Character Types

This page has not yet been updated to take into account the addition of Character Race to the game. The type names will eventually be changed as follows:

Garou -> Warrior
Kinfolk -> Shaman
Human -> Jack

Character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character's place in the world and relationship with other people in the setting. It’s the noun of the sentence "I am an adjective noun who verbs."

You can choose from three character types: Garou, Kinfolk, and Human.

Garou

Garou are the warriors of Mother Gaia, given purpose by her and power by her sister Luna. Known previously as "werewolves" to humans, they are elite warriors who can bring devastating power and ferocity to any fight. Their supernatural stamina and healing lets them take blows that would easily fell other creatures. They fight with strength and speed matched only by the supernatural enemies they face down.

Most Garou are strong, though a select few choose to be fast instead. All Garou are trained in combat with their teeth and claws, but some warriors choose to bring weapons into battle, usually enormous two-handed weapons, or fetish daggers called klaives. Few Garou wield ranged weapons, due to the difficulty of crafting bows or guns of a size that can be wielded by a Crinos.

Garou in Society: TBC

Garou in the Group: Because of their ferocity and stamina, Garou are frequently at the front of any battle, going toe-to-toe with spirits or other entities. They're deadly fast and terrifyingly strong. Well-trained Garou sometimes remember to protect their companions, but it's easy for a Garou to lose themselves in the battlelust.

Garou and Fetishes: Most Garou prefer fetishes that enhance their melee combat skills. Silver Klaives with Pain spirits bound to them do extra damage on the battlefield. Bound armor change can size to fit them even when in Crinos, allowing more protection in the battlefield. TBC

Advanced Garou: As they progress, Garou become better combatants, often felling multiple foes in the blink of an eye. They gain special types of attacks and learn to use armor more efficiently, or they gain the ability to fight more efficiently in their war form.

Garou Tribe*

Garou are the finest warriors Mother Gaia has to offer. No human fighter, no matter how well trained, can match a Garou's prowess. However, different Garou tribes seek this expertise via different methods. Choose one of the tribes below.

(Please edit any of the following tribes if you think there are options with better fits)

Inborn Traits

Garou are born warriors, and some tribes exemplify that more than most.

  • Silver Fangs: The Silver Fangs have always claimed to be the natural leaders of the Garou, and this is not without merit. Every Silver Fang born is a gifted warrior outright, and they're proud of it.
  • Red Howlers: Where the Silver Fangs have pride in themselves, the Red Howlers have pride in their history. They practically worship the heroes of old, and their strongest warriors show great similarity to the same.
  • Blood Talons: What the Blood Talons lack in pure physical prowess, they make up for with pure hate-filled ferocity. When any other Garou would falter, a Blood Talon will keep fighting just from the fire of rage within them.
  • Heart Guardians: Where the Blood Talons are fueled by hatred, the Heart Guardians are fueled by dedication to a singular purpose: protecting the sacred places of the world.

Intensive Training

Some tribes put emphasis on training after natural skill, and the most savvy students end up being the greatest warriors.

  • Bone Gnawers: The scrappy Bone Gnawers fight like Rat, their Totem. They favor guerilla tactics, darting in to nickel-and-dime their enemies to death, or overwhelming them with numbers.
  • Warders of Men: The Warders of Men work together like a well-trained SWAT team, moving with military precision to take down their foes.
  • Earth Rangers: The Earth Rangers weather their own bodies out in the wilderness, letting Gaia herself shape them into perfect warriors.
  • Storm Lords: The Storm Lords train their people with all the techniques the other tribes shy away from. A master Storm Lord could kill a man with a single strike from a needle.

Spirit Modification

Some Garou seek power not from perfection in their own bodies. Instead, they seek out the power of the spirits around them, enhancing themselves with the help of spiritual allies (or slaves).

  • Dark Hunters: The Dark Hunters work to bind spirits to themselves, taking in their strength to make their muscles stronger, their bones tougher. They use wind spirits for bursts of speed or fire spirits to burn their foes with their attacks.
  • Star Children: The Star Children use the spirits as allies rather than tools, asking for and giving protection and strength in a symbiotic relationship.
  • Circle Keepers: The Circle Keepers have been saved from the Corruption of the Wyrm, but that doesn't mean they have forgotten all they've learned. The greatest warriors of this tribe have participated in dark rituals, tearing a spirit apart into its essence and replacing parts of their bodies with fetishes in morbid and unnatural ways.

