Kinfolk Creation


-Choose Your Character’s Concept:

Nature and Demeanor: For we utilize these traits on this site. Your willpower depends on it!

-Choose Your Character’s Gender, Age and Tribe.

Note on Tribe: Every Kinfolk is usually considered to be a member of the tribe of their parents. However, this is not always the case. As on Vancouver, we might do things differently. Once your kinfolk has been claimed as a Mate, or under the protection of another tribe, despite your pedigree screaming your birth-right; i.e. Silver Fang, Shadow Lord etc etc; your character now falls under the new tribe’s protection. For Example; Juan, the Freak’n Rican from the Isle of Barbados was born unto a Children of Gaia mother and Garou Father. Raised and likewise served in the tribe till one day claimed by Racheal, the New York socialite Glass Walker. Poor Juan’s pedigree, as little as it was, though more than his Garou lover’-screams PURE Coggie, yet now he’s considered Glass Walker because of the union. That is until another comes along and claims him, thus continuing in the never ending saga of Claiming Rites and Custom. So, please keep this in mind when confronted perhaps by a character who you’d otherwise never associate with a certain tribe as being just that. In other words, if you happen upon a kinfolk claiming to be Bone Gnawer but has heaven forbid Get of Fenris pure breed, don’t fret, more than likely they’ve only been claimed by another of that Tribe.

-Duties: What your character does for a living, and how it serves the Garou Nation. Is he/she a laborer, who works in order to provide his/her hard earned income to the Garou War Fund? Is your character a politician? Who uses their influence to better the human world and pressure where their Garou cousins can not? Duty is basically what your character does! We On Vancouver believe that it is the Kinfolk who is the bread winner, the politician, the strong arm of influence through-out the mortal world in their battle hardened Cousin’s great struggle, and therefore beseech those seeking to play kin to reconsider their position of just a breeder to actually a POWERFUL instrument! How else are we going to give kinfolk Renown?

-Age: How old is your kinfolk? Late teens and early twenties seem to be the most fruitful (not to mention easiest played). Yet there are other ages yet to be had and the older a kinfolk grows the wiser and more powerful he or she becomes. On Vancouver we utilize this concept, so the submission of older kinfolk could prove to have a larger point spread than say, Jane the twenty year old college student. 90% of the world at age twenty has not inherited a multi million dollar company which they rule with an iron fist, nor are they the wise learned sages that other players come to for advice. In fact 90% of the world’s twenty year olds are saying, ‘Hey I have survived to age twenty’ or ‘one more year until I can legally drink! Woo-hoo!’
--The harsh reality of it folks is simple; It’s highly unlikely that the values of a twenty year old and their raging hormones are the steadfast backbone of Garou Influence within the mortal world. Don’t get us wrong, if it is your desire to play a bubble-gum candy pop party animal; i.e. typical College Student, by all means. However, the head of some major Gaian force contributor you will not be! HOWEVER, the politically savvy minded seasoned adult, matured beyond their adolescence and embroiled within the actual fight; might indeed be the City Politician, the Director of City Transportation, on the board of the local Hospice’ Administration and so on will be greatly desired. Its time to put away the lolly pops, video games and romantic notions of he/she loves me they love me not drama and actually PROVIDE the avenues otherwise closed off to their Rage swollen brethren. [see below for Age Bonus]

-Relation: And how are you related to any of the existing players? Tribe? Or even to a ‘prestigious’ Garou/Shifters lurking about in the World of Darkness?

-Choose Your Attributes: 6/4/3 Physical-Social-Mental

Please select Primary, Secondary and Truitary, while remembering to keep it real. Maximum number of traits with a rating of (4) shall be limited to 1. Traits with ratings of 5 will be returned Unapproved.

-Choose Your Abilities: 11/7/4 Talents-Skills-Knowledges

Please select Primary, Secondary and Truitary, while remembering to keep it real. Maximum number of traits with a rating of (4) shall be limited to 3. Traits with ratings of 4 will definitely need excellent reasoning behind it as well as one helluva history to support it. Traits with ratings of 5 will be returned Unapproved. ALSO NOTE: Unless your character has been military trained, combat traits will NEVER be above a one or two max. Professional Fighters such as Boxers or Fencing Champions, even amateur Marksman’s under the age of 40 unless a prodigy of some sort likewise will find it difficult to explain why anything above 3 is plausible. Hell,you’re going to have trouble explaining why its even at 3! However, again if you wish to submit such a professional, I suggest fame accompany the character in their backgrounds. Because if Don King hasn’t come to you in the hopes of exploiting your talents on HBO’s Boxing, you can bet your ass someone else HAS! There is an exception to this rule, that being traits under knowledges. Brainiacs will be tolerated, if not encouraged, for if Garou are to be Gaia’s arms of power, let their Kin be the brains behind them! We’ll gladly allow, within age limits of course, a character to possess higher traits that fall under Knowledges.

