Character Creation: A Guide
Welcome to the Chargen Hub. Follow the tabs above to access pages that detail the stats in the character generation proces. This is to help you understand in full how the character creation process works for World of Darkness characters. If you glance up a little bit you will notice tabs! They provide much more information on the specific stats that are mentioned on this page, so click on them when you need to know more!
Step 1: Character Concept
Develop a concept, which is a general idea of what your character is like and what ideas her design revolves around. This will give you a starting point, like, "I'm a coroner who wants to solve my brother's cold case murder." Determine your character's Nature and Demeanor (see Archetypes).
Step 2: Attributes
Now you will start the numbercrunching. It really doesn't take long! Attributes are what your character naturally, intrinsically is, the traits provided by having a mind and body (strength, intelligence, stamina, appearance, et cetera). Physical attributes embody the capacity of your body. Social attributes describe the capacity of your personality. Mental attributes reflect the capacity of your mind. All characters start with one dot in each Attribute by default, and on top of this you will build your points. If you are playing a supernatural character your attribute points are 7/5/3, which means you can spend 7 points in 1 category, 5 in another, and 3 in the other. If you are playing a mortal, the spread is 6/4/3. It is also an option on TRB to just spend your points willy nilly (Which means you have 15 points to spend on any attributes you want if you're supernatural and 13 to spend if you're not).
Step 3: Abilities
Abilities determine what your character has learned over the course of her life. Talents, Skills, and Knowledges are abilities. Because you are not naturally born to do the things described in Abilities (like you aren't born naturally knowing how to wield a knife), you start with 0 points in these abilities. As a supernatural, you have a point-spread of 13/9/5 and as a nonsupernatural you have a point-spread of 11/7/4. If you do not want to use the priority system, then you have 27 points as a supernatural to spend on your abilities in any order, and 22 to spend if you are not.
Step 4: Advantages
You do not prioritize or rank these stats.
Backgrounds: These represent what kind of holdings that your character has in life, like how much money they have, what their equipment is, what contacts they have. You have 5 points to spend in Backgrounds.
Virtues: If you are playing a human character, you have the virtues Conscience, Self Control, and Courage. Like Attributes, you have 1 default point in each, and you have 7 points to distribute between them. Conscience represents your sense of what is right and wrong. Self-control represents your ability to deny temptation and calm your temper. Courage is, well, your bravery! All 3 of these traits are rated on a scale of 1 to 5.
Other Advantages: See the sphere-specific tabs to see more information about Advantages.
Step Five: Finishing Touches
Willpower: This rates how much self-control and courage that you have and is on a scale of 1 to 10. Your Willpower is determined by your racial traits. If you are a human character or a vampire character, it equals your Courage rating. If you are a mage, it defaults at 5, and if you are a Shifter, it is either 3 or 4, determined by your chosen Tribe.
Merits, Flaws, and Freebie Points: If you are a supernatural, you get 15 points, and if you are not, you get 21 freebie points. This number can be altered by taking Merits and Flaws.
Specialties: Any Trait that you have (attribute, abillity) whose rating is 4 or higher can be given a specialty, which is a situation in which you REALLY shine. For instance, if you have Firearms 4, then you could take a specialty in Revolvers to reflect that your character is a serious gunslingin' desperado.
When creating a character, you decide on the Nature and Demeanor of the character, where a Nature is that character's personality as true to their own self, and a Demeanor is the facade that they show to others to get along in the world. You assign one of many different archetypes to these two stats.
In alphabetical order…
The Architect has a sense of purpose even greater than herself. She is truly happy only when creating something of lasting value for others. People will always need things, and the Architect strives to provide at least one necessity. Regain a point of Willpower whenever you establish something of importance or lasting value.
The autocrat wants to be in charge. He seeks prominence for its own sake, not because he has an operation's best interests at heart or because he has the best ideas (though he may certainly think so). He may genuinely believe others are incompetent, but ultimately he craves power and control. Regain a point of Willpower when you achieve control over a group or organization involving other individuals.
The Bon Vivant knows that life is shallow and meaningless. As such, the Bon Vivant decides to enjoy her time on Earth. The Bon Vivant is not necessarily irresponsible, but she is predisposed to having a good time along the way. Most are given to excess. Regain a point of Willpower whenever you truly enjoy yourself and can fully express your exultation. At the ST's discretion, a particularly fabulous revelry may yield multiple WP.
The Bravo is tough and a bully and often takes perverse pleasure in tormenting the weak. To the Bravo, might makes right. Power is what matters, and only those with power should be respected. Naturally, physical power is the best kind, but any kind will do. The Bravo sees overt threats as a perfectly reasonable means of gaining cooperation. The Bravo is not incapable of pity/kindness, but he does prefer to do things his way. Regain a point of Willpower any time you achieve your agenda through brutishness or intimidation, whether you physically, verbally, or socially cow your victims.
A Caregiver takes her comfort in consoling others, and people often come to her with their problems. Regain a point of Willpower when you successfully protect or nurture someone else.
The Celebrant takes joy in her cause. Whether the passion is battle, religious fervor, foiling rivals, or fine literature, it gives the Celebrant strength to withstand adversity. Given the chance, a Celebrant will indulge in his passion as deeply as possible, and pursues his passion not out of duty, but enthusiasm (as opposed to the Fanatic). Regain a point of WP when you pursue your cause or convert another character to the same passion. Conversely, lose a point of temporary Willpower whenever you are dentied your passion or it is badly lost to you.
Still immature in personality and temperament. He wants what he wants NOW, and often prefers someone to give it to him. Although he can typically care for himself, he would rather have a caretaker-type cater to his bratty desires. Some Child Archetypes are actually innocent rather than immature, ignorant of the cold ways of the real world. Regain a point of WP when you manage to convince someone to help you with no gain to hiself.
The Competitor takes great excitement in the pursuit of victory. To the Competitor, every task is a new challenge to meet and a new contest to win. Indeed, the Competitor sees all interactions as some sort of opportunity for her to be the best — the best leader, most producive, most valuable, or whatever. Regain one point of Willpower wherever you succeed at a test or challenge. Especially difficult victories may allow you to regain multiple points at ST discretion.
A follower, taking another's lead and finding security in the decisions of others. Prefers not to take charge, instead seeking to throw in with the rest of the group and lend her own unique aid. The Conformist is drawn to the most dynamic personality or the individual she perceives to be the "best". Regain 1 WP when the group acheives one of its goals due to your support.
