Character creation - Werewolf: The Apocalypse Wiki (2024)

This guide has been written to be used alongside the character sheet presented on page 328 of the Werewolf: The Apocalypse Corebook. Download a fillable PDF version

Contents

  • 1 Basic character information
  • 2 Tribes
  • 3 Auspice
  • 4 Attributes
    • 4.1 Physical
    • 4.2 Social
    • 4.3 Mental
  • 5 Skills
    • 5.1 Physical
    • 5.2 Social
    • 5.3 Mental
  • 6 Renown
  • 7 Gifts and Rites
  • 8 Chronicle Tenets
  • 9 Touchstones
  • 10 Favors and Bans
  • 11 Advantages and Flaws
    • 11.1 Merits and Flaws
    • 11.2 Loresheets
  • 12 References

Basic character information

At the top of the sheet, there is some basic information that is needed to begin.

  • Name: This is the name of the character.
  • Concept: A general and brief description of who the character is. Examples; private investigator trying to unravel their mystery, a college student attempting to blend into their previous life still or, an occult professor who dug too deep.
  • Patron: Their Patron Spirit, it comes from the Tribe they select.
  • Chronicle: This is the name of the chronicle this character is being played in.
  • Auspices: This is the moon in which their First Change happened.
  • Tribe: What werewolf tribe they belong to.

Tribes

Here's the list of playable Tribes in Werewolf: The Apocalypse. Select one.

Black Furies

Bone Gnawers

Children of Gaia

Galestalkers

Ghost Council

Glass Walkers

Hart Wardens

Red Talons

Shadow Lords

Silent Striders

Silver Fangs

Auspice

Main article: Auspices

Below are the Auspices available in the game. Select one.

  • Ragabash
  • Theurge
  • Philodox
  • Galliard
  • Ahroun

Attributes

Attributes represent the characters innate abilities, with 1 being relatively bad, 2 being average and up to 5 which represents peak ability. The Attributes are divided into three separate categories; Physical, Social and Mental. [1]

When building the sheet; the player will place one attribute at 1 dot, four attributes at 2 dots, three attributes at 3 dots, and one final attribute at 4 dots with this being the vampire's best trait.

Physical

The Physical Attributes measure the general Strength, Dexterity, and Stamina of a character.

Strength: How strong the character is, how much they can lift, and how much force they can exert.

Dexterity: How agile a character is, how graceful they can be, or how nimble those fingers are.

Stamina: The character's physical resistance, how long they can persevere through hazards and other strenuous activities, or how much damage they can absorb. [2]

Social

The Social Attributes reflect how easily the character can communicate with others to achieve their goals. The Garou are social creatures and this makes their culture richer, these Attributes also help in communication with the spirits when a point of relation can be found with them.

Charisma: Determines the character's natural appeal, charm and grace. With this attribute they'll be able to draw people into them although do not mistake this for good looks, that is a merit all on it's own.

Manipulation: Showcases how skilled the character is at being an effective liar, their ability to twist others to a winning point of view, and how deceptive they are.

Composure: Reflects how well the character can maintain and command their own emotions. As well as how easily they can calm nerves and the anxieties of others. It also represents their ability to stay calm-headed in heated situations and firefights. [3]

Mental

The Mental Attributes represent the character's natural intuition, the ability to learn quickly and react quickly with thoughts rather than their bodies. It also represents their determination and dedication to accomplishing something.

Intelligence: Represents the character's ability to gather knowledge through research or reason as well as apply logic to an ongoing problem. They have an easier time recalling information they have gathered before and can analyze information from the world around them or the books they've read.

Wits: Reflects the character's ability to think quickly on their feet and make decisions based on the information around them or from prior knowledge. Wits allow the character to pick up sounds and smells around them, perhaps preventing a possible ambush from happening without warning. It is also representative of a character's street smarts and know what to say in the heat of the moment.

Resolve: Measures the raw determination of a character and how strong their focus truly is. This Attribute powers the all-night stakeouts. Allowing the character to create a mental block from any distractions, showcasing their mental fortitude and concentration. [4]

From these players can derive a few more traits.

