Character Descriptors

Your descriptor defines your character — it flavors everything you do. The differences between a Charming Garou and a Graceful Garou are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence "I am an adjective noun who verbs."

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor's offerings are positive character modifications. For example, some descriptors have inabilities — tasks that a character isn't good at. You can think of inabilities as "negative skills" — instead of being one step better at that kind of task, you're one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they're not good at as what they are good at.

Descriptors also offer a few brief suggestions of how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish. This section details the following descriptors: Charming, Clever, Graceful, Intelligent, Learned, Mystical, Rugged, Stealthy, Strong, Strong-Willed, Swift, and Tough. Choose one of them for your character. You can pick any descriptor you wish regardless of whether you're a Garou, Kinfolk, or Human.

Charming

You're a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you're physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily.

You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You're personable, not necessarily studious or strong-willed.

You gain the following benefits:

Personable: +2 to your Intellect Pool.

Skill: You're trained in all tasks involving positive or pleasant social interaction.

Skill: You're trained when using esoteries or special abilities that influence the minds of others.

Contact: You have an important contact who is in an influential position, such as a Garou elder, the captain of the town guard, or the head of a large gang of thieves. You and the staff should work out the details together.

Inability: You were never good at studying or retaining facts. The difficulty of any task involving lore, knowledge, or understanding is increased by one step.

Inability: Your willpower is not one of your strong points. Whenever you try to resist a mental attack, the difficulty is increased by one step.

Additional Equipment: You've managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you gain one extra piece of expensive equipment.

Clever

You're quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you're physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following benefits:

Smart: +2 to your Intellect Pool.

Skill: You're trained in all interactions involving lies or trickery.

Skill: You're trained in defense rolls to resist mental effects.

Skill: You're trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

Inability: You were never good at studying or retaining trivial knowledge. The difficulty of any task involving lore, knowledge, or understanding is increased by one step.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you — even when, perhaps, they should not. Thanks to your clever behavior, you have an extra piece of expensive equipment.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You're quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following benefits:

Agile: +2 to your Speed Pool.

Skill: You're trained in all tasks involving balance and careful movement.

Skill: You're trained in all tasks involving physical performing arts.

Skill: You're trained in all Speed defense tasks.

Intelligent

You're quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn't necessarily mean that you've had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following benefits:

Smart: +2 to your Intellect Pool.

Skill: You're trained in an area of knowledge of your choice.

Skill: You're trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you've explored before.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, spirits, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading. (lol nerds)

You gain the following benefits:

Smart: +2 to your Intellect Pool.

Skill: You're trained in three areas of knowledge of your choice.

Inability: You have few social graces. The difficulty of any task involving charm, persuasion, or etiquette is increased by one step.

Additional Equipment: You have two additional books on topics of your choice.

Mystical

You have a special talent that leaves you attuned with the mysterious and the paranormal, leaving you talented when dealing with spirits. You likely have experience with ancient lore, and you can sense and wield the power of the spirits. Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following benefits:

Smart: +2 to your Intellect Pool.

Skill: You're trained in all actions involving identifying or understanding spirits.

Sense Spirits: You can sense whether a spirit is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether the touch of the ancients is at work.

Esotery: You can perform the esotery known as Hedge Magic when you have a free hand and can pay the Intellect point cost.

  • Hedge Magic (1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can't use hedge magic to harm another creature or object. Action.

Inability: You have a manner or an aura that others find a bit unnerving. The difficulty of any task involving charm, persuasion, or deception is increased by one step.

Rugged

You're a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you're a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following benefits:

Skill: You're trained in all tasks involving climbing, jumping, running, and swimming.

Skill: You're trained in all tasks involving training, riding, or placating natural animals.

Skill: You're trained in all tasks involving identifying or using natural plants.

Inability: You have no social graces and prefer animals to people. The difficulty of any task involving charm, persuasion, etiquette, or deception is increased by one step.

Stealthy

You're sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you're wiry and small. However, you're not much of a sprinter — you're more dexterous than fleet of foot.

You gain the following benefits:

Quick: +2 to your Speed Pool.

Skill: You're trained in all stealthy tasks.

Skill: You're trained in all interactions involving lies or trickery.

Skill: You're trained in all esoteries or special abilities involving illusions or trickery.

Inability: You're sneaky but not fast. The difficulty of all movement-related tasks is one step higher for you.

Strong

You're extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following benefits:

Very Powerful: +4 to your Might Pool.

Skill: You're trained in all actions involving breaking inanimate objects.

Skill: You're trained in all jumping actions.

Additional Equipment: You have an extra expensive weapon.

Strong Willed

You're tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don't want it changed. This quality doesn't necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following benefits:

Willful: +4 to your Intellect Pool.

Skill: You're trained in resisting mental effects.

Skill: You're trained in tasks requiring incredible focus or concentration.

Inability: Willful doesn't mean brilliant. The difficulty of any task that involves figuring out puzzles or problems, memorizing things, or using lore is increased by one step.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You're great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following benefits:

Fast: +4 to your Speed Pool.

Skill: You're trained in initiative actions (to determine who goes first in combat).

Skill: You're trained in running actions.

Inability: You're fast but not necessarily graceful. The difficulty of any task involving balance is increased by one step.

Tough

You're strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following benefits:

Resilient: +1 to Armor.

Healthy: Add 1 to the points you regain when you make a recovery roll.

Skill: You're trained in Might defense actions.

Additional Equipment: You have an extra expensive weapon.

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