Why work for something when you can trick somebody to get it for you? The Conniver is always trying to find the easy way. Some people call him a thief, swindler, or less pleasant things, but he knows that everybody in the world would do unto him if they could. He just does it first, and better. Regain 1 WP whenever you trick someone into doing something for you.
A Curmudgeon is bitter and cynical, finding flaws in everything and seeing little humor in life. He is often fatalistic or pessimistic, and has very little esteem for others. To the Curmudgeon, the glass is always half-full, though it may be damn near empty when other people are involved. Regain 1 WP when someone does something stupid, just like you said they would. You must predict this failure aloud (though you may simply whisper it to the ST if you wish).
The Deviant is a freak for his unique tastes. Deviants are not indolent rebels or shiftless "unrecognized geniuses." Rather, they are independent thinkers who don't fit into the status quo. They often feel the world stands against them, and as such reject traditional morality. Some have bizarre tastes/preferences/ideologies. Regain 1 Wp when you are able to flout social mores without retribution.
To the Director , nothing is worse than chaos and disorder. The Director seeks to be in charge, adopting a "my way or the highway" attitude on matters of decision making. The Director is more concerned with bringing order out of strife, however, and need not be truly "in control" of a group to guide it. Regain a point of Willpower when you influence a group in the completion of a difficult task.
You have a cause, or maybe the cause has you… You live, eat, breathe this cause (of course, if you pick this one, you have to define what that cause is). Regain Willpower when you accomplish something that furthers your cause.
You are flamboyant as hell, and love to be the center of attention. Gallants want company, if only to earn their adoration. The chase of attention is often as important as fulfilling the pursuit itself, whether for the love of performance or for being haunted by pitiful self-esteem.. Regain Willpower when you dazzle or impress another person.
The Judge perpetually seeks to improve the system. A Judge takes pleasure in her rational nature and ability to draw the right conclusion when presented with facts. The Judge respects justice, as it is the most efficient model for resolving issues. Judges, while they pursue the "streamlining" of problems, are rarely visionary, as they prefer proof to insight. Regain WP when you correctly deduce a mystery by assembling the clues presented, or when one of your arguments unites dissenting parties.
You have your own path and no desire to share it with anyone else. Regain Willpower when you manage to achieve a significant task without anyone else's help
The Martyr suffers for his cause, enduring his trials out of the belief that his discomfort will ultimately improve others' lot. Some simply want the attention or sympathy of their ordeals, while others are sincere in thier cause. Regain a point of Willpower when you sacrifice yourself or your comfort for your ideals/another's immediate gain.
Whether you find validation for your confidence by enduring the most harrowing, or you get your rocks off to your own suffering and pain, you're always trying to see just how much more trauma you can take before you collapse. Regain Willpower when you make it through a new and interesting painful experience.
The Monster knows that he is depraved and acts like it. Evil and suffering are the Monster's tools and he uses them wherever he goes. No villainy is below him, and no hurt goes uninflicted, no lie untold. The monster does not commit evil because he's evil, but as a means to understand what he has become. Malignant deeds reinforce the Monster's sense of purpose. Monster characters pick a specific atrocity, regaining willpower whenever they indulge in /that/ urge.
The Pedagogue knows it all, and desperately wants to inform others. Whether through a sense of purpose or a genuine desire to help, the Pedagogue makes sure his message is heard — at length, if necessary. Pedagogue Archetypes may range from well meaning mentors to verbose blowhards who love to hear themselves talk. Regain one point of Willpower whenever you see or learn of someone who has benefited from the wisdom you shared with them.
The Penitent exists to atone for the grave sin she commits by being, simply, who she is. Penitents either have low self esteem, or genuine, traumatic past experiences that makes them feel compelled to compensate for inflicting themselves on the world. Regain Willpower when you perform a feat that significantly alleviates your guilt or is a step in achieving the goal that will make up for your crime. If you roleplay out a feat that redeems you, the ST may allow you to gain one permanent point of Willpower and you change your Nature.
Perfectionists simply demand the best. A half-hearted job gives the Perfectionist no satisfaction, and she expects the same degree of commitment and attention do detail from others that she demands from herself. Although the Perfectionist may be strong and exacting, the achievement of the end goal drives her — and often those for whom she is responsible. Regain a point of willpower when you accomplish a goal without any demonstrable flaw or impediment.
You will do as you will, and ultimately desire freedom from unpleasant societal bonds. Regain Willpower when your rebellion against authority or the status quo turns out for the best.
Screw the world! You do what you need to look out for yourself and get done what has to get done. If someone else suffers in the process, that's just too bad. Regain Willpower when your methods gain you something of significant value.
No matter what happens, you'll pull through it somehow. You're one tough cookie, and don't understand why others give up so easily. Regain Willpower when you survive a difficult situation by the skin of your teeth.
The stakes are just never high enough. More adrenaline, please! Regain Willpower every time you willingly enter a life-threatening situation and then escape it.
The orthodox ways satisfy the Traditionlist, who prefers to accomplish her goals with time-tested methods. Why vary your course when what has worked in the past is good enough? The Traditionalist finds the status quo acceptable, even preferable, to a change that might yield unpredictable results. Regain a point of Willpower any time the proven ways turn out to be the best, or any time you successfully resist change for its own sake.
Your antics do more than amuse; your pranks and tricks have a point of teaching someone a lesson, or humorously but deftly reveal some wisdom. Regain Willpower when you are able to lift another person's spirits, specifically when there's no trace of your involvement.
The Visionary is strong enough to look beyond the mundane and perceive the truly wondrous. Visionaries test acceptd societal limits, and seek waht few others have the courage to imagine. The Visionary rarely takes satisfaction in waht society has to offer; she prefers to encourage society to offer what it could instead of what it does. Typically, society responds poorly to Visionaries, though it is they who are responsible for bringing about progress and change. Regain a point of Willpower each time you are able to convince others to have faith in your dreams and follow the course of action distracted by your vision.
Each character has nine attributes, which describe the basic structure of someone's personality. These are things each individual has by sheer merit of being alive (wits, intelligence, strength…).
A character's raw, brute power. How much can he pick up, how hard he can hit, what he can break.
General physical prowess. Speed, agility, overall quickness, and ability to manipulate objects with control and precision, hand-eye coordination and bodily grace.
Health, toughness, resilience. How long can he exert himself, subject himself, and endure? Stamina can also be applied to mental fortitude, tenacity and grit.
Their ability to entice and please others through personality. Charisma is for winning another's sympathies, encouraging others to trust her, and a sample of her charm and influence.
