WtF Character Creation

How Can We Help?

< All Topics
You are here:
Print

WtF Character Creation

Approved Book List

Character Creation

All characters on Eternal Noire start with a base starting XP equal to 15xp or Floor XP in your venue, whichever is higher. For general step-by-step character creation, please see Character Creation in the Player’s Guide.

Universal Character Creation Rules

  • Going forward we will no longer be accepting histories that contain or allude to any sort of sexual assault.

 

  • PLEASE NOTE: Pure are not Black Spiral Dancers, they are not villains who stand around twirling their mustaches laughing as they tie girls to railroad ties. Just like Forsaken, they do have an alien moral/belief set, they instead want to return the world to the state it was in during Pangea.

Werewolf Creation Rules

  • Please use this Werewolf Character Sheet to create your werewolf.
  • Please refer to pg. 81 of Werewolf the Forsaken 2e book for basic template rules.
  • Please provide us with information as to where your character has been during the war. Are they part of the holdouts in the city fighting the Pure from within, or are they on the outside?
  • No PC Pure, Moon-Shunned (AKA Luna’s Bane), Tyrants, Claimed, Hosts, Bale Hounds or any other antagonist type characters are allowed.
    • Former Pure or raised among the Pure are acceptable, however it needs to be clear that they have changed allegiances for good, as once the Prologue is done, the Pure will not be returning to the storyline at all.
  • Renown is capped at 3 to start.
  • Mentors and Allies from the NPC list are highly desired and encouraged!
    • If you want a mentor or ally from the NPC list but are unsure who might work best, please reach out to our Storytelling Team to discuss it with them either after submission or prior to submission.
  • Player-Submitted Custom Content can be submitted prior to sanctioning.
  • We will be utilizing the Putting it on the Line section of the Werewolf book, found on pg. 292. As a result, please list 3 things your character could lose when falling to Death Rage. 
    • Additionally, per the book, if one of those things are lost, you will need to name a replacement for it. Uratha are ticking time bombs, people around them are not safe and our game wants to reflect that.
      • Ex. My girlfriend Sally, my mother Denise, my allies in the city government
      • If a character does run out of replacements, then that character has become detached and cold, the ultimate monster that a werewolf could be. If packed this could lead to some dramatic scenes that hopefully help bring the character back from that - giving her things to lose again, or it could be an ending for that character, wherein all that’s left is to retire them.

Werewolf Questionnaire

  1. How did the Rage come on, what Triggered your first change?
  2. Who was waiting for your character when the Rage finally subsided?
  3. What was your character doing during the War? Were they a part of it, on the sidelines, just arriving, etc.
    1. Ghost Wolves only: If you first changed in the city please provide an explanation as to how you learned to adjust to your situation.
  4. Did your character kill or hunt before becoming Uratha?
  5. How does your character view the hunt?
  6. Could you forgive someone who betrayed you?
  7. Where does your character find tranquility?
  8. What is your character's greatest fear?
  9. What would break your character? What would they not be able to get up from?

Wolfblooded Creation Rules

  • Please use this Wolfblooded Character Sheet to create your wolf blood.
  • Please refer to pg. 300 of Werewolf the Forsaken 2e book for basic template rules.
  • Please provide us with information as to where your character has been during the war. Are they part of the holdouts in the city fighting the Pure from within, or are they on the outside?
  • Moon’s Grace requires having a pack without Uratha in it before you can purchase it.
    • In order to have a pack you need at least 2 PCs and no more than 5.
  • Tells are capped to having no more than 3 at character creation.
    • Please explain how you got each additional tell after the first.
  • If your character takes the Tell, Anger Issues, please list 3 things that your character could lose when they fall into Kuruth.
    • This will follow the Putting it on the Line section of the Werewolf book found on pg. 291. 
    • Additionally, per the book, if one of those things are lost, you will need to name a replacement for it. Wolfbloods with Kuruth triggers, like their bigger cousins, are ticking time bombs, people around them are not safe and our game wants to reflect that.
      • Ex. My girlfriend Sally, my mother Denise, my allies in the city government
      • If a character does run out of replacements, then that character has become detached and cold, the ultimate monster that a werewolf could be. If packed this could lead to some dramatic scenes that hopefully help bring the character back from that - giving her things to lose again, or it could be an ending for that character, wherein all that’s left is to retire them.
  • The Werewolf team will be utilizing a modified version of the Tension Pool found on pg. 291 of the corebook. While the book focuses on teenagers and telling a story involving them, our site clearly does not allow that age range. To that end, ignore the fluff and examples that are in the book and reference the rules as described in the House Rules Section. You will be under this rule during your duration of playing a wolfblood in the werewolf venue.
    • No one is forced to first change, your expressed written consent must be in place before the Werewolf Storytelling Team will tell a first change story.
    • You may request a first change scene, however a first change can only happen once your tension pool track is filled up.
      • First Change scenes are not guaranteed to be personal scenes. STs have the right to have a first change happen in the middle of a pack plot, metaplot, or other scheduled scene. Just as your character cannot control when and if a first change will take place, you as a player have less control over it - only determining the if.