-Choose Your Advantages:

--Backgrounds: (5) [Be Mindful of your Tribal Restrictions]
Age: (Optional Background-Player’s Choice) Unique on Vancouver, one may opt rather for an Experienced Kinfolk, receiving anywhere between 10 to 20 experience points above the normal freebie’s already provided for standard kinfolk. However, the actual amount is based on a rough Age scale, 35 to 65 years between the two ends of the scale. The older one is the more experience one may opt to take. However a detailed history is required. The actual experience one takes is up to the player creating the character. More age equals closer to 20 experience, while younger equals lesser experience. Remember! The Choice is yours. [Obviously every dot in this background breaks down accordingly as thus: 1=10xp: 2=13xp; 3=16xp; 4=18xp; and 5=20xp]

Allies: Experienced Kinfolk may take up to (4) max while standard kinfolk may only take this background to (2). *Red Talons may not take this Background*

Contacts: Experienced Kinfolk may take up to (4) max while standard kinfolk may only take this background to (2). *Red Talons and Wendigo may not take this Background*

Equipment: Experienced Kinfolk may take up to (4) max while standard kinfolk may only take this background to (2). *Red Talons may not take this Background*

Favors: An Elder Garou owes your character either a minor or a major Favor. You must work this background out with the appropriate ST before submission. A detailed history will be required in order to give viable reasons for the possession of this background.

Mentor: A Garou Elder or Seasoned Kinfolk who's taken an interest in you and advises you. [Each Dot represents the Rank of the individual Garou or the wizened years of a seasoned Kinfolk who is to be your character’s mentor. Please remember, that all Mentor’s must be either a PC or NPC currently on the site. Speak to both the Storyteller and the player of the character you’d like to have as your character’s mentor before proceeding] *Glass Walkers and Shadow Lords may not take this Background*

Pure Breed: Your lineage and pedigree amongst your Shifter Type. The higher your Pure Breed the longer explanation you will need. Detailed and lengthy family trees will be required for high Pure Breed (3 or higher). *Bone Gnawers and Glass Walkers may not take this Background, where-as Silver Fangs are required to have a minimum of 3 in it-or they’re just not a Silver Fang*

Renown: Renown is a rare and precious Background among Kinfolk, and like their shifting brethren, they too can be awarded for their deeds. This background on Vancouver will be treated accordingly: For every dot of Renown your character possesses, those of station within your character’s Sept will more readily trust the words muttered from your lips. Adding a social bonus to your die rolls even when dealing with anyone of your Sept, kin and shifter alike. +1 for every two dots possessed, since like the background Totem and Rites within Garou, there is no preset maximum limit one may acquire even. Also, sometimes the amount of Renown alone that a kinfolk possesses may lend validity to their words if ever levied against another Garou by them. It is an unfortunate circumstance, that while kinfolk are indeed the life blood and supplying work horse of the Nation; they are nevertheless treated better than some second class citizen. To accuse a Garou of wrong-doing without proof and upon one’s honor alone, you can bet your ass the Garou in question has undoubtedly more Renown backing his claim of honor than you. Hence! This background is indeed a very important one when sometimes and again unfortunately grossly overlooked by players. [This background must be discussed prior to character submission with the appropriate Storyteller.]

Resources: Within reason, anything over 3 will need a good explanation. Again, this is a very useful background for any kinfolk character to possess, as many Garou find themselves unable to acquire resources themselves. The financing of a War Machine such as theirs comes at the behest and sweat of the kinfolk who support them. *Red Talons, Silent Strider’s and Wendigo may not take this Background, while Bone Gnawers can not begin with more than (3) in resources*

Spirit Heritage: Another rare background among Kinfolk, though not forbidden nor unheard of; Spirit kinship with Gaia’s mystical brood does sometime happen for kin just like it does for their Shifting brethren. Choose the particular brood of spirit that you share heritage with on creation. Maximum allowed for any Kinfolk is (3), and of course requires on helluva explanation. Though discuss with your appropriate Storyteller for any traits possibly gleamed from their shared heritage with umbral spirits if any even.