Your character's ability for self-expression to get others to see things her way or follow her whims. Trickery, bluffing, fast-talking, and railroading other characters.
Your physical appearance and the way you carry yourself. For some people, they won't care for what you have to say if you're as ugly as a mud fence.
Your ability to think on your feet quickly and react under pressure. How fast are you to adapt to your surroundings or come up with a plan on the fly?
Your character's ability to react to his environment. This may involve conscious effort, but also is intuitive, like keen senses to notice things out of the ordinary or an environmental stimulus.
A character's grasp of facts and knowledge, not necessarily indicative of their formal education. It's their critical thinking, flexibility of thought, and problem-solving aptitude.
Your basic knack for noticing your surroundings, even when you're not attentive. How much attention do you pay to the outside world?
Your physical prowess and training in both sports and physical exertion: swimming, climbing, running, jumping.
How well you fight in unarmed combat, whether from martial-arts training or plenty of barfights.
Your character's best defense is getting the hell out of there. Avoid blows, take cover, even evade oncoming cars.
To have empathy is not to be sympathetic. Empathy refers to your ability to gague and read people, to sympathise, feign sympathy for, or play with emotions as you see fit. You are an easy hand at discerning motives and may have an ear for lies.
Your ability to get your point across clearly and communicate with structure, skill, and aplomb.
Runs the gamut from subtle persuasion to brute force. A character with intimidation knows exactly when and how to apply pressure to make a target do his bidding.
Often paired up with Charisma, Leadership makes one the kind of person others support and serve. A leader knows what to say, hwo to say it, when to give hard orders and when to lead by example. Leadership is not about tricking people into following, but about making yourself into someone worthy to guide them.
Allows characters to blend into rough crowds, gather information and strike deals on the streets without too much attention. This Talent is the way to go to indulge in larceny, get the skinny on local crime, and fence stolen items.
All about figuring out the opponent's motivations and twisting them to your advantage while keeping your own interests a secret. High rates in Subterfuge denotes being a master of clever conversation.
It takes a special touch to handle animals, especially if they are hurt or frightened. Animal Ken lets you know how to interact with an animal in such a way that gains its trust, for training animals, and for working animals.
Crafts allows a character to create lasting beauty or repair for useful and functional articles with a variety of materials and media. This stat is one of those stats that you specify, or else it is assumed to be generic household repair.
Pretty self-explanatory. The greater your skill, the larger the variety of vehicles you can use.
Despite just good manners and social graces, etiquette concerns general diplomacy, haggling and seduction.
Another self-explanatory stat. This one is your knowledge of gun safety, types, repair, and experience with guns in and out of combat.
Fighting with a weapon, such as a spear, sword, et cetera.
In her chosen area of expertise, such as music, dance, or acting, the character has attained a level of success and skill (so, this skill must be specified when it is bought).
Familiarity with tools and techniques for picking locks, deactivating car/burglar alarms, hot-wiring automobiles, and even safecracking, as well as countless forms of breaking and entering. Security is not only for theft, but for setting up the "unbeatable system" or deducing where a thief broke in.
Moving so that you can't be seen or heard. Making use of cover and shadow. Note that stealth used in the wilderness cannot exceed a character's survival score: skulking about in a dark alley is different from maneuvering through the woods.
Living off of the land is more than eating fruits and berries and drinking from a creek. Finding shelter, tracking, navigating through dangerous territory. Note that stealth used in the wilderness cannot exceed a character's survival score.
Your character's understanding of the humanities: literature, history, art, philosophy and other 'liberal' sciences. At high levels a character can be an expert in some field of study.
The ability to operate and program computers as well as the savvy to keep up with the latest technology.
You know the ins and outs of commerce, from appraising items to keeping up with currency exchange rates. Brokering items, running numbers, playing the stock market…High marks in finance allow you to raise your standards of living to a very comfortable level.
You've learned to notice details that others may overlook and you might just make an admirable detective. You have not only a good eye for detail, but can research and follow leads.
Law can be useful for filing suit, avoiding lawsuits and getting out of jail. What's more, cultures (Kindred society, Garou society) keep their own laws and more than one supernatural has saved his own life by exploiting loopholes or brandishing their knowledge.
You begin play with the native language of your choice for free, but if you want to be fluent in more languages, Linguistics is your skill. Linguistics also may allow you to recognize accents, patterns, identify languages, and decipher word puzzles and cryptography.
1 - 1 extra language.
2 - 2 extra languages.
3 - 4 extra languages.
4 - 8 extra languages.
5 - 16 extra languages.
You have an understanding of the human body and how it works. You can apply a motley of medicinal knowledge, first-aid procedures and diagnosis or treatment of disease.
You are knowledgable in occult areas such as mysticism, curses, magic, folklore and lore. Occult does not imply a command of hard, factual information; much of what you know may well be rumor, myth, speculation, or hearsay. However, the secrets to be learned are worth centuries of sifting legend from fact.
You are familiar with the politics of the moment, including the people in charge and how they got there. This Knowledge can aid you in dealing with or influencing people in power.
You have at least a basic understanding of most of the physical sciences, such as chemistry, biology, physics and geology. This can be put to all forms of practical use.
Allies are /humans/ who support and help you. Family, friends, or even some organization. Though allies aid you willingly, they can only do so much in the name of friendship.
1. one ally of moderate influence and power
2. two allies both of moderate power
3. three allies, one of whom is moderately influential
4. four allies, one of whom is very influential
5. five allies, one of whom is extremely influential
You have one! For whatever reason, whether you're a gun collector or a hunter or some paranoid guy convinced the end is near, somewhere on your property is at least a gunsafe.
1. You own or have inherited a modest collection of rifles, shotguns, and a few handguns. Equipment can include army-surplus rucksacks, rations, or first aid kits.
2. You own a substantial collection of firearms: pistols and long guns, possibly including vintage semiautomatic military rifles. Equipment can include high power binoculars, urban camo fatigues, or a police scanner.
3. You're a serious collector, owning various pistols, shotguns, and even semiauto assault rifles. The gear in your basement could easily outfit a group of "rough-it" campers, and your supplies could include night-vision goggles, body armor, or military surplus radios.
4. You're a fixture at local gun shows and you make your neighbors nervous. Your sizable collection includes fully-automatic weapons (including submachine guns) and might contain exotic types such as sniper rifles or rare antiques. Equipment includes police-issue sap gloves, electronic eavesdropping devices, or lightweigh ttactical radios used by special forces.
