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Gaming Cultures:: Spring 2006: LIT 4930: Werewolf Character Creation

Auspices: (From http://www.white-wolf.com/werewolf/index.php?articleid=128)

Rahu (The Full Moon, The Warrior): The Rahu is a howler at the full moon, a reflection of Luna's warrior face. Rahu take the lead in war, be it quiet war against neighboring packs or open combat against their enemies. Rahu reflect every aspect of the warrior archetype. They are the ravening berserkers and the calculating generals. The two contrasting styles can even be found in the same werewolf.
Auspice Ability: Warrior's Eye. Once per session, a Rahu can attempt to "read" a foe, determining who is the superior warrior. The player rolls Wits + Primal Urge, and success indicates that the werewolf can roughly tell whether the threat is stronger or weaker than he is. An exceptional success grants more understanding of the gap between the two. ("He's much more powerful than me.")

Cahalith (The Gibbous Moon, The Visionary): The Cahalith is a storyteller, vision-quester and lorekeeper among the People. If the gibbous moon is "pregnant," the Cahalith who reflect that moon are pregnant with ideas, emotions and creative energy. They are the visionaries of the Forsaken, frequently lost in reveries that echo the distant past or chasing faint glimpses of the future. As the moon waxes toward full, a Cahalith looks to the next night; as it wanes, she glances into the past. Cahalith also know many epic howls and histories.
Auspice Ability: Prophetic Dreams. Once per story, the player may ask the Storyteller for a dream of prophecy, providing some clue about the challenges facing the Cahalith.

Elodoth (The Half Moon, The Walker Between): Every werewolf's personality changes slightly over the course of the month, but Elodoth feel that ebb and flow more strongly than other auspices do. They take their role as the bridger of gaps very seriously and many spend half their time in each native form, experiment with sexual partners of either gender or otherwise deliberately choose to walk in two worlds. This ever-changing perspective gives Elodoth unique insight into the other auspices. As a result, Elodoth are trusted as judges and arbiters throughout the Forsaken territories and lead negotiations. They are also excellent diplomats where the fickle and hostile spirit world is concerned.
Auspice Ability: Spirit Envoy. An Elodoth automatically gains two dice to any Empathy, Expression, Persuasion or Politics roll made to negotiate with spirits. This bonus does not apply to rolls made to threaten or bully spirits. The Elodoth is expected to offer the proper words and appeasement, demonstrating his ability to perceive the issue from the spirit's side as well.

Ithaeur (The Crescent Moon, The Spirit Master) The children of the crescent moon are the occultists of the Forsaken, those who learn the secrets of mastery over the spirits. Where an Elodoth sways a spirit with sophisticated reasoning that appeals to its very nature, an Ithaeur decisively binds it through magic or strikes at its ban. Ithaeur cannot walk away from the shadowy terrors of the Shadow Realm, and they strive to master those spirits who would as soon destroy an Uratha as bandy words with it.
Auspice Ability: Ritual Master. Ithaeur purchase the Rituals trait and rites at reduced experience cost.

Irraka (The New Moon, The Stalker)
When Luna cannot be seen at all, then the Irraka hunt. The Irraka are the scouts and stalkers, the cunning hunters who elude the worst threats only to strike at those threats. vulnerable spots from behind. They ply their wits socially as well, testing the dedication of other Forsaken to their packs, their tribes and the Oath of the Moon. The Irraka are forever on the boundary, sometimes stalking the borders of their pack's territory, sometimes wandering the boundaries between Uratha and human society.
Auspice Ability: Pathfinder's Sense. As scouts for the Forsaken, the Irraka have an easier time recognizing spirit influence. Irraka receive two bonus dice on the roll to look from one world to the next or to perceive ephemeral spirits or on the roll to determine in which direction a locus lies while within its area of influence.

Factions (Tribes)

http://www.white-wolf.com/werewolf/index.php?articleid=110

Skills

1 = novice; 2 = practitioner; 3 = professional; 4 = expert; 5 = master
Untrained skill use means roll the attribute alone at a -3 penalty.

Merits: General, and Points to Purchase Merit

Mental Merits
  • Common Sense: 4
  • Danger Sense: 2
  • Eidetic Memory: 2
  • Encyclopedic Knowledge: 4
  • Holistic Awareness: 3
  • Language: 1 - 3
  • Meditative Mind: 1
  • Unseen Sense: 3 (req wits 2)
Social Merits
  • Allies: 1 - 5
  • Barfly: 1
  • Contacts: 1 - 5
  • Fame: 1 - 3
  • Inspiring: 4 (req presence 4)
  • Mentor: 1 - 5
  • Resources: 1 - 5
  • Retainer: 1 - 5
  • Status: 1 - 5 (req varies)
  • Striking Looks: 2 or 4
Physical Merits
  • Ambidextrous: 3
  • Brawling Dodge: 1 (req strength 2 and brawl 1)
  • Direction Sense: 1
  • Disarm: 1
  • Fast Reflexes: 1 - 2 (req Dexterity 3)
  • Fighting Finesse: 2 (req dex 3 and weaponry 2)
  • Fighting Style: Boxing: 1 - 5 (req strength 3, stamina 2, and brawl 2)
  • Fighting Style: Kung Fu: 1 - 5 (req strenth 2, dex 2, stamina 2, and brawl 2)
  • Fighting Styles: Two Weapons: 1 - 4 (dex 3 and weaponry 3)
  • Fleet of Foot: 1 - 3 (req strenth 3)
  • Fresh Start: 1 (req fast reflexes 2)
  • Giant: 4
  • Gunslinger: 3 (req dex 2 and firearms 3)
  • Iron Stamina: 1 - 3 (req stamina 3 and resolve 3)
  • Iron Stomach: 2 (req stamina 2)
  • Natural Immunity: 1 (req stamina 1)
  • Quick Draw: 1 (req dex 3)
  • Quick Healer: 4 (req stamina 4)
  • Strong Back: 1 (req strength 2)
  • Strong Lungs: 3 (req athletics 3)
  • Stunt Driver: 3 (req dex 3)
  • Toxin Resistance: 2 (req stamina 3)
  • Weaponry Dodge: 1 (req strenth 2 and weaponry 1)
Werewolf Specific
  • First Tongue: Gauru speech (merits can upgrade this to better than the basic "I want... you give")
  • Fetish: fetish power is equal to the level of dots in the merit. It's an object endowed with power and aligned to the character.
  • Totem: a spirit bound to the pack that then aids the pack.
  • Wolf-Blooded: your character's bloodline is particularly strong, granted him/her the Unseen Sense Merit

Flaws


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