--Gifts/Hedge Magic/Numina: will be handled on a case by case basis, please discuss with your appropriate Storyteller before submission. Kinfolk can learn however rank (1) gifts that require no expenditure of either Rage or Gnosis. Persuasion becoming a very popular sought Gift for those kin who dabble in mortal politics. Hedge Magic is the hallmark of only a select few tribes who practice such sorcery: Black Fury practitioners are known as Auguries; Bone Gnawers from the Gulf Region of the United States and the Islands of the Caribbean practice the ho-do we know as Voodoo; Children of Gaia and Fianna might practice the New Age Wicca or Shaman based Gaelic Magics; The Get of Fenris are famed to combat the vile Spaecraft with their Rune Lore and Bone Casters; Silent Striders are rumored for their Gypsy Arts, the evil eye or cursing being only one of them, while the mysterious Uktena practice the darker arts-depending on their ethnicity; Chinese Mantra or the Shamanism and Brujo sorcery of the Native American Indians. Numina perhaps an even rarer possibility but available if an accord can be reached between you and the ruling ST, though you’ll never know till you try. Also, Numina on Vancouver is more or less explained as ESP or Psychic Phenomenon rather than a Hedge Magic Path or Sorcery. Good Luck! [Special Note: Only Kinfolk Hedge Magicians may purchase the Knowledge Rituals as well as the background otherwise reserved solely for their Shifter brethren; Rites. Willpower becoming the substitution over Gnosis for the empowerment of both Greater and Lesser Auguries (i.e. Rites), although any kinfolk may in game accompany and perhaps one day aid in their brethren’s rites; the use of Willpower instead must be discovered via play.]

--Gnosis: Extremely RARE, though if sought; handled as such on Vancouver. For a young Kinfolk to take the merit which purchases this trait, the (5)pt Merit giving only (1)pt of Gnosis. With a medium age of either (2 or 3), the (6)pt Merit may be purchased and (2)pts of Gnosis received; where-as with the near-to-maximum aged kinfolk (4 or 5), the (7)pt Merit may be purchased for the maximum allowance of Gnosis for a kinfolk granted at (3). AGAIN, please inquire with the appropriate Storyteller before submission.

--Willpower: All Kinfolk begin with (3) as their base Willpower before the expenditure of freebie points. The maximum Willpower for vanilla kinfolk is (5) after Freebie point purchases. Though, the background age raises their base Willpower trait by (1) for every dot taken in the background before the expenditure of freebie points at the end of character creation.

--Merits and Flaws: Please inquire with your Storyteller which Merit and Flaws are available to purchase. Though the (2)pt Psychological Kinfolk Merit of GALL is strictly prohibited on Vancouver.

--Freebie Points: (21)
Attributes (5)per dot
Abilities (2)per dot
Backgrounds (1)per dot
Willpower (1)per dot
First Numina Type [Gifts-Hedge Magic-Numina] (7)per dot
Second Numina Type (14)per dot
Hedge Magic Rituals (3)per dot

--Experience Chart for Kinfolk concerning Traits:
(same as Garou and Mortal)

--Experience Chart for Kinfolk concerning Gifts-Hedge Magic-Numina:

Gifts:
Gift is of Kin’s breed or tribe (15)xp
Gift is outside Kin’s breed or tribe (20)xp
[It is mentioned in the book that these points are representative of the experience needed to purchase Gifts that are taught to them by Spirits. However! Spirits rarely speak with Kin, likewise would they be pressed to teach them Gaian Secrets such as Gifts? Probably not, therefore, we’ve decided to utilize these original costs but with the understanding that the knowledge is taught by a shifter brethren rather than a spirit. It’s just more plausible that it would be one’s brethren teaching, not the spirit. The cost is also high enough to thwart most desires one player may have in acquiring them]

Hedge Magics:
Raising Hedge Magic Path is current level times (7)
New Paths (7) for the First Dot
New Rituals is corresponding Path level times (3)

Numina:
I.E ESP or Psychic Phenomenon. What is taken on creation is the sole Phenomenon the character may possess. However raising or strengthening their ability is possible at the cost of current level times (7).