5. People like you give the ATF nightmares. Your large collection includes heavy weapons — vintage machine guns, mortars, grenades. They're old, but servicable. Modern equipment might include SWAT-team body armor, military-grade GPS navigation hardware, or even surplus military vehicles.
You enjoy widespread recognition for some talent or doing of yours. This is as much of a boon as it is an inconvenience.
1. You're known to a select subculture of the city.
2. You're a local celebrity whose face is largely recognized.
3. Your renown is statewide.
4. You are nationally famous.
5. You're an internationally famous media icon.
You have pull in the mortal community, whether through wealth, prestige, political office, blackmail or supernatural manipulation.
1. Moderately influential:a factor in city politics.
2. Well-connected: a force in state politics.
3. Position of influence: a factor in regional politics
4. Broad personal power: a force in national politics
5. Vastly influential: a factor in global politics.
1. You may have a fake drivers' license, or take on a persona when you go out, but your identity wouldn't stand up to too much.
2. Your fake papers could get you a job and stand up to casual scrutiny.
3. You could weather a background check from the local police. You have a small amount of respect and recognition as your alternate identity within your chosen social sphere.
4. You are recognized by many as your alternate identity and carry respect from them. The Feds might be able to crack you, but not without some trying.
5. You are in a position of power as your alternate identity, and nearly no-one could suspect a thing about your records, much less put a mark on them.
How much you're worth and your standard of living.
1. Lower class. If liquidated, you would have about $1,000 in cash. Disposable income: $500 a month.
2. Middle class. If liquidated, you would have about $8,000 in cash. Disposable income: $1200 a month.
3. Large savings. If liquidated, you would have about 50,000 in cash. Disposable income: $3000 a month.
4. Upper class. If liquidated, you would have about $500,000 in cash. Disposable income: $9000 a month.
5. Exuberantly rich. If liquidated, you would have about $5,000,000 in cash. Disposable income: $30,000 a month.
This trait represents a veteran or more than one in your specified sphere who looks out for you, offers guidance, or even aid once in a while.
1. Mentor is middlingly influential.
2. Mentor is respected by most.
3. Mentor is heavily influential
4. Mentor has a great deal of power over the city
5. Mentor is extraordinarily powerful/influential.
You know people who are not your friends (thus may need some bribing or coercion) but can get something done for you. They can be police, DMV clerks, club bouncers or even hotdog vendors. Each dot in contacts represents one individual.
Whatever organization you're in, you're no longer the last link in the chain.
1 Known: a member.
2 Respected: A member who has proven their worth.
5 Practically in charge.
A high Generation rating may represent a powerful sire or a decidedly dangerous taste for diablerie. If you don't take any dots in Generation, then you are a 13th Generation by default.
1 12th Gen: 11 blood pool, 1 point per turn.
2 11th Gen: 12 blood pool, 1 point per turn.
3 10th Gen: 13 blood pool, 1 point per turn.
4 9th Gen: 14 blood pool, 2 points per turn.
5 8th Gen: 15 blood pool, 3 points per turn.
Not precisely allies or contacts, your retainers are servants, assistants, or other people who are your loyal and steadfast servant for the right incentive. Basically, they're contacts who are In the Know. Each dot in retainers represents one individual.
You have built up a group of mortals from whom you can feed freely. A herd can take many forms, from circles of kinky clubgoers to actual cults built around you as a god-figure. Your herd might come in handy for minor tasks, although they are typically not very controllable. Your Herd rating adds to your dice rolls for hunting.
1 3 vessels 2 seven vessels
3 15 vessels
4 30 vessels
5 60 vessels
This is a Sabbat-specific background. You know the ritae and rituals of the Sabbat and you can enact many of them. This background is vital to being a pack priest, as without it, ritae will not function.
1 - You know 3 auctoritas ritae
2 - You know 9 auctoritas ritae and 3 ignobilis ritae.
3 - You know all auctoritas ritae and 9 ignobilis ritae. Given enough time, you may create your own ritae.
4 - You know all auctoritas ritae and 20 ignobilis ritae, can create your own ignobilis ritae, and are familiar with the functions of numerous regional and pack-specific ignobilis ritae.
5 - All auctoritas ritae, 40 ignobilis ritae, create your own ignobilis ritae, and are familiar with nearly all regional and pack-specific ignobilis ritae. If it's been written down or passed around in lore, you've heard of it.
To humans, ancestral memory is pseudo-scientific concept at best. To Garou, it's a fact of life. Many werewolves have some of the memories of their distant ancestors: some even allow their forbears to take over their bodies. Once per session, the player of a Garou with this background may roll his Ancestors background (difficulty 8 or 10 if he's trying to contact the spirit of a specific ancestor). Each success allows the character to add one die to the pool of any Ability (even if the character doesn't possess it). How long the ancestor stays depends on the storyteller.
You possess a physical object into which a spirit has been bound. Fetishes have a number of powers granted by the spirit, so they are very significant to the Garou. Such things are valuable, and other Garou (or other supernatural beings) may covet them. The more dots you have in Fetish means you either have a single fetish of a power level equal to your total dots, or, you have a number of fetishes with a total of the level of dots you bought. (Like 1 level 3 fetish and 1 level 1 fetish, as opposed to a single level 4 fetish).
You are in contact with certain humans/wolves who are descended from Garou without actually being werewolves themselves. Kinfolk are normal, but they have immunity to the Delirium, know your secrets, and are willing to help you however they can. Networks of Kinfolk are a valuable way for werewolves to deal with the human world without risking frenzy or discovery.
1 - 2 kinfolk
2 - 5 kinfolk
3 - 10 kinfolk
4 - 20 kinfolk
5 - 50 kinfolk
Past Life is actually the Ancestors background. The Werewolf Player's Guide will make reference to 'Past Life', but they mean Ancestors (see the Storyteller's guide page 21).
Garou take great stock in ancestry, and the werewolf who is descended from renowned forbears has a definite advantage in Garou society. This background represents your lineage, markings, bearing, and other features of birth. Each point of Pure Breed adds an extra die to social or challenge rolls involving other Garou (even Black Spiral Dancers). Some tribes place more value on pedigree than others, but Pure Breed is almost universally respected. It's almost a mystical trait, and of course, Garou expect those of pure blood to live up to the standards set by their noble ancestors.
Rituals are an important part of Garou life. This trait denotes how many rites the character knows at the beginning of the game. This rating represents levels of rites, so character with rites 4 may have a level 4 rite, one level 1 rite, and one level 3 rite or any other combination. Remember that to learn a rite the character needs a Rituals Knowledge rating at least equal to the level of a given rite. While Rank is not necessarily a factor, a Theurge would need a pretty damn convincing reason to teach a level 5 rite to a rank 1 Garou. Two minor rites can be purchased in the place of one level 1 rite.
