And welcome back. Now that we’ve cleared the middle stable of old World of Darkness games, it’s time for some of the Big Three. And, seeing as I don’t possess a copy of Vampire (well, the old version), I guess we’ll just skip onward to Werewolf: the Apocalypse.
As the title implies, this is a real blood-and-thunder game. The idea behind Werewolf is that the titular angry puppies are the Garou, warriors for Gaia (hey, it was the Nineties) who fight against the forces of the Wyrm. The Wyrm was once the primal force that brought a merciful end to all things but, after getting its shit fucked up, ended up becoming a force that sought to prolong the suffering and corruption of all things. Its cultists, devotees, and twisted spirits seek to corrupt the minds and bodies of humanity, as well as the Earth itself.
While the Garou fight against the Wyrm, though, they themselves have fucked up the fight pretty roundly throughout history. Their need to go “Grr! Wyrm! Kill!” has led to the extinction of two of their own tribes, as well as three separate species of other shapechangers. But now that the Apocalypse is coming, and the final battle against the Wyrm approaches, will they be able to make up for the sins of the past? Well, that’s for the players to decide.
Now, character creation. One thing to be aware of is that Werewolf allows the players the chance not only to play as the Garou, but as any of the other Fera, or Changing Breeds, created by Gaia. And there are quite a lot of them. Wereravens, werebears, werecats, weresnakes, weresharks, werecoyotes… but to preserve my basic sanity, I think I’ll stick to the Garou for today.
Flipping through the tribes of Garou, I find the Children of Gaia (healers who focus on mending wounds, be it in the earth, between the Garou, or with the other Changing Breeds) appealing to me, partially because I’m a bleeding heart liberal. After thinking for a while about concept, I decide upon a werewolf who’s taken it upon himself to study how Wyrmtaint infiltrates people, spirits, and other things, how it affects the person, if it can be cured, and when it becomes irrevocably manifest. After all, if the Garou going kill crazy is what got them here in the first place, it would probably be best to make sure they don’t fuck up again. As a Child of Gaia, my werewolf is slightly more temperate than most, and gets four starting Willpower.
So, first things to choose for a werewolf are Breed, Auspice, and Tribe. I already chose Tribe, so it’s on to Breed. I decide my character’s going to be a Homid, or a werewolf who was born human. He has only one permanent Gnosis (spiritual firepower), but he has Gifts that will allow him to get places others don’t. Next comes Auspice. As my character tries to look at all sides of the issue fairly, I decide he might make a good Philodox, or judge. However, since he traffics in the research of spirits and those they corrupt, he might also make a good Theurge, or shaman. After thinking about it, I decide to go with the Theurge. My character will have only two permanent Rage (raw fury), but at least he’ll have a chance of healing those who’ve been corrupted by the Wyrm.
Werewolves don’t necessarily have a Nature or Demeanor (unless you whip out the Player’s Guide), so I’ll skip that step. On to Attributes. My character’s a researcher, so Mental Attributes will be extremely important. I put three dots into Intelligence, two into Wits, and two into Perception. I decide my character may have to do some close quarters reconnaissance in his investigation into Wyrmtaint, so I put Social Attributes next. I pop one dot into Charisma, two into Manipulation, and two into Appearance. Physical Attributes come last, but if you can shapeshift into an eight-foot-tall, nine-hundred-pound killing machine with claws and teeth, it might be a good idea to find other areas of expertise. I put one dot each in Strength, Dexterity, and Stamina.
Abilities come next. Same ol’ breakdown of Talents, Skills, and Knowledges. As my character is a big old brain, I’ll put thirteen points into Knowledges, nine into Talents, and five into Skills. I put three dots into Investigation and Science, as those will be big factors in my researcher’s ability to observe Wyrmtaint. He’ll also get two dots in Rituals, providing him with the know-how for the sacred ceremonies of the Garou. I close it out with two dots in Medicine, two dots in Computer, and one in Politics.
And now for Talents and Skills. I want my character to have some combat advantage, so two points go into Brawl while three go into Dodge (as he’s not a total combat monkey). Two more dots go into Empathy, and one each goes into Primal-Urge (his connection to the inner wolf) and Subterfuge. Skills go mainly to socials and sneaking: Two in Etiquette, two in Stealth, and one in Survival.
