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Post by Wyrmfire on Sept 27, 2003 19:14:50 GMT -5
This thread is for anyone that wants to play in the World of Darkness, but doesn't know how to play. Since there seems to be some enthusiasm for the setting, and in particular Werefolf the Apocalypse, I'll post the basic rules that you need to know here, and of course answering any questions. I just cover the core rule book here, so if you want to know about any of the other shapeshifters or extra details not covered in the book, you're on your own. If you are really interested, I suggest that you buy yourself a book and dive right in to a session, all I can do by myself is give you enough info to try the game out on the boards and not embarass yourself Okay, first, the stat breakdown. You might want to look at a pdf of a charcter sheet to clarify things. Breed is like your race. Everyone is a werewolf, of course, but they can be born and raised with different species. Those with human parents, called homids, are by far the most common. Lupus are those raised by wolves, as a wolf, and are becoming increasingly rare due to increasing ecological damage. The third breed, called metis, are those born from a union of two garou, and are cursed with some deformity from birth, in addition to being sterile, due to their inbred natures. Auspice can more or less be considered your class. It is dependent on the phase of the moon you were born under. The ragabash is a trickster and a joker, the theurge is a seer and spiritual shaman, the philodox is a peacekeeper and a judge, the galliard is a bard, and the ahroun is a warrior. Tribes are the divisions in werefolf society. There are 13 in all. They are the amazon-like Black Furies, the mangy and scavenging Bone Gnawers, the peacekeeping Children of Gaia, the bardic Fianna, the savage Get of Fenris, the city-dwelling Glass Walkers, the Red Talons devoted to the destruction of all humans, the scheming Shadow Lords, teh Noble Silver Fangs, the contemplative Stargazers, the mysterious Uktena, and the vengeful Wendigo. Attributes are your physical, mental, and social stats, like the traditional DnD ability scores, more or less. They range from 1-5, and are divided into the physical stats of strength, dexterity, and stamina, the social scores of charisma, manpulation, and appearance, and the mental scores of perception, intelligence, and wits. Abilities are divided in to talents, skills, and knowledge, and range from 0-5 (NOT 1-5). Talents are alertness, athletics, brawl, dodge, empathy, expression, intimidation, primal-urge, streetwise, and subterfuge. Skills are animal ken, drive, etiquette, firearms, melee, leadership, performance, repair, stealth, and survival. Knowledges are computer, enigmas, investigation, law, linguistics, medicine, occult, politics, rituals, and science. Background also range from 0-5, and represent what kind of rescources and past the character has. They are allies, contacts, fetishes (magic weapons, you dirty people), kinfolk, mentor, past life, pure breed, rescources, rites, and totem. Some that may require some clarification: allies are individuals of influence you have befriended, while contacts are more in an informational capacity. Kinfolk are humans or wolves that have the werefolg gene, but it is recessive. Rites indicates how good you are at performing the formal ceremonies of the Garou. Totems are guardian spirits that watch over the entire pack; consequently, the entire pack's totem poionts are added together in determining which spirit this is. Gifts are determined by breed, auspice, tribe, and rank (more on this one in a bit), and are essentially magic spells. I'll cover them later, there are too many to list here. Renown is your standing in Garou Society, and is broken up into Glory, Honor, and Wisdom. It is the goal of most young Garou to gain as much renown as possible. Once renown is of a sufficiently high level, the Garou may raise his rank. While it is possible to draw parallels between this and level, it should be noted that rank is independent of actual strength, to a large degree. Rank is how you are percieved to be by the Garou. There are only 5 ranks. Rage is just that. It is a mark of a Garous inner fire, and responsible for much of a werewolf's best and worst acts. Rage can be used in two ways: a temporary rage point can be used to do certain acts, such as change form instantaneously, and a rage roll can be made based on a character's permanent rage points. If a rage roll succeeds too well, however, a charcter may go into a wild frenzy. Gnosis is a mark of a werewolf's connection with Gaia, the Mother. It has temporary and permanent points, like Rage. The temporary points are often used in gifts, and rites will usually require a Gnosis roll. Willpower is also self evident. Like Gnosis and Rage, it has temporary and permanent points. It is used to do things that are "heroic", but not necessarily supernatural. Whew! More later, as my fingers seem to be broken. If you have any questions, post them here instead of PMing me so that everyone else gets an answer too
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Post by Wyrmfire on Sept 28, 2003 19:27:49 GMT -5
Mechanics:
This one is really easy. You use only d10s. When you want to do anything, you roll a number of dice equal to the score in the most relevant ability + the score in the most relevant attribute. Sometimes, you will just roll an attribute, or another value for that matter, instead. The storyteller sets a difficulty from 2 to 10, with 6 being the average. You count up the number of dice showing values equal to or greater than the difficulty, subtract from that the number of 1s you rolled. The more succeses you have, the better you performed. If you roll more 1s than successes, then you have botched, and fail in some catastrophic way.