1 - One level of rites.
2 - Two levels of rites.
3 - Three levels of rites.
4 - Four levels of rites.
5 - Five levels of rites.
Talens like Fetishes in that they are items powered by Spirits, but they are temporary and the spirit assigned to the object leaves upon its use. Despite their evanescence, they are still considered holy objects. They provide the Garou who focuses their Gnosis on them an edge in a specific situation.
Totems are spirits to which a pack adheres for supplicants. Apart from being a sort of power source, totems are largely aloof from the pack and have little influence among spirits (unless the players buy a closer connection with it). Unlike other Backgrounds, this trait applies to the character's pack rather than the individual. The members of the pack pool the points invested in this Trait to determine the totem's power. Each Totem has a background cost rating; the pack must spend that much to ally with that totem. Some totems are willing to lend great powers to their adherents. Their point costs are correspondingly greater. On Page 293 of the Werewolf core book (and in various pages of the breed books and other reading) can be found Totems.
Remora, the odd little messengers of the shark-folk, soon learn which Rokea are polite to them. They naturally tend to gravitate to these were-sharks to give them a "first look" at what news they've found. This Background indicates that the character has made friends with a number of remora and they will reliably deliver his messages and return with answers quickly.
The other advantage to staying friendly with remora is that it speeds up the process of Renown gathering. Whenever the Rokea dispatches the remora to deliver a message, the storyteller may choose to allow the player to roll her Remora rating. The difficulty varies by how significant the Rokea's actions have been - the more impressively the Rokea behaves, the more closely she follows Rokea Law and the precepts of Renown, the lower the difficulty. For each success, the character receives one point of temporary Renown. (Storyteller's discretion as to which type.) This Renown gain is not "extra" Renown; it's merely an advance payment of sorts against what the Rokea will eventually receive. Remora will not deliver false messages designed to inflate the Rokea's status artificially, and a Rokea who tries to uses the remora this way will surely lose Valor and Harmony Renown.
Technically speaking, Remora are like Rorqual or Kami, Gaian spirits in animal shells. It's possible (Storyteller's option) that the Rite of Spirit Awakening might awaken an ordinary remora into the supernatural version, although the Rokea must work to educate the remora as to its new role as well as gain its trust. (A Rokea with said rite can't just jack up his Background that easily.) Note, by the way, that remora act only as messengers. They have no ability to fight, distract, or run interference for Rokea, and asking them to do so violates the agreement that the remora made with the shark-folk.
Zero : If you find a remora, they will probably carry a message for you, but Sea is vast.
1: One remora who visits you before taking care of other business.
2: 2-3 remora who visit you often.
3: 4-7 remora, all loyal to you.
4: As many as 10 remora, one of whom always remains by your side.
5: With a nod, you could send a full school of remora to send word, warning, or a cry for help to all Rokea in the area
Bystanders are your character's companions who, like her, were exposed to the Message when it was delivered, but unlike her, failed to act at the scene. They haven't forgotten what they witnessed, though. They've seen the evil, too. Although many bystanders are sympathetic to your character's cause, they have various reasons for helping her. Generally, bystanders are not as powerful as hunters in head-on battles with the supernatural. They have no second sight or edges and should not be expected to participate, except in dire circumstances. You know 1 Bystander per dot you purchase.
Your character had a run-in with the supernatural before she was imbued. Maybe she saw a pack of wild dogs tear through the shopping mall or was a part of a cult based on something more tangible than deluded faith. She never understood the encounter fully and shut it out, rationalized it desperately or simply dismissed it. Now that she has been chosen, your character understands her past experience for what it was. This information gives her insights into the supernatural from time to time. But be forewarned that a little knowledge can be a dangerous thing. Sometimes perceptions are deceptive. Your character may know just enough about the supernatural to get into trouble, but not enough to survive it.
Everyone has her role in shaping the future, but people with Destiny seem to have an enormous part to play. Destined people have been known to die before fullfilling their roles. Such deaths are seldom inglorious and are never unimportant. For eah dot your character possesses in this background, you an make one re-roll per game session. If a single roll fails or does not achieve the successes that you hoped for, you can roll again. Only one re-roll is allowed for any given action. Re-rolls are even allowed for Conviction invested Edge rolls, perhaps avoiding the loss of any risked Conviction points.
Arcane mages are somehow less noteworthy. An Arcane mage seems nondescript and simply fails to stick to the memory. Records fade along with the details of this apparent man with no name. With conscious effort, a mage can subvert the effects of their strangely hidden life. Any stealth rolls you make are increased by your Arcane score, and opponents Percepton/Investigation dice pools are decareased by your Arcane score. Arcane only helps when the mage is inconspicuous or absent; if the character is screaming, waving around a sword or otherwise drawing attention to herself, Arcane doesn't help. Of course, people might give conflicting descriptions later or be hard-pressed to remember her name. Also, if you make yourself stand out like having a peg leg or purple hair, you ain't gonna blend in with the masses.
All mages have an Awakened Avatar, and through that Avatar the mage alters reality. However, not all Avatars are created equal. The strength of your character's Avatar affects her Quintessence score directly. It also determines how much Quintessence your character can reabsorb at any one time. It is wise to put at least one dot in this Background. Mages with extremely weak Avatars cannot channel Quintessence at all, which can make many magical feats difficult or impossible.
Some mages — or even Sleepers! — stand out heroically, pulling the threads of the Tapestry around them as they charge blindly on to an undeniable destiny. The fate of such a mage is generally known, though in a vague way. A prophecy, a vision or even just a "sense of greatness" follows this sort of mage. Her fellow mages sense this fate, as does she. Although none of the characters will know the exact nature of her fate, you should work it out behind the scenes with your Storyteller, or have your Storyteller determine it for you secretly. This final fate should remain mysterious — an enigma — within the context of the story.
If you have points in Destiny, you can employ a saving roll to keep yourself still on this mortal coil or otherwise in business, equal to your amount of points in Destiny. However, the ST may decide that this saving roll does not really coincide with your Destiny, it is not a get out of jail free card.
