Werewolf Character Guidelines

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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.

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.


COMMENTS:
Leave all comments here please.