Werewolf Character Guidelines

From benscondo.wiki-rpg.com
(Redirected from WEREWOLF PITCH)
Jump to: navigation, search

Werewolf:
Players will have a mixed pack.
No Red Talons allowed.
Creation of a totem is highly encouraged.
Maximum of two werewolves from one tribe.
Werewolves only.
If someone desires they may play a metis (product if two werewolves have a child, looked down on by almost everyone in werewolf society but have some amazing strengths and weaknesses). Only one should be in the pack, role-playing this will be very difficult as almost no-one, almost ever, will give this character even an ounce of respect.

If a player really, really, really does not want to play a werewolf I will allow them to play another type of characters. Most likely this will be a kinsmen. The character will still be subject to the blood brother rule and would be unable to benefit from certain aspects of the totem. They will use the normal werewolf creation rules, with the same amount of freebie points. I will also make up a list of "special" powers the character may also take to make him slightly above human. These will not be as amazing as the werewolf powers but may give him an edge now and then. I will only allow ONE non-werewolf. The blood brother tie will actually have to be stronger for this character, or should be. This is because why would a human go along and fight with killing machines like werewolves? I do not think that allowing a human will affect the game negatively overall, as long as the player is open to suggestions by me. Remember, everything needs to at least fit. No matter what game I run I will not allow a character who has no interest in the party.

For the human I have a few arch-types in mind that would really fit the "pack". Of course these are just some quick ideas to see if your interested Dieter.

  • Occult Studies - This character would be a kinsmen who may have some minor magic powers and in-depth knowledge of all things arcane. Due to not being restricted by werewolf society overall they would have more occult contacts.
  • Wronged Avenger - Someone who has lost person/persons/everything to the agents of the Wurm. Instead of blaming the werewolves as many might, they have sworn to fight alongside their furry relatives. I imagen this character would have a large arsenal of highly illegal weapons.
  • Realist - Someone who realizes that if the werewolf fail there will be no more world. "Hey I like living, I like this world, I'd like it to be around longer!" This character basically wants to help but realizes that werewolves are not very privey to taking comments from humans. But by being clever and knowing the right werewolfs...

Of course your own views and motives can differ, think of these more as 3 basic arch types. Mage/Occult Info, Warrior/Equipment, Faceman/Contact Network. Something like that anyway.

Actually the idea of having a human player could be kinda neat! Kinsfolk are usually watched over by the werewovles, so why not have one who helps out?

If this won't work, I may be privy to allowing another were type... most likely only a werebear. Also it should be noted that other werewolves will show this character less respect overall and they will have to work harder to prove themselves.

If other players think this will take away from the game please voice up, otherwise, I'll take it as A-OK.


I wish I could quit you:
All characters must have what amounts to a blood brother or oath, whatever, with another character. These do NOT have to be from the same tribe. Basically these two must be good friends, maybe since the time of being pups. While being all sneaky and back stabbing in a group is fun for some, betraying your blood brother will lead to serious punishment if discovered. This does not mean you have to be nice to said person, or always agree with them. It means that when things turn from worse to really F*ing bad you have that person’s back and best interests in mind.

An inch is all I have: Characters should pick one or two rules of the werewolf society that they hold higher then the others. Trying to break these rules will require willpower rolls. This is just an idea, not sure I want to go with it.

Big fish in an ocean of sharks:
This game will revolve around the characters. Choices they make could have large or small impact on the world. While combat could be frequent, as is the case in the life of a werewolf, I want to try to bring in both the spiritual and political aspects of the werewolf culture. While the werewolf society is full of rules and codes of conduct these are of course the expectations. Rules can be bent and broken and often are.

Werewolves are essentially flawed. They have problems being both a man and a beast. While they try to uphold a strict sense of honor and purity they are very prone to corruption. The game will be sure to touch on these aspects. Characters may end up doing things they will regret later. Werewolves after all a very social race so interaction with NPCs will be very important.


Follow The Leader:
Werewolves tend to change leaders in the pack depending on whose abilities will best suit the situation. Of course this is only the ideal.

Main themes characters may encounter:
Where does my loyalty lie? (As in my clan, my kinsmen, my pack, my ancestors)
Can I, or should I, atone for the mistakes my clan has made?
Who is my enemy? (Weaver, Wurm, Vampires, Other Tribes)
Do the ends justify the means?
What are humans to me?
What does it mean to be a werewolf?
How important is honor to me?

Another theme I hope will present itself is that the characters are almost all alone. Werewolf society is as full with as much backstabbing as human society, or vampire society. Many young werewolfs (as it says in the book) don't do things the "old way". Some of their tribe members will most likely betray them given the chance. But if his pack can be trusted and the pack can learn to work together (also please read pack as adventure group, pretty much the same thing) they may just be able to make a differance.


Enemies? No, you must think of them as prey:
For those of you not very familiar with Werewolf, or wondering what kind of enemies there may be, here is a list of what will likely appear at one time.
Vampires
Wurm Agents (Think Chaos)
Hunters (Humans sometimes with, sometimes without special powers)
Corporations
Mages
Werewolves
Black Spiral Dancers

Go with the flow:
Overall I hope the characters will feel a sense of duty and honor. They will actually care about the outcome of the werewolf nation, hopefully.

Players should note that this game will have a very shaman like feel to it as well as spiritual.


For more info:

Please see [[1]]

This will give you a quick overview of the world and the clans.