With the Dream Background, your character has the ability to meditate and tap into the wealth of information carried within the universal mind. She must focus on a particular problem while meditating, and the amount of time it takes her to glean the information will vary based on its complexity. This process has its drawbacks. She may not get exactly what she wanted, but instead may find herself possessing an intuitive understanding that she didn't expect. The universal mind knows better than she does what will help her, but that doesn't mean she'll figure out why this particular bit of information applies to her dilemma. Furthermore, she only has access to the information until she sleeps again. Once she sleeps, the knowledge flies out of her mind and she loses access to it.
With this Trait, your character has access to a great wealth of information. This "library" may take the form of books, old scrolls, computer databases or even of friends who have it all in their heads and who are happy to share it with you. Most importantly, your character can access this information whenever she wants and study it at will. The knowledge contained in your character's library can include both mundane and occult elements. Although it may not always prove entirely reliable, more often than not your character can take her time, cross-reference and check her information. Best of all, such a library is often a wealth of information that your particular mage considers important, so it has useful knowledge about magic, the supernatural and other obscure topics that wouldn't be found in a more mundane collection.
One of the most hotly contested prizes in the war between mages is the possession of Nodes. A character with a Node has access to a place of power where she can replenish her Quintessence and gather Tass. Your Node can be located anywhere — in a cellar, a grove, a high-rise, a glade, a crystal cave or an old church — but mages protect them like the treasures they are. Quintessence thieves may attempt to overthrow the current custodians of a Node and take the location for themselves. Your character may have to fight to keep her Node.
Wonders are objects like Talismans and Technocratic Devices that have power and that produce magical Effects (usually when wielded by an Awakened being, such as a mage). Although they are rare, a few lucky mages have objects that carry their own power; legend holds that Masters can even manufacture their own. For the most part, only an Awakened being can use a Wonder, although your Storyteller may make exceptions to this rule. Your Storyteller may also limit the number and/ or power of the Wonders that she will allow into the game.
Merits and flaws are aspects to your character that gives them that push off of their sheet that gives them personality and flavor — and swaps about your Freebie points. Merits and Flaws have a cost to them each: flaws will add to your freebies and disadvantage you, where merits will deduct from the ratings and give you a perk. The maximum amount of freebie points you can get for yourself by taking merits and flaws is seven. You can take more than seven merits and flaws if their point totals equal less than seven.
Step One: Concept
Sire: Think about who brought your character into unlife and why he did it. As far as most vampires are concerned, siring obligates yourself to be responsible for the new vampire (a childe/fledgling), so what is your character's relationship with that person?
Sect: Think about where your vampire's ties lie in unlife. There are 3 main organizations: the Camarilla, the Sabbat, and the Anarchs. If you are completely new to VtM, then it is very likely that you would be most comfortable playing a Camarilla vampire (the Camarilla basically is that secret society that makes sure that vampires remain in popular culture as nothing but myths and they take fledglings into their ranks more than happily, and usually whether they like it or not).
Clan: A Clan is basically what flavor of vampire that you are going to play. You have…
- Assamite - (Independent) Dreaded killers and diablerists on a terrible quest for Kindred vitae, the Assassins have perfected the art of the silent kill.
- Brujah - (Camarilla) The Rabble are rebels and insurgents, fighting passionately for their disparate causes. The Brujah dream of a perfect society - for vampires.
- Followers of Set - (Independent) Corrupting and deadly, the Serpents are feared for their evil, yet sought out for their arcane knowledge and sinister gifts.
- Gangrel - (Camarilla) The nomadic Outland' ers are feral and wild. These solitary wanderers are the source of much of the lore that likens vampires to dark beasts.
- Giovanni - (Independent) Insular and incestuous, the Necromancers ply their trade in blood, money and the souls of the dead.
- Lasombra - (Sabbat) The shadowy, wicked Keepers nominally lead the Sabbat. Clan Lasombra serves itself first and its inner darkness second.
- Malkavians - (Camarilla) Dangerously deranged and psychotic to a member, the Lunatics nonetheless possess uncanny insight.
- Nosferatu - (Camarilla) Disfigured and skulksome, the hideous Sewer Rats are forever barred from human society, but gather secrets from die darkness that hides them.
- Ravnos - (Independent) The nomadic Deceivers are masters of illusion and guile, malevolently working their tricks as they travel from city to city.
- Toreador - (Camarilla) Lovers of art and the aesthetic, the Degenerates are trapped in the stagnancy of undeath. The Toreador are passionate and decadent, surrounding themselves in excess to stave off their encroaching malaise.
- Tremere - (Camarilla) A clan of sorcerous blood magicians, the Warlocks are widely distrusted… and just as widely feared.
- Tzimisce - (Sabbat) A clan of fallen nobles from the Old Country, the brilliant but monstrous Fiends now serve the Sabbat. They wield the fearsome Discipline of fleshcrafting.
- Ventrue - (Camarilla) The reluctant aristocracy of the Kindred, the Blue Bloods atone for their damnation by enforcing the Traditions and the Masquerade.
Step Four: Advantages
Disciplines: You get 3 points in Disciplines (unless you choose to play Sabbat, in which case you get 4).
Click here for the disciplines descriptions!
Humanity: Your Humanity score is the sum of your Conscience and Self-Control.
Blood: Your blood pool is 10 + 1 point per each point you have in Generation, up to a maximum of 15.
Step One: Concept
Breed: What was your werewolf born as? A human, a wolf, or a metis (the freak offspring of two garou).
Auspice: This reflects one of the five phases of the moon's cycle:
- Ragabash: New Moon/Trickster: the bringer of wisdom to believe themselves wise.
- Theurge: Crescent Moon/Seer: the tribal guiddes who stand aloof and mysterious, touched and set apart from their insight.
- Philodox: Half Moon/Keeper of the Ways: the pack mediator, the advice-giver, judge, and law-giver.
- Galliard: Gibbous Moon/Moon Dancer: the lorekeepers, entertainers, artists, singers of old tales and new ways, spontaneous and inventive.
- Ahroun: Full Moon/Warrior: the slayer, Rage incarnate, never known for social graces but inspiring and prodigous nonetheless.
Tribe: This refers to what cultural group you associate with and have been raised into, and essentially what flavor you are.
- Black Furies: In a tribe composed exclusively of women, the Furies act as defenders of the Goddess and protectors of most sacred places. Originating in Ancient Greece, t tribe has since inspired great legends of female heroes.
- Bone Gnawers: This urban tribe is tied instinctively to life on the street. Long ago, they began as scavengers in India and Northern Africa. Now they stalk wherever the homeless and desperate struggle to survive.
- Children of Gaia: As peaceful warriors and gentle mediators, the Children favor healing and understanding over bloodshed. No other tribe is as committed to helping humanity.