  • Health: Stamina + 3
  • Willpower: Composure+Resolve [5]

Skills

Skills are the general fields of competency for the character or what they've been taught. Where Attributes are raw potential, Skills are what they've learned in order to use that potential.

The distribution of Skills is a choice between three different options;

  • Jack of All Trades: One Skill at 3 dots, eight Skills at 2 dots, and ten Skills at 1 dot.
  • Balanced: Three Skills at 3 dots, five Skills at 2 dots, and seven Skills at 1 dot.
  • Specialist: One Skill at 4 dots, three Skills at 3 dots, three Skills at 2 dots, and three Skills at 1 dot.

Following this is Skill specialty, which is specific expertise in a given Skill. If the players have allotted dots into the Skills Academics, Craft, Performance, and/or Science they will need to choose a free specialty for those with dots. Then they will have one more additional free specialty to place in any Skill. Remember that characters can only have a specialty in a Skill for as many dots as they have except in specific cases such as the Craft Skill. [6]

Physical

Athletics: Running, jumping, and climbing are all actions within Athletics. Dodging a well-thrown punch in the heat of combat, but the use of Athletics in combat means no damage is dealt.

Brawl: Combat focused on using the body as a weapon rather than an item. For werewolves, the use of their claws or fangs when in some of the forms usually counts as Brawl.

Craft: Creating, building, or shaping items such as artwork but also making a makeshift catapult. Some Garou Rites need this knowledge to be properly performed.

Drive: Driving vehicles specifically under duress and adverse or difficult conditions.

Firearms: Using ranged weaponry such as bows and guns as well as gunsmithing, reloading and repair of said items.

Larceny: Lockpicking a locked door or breaking in other ways, pickpocketing and sleight of hand.

Melee: Combat focused around using handheld weaponry such as a lead pipe or a baseball bat.

Stealth: Blending into surroundings to either not be seen or not be recognized, allows characters to move around without alerting anyone of their presence either by sight or sound.

Survival: Using nature to find shelter, tracking animals or people, and general survival in the wilderness.[7]

Social

Animal Ken: Understanding and reading animal behavior to handle them and work with them, as well as being able to have familiarity with animal markings.

Etiquette: The ability to interact in social settings or blend into different groups. Some Rites benefit from this.

Insight: Reading body language and other cues to discern emotions, thoughts, or motives.

Intimidation: Using menacing presence or direct force to ensure compliance, submission, or fear from others.

Leadership: Motivating, inspiring, or commanding the character's followers.

Performance: Showcasing the character's art in front of a crowd regardless of size. Singing, acting, and oration are all examples of this. Some Rites benefit from this Skill.

Persuasion: Convincing or swaying others to do the character's will or at least agree with their stance. Some spirit-Rites require a good grasp of this Skill.

Streetwise: Knowledge of the streets in criminal and urban societies, being able to understand graffiti tags, knowing which shortcut will be the fastest.

Subterfuge: Deceiving others to complete the character's desires or agree with them or manipulating the truth to further their goals.[8]

Mental

Academics: Topics surrounding the humanities and liberal arts.

Awareness: Vigilant to their surroundings and the ability to understand/react to threats.

Finance: Knowing how to move and make money legally or not, being able to handle finances and their taxes, as well as tracing the money of others.

Investigation: Being able to find and follow clues, decipher their meaning and solve a mystery. Some Rites benefit from this Skill.

Medicine: Handling injuries and diagnosing/treating diseases, as well as healing Aggravated Health.

Occult: Mystical knowledge of the supernatural and rituals.

Politics: Knowing the inner workings of the government, Garou or not.

Science: Scientific knowledge and theory of the real world.