That is the entire rules chapter of the werewolf book!
On to the exceptions (you knew there would be a few): If you are going to roll more dice than the difficulty of the action, you can take an automatic success. It is considered to be worth only 1 success, though, so you may want to roll anyway. Due to the effects of frustration, every time you attempt an action again after having failed the first time, the difficulty increases by 1. Extended actions require many successes to complete, but are rolled repeatedly from round to round, and added up. Climbing fits in to this category, for example. In a resisted action, someone else rolls as well, and every one of their successes eliminates one of yours, just like a 1.
Examples: You are driving, and a pedestrian is suddenly pushed in to the road in front of you. Roll wits+drive, difficulty 7. You are trying to pass a physics test in an honors class. Roll intelligence+science, difficulty 8. Each success raises your grade by one letter, starting at a D. You are trying to get a heavy couch up a flight of stairs. Roll strength as an extended action, difficulty 5, and you need 8 successes.
Well, that's it for mechanics. Everything you do that involves some element of chance will be covered by these rules. That includes combat, research, conversation, and seduction, to name but a few.
More to come. ;D
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Post by LadyWinterWolf on Oct 2, 2003 4:56:38 GMT -5
Wyrmfire
What does each race look like? Are they in human form, and can change into wolves? Wolf form always, werewolf form always?
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Post by Wyrmfire on Oct 2, 2003 11:00:00 GMT -5
They can all change between the five forms (wolf, dire wolf, crinos, wolf-man, and human). The difference is that a lupus character is basically a wolf with the ability to change in to a man, while a homid character is a man with the ability to change in to a wolf. The metis characters are neither, and their natural form is crinos. More on the different forms later, too, but for now I'll say that the crinos form is halfway between wolf and human, and VERY powerful, in the sense of ripping lamp posts in half with their bare hands.
BTW, sorry I missed the last couple of days. Midterms happened. I'll get back to it as soon as they're over.
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Post by Wyrmfire on Oct 5, 2003 16:15:01 GMT -5
Gifts:
Werewolves have always been deeply attuned to the spirit world, and, over the millenia, they have allied themselves with a great many spirits. These spirits are willing to teach the Garou many abilities they know. If a young warrior were to find a chameleon spirit, for example, she might convince that spirit to teach her how to hide in plain sight. Almost any type of spirit has a Gift to bestow, be it rodent, bird, man, or even spirits representing the primal forces of chaos.
Gifts are divided in to levels, ranging from one to five, and a spirit will not teach a character its gift unless he or she is at least as high a rank as the level of the gift. In addition, most spirits will only teach their gifts to members of a given breed, auspice, or tribe. A lupus charcter will have a great deal more trouble getting a man or gremlin spirit to teach him how to make technology malfunction than a homid charcter would. Storm crows will only divulge their Gifts to Shadow Lords, and they're not telling anyone.
A list of level one gifts, divided in to catgory by breed, auspice, and tribe:
Homid:
Persuasion- the gift of the silver tongue. Roll charisma+subterfuge, if you succeed the difficulty of all social rolls are reduced by one for the remainder of the scene.
Smell of Man- Animals fear mankind as the bringer of death. The character enhances his scent, causing wild animals to flee. Use this at will, and if it is active, all non-supernatural animals lose one from their dice pools and will act to flee.
Metis:
Create Element- You can create a small amount of the four basic elements (air, earth, fire, water). Precious metals cannot be created, neither can acidic liquids or poisonous gasses. To use this, spend one gnosis point and roll gnosis, difficulty 6. Each success adds one cubic foot, up to 100 lbs. The material is now permanent.
Sense Wyrm- The character can sense the presence of servants of the Wyrm, called Banes, spirits devoted to entropy, sickness, and decay. Roll perception+occult, with the difficulty based on the degree of infestation.