- Fianna: Exclusively of Celtic descent, the Fianna are known for their wild passions and artistic insight. They are famous for their skilled bards, great warriors and mystical ties to the fae.
- Get of Fenris: Surviving the harsh lands of Northern Europe, the Fenrir have developed a savage, bloodthirsty and fatalistic view of life. As one of the most martial tribes of werewolves, they are also unparalleled at dealing in death.
- Glass Walkers: For thousands of years, the Walkers hid in human cities, living as wolves among sheep. Other werewolves typically mistrust them, not only for their proficiency with high technology, but also for their love of human cities and culture.
- Red Talons: Composed entirely of lupus Garou, this tribe is well known for its fierce hatred of humans. Talons thrive whenever they can commune with the mysteries of the wild.
- Shadow Lords: Ruthless, devious and ambitious - the lords value political power over all else, and they are fascinated by the politics of Garou society. By struggling against their rivals in Eastern Europe for millennia, they have become masters of diplomacy and Machiavellian intrigue.
- Silent Striders: Once they dwelt in the fabled lands of Khem in Ancient Egypt, but no longer. Now they roam the Earth, following an insatiable wanderlust. Striders typically join packs the love to travel, often communing with gypsies, wanderers and restless spirits of the dead along the way.
- Silver Fangs: Once the unquestioned rulers of Garou society, the Fangs are descended from some of the greatest werewolves in history. Lineage and ancestry is critical to them. Since their glorious days in the Russian homelands, they have fallen prey to tragic flaw, often spiraling into despair and madness.
- Uktena: Indigenous peoples from throughout the world have contributed to this eclectic and mysterious tribe. Ethnically diverse and intensely curious, they hoard knowledge of magic from all over the world… as well as a deep understanding of the occult that they dare not share with outsiders.
- Wendigo: This tribe is descended from Native American Garou. Their strongest septs are in the northernmost portions of North America, where they endure some of the harshest conditions on earth.
Step Four: Advantages
Gifts: Choose your three starting gifts from the following lists. You recieve one Auspice gift, one Breed gift, and one Tribe gift.
Click here for the gifts index.
Rage is a gift of madness from Luna (the Moon) that allows the Garou to do truly spectacular things. Too much Rage is bad and will break loose in frenzy. The drawbacks of high rage exist. For each rage above character's WP, one takes 1 die off of their pool for all social rolls with other Garou (and vampires) and 2 for all rolls with humans, as the strangely predatorial nature of that person is disturbing to the subconscious.
Uses of rage:
- Frenzy - Ignore wound penalties and be horrifying.
- Extra Actions - 1 point per action, max 1/2 of permanent Rage.
- Insto-Shift Instead of rolling stam + primal
- Null dazes/stuns - Spend 1 pt to anull effects from stuns
- Keep Going - At Incapacitated, popping 1 rage roll vs. 8 heals a health level once per scene
The Moon - The first time a werewolf sees the moon at night, the Beast inside stirs, and Rage floods back into her. Under a new moon, the character gets one point; under a waning moon, two points; under a half or waxing moon, three points, and under a full moon, four points. However, it the moon phases corresponds with the character’s auspice, she regains all of her Rage. This phenomenon occurs only at the first sighting of the moon each night.
Not having fun: Rage will also come rushing back if anything a Garou does proves particularly humiliating or dangerous.
Starting Rage (by Auspice):
Gnosis is a reflection of how in-touch a Garou is with the spirit world. Just as Rage fuels battle and the physical world, the uses of Gnosis tend toward affecting insight and the spirit world.
Uses of Gnosis
- Carrying Silver. For every object with silver a character has, she loses one temporary Gnosis point. It lasts only a day after the silver is discarded. Garou can feel when large amounts of silver are near.
- Using Gifts.
- Activating fetishes. One success on a gnosis roll is necessary unless otherwise stated.
- Mediation: Must spend at least an hour staying in one place and focusing on his deeply spiritual side, then roll Wits + Enigmas vs 8. 1 Gnosis point per success, and only one point per hour of meditation. Once per day limit.
- Sacred Hunt: The Sacred Hunt is one of the most frequently performed activities at Garou moots. It has to do with a hunt and a ritual expression of thanks to the spirits for the fruit of their efforts.
- Bargaining with Spirits: Must be able to speak in the spirit language through the use of a Gift or some similar method.
Starting Gnosis (by Breed):
Starting Rank: 1
Renown refers to a social summary of your accomplishments — what you're known for, and whence you garner respect (and rank).
Glory: Proving your badassery in the physical sense.
Honor: Performing chores and duties for your sept.
Wisdom: Making yourself a mental and spiritual asset.
Starting Renown (by Auspice):
|Theurge||Glory: 0 Honor: 0 Wisdom: 3|
|Philodox||Glory: 0 Honor: 3 Wisdom: 0|
|Galliard||Glory: 2 Honor: 0 Wisdom: 1|
|Ahroun||Glory: 2 Honor: 1 Wisdom: 0|
Step One: Concept
Tradition: Mages learn their magic from wisdom handed down by others. The way that your mage learned magic, and the beliefs that she holds about the cosmos, are shaped by her Tradition. Each Tradition is a collection of mages unified by a common thread of a particular way of doing magic.
- Akashic Brotherhood — Philosophical martial-arists, the Warring Fists espouse a union of mind, body and spirit through personal discipline.
- Celestial Chorus — The schismatic Singers desire renewal of the original One, restoring the world to a whole and perfect form with their dogmatic faith.
- Cult of Ecstasy — Seeking an altered consciousness through entrancing music, dance and experience, the Ecstatic pursue liberation of flesh and soul.
- Dreamspeakers — The Spirit-Talkers embody the harmonious — although sometimes dangerous or terrifying — ways of primal existence in concert with nature and the spirits. They follow the paths of shamans and medicine men.
- Euthanatos — Drawing inspiration from Hindu beliefs and responding to the suffering of an overcrowded uncaring world, the Deathmen (and women) bring release to the pained and death to evil.
- Order of Hermes — Rational and studious, the Wizards of the high Order of Hermes practice carefully refined formulaic magic handed down over centuries. Their magic derives from a set of forms built through rigorous application of mystical principles.
- Sons of Ether — Laboratories of weird science ?nd fringe technology embody the lunat ic inspirations of the Mad Doctors, who pursue the cast-off remnants of discredited science and cutting-edge alternative systems.
