
The Northern Star
Role Play of the Seas

Merfolk Walkthrough :
Building a Merfolk 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.
It is important to remember that the Merfolk are a customised species, specifically made for the Northern Star system. If you need help or do not understand the new kind, please contact a storyteller. The Merfolk are a concept with loose basis on the Rokea.
Merfolk 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, and Rank.
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Assign Rage, Gnosis and Willpower.
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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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Choose 3 Basic Gifts
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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. Merfolk are not an easy character type to play. Viciously hunted and feared for the many tales of their bloodlusts, you can count upon the old sailor tales for inspiration. We're not playing 'The Little Mermaid' by any standard. The Merfolk are a concept with loose basis on the Rokea.
You should always discuss your concept early on with the Storytellers, since they must approve every human 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 Surface 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 Merfolk 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 merfolk.
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Homid: You were born human and lived a human childhood. New players must choose this breed.
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Kanje: You were born a merfolk. This breed is restricted as rare. Check with the Storytellers first.
Choose an Auspice
Your Auspice determines what role you will play in Garou society.
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Brightwater: Born when the moon over the ocean was full or when the full light of the Wound touched the waters, Brightwaters represent the ultimate in killing efficiency. These Merfolk do not stop to think when entering battle; Rage and instincts govern their actions.
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Dimwaters: Birthed either at dusk, between the new and full moons or when the Wound wears a mask of clouds, Dimwaters understand and seek the Harmony of Sea. When this quest calls for hunting and killing other Merfolk or any creatures that threaten to destroy the balance, they show no hesitation.
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Darkwater: Born during the new moon or at the time of a total eclipse, Darkwaters see the hidden patterns beneath the surface of life. They serve as Sea’s mystics and seers, spending most of their time beneath the water searching out the secrets hidden in the depths of the ocean. When they journey to Unsea, they do so to expand their knowledge and wonder at the vastness of the world..
If this is not your first Merfolk in our game, the Auspice you choose must differ from that of your prior one.
Choose a Tribe
If you're a "cub" 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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Rusalka - female only tribe that have become the defenders of their vast waters and supurb talesingers.
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Triton - Noted for their mollusc covered appendages, the Tritons normally remain in deeper waters and have taken it upon themselves to claim the wrecks of ships and the bones of men as homes.
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Pearl Weepers - Merfolk who have taken it upon themselves to associate with the landkinds, known to be the more sociable tribe, living in the shallow waters and dockyards.
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Octun - Instead of the more known single long fish tail these merfolk are much more like octopus in apperence, they are however known to hold sway over the weather and tides.
If this Merfolk is not your first in our game, the Tribe you choose must be differ from that of your prior one.
Record your Willpower
Willpower is your drive to accomplish your goals. All merfolk begin with 3 willpower.
Record your Rage, Gnosis and Willpower
Rage is your supernatural capacity for violence. It is determined by the Auspice you chose.
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Brightwaters get five Rage
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Dimwaters get four Rage
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Darkwaters get three Rage
Gnosis is your spiritual connection to Gaia, the Mother Earth. It is determined by your Breed.
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Homids get one Gnosis.
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Kanje get five Gnosis.
Choose your Rank
Your Rank is your standing within the Garou Nation, according to the notable deeds you have done. Higher ranks than these two may only be earned in play.
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Surface: 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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Shallows: You're a young adult in the Merfolk 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: Basic Gifts are too numerous to list in this summary, so choose from the master list of Gifts. Merfolk do not have Breed Gifts.
If you are a Surface, you don't start with any Gifts. Once you have entered play and you been taught about Gifts, you can learn a basic Auspice 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 Rites
For each level of the Rites Background you took, choose two Basic Rites you know from the master list of Rites. You may also substitute two Minor Rites for one Basic.
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 surface, 11 for shallows.
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More Rage and Willpower Traits cost 2 Freebie Point each. Your total is limited by your Rank: 5 for Surface and Shallows.
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More Gnosis Traits cost 2 Freebie Points each. Your total is limited by your Rank: 5 for Surface and Shallows,.
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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.