Lupus:
Heightened Senses- Wolves have great senses, but lupus charcters can, with the proper training, extend this ability to supernatural levels. In a non-wolf form, the character's senses are as great as a wolf's, and as a wolf, the charcter's senses increase to an even greater extent. After spending a gnosis point, for the rest of the scene, the charcter gains a heightened awareness. In human and glabro (wolf-man) form, the character has perception difficulties reduced by two and can roll perception+primal urge to perform feats normally impossible to a human. In all other forms, the difficulty of perception rolls is decreased by 3, and the character gains +1 to primal urge dice pools.
Leap of the Kangaroo- The Garou can leap incredible distances. Roll stamina+athletics, difficulty 7. A success doubles the distance you could normally jump.
Auspice Gifts:
Ragabash:
Blur of the Milky Eye- Your form becomes blurred, making it difficult for others to see you. Roll mainpulation+stealth, each success increases by one the difficulties of perception checks against you.
Open Seal- You can open any locked or closed object. Roll gnosis, difficulty equal to the gauntlet rating (that is, the more estranged from the spirit world it is, the harder it is).
Scent of Running Water- You mask your scent, making you harder to track. This Gift is continually active, increasing the difficulty of tracking rolls against you by 2.
Theurge:
Mother's Touch- You may heal the wounds of others (but not yourself). Spend one gnosis point, and roll intelligence+medicine. Each success heals one health level. You may use this multiple times onm a single person. If you want to remove a disfigurement or scar, it must be done in the scene in which the wound was obtained, and requires the expenditure of another gnosis point.
Sense Wyrm- (see metis gifts)
Spirit Speech- You can understand the communications of spirits. This is always active, and requires no effort, unless the spirit itself is being confusing (talking in riddles or the like).
Philodox:
Resist Pain- Through force of will alone, you may ignore your wounds and continue to act normally. Spend one willpower point to ignore all penalties for being wounded for the rest of the scene.
Scent of the True Form- This Gift allows you to detect the truth of a beings existence, conveyed as an olfactory sensation. You can detect werewolves automatically, vampires and the Fey on a perception+primal urge roll difficulty 8, and mages on a difficulty 9.
Truth of Gaia- You can sense lies. Roll intelligence+empathy, difficulty is the subject's manipulation+subterfuge. If successful, the only infirmation discovered is whethere the statement is a lie or truth- not what the truth may actually be.
Galliard:
Beast Speech- You may speak to any animal, from mice to tigers. Roll charisma+animal ken, difficulty 6, to speak to an animal.
Call of the Wyld- Garou have many different Calls, simple messages given through howling. You can enhance the effect of these howls. Roll stamina+empathy, difficulty 6. If successful, it's up to the storyteller to decide exactly how the Call is enhanced.
Mindspeak- the Galliard can create a waking dream between several individuals, effectively comminucating telepathically. Spend a willpower point per intelligent being chosen, roll manipulation+expression, difficulty of the subject's willpower, if a subject is unwilling, and all involved may interact normally in the dream, although no dmamge may be done. Characters may still act in reality, although all dice pools are reduced by two. Everyone affected must be within the Galliard's line of sight.
Ahroun:
Inspiration- An Ahroun is a leader in combat, and this Gift is one of the reasons why. Spend one gnosis point, and all pack members may automatically succed on one willpower roll that scene.
Razor Claws- You may sharpen your claws well beyond normal means. Spend a rage point, and then spend a turn sharpening your claws over a hard surface (a rock, for example). For the rest of the scene, add one die to claw attack damage.
The Falling Touch- This Gift allows you to knock over an enemy with almost no force. Roll dexterity+medicine, difficulty opponent's stamina+athletics. Only one success is need to send the enemy sprawling.
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Post by Wyrmfire on Oct 5, 2003 16:15:16 GMT -5
Tribe Gifts:
Black Furies:
Heightened Senses- (see lupus)
Sense Wyrm- (see metis)
Bone Gnawers:
Cooking- A small pot and ladle is necessary to use this Gift. You stir any small, easily destroyed material (plastic wrap, beer cans, tree bark) into the pot, and can produce a disgusting but edible mush. Roll wits+survival, and the difficulty depends on the objects used. Normal materials like garbage will be 6, up to 10 for cyanide, etc.
