Characterful: Episode One

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Characterful: Episode One

Post by Paladin (ST1) on Mon Oct 03, 2016 12:07 pm

Welcome to part the first of 'Characterful', in which we suggest to you possible improvements, adjustments, and/or directions for your character.

One of the key themes of our game Werewolves of London is the development of a character, towards becoming a better werewolf, learning and defining what that means for them.
As such, it's a really good idea as a player to have in mind a goal and a pathway of getting to that goal. Naturally, sometimes things occur in game which will alter the goals your character (and maybe even the player) has, however it is still good to have a direction to be travelling, even if that direction changes due to game events.

In this episode of Characterful, what we'd like to suggest is having a look at the relevant sections of the Werewolf books.
-First, we suggest people read Lore of the Forsaken, Chapter 2.
This gives examples relating to Auspice, and how those Auspices vary by tribe, how they interact with other Auspices.
It also contains some interesting character archetypes, note this is not an exhaustive list, you may wish to pursue one of these archetypes, or make your own. Read these for inspiration.
-Second, we suggest reading through Chapter 1 and 2 of "Werewolf the Forsaken", focusing perhaps solely on your character Auspice and Tribe.
These two chapters also give you some ideas on what Gifts and abilities you can develop your character towards.
Note that much of the knowledge in this book is available to your characters as well, but it might not be something they have taken the time to learn.

We advise reading these as it will give you an OOC understanding, however if you do not wish to as you find it easier to learn things IC as your character, that is acceptable. Note, however, that at this point in the game it is feasible for you to have learned much of what we've suggested you read, and to have learned this from your contacts with other tribes.

If unsure, please ask.

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Characterful Episode Two: Renown

Post by Paladin (ST1) on Wed Nov 29, 2017 11:32 pm

INCREASING RENOWN
An Uratha might, soon after his First Change, undertake massive efforts to impress their peers. Many young Forsaken die less than a year after the First Change in efforts to impress their new families. Sometimes, success results in downright epic accomplishments that shower a young werewolf with Renown. The problem is, a character sets their own bar for Renown. With every increase, they raises that bar. To go further, they must improve upon their previous achievements. Some Uratha accomplish themselves into a proverbial corner this way; They do something so remarkable that they can’t hope to do better.

Consider how your character has achieved their current Renown dots. Did they shoot too high? Or did they barely make the grade? Particularly consider this if she has multiple dots in one category at the start of play.

What constitutes an additional dot comes down to the fickle natures of Lunes, and how the Uratha spin the tale. It’s a pack Cahalith’s job to sing the virtues of her mates, but the Lunes favor sacrifice most of all. Acts of great virtue mean nothing if the Forsaken had nothing to lose by the act. Loss, or the great risk of loss, impresses the Lunes like nothing else. Without stakes or sacrifice, there is no Renown.

Henceforth in this game Renown will be being granted/removed and assigned to characters by the Lunes, in other words the STs. We will be looking at actions of characters and also how their peers respond to them. Below you can see more about each Renown, and what manner of actions and behaviour might grant them. Note well that this is not exhaustive, and that there are variations on each Renown depending on your Tribe as well, these can be found in the book: The Rage.

CUNNING
Uratha hunt things greater than they are. They can’t always win through brute force or superior numbers. Sometimes, raw creativity and clever planning win the day. Cunning, Renown of the Irraka and the Iron Masters, governs these behaviors.
Sample Acts of Cunning: Infiltrating an enemy nest, luring prey into a trap, convincing the Pure’s Wolf-Blooded to bug their territory, tricking a spirit into accepting an unbalanced deal, using legal loopholes to secure the deed to a territory, proving a task doesn’t need to be accomplished instead of accomplishing it, baiting spirits away from a locus.

GLORY
Uratha stand strong, and fight until their muscles tear apart. They boil with epic fury, storm into battle, and remain in the fray in spite of overwhelming threats. Glory, Renown of the Cahalith and the Blood Talons, reflects these behaviors.
Sample Acts of Glory: Defeating a superior foe, facing overwhelming numbers (victorious or not), holding a daunting foe off to save innocents, confronting an Uratha in Kuruth, participating in a suicide mission (with the intent to survive) to remember and tell the story, challenging an Uratha leader.

HONOR
The Forsaken fight not because they must, but because it’s right. A werewolf could eschew her ancestral duties, and find a place to hide away from her role. An honorable Uratha grabs that role and owns it proudly, standing as a judge and shepherd. Honor, Renown of the Elodoth and the Storm Lords, rewards these behaviors.
Sample Acts of Honor: Acting as a neutral party when a packmate is judged from outside, standing as mediator for an in-pack dispute, submitting yourself to judgment, making restitution to a victim, announcing an attack beforehand, seeking diplomacy with rivals, hampering your abilities for a fair fight,
remaining honest even when it could hurt your pack, ceding territory to a more suitable owner, refusing to hunt an inferior foe.

PURITY
The Forsaken represent Father Wolf, Luna, and the Firstborn in everything they do. Uratha espousing Purity adhere strictly to the Oath of the Moon, to the exclusion of other concerns. They put their ancestral duty before friendships, work, love, and even territory. Purity, Renown of the Rahu and the Hunters in Darkness, governs such behaviors.
Sample Acts of Purity: Sacrificing in the name of the Oath of the Moon, showing deference to a higher-Renown enemy, showing respect to prey, taking a mate, killing witnesses to an Uratha revealing her nature, sparing an enemy Uratha, fasting outside of the hunt, losing face to uphold your tribal oath.

WISDOM
The Uratha favor Wisdom as a counterpoint to their savage fury. Sometimes, it’s better to take a holistic approach to a problem, even when the blood of the wolf rears its violent head. After all, Uratha are beings half of spirit, and have esoteric answers to many questions. Wisdom, Renown of the Ithaeur and the Bone Shadows, governs this.
Sample Acts of Wisdom: Making a deal with a dangerous spirit, healing negative resonance, seeking the nonviolent answer, creating a fetish, uncovering and exploiting a spirit’s ban, helping another uncover and earn a rare Gift, securing a territory, creating a new rite, discovering hidden lore, bolstering a locus’ Essence.

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