After Attributes, as usual, comes Backgrounds. Each werewolf gets five points to spend on Backgrounds, but some tribes have certain restrictions. The Bone Gnawers, the scavengers of the Garou, are restricted from taking the Pure Breed or Resources Backgrounds; the Silver Fangs, well-bred aristocrats of the Garou, on the other hand, have to take at least three dots in Pure Breed. As a Child of Gaia, my researcher runs into no arbitrary Background restrictions whatsoever. I decide that, as a Theurge, he’s going to need some knowledge of Rituals, so I give him two dots worth. This gives him a sum total of two Rank One Rituals or one Rank Two Ritual. I choose the Rite of Cleansing (which can drive the Wyrm from places and can cause agonizing pain to Wyrmtainted creatures) and the Rite of Talisman Dedication (which binds objects to the Garou so that they shift with them, meaning that shapeshifting does not equal losing your pants). I finish up Backgrounds by giving him two dots of Resources (to help with his research) and one dot in Contacts (to see if anyone hears something weird).
Next come Gifts, the “magic powers” of the Garou. Werewolves have good relations with the spirit world, and are able to learn powers from spirits. Each Breed, Auspice, and Tribe is eligible for different kinds of Gifts, although a character can, in theory, learn Gifts from any other list (it’s just kind of difficult). I select Persuasion from the Homid Gift List, which allows the character to lower the difficulty of Social rolls for a scene—a blessing for my character, given the research he’s doing. From the Theurge list, I select Sense Wyrm, which pretty much does what it says, and it likewise important. From the Children of Gaia list, I select Mother’s Touch, which allows him to heal others.
After Gifts comes Renown. Renown is a special kind of experience system, earned entirely through roleplaying. When a character performs deeds that are especially glorious for the Garou, they gain some form of Renown; when they perform shameful acts, they lose said Renown. Renown comes in three flavors: Glory, Honor, and Wisdom. Renown is typically awarded in temporary form; each ten temporary Renown equals one permanent Renown. When a Garou reaches a certain amount of permanent Renown in each category (depending on their Auspice), they achieve a new Rank. Higher Rank equals higher social prestige, as well as the ability to learn a whole new level worth of Gifts. As a Theurge, my character starts with no permanent Glory, no permanent Honor, and three permanent Wisdom. To hit Rank Two, he needs to get one permanent Glory and five permanent Wisdom total.
Finally come the bonus points. My character is… rather lacking in Gnosis, especially for a Theurge. So, I spend six points to boost his permanent Gnosis to four. I leave Rage as is, as my character is not a combat monkey, and high Rage can leave ordinary humans feeling queasy and panicky around werewolves. That gives me nine more points to spend. I put one more point into the Contacts Background, giving him a wider social network, and decide to buy one dot in Kinfolk (werewolf relatives who haven’t undergone the First Change and probably never will, but who carry the blood of the wolf in them and who aid the Garou), giving him two “research assistants.” Looking back over my stats, the twink within me decides I might want to make the researcher a little more suited for combat, so I pay five points for another dot in Stamina and put the remaining two towards another dot in Brawl.
Well, now that that’s all said and done, let’s see what we’ve got:
Name: Alan Ward
Breed: Homid
Auspice: Theurge
Tribe: Children of Gaia
Concept: Wyrm Researcher
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Charisma 2, Manipulation 3, Appearance 3
Mental Attributes: Perception 3, Intelligence 4, Wits 3
Talents: Brawl 3, Dodge 3, Empathy 2, Primal-Urge 1, Subterfuge 1
Skills: Etiquette 2, Stealth 2, Survival 1
Knowledges: Computer 2, Investigation 3, Medicine 2, Politics 1, Rituals 2, Science 3
Gnosis: 4
Rage: 2
Willpower: 4
Renown: 0 Glory, 0 Honor, 3 Wisdom
Backgrounds: Contacts 2, Kinfolk 1, Resources 2, Rituals 2
Gifts: Persuasion, Sense Wyrm, Mother’s Touch
Rites: Rite of Cleansing, Rite of Talisman Dedication
And that’s it for now. Next time: Mage: the Ascension.