dramatic failure and take a Beat.
• If your character takes lethal damage in one of her rightmost Health boxes, take a Beat.
• At the end of an ST-run session, take a Beat.
• The ST may award a Beat for particularly inspired role-play or appropriately dramatic, heroic, or heinous actions.
For every 5 Beats a character attains they gain 1 XP.