Scent of Sweet Honey- Your target gains an incredibly sweet smell, and becomes slightly sticky to touch. Naturally, the target will attract all manner of bugs and vermin, which will severaly impede any action they wish to take. Roll wits+subterfuge, difficulty 6, and the effects last for one hour per success.
Children of Gaia:
Mother's Touch- (see theurge)
Resist Pain- (see philodox)
Fianna:
Persuasion- (see homid)
Resist Toxin- The Fianna are used to using certain recreational toxins, so they have learned to tolerate many poisons supernaturally well. Roll stamina+survival difficulty 6 to ignore the effects of any poison or toxin, only one success is required.
Get of Fenris:
Razor Claws- (see ahroun)
Resist Pain- (see philodox)
Glass Walkers:
Control Simple Machine- A werewolf familiar with an urban environment can communicate with simple technological spirits, and is essentially able to contol any non-electronic device as a result. Roll manipulation+repair, difficulty 7, and the effect lasts for the duration of the scene.
Persuasion- (see homid)
Red Talons:
Beast Speech- (see galliard)
Scent of Running Water- (see ragabash)
Shadow Lords:
Fatal Flaw- The Shadow Lord is adept at finding his opponent's weaknesses in combat. Concentrate for one turn and roll perception+empathy, difficulty oppponent's wits+subterfuge. If successfull, you get an additional die of damage against that opponent.
Aura of Confidence- You can radiate a strong aura of command, leaving others totally unable to read your weaknesses (or aura in general). To succeed, roll charisma+subterfuge, difficulty 7.
Silent Striders:
Sense Wyrm- (see metis)
Speed of Thought- You can double your running speed. Spend one gnosis point to activate this, and it lasts for one scene.
Silver Fangs:
Lambent Flame- You can cause a silvery light to ignite all over your body. Spend one point, and for the rest of the scene the difficulty of melee and brawling attacks against you is increased by one. However, the difficulty of ranged attacks goes down by one.
Sense Wyrm- (see metis)
Stargazers:
Balance- You can walk across any ledge, rope, or other similar surface, no matter how thin or slippery. The only stipulation is that it must be able to bear your weight. This is automatic, and continually in effect. In addition, the difficulty of all climbing reduced by 3.
Sense Wyrm- (see metis)
Uktena:
Sense Magic- You can detect anytype of magical (or magickal) effect; Gifts, fetishes, the vampire's thaumaturgy, and mage spheres, to name the most common. Roll perception+enigmas. The difficulty depends on the subtelty and/or power involved. You can detect within 10 feet per success.
Shroud- You can create a patch of pitch-blackness. Spend one gnosis point, and roll gnosis against a difficulty based on the ambient light in the area (3 for twilight, 9 for high noon). The area effected is a 10 foot square per success.
Wendigo:
Call the Breeze- You may generate a strong, chill breeze and contoll it at will, simply by whistling. This will blow away insects, small patches of fog, and the like. Perception rolls based on hearing are at -1 difficulty for everyone affected.
Camouflage- When in the wilderness, you are very difficult to spot, because you can blend in so well. Any attempt to find you is three dificulty higher, provided you are in a wilderness area.
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Post by Wyrmfire on Oct 23, 2003 14:27:17 GMT -5
Combat:
There are three types of combat- brawling, melee, and ranged.
Brawling is hand to hand combat, with no weapons involved. While this might seem to imply a certain lack of real danger, emember that this often take the form of two 14 foot tall crinos bristling with teeth and claws. To attack, you must first pick a type of attack- bite, body slam, claw, grapple, kick, or punch. There are also a variety of special maneuvers and moves that can only be performed if you are properly trained, like martial arts. These moves have different difficulties, damage, and non standard advantages. I think I'll set up a nifty chart:
Maneuver Difficulty Damage Advantages bite 5 str+1 aggravated damage body slam 7 none opponents difficulties are increased by 2 for the turn, rolls dex+athletics to avoid falling claw 6 str+2 aggravated damage grapple 6 str none kick 7 str+1 none punch 6 str none
if you get even one success on your roll, you roll a number of dice equal to the damage of the move, difficulty 6. Every success on this roll results in one health level of damage taken by the opponent. The opponent can do several things to make this more difficult. Before you roll to attack, the opponent may "dodge" by splitting his dice pool and rolling dex+athletics. Each success on this roll allows him to take one success away from your roll to hit, just like a '1' would do. (this cannot make you botch). Additionally, against certain types of attacks, certain types of creatures can "soak" damage. After taking a hit, they roll stamina, difficulty 6, and remove that amount of damage from the damage successes. Once again, this can never botch or cause a roll to botch. In the case of a werewolf character, you can soak all damage that does not come from a silver weapon.