Technology: Internet and computer comprehension, hacking and breaking into secure information through the use of technology.[9]

Renown

Main article: Renown

Allocate two dots of Renown to the Renown type that is associated with the character's tribe. Then allocate an additional dot of Renown to another type.[10]

Gifts and Rites

Main article: Gifts
Main article: Rites

Allocate one Native Gift, one Auspice Gift and then one Tribe Gift. Characters also receive one Rite at creation.[11]

Chronicle Tenets

Chronicle Tenets are used to help set the foundation of the story that is to be told. They can be used to emulate genre, dramatic irony or set a mortal direction but this is not an exclusive list. These should be set as a group, one comprised of the Storyteller and the players, working together to pick the tenets.

Examples

Environmental

  • Never cause harm for Gaia
  • Do not hoard resources
  • Nevber put short-term gains ahead of long-term goals

Apocalypse Radicalism

  • Do not cling to the old ways
  • Never kill an outsider
  • Vengeance must be served

Traditionalist

  • Uphold the Litany
  • Heed your elders
  • Only ritual challenge merits killing of other Garou [12]

Touchstones

Touchstones help aid the Garou in maintaining a balance with their wolf and human natures. Most touchstones do not have knowledge of the supernatural world. They do, however, have a connection with the character in some way. The relationship can be something simple or something complex, they could be a family member or someone the Garou watches from a distance after an unrequited love. They can also be a litter-sibling or respected pack leader (granted they may live less long as a human).

Pick one to three Touchstones at creation.[13]

Favors and Bans

Main article: Favor
Main article: Ban

This is assigned based on the tribe the character is.

Advantages and Flaws

Merits and Flaws

Main Article: Merits and Flaws

Advantages are broken down into different types which are Merits, Backgrounds, and Loresheets. The opposite end of Advantages are Flaws, which are ongoing problems for the characters.[14]

Garou begin with 7 dots worth of Advantages with 2 Flaws. [15]

Loresheets

Main Article: Loresheets

These represent ties to certain events or specific factions important to the Garou and their society. When levels of these Loresheets are taken, they should be integrated into the backstory and connections of the character. Some Loresheets may have specific tribes, auspices, or other requirements. All Loresheets contain a dot value from 1 to 5. Each level of a loresheet must be bought separately, meaning that having level 3 in a loresheet does not mean the character also has levels 1 and 2. Characters cannot choose traits from more than one Loresheet, but Storytellers can waive this rule as well as restrict Loresheets further as they see fit.[16]

Game concepts

Beginner's guideWerewolf: The ApocalypseConsiderate playOfficial TTRPG sources
Character creationMerits and FlawsGiftsRitesAuspicesLoresheetsTalismanCaern
Quick referencesRage systemHarano and HaugloskFormsRenownIndex
TribesBlack FuriesBone GnawersChildren of GaiaGalestalkersGhost CouncilGlass WalkersHart WardensRed TalonsShadow LordsSilent StridersSilver Fangs
GiftsNative GiftsAuspice GiftsTribe GiftsRites
Antagonists and AlliesSpiritsFomoriPentex GroupAntagonistic werewolves and shapeshifters

References

  1. Werewolf: The Apocalypse Corebook, page 85
  2. Werewolf: The Apocalypse Corebook, page 85-86
  3. Werewolf: The Apocalypse Corebook, page 86-87
  4. Werewolf: The Apocalypse Corebook, page 87-89
  5. Werewolf: The Apocalypse Corebook, page 88
  6. Werewolf: The Apocalypse Corebook, page 88-89
  7. Werewolf: The Apocalypse Corebook, page 89-92
  8. Werewolf: The Apocalypse Corebook, page 92-94
  9. Werewolf: The Apocalypse Corebook, page 94-97
  10. Werewolf: The Apocalypse Corebook, page 106
  11. Werewolf: The Apocalypse Corebook, page 108
  12. Werewolf: The Apocalypse Corebook, page 199-200
  13. Werewolf: The Apocalypse Corebook, page 108
  14. Werewolf: The Apocalypse Corebook, page 97
  15. Werewolf: The Apocalypse Corebook, page 83
  16. Werewolf: The Apocalypse Corebook, page 103
Character creation - Werewolf: The Apocalypse Wiki (2024)
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