top of page

 

Kinfolk start at 6/4/3 Traits and cap at 10 Traits.

Kinfolk start with:

 

  • Willpower is as Per Tribe

  • 5 Abilities

  • 5 Backgrounds

  • 15 Freebie Points

  • ONE basic level Praxis power (from list below)

See the chart Below for level costs.

 

Freebies cost

 

Abilities - 1 per dot

Attributes - 1 per dot

Backgrounds -1 per dot

Gifts - 3 per dot

Gnosis - 2 per dot

Influences (for Kinfolk and Glasswalkers) - 1 per dot

Merits - Per cost of the Book

Rites (Standard) - 2 Per dot

Rite (Minor) - 1 Per dot

Specialties - 2 per dot (min 4 points in that Ability primarily)

Willpower - 2 per dot

Basic Praxis - 4 per level 

Intermediate Praxis - 8 per level

Advanced Praxis - 12 per level

Master Praxis - 16 per level

 

On the Subject of Praxis. Normal Kinfolk may purchase a SINGLE basic level praxis ability from the list below but no further. If A kinfolk wishes to become a Hunter, they must discuss this with the Storyteller and give valid reasons through role play. Once that has been approved you must purchase the praxis path without a break, basic comes after basic and only then your may move onto the intermediate powers. Please click on the "Hunter Praxis" tab below for an indepth list of powers and praxis that you may choose from. Remember that every kinfolk has the potential of becoming a Hunter. However some characters are best left as Kinfolk and please do not be offended should the Storyteller not agree with that path of progression for the character.

 

List of approved Basic praxis for KINFOLK:

Please read the FIRST level of these Praxis and choose

ONE for your KINFOLK, all other progression would be

under the character changing to a HUNTER.

- Alchemy          - Divination          - Healing          

- Mentalis          - Spirit Calling      - Summoning

 

 

In addition to the 15 Freebie points all characters have at creation, you may do the following for bonus points. Please note that you are free to pick more negatives at creation, but do not get points beyond what is listed below:


-Up to 5 Negative Traits for 1 XP each
-Up to 7 Points of Flaws gaining XP at a one for one basis for each point.
-Up to one Derangement for 2 XP.


Therefore, if you take as many penalties as you can, you can start with 15 Freebie Points, plus the amount of Negatives you wish to take upon your character, but please be warned that you WILL be required to role play these affective and consistantly. You may take a MAXIMUM of 5 negative attribute traits and a MAXIMUM of a collective 7 points between Flaws and Derangements. Anymore will no longer give you the points to speak at Creation or beyond, but will still require roleplay.

 

While bonus xp can be taken granted at creation, it is usually at ST discretion and should not be expected.  However, a background story that is well written should be submitted with it. Backgrounds should be thorough, but there are no particularly length requirements.

Starting Influences are capped at 3 in a singly category (you may have as much Influence as you have points for, but none may begin game above three).

Otherwise, follow Laws of the Wild, revised, for Character Creation Rules.

Kinfolk, by Laws of the Wild, revised, can purchase basic rites and basic Homid Gifts 
 that don't require Rage or Gnosis. If the kinfolk has purchased Pure Breed, they may have basic Tribal gifts as well (that don't require Rage or Gnosis), but can never learn more than one per dot of Pure Breed they have. They can never learn "out of breed/tribe gifts" under any circumstances. They also can never learn Auspice gifts. Gifts must still be learned from a Spirit.

In addition to this, Kinfolk may take the merit in Laws of the Hunt, revised, Gnosis (5-7), dictating how much Gnosis they have at creation. This merit cannot, under any circumstances, be purchased after creation, and works as dictated in Laws of the Hunt, revised. If kinfolk possess the merit Gnosis, they may purchase gifts and rites that require Gnosis. This merit is extremely restricted, and requires a good explanation as to why your character has it. Kinfolk with the Gnosis merit may not have Numinae. Remember that the Gnosis merit does not allow kinfolk to step sideways: the only way they can enter the Umbra is through the use of Grasp the Beyond (intermediate Theurge gift), Fetish Umbral Key, or under very special circumstances when the Gauntlet is incredibly thin (2 or lower) and even then it will require an expenditure of Gnosis.

 

Kinfolk who become Hunters will need to look at the Hunter System specific details in the Cerberus unit of this website. If you need help understanding anything then please ask a Storyteller. Hunters have specific backgrounds, abilities and merits and flaws, so be sure to look over these lists in Cerberus for your Hunter character, but remember these DO NOT apply to KINFOLK.. only HUNTERS.


 

 

Kinfolk Creation

A Walkthrough Guideline

Building a Kinfolk character in The Hounds of Hell is a simple task that takes a few stages to complete.

 

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:

 

You'll Need: A copy of Laws of the Wild:Revised Edition. Page.261

 

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:

 

#Hounds:OOC

 

 

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 "Werewolf: The Apocalypse: The Hounds of Hell" on the page that loads you will find a link to join the chronicle.

 

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, we are a roving biker gang/werewolf pack, after all.

 

Next will be your character sheet, from the character tab on puppet prince select "Create A Character", on the new screen that appears, enter your character's name and select our genre type: Werewolf The Apocalypse. You'll be taken to your character sheet to proceed with your build. You'll want to refer to Mind's Eye Theater's Laws of the Wild: Revised Edition by White Wolf publishing to proceed.

Kinfolk characters use the following rules (mostly taken from Laws of the Wild, revised)

 

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). Kinfolk may purchase the background Pure Breed. It works the same way, however if a Kinfolk does purchase Pure Breed, Garou possessing it gain the social bonus against Kinfolk in addition to working on Garou.
 

bottom of page