Wolfblooded Questionnaire

  1. How did your character become a wolfblood?
  2. How has becoming a wolfblood and learning the existence of the Uratha changed your character's life?
  3. What are your character's true feelings about the Uratha?
  4. What was your character doing during the War? Were they a part of it, on the sidelines, just arriving, etc.
  5. What is the worst thing your character has ever done?
  6. What is the worst thing your character can imagine themselves doing?
  7. What is the most traumatic thing that has ever happened to your character?
  8. What is your character's greatest fear?
  9. What would break your character? What would they not be able to get up from?

Mortal Creation Rules

  • Please use this WtF Mortal Character Sheet for your mortal in the werewolf venue.
  • Please refer to pg. 24 of Chronicles of Darkness 2e book for basic creation rules.
  • The following Quartersplats are allowed:
    • Ataryia, Lost Boys, Plain* and Psychic Vampires from the Hurt Locker, as well as Shadow Occultist from Shunned by the Moon are approved for play. 
      • *While Plain can be made, understand that holding a werewolf back from the Hunt could lead to serious consequences to life and limb, the Werewolf Storytelling Team will offer you no more warnings than this one here, nor will be held accountable for anything that might result from stopping a Werewolf from their hunt.
  • The Werewolf team will be utilizing a modified version of the Tension Pool found on pg. 291 of the corebook. While the book focuses on teenagers and telling a story involving them, our site clearly does not allow that age range. To that end, ignore the fluff and examples that are in the book and reference the rules as described in the House Rules Section. You will be under this rule during your duration of playing a mortal in the werewolf venue.
    • You give us your express written consent to force a change from mortal (regardless of quartersplat type) to wolfblood, just by making a mortal within the werewolf venue.
    • You however cannot be forced to first change. This will still require that you give us express written consent at the time you decide you want to first change.

Mortal Questionnaire

  1. Is your character aware of the supernatural?
  2. Is your character aware of werewolves?
  3. What is the worst thing your character has ever done?
  4. What is the worst thing your character can imagine himself doing?
  5. What is the worst thing your character can imagine someone else doing?
  6. What has your character forgotten?
  7. What is the most traumatic thing that has ever happened to your character?
  8. What is your character's greatest fear?
  9. What would break your character? What would they not be able to get up from?

Pack Creation

Here on Eternal Noire, the focus of our Werewolf story will be about packs. While having independent solo werewolves/blooded is perfectly fine and not at all against our creation rules, having a pack will provide you with more storytelling opportunities as well as a greater voice on the Protectorate Council. 

  • Packs must have at least 2 members and no more than 5.
    • This is so that your pack and the ST for your pack have smaller scenes and more time to devote to making sure each of you shine.
  • Please use this Pack Sheet to create your pack.
  • Please refer to the pack creation rules found on pgs. 89-92 of the Werewolf the Forsaken 2e Book
    • You may also refer to pgs. 20-21 of The Pack book for additional pack creation rules, which I personally find to be a more helpful and easier to understand breakdown.
      • The first exception to either of these creation rules is that you do not need to make wolfblood or mortal members of the pack.
      • The second exception to either of these rules is that there will be no NPC members of PC packs.
  • For Totem Creation please see pgs. 91-92 of the Werewolf the Forsaken 2e Book
    • Additionally please see pgs. 63-65 of The Pack book for additional helpful information regarding creation and improvement of Totems.
  • Please do explain how you acquired your totem and what your totem’s motivation is for being with your pack.
    • Totems can also be Ghosts or Strix, but understand that having such rare unique totems will require extra justification as well as might draw the attention or ire of other denizens in Detroit.
  • Packs may start with 10xp for Pack Merits and Tactics per the creation guidelines in The Pack.

Pack Beats

Pack as Character assumes the pack can grow as a whole, where the community develops new abilities and connections to strengthen its territory and improve the hunt. Following the rules for Pack Beats in Werewolf: The Forsaken on p. 85, packs will gain pack beats as per the book. Some typical situations that will lead to unlocking giftbox xp includes:

  • Face a Pack Complication
  • Completing a Pack Aspiration
  • Or living up to the Pack’s Hunting Nature (if there is one)

Now with this in mind, what can you buy with Pack Experience? 

  • Well you can’t just buy any merit. Merits pack experience can NOT purchase include Totem, non-shareable standard or wolf merits. 

So…what can you buy? 

  • Well anything listed as a Pack Merit in The Pack book and some shareable standard or wolf merits, but those will be on a limited consumption basis.