Melee combat- Combat with hand to hand weapons like clubs or knives, and carried out in a similar patterns to brawling. To hit, you roll dex+melee, instead of brawl. Weapons are treated like moves- they have difficulties, damage, and advantages. In addition, they have a "conceal" rating- in other words, how easy it is to hide when it is on your person.
Long Range Combat- details attacks with long range weapons, such as a sawed off shotgun, a 9mm, or a crossbow. Once again, all combat follows the same patterns, but with firearms, you roll dex_firearms to hit. Additionally, to reflect the lethal quality of accuracy with a gun, you add the number of successes to hit to a gun's damage. Naturally, you do a lot of dodging in gunfights, and it's a good idea to find cover, too. Guns' damage is in no way dependent on strength like melee and brawling, so a lucky human with silver bullets can pose a threat to the most savage werewolf.
Damage:
In WtA, every character has the same number of health level, or, essentially, hit points. A character can take 7 health levels of damage before she is so wounded that she is immobilized. At 2 health levels of damage, you have -1 dice in all of your dice pools. At 4 levels, that is increased to -2, and at 6, that becomes -5. Additionally, should you be incapacitated by aggravated damage, you recieve a battle scar, which can range from ugly to debilitating, but is often a mark of honor among warlike tribes. It is not uncommon for a feast to be held when a cub recieve his first scar!
As werewolves, characters have a deep connection to Gaia and are exceptionally resistant to punishment. You automatically recover one health level per turn, unless that damage is aggravated, i.e. silver bullets, damage from spirits or other werewolves, etc. If you are engaged in stressful activity (combat, for example) you must roll stamina difficulty 8 to regenerate that health level.
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Post by Wyrmfire on Oct 24, 2003 14:29:06 GMT -5
Short one today :-p
The five forms:
The five forms are homid-glabro-crinos-hispo-lupus. To change forms, roll stamina+primal urge, and it takes a number of successes equal to the number of forms you go through to get to the desired form. For example, a glabro character wants to change to lupus, so he needs 4 successes to get there in one turn. If not enough successes are achieved, then the change takes place over a number of turns, with each success changing one form per turn until teh desired state is achieved. A rage point can be spent to make the change completely instant, with no roll required. Also, a change is automatic and takes one turn if the desired state is the "natural" form- homid for homid characters, lupus for lupus, and crinos for metis.
Homid- This is your human form. All stats on your character sheet are for this form. The only real limitations are a lack of claws/fangs, for brawling purposes. Changing to this form is difficulty 6.
Glabro- This is the wolf man form of black and white cinema. Strength and Stamina are at +2, appearance and manipulation are -1. You might be able to disguise this form if it is dark, but a clear view of your face will make your form apparent to humans. Changing to this form is difficulty 7.
Crinos- This is a garou's warrior form, designed for batle. Crinos form adds 50% to your height, and combine human and wolf traits in equal parts- the body is (generally) humanoid, but very heavily muscled and covered in fur. The form has paws instead of feet, the knees are reversed like a wolf's, instead of hands the crinos has massive claws, and the head is generally shaped like a wolf's, although the face is somewhat more expressive. 4 points are added to strength, 3 to stamina, and 1 to dexterity. Manipulation is at a -3 penalty and appearance is set to 0. The difficulty to change to this form is 6.
This form incites the delirium in humans. Because, in the past, the Garou hunted humans, they have a racial memory that causes absolute and total panic. Their reactions differ based on willpower, but a "normal" reaction is to run away as fast as possible, ignoring such trivialities as windows, fallen power lines, or 50-foot drops. Inevitably, the human forgets and/or rationalizes the encounter after it is over, leaving no knowledge of what actually happened.
Hispo- This is the "dire wolf" form, halfway between crinos and lupus. It is possible to stand on your hind legs for brief periods of time, and you won't fool anyone familiar with wolves into thinking you are one, but, then again, most aren't familiar with wolves, particularly in the WoD. Bite damage is increased by one. Strength and Stamina are +3, Dexterity is +2, and Manipulation is -3. Changing to this form is difficulty 7.
