(all together now!)
FOR THE ELEVENTH GAME OF XMAS, TWENTY-TWENTY-TWO,
ELEVEN WEREWOLVES HOWLIN',
TEN HACKERS HACKIN'
NINE GIRLS A-PLANTIN'
EIGHT MAIDS A-SHIELDIN'
SEVEN VIXENS VIXIN'
SIX MICE A-SQUEAKIN'
FIVE GOLDEN HAINTS,
FOUR UPLIFTED BIRDS,
THREE GODSENDS,
TWO DUSTY BOWLS,
AND CHUUBO'S MARBLED RYE BREAD SANDWICH!
Take us back to a simpler time, the early 90s.
The Game: Werewolf: The Apocalypse 1st Edition
The Publisher: White Wolf Game Studio
Degree of Familiarity: It's complicated
Books Required: Just the one
It's complicated. That's a damn understatement. I started playing Werewolf in...I'm gonna say 1992-ish? My brother ran an abortive chronicle (only kind he ever ran, because he'd run two sessions and then get distracted by something shiny, and these were the days when we played whenever we got together but not on any kind of schedule) and I remember my character in that game was a Fianna who was trying to infiltrate Pentex and take it over to destroy it from within.
I started writing for Werewolf in 1999 or so? I can't remember now if my first project for the line was the Revised Edition of the core game or the Rokea book. I think it was the former, but I know I was working on both projects while I lived in Brecksville. I ran a chronicle that went about a year but feels longer, looking back, some of which is immortalized in some of the sourcebooks for the line, but that was at least the third such chronicle I ran. My players in one game killed Samuel Haight, I'll have you know. No, wait, fourth, because I ran a game set at the Valkenberg Foundation.
My point is that I have a lot of experience with Werewolf, both as a GM (sorry, "Storyteller") and a writer, and even as a player, somewhat unusually. The result is that when reading this edition, I have a nostalgic fondness for the game that breaks through all of the bullshit that White Wolf and Onyx Path have done over the years (whatever you think I'm talking about there, you're right, let's move on). This edition is janky as fuck, of course. It's full of p. XXs and quotes from The Cure, it can't quite decide if it wants to be its own game or a follow-up to Vampire (sometimes it'll start putting Garou in the context of how they're different from Kindred, out of nowhere). There are a lot of perspectives on how Garou do things that are, if not contradictory, then at least written by a group of people that didn't always compare notes thoroughly. And then of course there's the racism and ableism and so forth. But at the heart of it all is a game that was, at the time, really innovative and fresh, that took mythology about man-eating monsters and spun it into its own thing. And that mythology has fucking endured, because it's 30 years later and people are still playing this game (though I don't hear encouraging things about the 5th Edition...).
All of this to say: Werewolf was never my favorite WoD game, but that was because Wraith was my first love and I really glom onto the human, tragic stories that game did well over the quasi-mythic (but still tragic) stories that Werewolf gave us. But if it wasn't my favorite, it probably sat comfortably at second place (maybe third, behind Changeling) for a long time. I had a necklace made from an iron nail with the symbol of my favorite tribe that I wore for many years.
Anyway, let's make a woof. I've made two other characters for other editions of this game (and then another for Dark Ages: Werewolf). I don't really have a concept in mind, but one of the things that this edition does (that I cannot for the life of me remember if later ones did, and I'm not gonna check right now) is provide lists of potential questions, hooks, what-have-you for characters. I'd put in a screenshot if I had this book in PDF, but I don't and I haven't been able to find it anywhere (I mean, I could pay for it, I guess, but a) I already own the book in hardcopy and b) I don't give Onyx Path money). Anyway, the questions are conveniently in groups of 10, meaning one could roll a die to choose.
I think, therefore, I shall make one decision right up front and say my character is homid, because it'll let me roll on more of these tables. (Interestingly it's also the first homid character I've made for this project; my Dark Ages and W20 characters were lupus and my Revised was metis.)
So the first question I'm faced with is "what was your family like?" I shall roll a die to see! The answer is..."weird." Well, the first thing that comes to mind when I start thinking about a "weird" family is the one depicted in the movie Captain Fantastic (starring Viggo Mortensen; he was nominated for an Oscar for the role, which is why I saw it). His family is nomadic, they drive around, his kids are all highly skilled and multi-lingual, but it is in contempt of question a weird situation. So let's say my character grew up in a similar situation - his parents were/are Kinfolk (whether they know or not I'll decide later), and he's got some practical skills but very little experience with the human world.
Moving on - "why didn't you fit in?" I feel like I've already established this, but how about we roll anyway. "Savage" - ooh, I kinda like it. High Rage and he's already been pretty on-edge (which means I'm leaning toward Ahroun as my auspice). I'll roll on the next table ("what were your interests?") but I'll skip the one after that ("what were you like in school?") because obviously he was home-schooled. And my interest was...skateboarding! Um, sure.
Next question is "what was the kidnapping like?", which is not something you see in a lot of RPG chargen sections (and I would know). Garou kidnapped people around the time of the Change, which leaves aside the question of how they know (but then, this edition also claims that tribes go to war over new werewolves, which is a thread that to my knowledge is never followed up). So anyway, rolling: "horrifying." Yeah, that sounds about right. "How well are you assimilated into your tribe?" "Outsider, not assimilated yet." Ooh, that's interesting. Last question: "What was it like to return home?" "Betrayal - you told the truth, but no one believed you." That answers the "do my parents know they're Kinfolk?" question. OK, I think I can tie this all together.
