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Kinfolk Creation

This page is here to guide you in your decisions when creating your character and some of the choices that you will need to make to flesh out a design or concept to a playable level inside the game. Where this may be slight intimidating if you are new to Werewolf: The Apocalypse Mind's Eye Theatre system, we shall try to guide you to a full understanding of your character and their background before you step into the game itself.

 

So to get started:

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You'll Need: A copy of Laws of the Wild:Revised Edition.

You'll Need: An email address you can consistently access.​
 

The first thing you will need to do is register on www.puppetprince.com if, you haven't already. Joining is free and only requires an email address.

 

If you are new to an online roleplaying environment then we have plenty of helpful players and moderators who will be more than happy to help you out, so log into our chat at:
 

#Walhalla:OOC 

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Once you've created your puppetprince account you will need to join our chronicle. Log into your puppetprince account and on the right side you should see a link to "Find a Chronicle". Browse through the available chronicles and select "Walhalla" on the page that loads you will find a link to join the chronicle.

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Now that you've joined us, you'll need to craft your character. Every player is different in how this process is accomplished. Some like to conceive a character based on an image, some need a name first, some need a background to show them who the character is. Whatever your choice you will need some form of background for your character as the moment you arrive our players will undoubtedly want to know who your character is and where they come from.

Kinfolk characters use the following rules.

 

Kinfolk are required to be humans; the intellect of wolf kinfolk is too simple to make a PC. PC Kinfolk are also assumed to have awareness of the Garou existence. While Kinfolk can never speak the language of the Garou, they can learn to understand and read it by purchasing a dot of Linguistics (Garou). 

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As a note, Kinfolk (Homid) may take basic homid or their tribe gifts (findable through our Garou Creation Page) They may only take the gifts that do not require rage to activate and may only take gifts activated by Gnosis if they purchase the Gnosis Merit. This will also be under Storyteller discretion. 

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Kinfolk (Lupus) may take basic Lupus or their tribe gifts (finable through our Garou Creation Page) They may only take the gifts that do not require rage to activate and may only take gifts activated by Gnosis if they purchase the Gnosis Merit. This will also be under Storyteller discretion. 

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The cost of learning a Basic Gift is changed to four Experience Traits, but the kinfolk may only purchase Gifts from her breed and Tribe lists. If the character does not select a Tribe, she may only purchase breed Gifts.

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Please be aware that there numerous paths of Numinae to choose from to enhance your character, you will find these linked below. This will also be under Storyteller discretion. 

Summary:

  1. Come up with a concept. Choose a name.

  2. Choose Nature and Demeanor.

  3. Record three starting Willpower.

  4. Choose a Tribe.

  5. Choose Physical, Social and Mental Traits: six in one category, four in another and three in the last.

  6. Choose zero to five Negative Traits.

  7. Choose five Abilities.

  8. Choose five Backgrounds. (at least two points MUST be spent in Influences )

  9. Choose Merits -- up to seven points' worth.

  10. Choose Flaws -- up to seven points' worth.

  11. Spend ten Freebie Traits.

  12. Check your math: your Freebie Traits, Flaws, Negative Traits and Experience Points must pay for all Merits and additional purchases.

  13. The three-game rule: You can adjust your sheet between games for your first three games of play (and prior to the fourth).

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Consider your Concept

Kinfolk are uniquely challenging to play because so much of werewolf existence excludes them. Be sure to create a concept who will have strong social reasons to interact with the Garou.

 

You should always discuss your concept early on with the Storytellers, since they must approve every kinfolk that enters play.

 

Choose a Name

Come up with a name. This will probably be a typical human name, or nickname. Kinfolk do not have deed names like Garou do.

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Choose a Nature and Demeanor

Your Nature is who you truly are, the essence of your self. Your Demeanor is how you present yourself to others. Read the full descriptions of these archetypes if you like, then choose one to be your Nature and one to be your Demeanor.    

 

Record your Willpower

Willpower is your drive to accomplish your goals. Kinfolk start with three.

  -  Kinfolk do not have Rage or Gnosis

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Choose a Tribe

As a Kinfolk you can born to any of the tribes, or have joined another due to mating to a Garou of your new tribe. Red Talons will only accept Lupus kin, but otherwise you may belong to any one of the thirteen tribes:

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  • Black Furies: All-female defenders of sacred places.

  • Bone Gnawers: Homeless scrappers, just trying to get by.

  • Children of Gaia: A peace-loving tribe who believe in unity.

  • Fianna: Passionate Celtic bards and brawlers.

  • Get of Fenris: Nordic warriors to whom strength is the highest virtue.

  • Glass Walkers: Urban werewolves, business professionals and gunslingers.

  • Red Talons: All wolf-born, a tribe that hates humanity. This tribe is restricted as rare. Check with the Storytellers first. 

  • Shadow Lords: Political power-brokers and assassins.

  • Silent Striders: Nomadic messengers of the Middle East.

  • Silver Fangs: Royalty among Garou, the noblest of leaders.

  • Uktena: Mystics tied to indiginous peoples around the world.

  • Wendigo: A fierce, traditionalist Native American tribe.

 

If this kinfolk is not your first in our game, the Tribe you choose must be differ from that of your prior one.

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Choose Physical, Social and Mental Traits

Physical, Social, and Mental are three categories of Traits that describe your werewolf.

  • Choose one of these categories to be Primary -- your best area. You will choose six Traits in that category.

  • Choose another to be Secondary. That category gets four Traits.

  • The last category is Tertiary, your worst area. That category gets three Traits.