- Verbena — Primal and deadly, the misnamed Pagan of the Verbena delve into the primal nature of life, birth, blood and sacrifice in their communion with potent forces.
- Virtual Adepts— The pioneers of a new vision for reality strive to open the minds of the Masses with their renegade actions as Hackers and virtual world-builders.
- Hollow Ones — Drawing from the nihilistic corners of a dying culture, the Soulless use a hodge-podge of their own making in the pursuit of escape while the world crumbles toward Armageddon.
Although mages guide their powers through enlightened will and belief, they are still influenced by the patterns of the universe echoed in their own souls. Each mage's Awakened Avatar grants the mage the gift of magical power, but it also shapes that mage's approach to magic. Therefore, the Essence is a roleplaying aspect that determines the direction of the character's magical inner self. This Essence influences the mage's path to Ascension. Pick an Essence from the list on p. 70. Note that Essences seem to follow set categories. It is easier to choose one of the listed ones than to try to make up a unique Essence.
Step Four: Advantages
The Focus is that idea of a wizard's wand. Each mage has a different way of looking at and invoking magic. Choosing foci — the tools and techniques used to perform magic — for a given mage is an important individual step. You don't place points into foci. Instead, you pick a signature focus for each Sphere of magic. That focus is the method or item with which your mage is most comfortable and familiar when invoking that form of magic. Thus, you'll have a different item for each Sphere, but each item will fit in some way with your Tradition's beliefs on what works and what doesn't. Using that focus isn't mandatory for manipulating your character's spheres, but when you use this focus, performing magic will be easier.
Spheres: To better classify and explain magical phenomena, mages long ago categorize various types of magic into Spheres that describe different facets of reality. With enough practical knowledge of the Spheres, a mage can alter parts of reatity and make things happen through magic. You get 5 dots to spend on Spheres (they max at 5), plus 1 dot in your Tradition specialty.
- Correspondence — Understanding of connections and distances.
- Entropy — Study of chaos, decay and randomness.
- Forces — The power of the flashing elements: fire, electricity, light and sound.
- Life — Influence over living, growing things.
- Matter — Power over base materials and objects.
- Mind— Empowerment, telepathy and mental communication and control.
- Prime — Understanding of the fundamental power behind magic.
- Spirit — Sensitivity to the Invisible World, to place beyond the material.
- Time— Control over the perceptions of and flow the ticks of the clock.
Resonance: Resonance: This location holds your character's three Resonance Traits, determining how magic is "personalized" for the mage according to Dynamic, Entropic and Static principles.
Step Five: Finishing Touches
Arete: A measure of enlightenment, showing how well the mage understands the cosmos and manipulates its Tapestry. Maximum starting Arete is 3.
Near the bottom of the character record are spaces for three Resonance Traits: Dynamic, Entropic and Static. Pick one Trait for one type of Resonance, and rate it with one dot. This rating reflects the sorts of emotions and drives that affect your mage's magic. Each Trait needs to key in with the appropriate type of Resonance. Check out the descriptions of Essence and Nature and Demeanor (you did pick those in the first step, right?) to get a handle on your mage's personality and motives, and then choose Traits for a style of Resonance as appropriate. You can make up any sort of description; it's just an adjective that flavors your character's magic. Later, Resonance may increase as your mage becomes more powerful or more hell-bent on a certain style of magic, but for now, this step is just a minor sort of characterization to magic.
Quintessence and Paradox:
Rare and valuable, Quintessence is the raw energy of Creation. A mage can channel Quintessence to aid in many magical feats. Your character starts with Quintessence equal to his Avatar Background rating, and no Paradox points. Of course, once your mage has gotten into a little trouble, these numbers tend to change quickly! You can buy a little extra Quintessence for your mage with freebie points, in order to give her a bit of a magical edge at first. Later, Quintessence is regained through the use of Prime arts and meditation at Nodes.
Step One: Concept
When your Hunter is imbued, he is essentially responding to a world that reveals itself to be worlds more sinister and foreign than the lie that he grew up with. He resolves himself to react and make a difference within this new and intimidating construct. The Creed your hunter belongs to is kind of a summary of what style he takes on in his actions, his class.
- Defender: Protectors who seek to salvage or maintain what they can in the war against the unknown, perhaps to prove that the fight is worthwhile.
- Innocent: The curious, unabashed and wide-eyed, the Innocent accept monsters on their own terms and seek simple resolution between creatures and humanity.
- Judge: The eyes and ears of the battle against monsters, Judges seek to uphold the greater good, whether it means destroying creatures or sparing them and questioning other hunters' motives.
- Martyr: Actingout of desperate passion, Martyrs put themselves in harm's way to protect others or to alleviate some all-consuming guilt.
- Redeemer: Piercing the souls of the enemy, Redeemers offer the hand of salvation to the deserving and strike down the irredeemable.
- Vengeance: Holy terror personified, Avengers accept only one end to the war: the destruction of the enemy.
- Visionary: Introspective, questioning and doubtful, Visionaries seek the ultimate goals of the war against the unknown, and they seek purpose for hunters as a whole.
Step Four: Advantages
During your character's normal life, she had a moral construct and religious viewset (even a lack of one). Whatever it was changed when your character was imbued, all of those old ideas and beliefs instantly invalidated, or altered. But even in this new reality you still have morality construct and a way to view this world and whatever you conspire is the next. The three virtues, Mercy, Vision, and Zeal, summarize the direction of her conscience's new existence.
- Mercy: There is something worth saving in all beings. Nothing can be taken unless an effort to give is made in exchange. Solutions to problems lie in the middle ground, not in opposed camps. Respect and courtesy still mean the world.
- Vision: Life is complex and baffling. How can anyone claim to be sure of anything if they don't do their homework first? Rash actions or decisions are harmful and reckless. Thoughtfulness and freedom are key to tying the world to order.
- Zeal: The belief in a cause for its own sake, from a religiion to a social movement. Right and wrong are concrete and hard-edged with few shades of grey at all. There is an ideal answer to whatever problems arise, and it should be sought after, fought for, died for.
Your character has a Creed and a primary Virtue but can have scores in any of the virtues so long as his primary Virtue is not exceeded by the others. You have 3 points to spend on Virtues, and then those virtues that you select dictate what Edges that you can buy.
To call an Edge a superpower is simultaneously helpful and a grevious misnomer. Edges do make stuff happen that ranges from helpful to legendary,
Your character's inner strength and drive for the hunt is measured in this 1 to 10 rating called Conviction and it actually fluctuates over the course of the game. Your default conviction is decided by your Creed (3 or 4).