Mikhail Armstrong was the second of six children. His parents, believing that American society was ultimately doomed, got a big RV and started driving around (they both work, obviously, which implies they either chase work seasonally or have jobs they can do remotely) and schooled their kids. Mikhail, though, was different - he was angry and active, sometimes even violent. He learned to keep himself under control (barely) when he heard his parents discussing the possibility of settling down so as to get him psychiatric care, and channeled his energy into physical activity, especially skateboarding.
And then one night, just after his 17th birthday, the wolves came. They tore through the skate park and killed a bunch of people, and took Mikhail away. Mikhail didn't Change until the next night, and he remembers hearing the Garou discuss whether they'd made a mistake. But he did Change, and was going through the initial "you're a werewolf, Harry" rigmarole when the Black Spiral Dancers attacked. They tore through the sept that had grabbed Mikhail and killed or drove off the Garou there. Mikhail ran home and explained what had happened. In spite of all the horror and trauma, in some ways he was elated - his anger made sense. He made sense.
And his parents didn't believe him, and they decided that yes, they really did need to settle in one place, because Mikhail needed help. Mikhail ran, feeling betrayed, and eventually ran into more Garou (which is where the chronicle would pick up, if there were one).
Whew, OK, now let's do the actual chargen bit. I've got concept, breed, and auspice down, so I need a tribe.
Well, we can discount the two Native American ones because a) the backstory doesn't work and b) all the other reasons. Likewise, he's not lupus so my beloved Red Talons don't work, and he's a dude so not a Black Fury. I don't want to do Glass Walker, Fianna, or Bone Gnawer (though you could make an argument that Bone Gnawer would fit). Stargazer...I could contort myself into this working, but eh. Children of Gaia would be interesting, especially given his roots. Let's pocket that.
I did a Shadow Lord already, so not that, and likewise Silent Strider, while perhaps appropriate to his nomadic upbringing, doesn't hit the right notes for the character. Honestly I think it's gotta be Child of Gaia or Silver Fang, and frankly Child of Gaia neatly encapsulates a lot of the character's conflict.
With all that done, we can move on to the dots. Attributes are 7/5/3, and I shall prioritize them Physical/Mental/Social. For Physical, we'll put three each into Dexterity and Strength, and the remaining one into Stamina. For Mental, two each into Perception and Wits, one into Intelligence. For Social, two into Appearance (blah, stupid stat), the other one into Manipulation.
Abilities! Since I'm homid I don't have restrictions, so let's go Knowledges/Talents/Skills. For Knowledges, I'll put one in everything except Rituals (don't figure he's had time), and then a second dot in Investigation and Science and two more dots in Linguistics. For Talents, let's put two in Athletics, Brawl, and Dodge, and one in Alertness, Intimidation and Primal-Urge. For Skills, one in Melee, two in Repair, two in Survival. I have this feeling that Abilities is where my freebies are gonna go.
Advantages! This edition of Werewolf did this dumbass thing where your tribe determines your Willpower rating and how many Background dots you get, as well as these not very well considered restrictions on what you can take. I get 4 Willpower, but only 2 Background dots (but I can spend them anywhere, whoopie). I'll put them both into Past Life.
I get a Gift from breed, auspice, and tribe. For breed, I can take Persuasion or Smell of Man, and I think the latter makes more sense for my angry little Ahroun. Speaking of which, my auspice Gift choices are Razor Claws, Inspiration, and The Falling Touch. Let's do Falling Touch; I figure Mikhail is trained in martial arts anyway (plus my dice pool isn't terrible). Finally, my tribe Gifts are Resist Pain or Mother's Touch, and I don't think he's much of a healer, so Resist Pain it is!
Renown...oh, right, this was before they fixed the Renown system and made it less, um, reminiscent of D&D. I get 500 points to throw around, so let's put 200 into Honor, 250 into Glory, and 50 into Wisdom.
And finally, freebies! I get 15 and Merits & Flaws don't exist yet, so let's see here. My Gnosis is only 1 and I feel like it should be at least a little higher, so let's spend 2 and bump it up by one. Also, I want my Willpower to equal my Rage, so I'll spend 1 point there.
I want Mikhail to have the option to talk to his family at some point, so I'll spend two and buy two dots of Kinfolk. That's 5 spent, 10 left, and I'm gonna dump them all into Abilities. I'll buy up Alertness to 2, Athletics to 3, and buy a dot of Stealth, Firearms, and a second dot of Primal-Urge. And that's it, cats n' kittens.
I think Mikhail would be an interesting Garou to play, actually; he's really leaning into the whole "I am too Rage-y for my human family to handle" thing, which was meant to be a big deal in the game but in practice wasn't something the games I was in tended to deal with much. Anyway, Mikhail is now 18. Brown hair, brown eyes, muscular, built like a boxer, but he's getting leaner as his werewolf metabolism starts working harder. He's noticing that he's starting to pant when he gets excited or angry, and he's trying to knock that off because it's weird. I think he's still exchanging texts or emails with his sister Anastasia, too, so that'd be a fun vector for my nonexistent Storyteller.
Anyway, that's that. One more game in 2023!






