
The Northern Star
Role Play of the Seas

Gurahl Walkthrough :
Building a Gurahl character in Northern Star 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 the Northern Star 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:
#STAR: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 suspicious bunch 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 this website to aid you with creation.
Gurahl characters use the following rules.
Summary
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Come up with a concept.
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Choose a name and Deedname.
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Choose Nature and Demeanor, Breed, Auspice, Tribe, and Rank.
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Assign Rage, Gnosis and Willpower according to Breed, Auspice and Tribe.
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Choose Physical, Social and Mental Traits: seven in one category, five in another and three in the last.
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Choose zero to five Negative Traits.
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Choose five Abilities.
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Choose five Backgrounds.
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Record your Pertinent Tribal Features, if any.
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Choose a basic Gift for each of the Gurahl, Breed and Auspice lists.
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Choose Merits -- up to seven points' worth.
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Choose Flaws -- up to seven points' worth.
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Spend five Freebie Traits.
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Check your math: your Freebie Traits, Flaws, Negative Traits and Experience must pay for all Merits and additional purchases.
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The three-game rule: You can adjust your werewolf between games for your first three games of play (and prior to the fourth).
Consider your Concept
Consider the type of character you want to play. Gurahl are naturally Gaia's healers and hold a different stance than most other shifters in the world of darkness around them. Gurahl may find the corruption with Tortuga heavy to deal with, it is advised to consider this when making a Gurahl concept for the Northern Star System.
You should always discuss your concept early on with the Storytellers, since they must approve every shifter that enters play.
Choose a Name and Deedname.
Come up with a name. This will probably be a typical human name, or nickname. Of course it is always likely that your character may also have an alias, be sure to note their real name in your character notes at the bottom of the page. However, be sure you click save notes before you move to the next item as the notes do not auto-save.
At the top of the page you will need to note a Deedname for all characters above Kovi Rank. As the name hints at, this name is one that was given to you as part of your rank challenges or rites of passage amongst Garou society. For example you may be called "He Who Walks in Shadow" if your character is known to hang around in such dark settings. Or of course this may be simplier such as "Sealegs" for those characters who are able to sail with the best of the breathren of the coast. These names are unique to your character and should be carefully considered before applying them.
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.
Choose a Breed
Your Breed describes your origins as a werewolf.
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Homid: You were born human and lived a human childhood. New players must choose this breed.
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Ursine: You were born a bear. This breed is restricted as rare. Check with the Storytellers first.
Choose an Auspice
Unlike Garou, Gurahl do not have a fixed auspice designated by the moon’s phase at their birth. Instead, each Gurahl moves during the course of her life through all five of Luna’s phases. Thus, every beginning Gurahl character begins play under the Arcas auspice dedicated to the New Moon.
If your Storyteller allows either the Rip Van Winkle or Early Maturation Merits, then you may begin as something other than an Arcas and may choose a beginning Gift from your chosen auspice. More information on auspices is given later in this chapter.
If this is not your first werewolf in our game, the Auspice you choose must differ from that of your prior one.
Choose a Tribe
If you're a "kovi" who has just discovered you're a werewolf, you don't have a Tribe yet. Otherwise, you belong to one of the approved tribes below. Please note that not all the tribes are available for play:
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Forest Walkers: At home in the vast forests of the Pacific Northwest and the southeastern woodlands of the US as well as the forests of Europe and the rainforests of South America, these born storytellers are among the most outgoing of the Gurahl.
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Mountain Guardians: Primarily associated with the grizzly bear of the American northwest, these strongest of the Gurahl seek to expand their Kinfolk base.
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River Keepers: Originating near the great rivers of the world, these water-loving Gurahl are superb athletes and dedicated conservationists. .
If this gurahl is not your first in our game, the Tribe you choose must be differ from that of your prior one.
Record your Tribe Weakness and Strength
Make sure to make a note of your chosen tribe's weakness and strengths. This information can be found on the tribal page linked below.
Record your Willpower
Willpower is your drive to accomplish your goals. Gurahl all may start with 6 Willpower.
Record your Rage, Gnosis and Willpower
Rage is your supernatural capacity for violence. Gnosis is your spiritual connection to Gaia, the Mother Earth. Both are determined by the Breed you choose.
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Homid get three Rage and four Gnosis.
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Ursine get four Rage and five Gnosis.
Choose your Rank
Your Rank is your standing within the Shifter Society, according to the notable deeds you have done. Higher ranks than these two may only be earned in play.
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Kovi (Child): You have recently Changed. You have a lot to learn. This Rank is helpful to new players who don't know the setting well.
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Verden (Brother/Sister): You're a young adult in Shifter Society. You know the basics of your job but you have yet to make a name for yourself. This is the standard starting Rank.
Choose Physical, Social and Mental Traits
Physical, Social, and Mental are three categories of Traits that describe your human.
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Choose one of these categories to be Primary -- your best area. You will choose seven Traits in that category.
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Choose another to be Secondary. That category gets five Traits.
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The last category is Tertiary, your worst area. That category gets three Traits.
The categories of Traits are these (examples) :
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Physical Traits: Quick, Strong, and Tough.
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Social Traits: Charismatic, Impressive and Manipulative.
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Mental Traits: Intelligent, Perceptive and Wily.
(So if you choose to make your Social Traits primary, for example, you'd take seven 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 human 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
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Negative Social Traits: Bestial, Callous, Condescending, Dull, Feral, Naïve, Obnoxious, Repugnant, Shy, Tactless, Untrustworthy
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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 (see bottom of this page. Ability traits describe your skills. Choose five from the complete list. You may have multiple levels in an Ability, depending on your level of skill in each ability.
Choose Backgrounds
Backgrounds describe advantages your human has as they come into play. Choose five. You may have multiple levels in a Background. Think about which of these you would like for your human character carefully. They will come into play more than you think.
Choose Basic Gifts
Unless you are a cub, choose three basic Gifts: one for your Breed, one from the Gurahl list, and one for your Tribe. Basic Gifts are too numerous to list in this summary, so choose from the master list of Gifts.
If you are a Kovi, you don't start with any Gifts. Once you have entered play and you been taught about Gifts, you can learn a basic Breed Gift and Gurahl gift for free. You will not have access to Tribe gifts until you succeed at a Rite of Passage, but once you do, you can learn one basic Tribe gift for free as well.
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. Think very carefully when buying merits and merits as these will need to be role played at all times.
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. Think very carefully when buying flaws and merits as these will need to be role played at all times.
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 have five 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:
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Merits -- you must account for the costs of any any Merits you took, above, out of your Freebie Point total now.
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More Renown costs 1 Freebie Point each. Check with the Storytellers before you do this.
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More Physical, Social and Mental Traits cost 1 Freebie Point each. Your total in each category is limited by your Rank: 10 for Kovi, 11 for Verden.
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More Rage and Willpower Traits cost 2 Freebie Point each. Your total is limited by your Rank: 5 for Kovi and Verden.
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More Gnosis Traits cost 2 Freebie Points each. Your total is limited by your Rank: 5 for Kovi and Verden,.
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More Ability Traits and Backgrounds cost 1 Freebie Point each. You may not have more than 5 in any Ability or Background.
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Ability Specializations can be purchased for any Ability in which you have at least four levels. These cost 2 Freebie point each.