Kinfolk Character Creation
Kinfolk and Wolf Kin: Character Creation (K:UH, pg. 48)
Regular book starting stats:
- Attributes: 6/4/3
- Abilities: 11/7/4
- Backgrounds: 5 - Note: Kinfolk may select from Allies, Contacts, Equipment, Favors, Mentor, Pure Breed, Renown and Resources.
- Starting Willpower is 3
- Freebie Points: 21 - Note: You cannot purchase Gifts with freebie points, you must acquire them through play and spending experience points.
- There are some kinfolk specific Merits and Flaws
- Wolf Kin: Have a different set of 'rules' you can find then below.
Freebie Point Costs
Trait
Cost
Attribute
5 per dot
Ability
2 per dot
Backgrounds
1 per dot
Willpower
1 per dot
Merits
variable
Restriction- To Have and Have Not (K:UH, pg. 50)
Bone Gnawer
May not purchase Pure Breed or more then three dots of Resources.
Glass Walkers
May not purchase Pure Breed or Mentor.
Red Talons
May not purchase Allies, Contacts, Equipment or Resources.
Shadow Lords
May not purchase Mentor.
Silent Striders
May not purchase Resources.
Sliver Fangs
Must spend at least one Background point on Pure Breed.
Wendigo
May not purchase Contacts or Resources.
Additional Abilities list in the K:UH book:
- Talent: Intuition (pg. 48)
- Knowledge: Bureaucracy (pg. 49)
Backgrounds - Some of the following Backgrounds are entirely new and just for Kinfolk. Others may be familiar from Werewolf; however, several have different benefits for Kinfolk characters. ... ... ... The Backgrounds Allies, Contacts and Mentor remain the same for Kinfolk characters (see main rule book). Kinfolk may not purchase Kinfolk, Past Life, Rites, Totems or Fetish ( Fetish is a Merit for Kinfolk characters).
- Equipment (pg. 49)
- Favors (pg. 50)
- Pure Breed (pg. 51)
- Renown (pg. 51)
- Resources, (pg. 51)
Merits and Flaws:
- Gall, Psychologial, 2 pt. Merit (pg. 52)
- Inferiority Complex, Psychologial, 1 pt. Flaw (pg. 52)
- Masochist, Psychologial, 1 pt. Flaw (pg. 52)
- Ulterior Motive, Psychologial, 2 pt. Flaw (pg. 52)
- Wolf-sense, Mental, 1 pt. Merit (pg. 52)
- Airhead, Mental, 1 pt. Flaw (pg. 52)
- Recognize Garou, Awareness, 3 pt. Merit (pg. 52)
- Fetish, Supernatural, 5-7 pt. Merit (pg. 52)
- Gnosis, Supernatural, 5-7 pt. Merit (pg. 52)
- Supernatural Kinfolk, Supernatural, 4-5 pt. Merit (pg. 53)
- Wyrm-Tainted, Supernatural, 4 pt. Flaw (pg. 53)
- Veiled, Supernatural, 5 pt. Flaw (pg. 53)
- Good Old Boy (or Girl), Social, 2 pt. Merit (pg. 53)
- Outsider, Social, 2 pt. Flaw (pg. 53)
- Feral Appearance, (Physical, 1 pt Merit), pg. 54
- Unscented, Physical, 1 pt. Flaw (pg. 54)
- Barren/Sterile, Physical, 4 pt. Flaw (pg. 54)
Gifts - You cannot have any gifts with a starting character, they must be learned in character, which will not be an easy task.
Teaching
Cost
Gift is of Kin's breed or tribe
15 points
Gift is outside Kin's breed or tribe
20 points
Gift is taught by Garou, rather than a spirit
+5 points
Original Kinfolk Gifts
- Eve's Touch, Level One (pg. 55)
- Dona Nobis Pacem, Level One (pg. 55)
- Echoes, Level One (pg. 55)
Wolf Kin Rules: Building wolf Kin characters works a little differently from constructing human ones. Allot the usual points in Attributes (6/4/3 in Physical, Social and Mental Traits), but distribute the largest portion among the Physical Attributes (Strength, Dexterity, Stamina). The Manipulation Trait should be the lowest among the Social Attributes. For Abilities (Talents, Skills and Knowledges), use 7/3/1 distribution, taking the lowest number in Knowledges. Another option is to take three points in Knowledges., though it makes survival a little more tricky. Alertness, Athletics, Brawl, Dodge and Stealth are excellent choices for Abilities. Wolf Kin may have the same number of Backgrounds (5) as other Kin, but as a group, they are under the same restriction as Red Talons (See Restrictions above.). Wolf Kinfolk make up for these cuts by gaining a Strength +1 bite attack, as well as a last-ditch Strength -1 claw. Moreover, they subtract two from all Perception difficulties involving smell and hearing. ~Quoted from the K:UH, page 48.