Beruflich Dokumente
Kultur Dokumente
Wolf Kinfolk
Building wolf Kinfolk character work a little differently from constructing human ones. Allot the usual points in
Attributes (6/4/3 in Physical, Social and Mental Traits), but distribute the largest portion among Physical
Attributes (Strength, Dexterity, Stamina). The Manipulation Trait should be the lowest among the Social
Attributes. For Abilities (Talents, Skills and Knowledges, use a 7/3/1 distribution, taking the lowest number in
Knowledges. Another option is to take three points in Knowledges, though it makes survival a little more tricky.
Alertness, Athletics, Brawl, Dodge and Stealth are excellent choices for Abilities. Wolf Kinfolk may have the
same number of Background (5) as other Kinfolk, but, as a group, they are under the same restrictions as Red
Talons (See the Kinfolk Book). Wolf Kinfolk make up for these cuts by gaining a Strength +1 bite attack, as
well as a last-ditch Strength -1 claw. Moreover, they subtract two from all Perception difficulties involving
smell and hearing.
Optional: Choose Merits and Flaws. These are advantages and disadvantages that some Storytellers allow in
games. Buy Merits with freebie points. Use flaws to add to the freebie point pool, to a maximum of 7 points.
You can't use freebie points to purchase Gifts; these must be acquired during the game (if the Storyteller
permits) with roleplaying and experience points. Freebie point costs are as follows:
Trait Cost
Attributes 5 per dot
Abilities 2 per dot
Backgrounds 1 per dot
Willpower 1 per dot
Important Info For Starting Characters!!
Starting characters can have no more than 3 dots in regards to combat of any type. The characters can earn the
4th dot (and as such official expertise), and their specialty through roleplay, not simply buying it during their
initial creation.
• In Attributes: Strength, Dexterity, Stamina and Perception.
• In Abilities: Awareness, Athletics, Brawl, Dodge, Firearms, Melee and Stealth.
• Secondary Traits: On a case by case basis.
Starting characters can have no more than 3 dots in regards to Traits that are the result of intense one-on-one
training, or that require specific classes such as in a school. The characters can earn the 4th dot (and as such
official expertise), and their specialty through roleplay, not simply buying it during their initial creation.
• In Abilities: Drive, Computers, Investigation, Law, Linguistics, Medicine, Occult, Science
• Secondary Traits: On a case by case basis.
* = Chaos Dice: A single die is rolled, and the results (from 2-9) will be called as either (or vice versa):
Odd = Yes
Even = No
Roll Result
1 (Botch) Trying to gain the ability in any way, is an automatic botch every time, with horrific results.
2-9 As described above.
10 One of the following applicable bonuses.
• For Gnosis they gain 1 extra permanent dot, in addition to the amount they gain from the Gnosis Merit
(depending on how much they spend for the Merit).
• For Gifts, their first can be from another Breed/Auspice/Tribe for X10 instead of X20 experience. However
any gift learned thereafter from another Breed/Auspice/Tribe costs the normal amount of experience. NOTE:
This must be acquired during the game (if the Storyteller permits) with roleplaying and experience points only.
• For Numina, the 1st dot will only cost them 3 exp (at initial creation), however every dot thereafter will cost
them the normal X7 experience.