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Character Creation Chart: Kinfolk

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.

• Step One: Character Concept


Choose Concept, Nature and Demeanor, and if applicable, Tribe Relation and Kinfolk Relation: Relation
describes your family connection to the Garou, such as 'Grandson to Sept Leader'.
Possible concepts for Kinfolk: Athletic Trainer, Ecologist, Environmental Activist, Farmer, Forester, Hacker,
Horticulturist, Landscape Architect, Mercenary, Nurse, Photographer, Social Worker, Teacher, Veterinarian,
Writer.

• Step Two: Attributes


Prioritize and assign Attributes: Physical, Social and Mental. (6/4/3 Human Kinfolk, for Wolfkin the largest
must be in Physical, with Manipulation being the lowest)

• Step Three: Abilities


Prioritize and assign the three categories: Talents, Skills and Knowledges. (11/7/4 for Human Kinfolk, 7/3/1 for
Wolfkin, the lowest must be in Knowledges)

• Step Four: Choose Advantages


Choose from Backgrounds (5 for both Human Kinfolk , Wolfkin are under the same restriction set under the
Red Talon guidelines): Allies, Ancestors, Contacts, Cultist Allies (Shadow Lord only), Equipment, Favours,
Fate, Influence, Numen, Mentor, Pure Breed, Renown, Resources and Touched.
Banned Backgrounds: Familiar Spirit, Fetish, Kinfolk, Past Life, Rites, Rituals, Spirit Heritage, Spirit
Network, Totem, Treasure and Years.

• Step Five: Finishing Touches


Record Willpower (base 3), spend freebie points (21).

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.

Gnosis, Gifts & Numina


Kinfolk cannot have Gnosis, Gifts and Numina at the same time. They cancel each other out, and they will
work, ever. At time of creation, one or the other must be chosen and at that point randomized results will come
into play.
Having Gnosis, Gifts or being a Psychic (using Numina) is extremely rare (only 1 out of every 200+ kin have it)
and Chaos Dice* will be used to determine which the character will have any of these abilities, if any at all.
Consent as to accepting the results as the final word, must be given before the Op makes any rolls. This is so
the results will be accepted due to it being utterly random, not every character will receive such an extremely
rare ability and will never disputed. The character can never gain such during creation or ever during roleplay if
the results are negative.
Kinfolk can only have one Numina upon initial creation, if results are favourable and the character is allowed to
obtain the ability.
One can have Gnosis, and Gifts at the same time. However, each requires a separate roll. Gnosis is limited by
the Merit (barring the bonus below for rolling a 10 for Chaos dice).

* = 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.

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