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Kinfolk Creation

 

Building a Kinfolk character in Galena 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.

 

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. You will need to contact one our Storytellers who will send you an invite to our private chronicle. This will be sent to your email. 

 

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.

 

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). 

 

Summary

  • Come up with a concept. Choose a name.

  • Choose Nature and Demeanor.

  • Record three starting Willpower.

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

  • Choose zero to five Negative Traits.

  • Choose five Abilities.

  • Choose five Backgrounds.

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

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

  • Spend fourteen Freebie Traits.

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

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

 

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.

 

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.

 

Choose Physical, Social and Mental Traits

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

  • 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 (examples) :

  • Physical Traits: Quick, Strong, and Tough.

  • Social Traits: Charismatic, Impressive and Manipulative.

  • Mental Traits: Intelligent, Perceptive and Wily.

 

(So if you choose to make your Social Traits primary, for example, you'd take six Traits from the three listed above: Charismatic x3, Impressive x2 andManipulative x1, or some other mix.)

 

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

 

Choose Negative Traits

This is an optional step. You may choose up to five Negative Traits, 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 kinfolk 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.

 

  • 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, Submissive, Violent, Witless

 

Choose Abilities

Ability traits describe your skills. You may choose up to 5 points in Abilities. The list is provided from the link below.

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                            Eitquette                              Expression
Finance                   Firearms                            Intimidation                          Investigation

Law                        Leadership                          Linguistics                            Lore

Medicine                 Meditation                          Melee                                  Occult

Performance            Politics                              Repair                                  Rituals

Science                   Security                             Scrounge                              Stealth

Streetwise               Subterfuge                         Survival    

 

Each level of Linguistics is another language you speak.

 

 

Choose Backgrounds

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.

 

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. You may not choose any Merit specifically tied to having a Werewolf nature, like Metamorph. Kinfolk approved merits and flaws are listed through the link below.

 

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. You may not choose any Flaw specifically tied to having a Werewolf nature, like Banned Transformation.

 

Spend Freebie Points

You have fifteen 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 ten.

  • More Ability Traits and Backgrounds cost 1 Freebie Point each. You may not have more than 5 in any Ability or Background.

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

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