Lupus- This is the form of a wolf. Strength is +1, Dexterity and Stamina are +2, and Manipulation is -3. Perception Difficulties are at -2, due to the sensory boost of a natural predator. Changing to this form is a difficulty 6.
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Post by Wyrmfire on Oct 25, 2003 15:06:12 GMT -5
Rites:
Rites are similar to gifts- they produce a "magical" effect. The difference is that rites are of the Garou, not learned from spirits. They are also, in general, more difficult to perform and require certain ritualistic actions that can be quite complex. They are, like gifts, divided by level, 1-5. Unlike gifts, there is no guarante that you character knows or will ever know a rite. They require special skills, and special training. In terms of systems, you must convince an elder to teach you a rite, and you must have points in knowledge: rituals equal to the level of the rite that you are learning. The elder is free to require any service or test before the rite is learned, although they will not necessarily require anything, especially for minor rites. Also, many rites do not have any immediate benefit or effect, although they may give the participants renown. The Gathering for the Departed, for example, requires no roll and has no benefit- it is in many ways just a funeral.
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Post by Jayce Vallintine on Oct 27, 2003 12:40:22 GMT -5
Renown
Renown is one way or form Experience for Garou, like Wyrmfire said before. Its different from a level up, but the more you have, the better it is to get Ranked up as a Garou.
Renown is given by your starting Auspice, and it continues to go from there. Each Auspice has a certain amount they have to get in a certain area to become the next rank. When you get higher Rank, Spirits and other Ranking Garou will teach better gifts.
Glory, Wisdom, and Honor are the Renown, and each Auspice is better at getting a certain one then another.
Starting Renown
This is Permenant Renown Ragabash: [3 in any order] Theurge: [3 Wisdom] Philodox: [3 Honor] Galliard: [2 Glory 1 Wisdom] Ahroun: [2 Glory 1 Honor]
There are Permenant and Temporary Renown. It takes 10 Temps to = 1 Perm, but it does not automatically become a Perm. During a Garou Hoy celebration, a Moot, they change Temps to Perms.
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Post by Wyrmfire on Oct 27, 2003 21:25:16 GMT -5
Character creation: First, come up with a character concept. Mechanically speaking, you should pick a breed, auspice, and tribe (covered 'em briefly in my first post), but this is also the time to decide what kind of person the character is, and a rough outline of their history and personality. It helps with point allocation later down the line, when you are confronted with a great deal of options. Second, you pick attributes. They are divided in to three categories (mental, physical, and social), and your first job is to pick the primary, secondary, and tertiary categories. You are then given a certain number of points to allocate to the three attributes in each category. Your primary category gets 7 points, the secondary gets 5, and the tertiary gets 3. It should be noted that each attribute begins at one. This costs no points, and just indicates that the lowes possible score is one. Third, you pick your abilities. This works much the same way as attributes- you pick primary, secondary and tertiary categories, and the points you get are 13, 9 and 5 respectively. This is the part of character creation where you may start seeing limitations- check your breed, auspice and tribe to see if there are any abilities that they must have, or cannot have. Also, for now, you cannot put more than three points in to any one ability, and they DO NOT start at one- you have a score of 0 unless you devote points to that area. Next, you pick your Backgrounds. You have 5 points to allocate wherever you choose, and you have to check for required/banned backgrounds here too. You then choose your gifts, picking one each from the first level breed, auspice, and tribe lists. After gifts, you look up your starting renown, gnosis, willpoer, and rage, based on your breed, auspice, and tribe. Rage is: 1 for ragabash, 2 for theurge, 3 for philodox, 4 for galliard, and 5 for the bloodthirsty ahroun. Gnosis is: 1 for homid, 3 for metis, and 5 for lupus. Willpower is: 3 for black furies, fianna, get, glass walkers, red talons, shadow lords, silent striders, silver fangs, and uktena; 4 for bone gnawers, children of gaia, and wendigo; and 5 for stargazers. Renown has already been covered by some uppitty young pup. The final stage is the selection of freebie points. This is just an extra level of customization to make the character "fit" a little more. You have 15 points to add dots wherever you choose, with the following price list: attributes cost 5 points per dot, abilities 2, backgrounds 1, gifts (level one only) 7, rage 1, gnosis 2, willpower 1. You can raise abilities above 3 now, if you so desire, and you can purchase abilities/backgrounds that are normally banned. Better have a good excuse though.
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