 

The categories of Traits are these:

  • Physical Traits: Quick, Strong, and Tough.

  • Social Traits: Charismatic, Impressive and Manipulative.

  • Mental Traits: Intelligent, Perceptive and Wily. 

 

(If you choose to make your Social Traits primary, for example, you'd take seven Traits from the three listed above: Charismatic x4, Impressive x2 and Manipulative x1, or some other mix.)

 

You may choose alternate synonyms for these Traits, but these rules use the above names as the standard.

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Choose Negative Traits

This is an optional step. You may choose up to five Negative Traits for your kinfolk, each in the Physical, Social, or Mental categories. These traits can be used against you in Challenges, but they also earn you more points to spend on your werewolf in the beginning.

 

You may choose to have multiples of any given Negative Trait: taking Callous means you're insensitive to others' feelings, while taking Callous x2 indicates you're a sociopath.

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  • Negative Physical Traits: Clumsy, Cowardly, Decrepit, Delicate, Docile, Flabby, Lame, Lethargic, Puny, Sickly

  • Negative Social Traits: Bestial, Callous, Condescending, Dull, Feral, Naïve, Obnoxious, Repugnant, Shy, Tactless, Untrustworthy

  • Negative Mental Traits: Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable, Shortsighted, Submissive, Violent, Witless

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Choose Abilities

Ability traits describe your skills. Choose five from the list below or from the complete list. You may have multiple levels in an Ability.

 

Academics   Animal Ken   Athletics   Awareness   Brawl   Computer   Crafts   Dodge   Drive   Empathy   Etiquette   Expression Finance  Firearms   Intimidation   Investigation   Law   Leadership   Linguistics   Lore: Garou   Lore: Spirit   Medicine   Meditation  Melee   Occult   Performance   Politics   Primal Urge   Repair   Rituals   Science   Security   Scrounge   Stealth   Streetwise   Subterfuge   Survival   

 

You may focus the Abilities Academics, Crafts, Lore, Performance, and Science into specific areas of expertise (as is reflected in the listing of "Lore: Garou" and "Lore: Spirit" above).

 

Each level of Linguistics is another language you speak.

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Choose Backgrounds

Backgrounds describe advantages your werewolf has as they enter play. Choose five. You may have multiple levels in a Background. Your Tribe may restrict or dictate some of your choices in this area. Two points MUST be spent on Influences.

 

  • Backgrounds describe advantages your kinfolk has as they come into play. Choose five. You may have multiple levels in a Background. You can't have Backgrounds like Ancestors that are specific to a fully Garou nature.

  • Allies: Useful human friends, aides and underlings.

  • Contacts: Sources of reliable information.

  • Influence: Sway over the institutions of human society in any number of areas. Choose from the specific Influences available. Starting influence at levels higher than two is restricted by the Storytellers.

  • Kinfolk: Human or wolf relatives who are not werewolves.

  • Mentor: An older or more experienced instructor or patron.

  • Pure Breed: Your lineage and pedigree. Pure Breed at levels higher than three is currently restricted by the Storytellers -- talk to them if you want an exception.

  • Resources: Material wealth and access to readily available cash.

 

 

Record Tribe Features

All Tribes provide different bonuses and flaws to the Kinfolk; these are explained in the full descriptions of the Tribes. Some of these affect your sheet. Record them now:

  • Children of Gaia should award themselves two bonus Social Traits of their choice. These can go above normal Social Trait maximums.

  • Fianna get two free Abilities from this list: Brawl, Expression, Melee and/or Performance.

  • Get of Fenris gain an additional "Healthy" Health Level. They also have a tribal intolerance against some kind of weakness -- record that weakness now.

  • Glass Walkers start with a free Influence background of their choosing.

  • Red Talons start with a free additional Rage Trait, which can take them above the normal maximum.

  • Silver Fangs start with a "quirk." Choose one from the list of Derangements.

  • Wendigo have different bonuses (and drawbacks) according to the season. Don't record these yet. The bookkeeper will place them on your sheet for you.

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Choose Merits

Choose up to seven points' worth of Merits. You will have to account for the cost of these Merits with Freebie Points, Negative Traits and Flaws at the "Spend Freebie Points" step, below.

 

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Choose Flaws

Choose up to seven points' worth of Flaws. Technically, you can choose more than seven points' worth, but that's all you'll get credit for later.

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Spend Freebie Points

You have ten Freebie Points to spend. You also gain one Freebie Point from each Negative Trait you took (up to five). You also get Freebie Points equal to the value of the Flaws you took (up to seven).

 

You may purchase the following with Freebie Points:

  • Merits -- you must account for the costs of any any Merits you took, above, out of your Freebie Point total now.

  • More Physical, Social and Mental Traits cost 1 Freebie Point each. Your total in each category is limited to 10.

  • More Willpower Traits cost 1 Freebie Point each. Your total limit is 5.

  • More Ability Traits and Backgrounds cost 1 Freebie Point each. You may not have more than 5 in any Ability or Background, with the exception of the Totem background.

  • Ability Specializations can be purchased for any Ability in which you have at least three levels. These cost 1 Freebie point each.

  • Numinae paths will cost similar to Garou Gifts, each path must be bought in ORDER ONLY. Basic powers cost 3 xp, Intermediate cost 6xp, Advanced cost 9xp and finally Master level will cost 12xp - per power. 

  • Gifts cost 4xp each, they must not use Gnosis or Rage for activation or use. You may only purchase the appropriate Breed and Tribal Gifts. You may only use a basic gnosis powered gift if you buy the Merit: Gnosis. 

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Lores

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