Garou Stat Pools

Stat Pool Starting Value
Might 11
Speed 10
Intellect 7

You get 6 additional points to divide among your stat Pools however you wish.

Your Effort score starts at 1, and can be increased by spending XP.

Garou Tiers

First-Tier Garou

We're trying out giving Garou no armor penalties when in other forms. We'd love feedback on whether this feels overpowered compared to other classes' options.

Warrior: You have a Might Edge of 1 and a Speed Edge of 1.

Talen Use: You can bear two talens at a time.

Practiced in Armor: Warriors can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Might cost per hour for wearing armor and the Speed Pool reduction for wearing armor by 2. Enabler

Practiced With All Weapons: You can use any weapon. Enabler.

Physical Skills: You are trained in your choice of one of the following: balancing, climbing, jumping, or swimming. Enabler

Starting Equipment: You gain one expensive item from the weapon or armor list.

The flavor on these moves are bad. Real bad. Please be generous in reflavoring them in any way you see fit.

Fighting Moves: You have a special talent for combat and can perform feats that others can barely imagine. These feats are called fighting moves. Some fighting moves are constant, ongoing effects, and others are specific actions that usually cost points from one of your stat Pools.

Choose two of the fighting moves described below. You can't choose the same fighting move more than once unless its description says otherwise.

  • Bash (1 Might point): You pummel your foe into submission. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment.
  • No Need for Claws: When you make an unarmed attack in Homid form (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler.
  • Skill Shot (1 Speed point): You make a ranged attack and inflict 1 additional point of damage. Action.
  • Swipe (1 Might point): This is a powerful attack bringing down the full fury of a Garou. You make an attack and inflict 1 additional point of damage if you attack with claws or teeth. Action.
  • Trained Without Armor: You are trained in Speed defense actions when not wearing armor. Your non-Homid forms no longer give armor bonuses. Enabler.

Second-Tier Garou

Skill With Attacks: Choose one type of attack in which you are not already trained: light unarmed, light melee, light ranged, medium unarmed, medium melee, medium ranged, heavy unarmed, heavy melee, or heavy ranged. You are trained in attacks using that type of weapon. Enabler.

Fighting Moves: Choose one of the following fighting moves (or a move from a lower tier) to add to your repertoire. In addition, you can replace one of your first-tier fighting moves with a different first-tier fighting move.

  • Thrash (2 Might points): This is a heavy, powerful slice with claws and teeth, probably overhand. You must use both claws and teeth to thrash. When making this attack, you take a –1 penalty to the attack roll, and you inflict 3 additional points of damage. Action.
  • Crush (2 Might points): This is a powerful pummeling attack with a melee weapon or fists, probably overhand. You must grip your weapon with two hands to crush. (If fighting unarmed, this attack is made with both fists or both feet together.) When making this attack, you take a –1 penalty to the attack roll, and you inflict 3 additional points of damage. Action.
  • Reload (1 Speed point): When using a weapon that normally requires an action to reload, such as a heavy crossbow, you can reload and fire (or fire and reload) in the same action. Enabler.
  • Skill With Defense: Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. Unlike most fighting moves, you can select this move up to three times. Each time you select it, you must choose a different type of defense task. Enabler.
  • Successive Attack (2 Speed points): If you take down a foe, you can immediately make another attack on that same turn against a new foe within your reach. The second attack is part of the same action. You can use this fighting move with melee attacks and ranged attacks. Enabler.

Third-Tier Garou

Expert Talen Use: You can bear three talens at a time.

Skill With Attacks: Choose one type of attack in which you are not already trained: light unarmed, light melee, light ranged, medium unarmed, medium melee, medium ranged, heavy unarmed, heavy melee, or heavy ranged. You are trained in attacks using that type of weapon. Enabler.

Fighting Moves: Choose one of the following fighting moves (or a move from a lower tier) to add to your repertoire. In addition, you can also replace one of your lower-tier fighting moves with a different fighting move from the same lower tier.

  • Experienced With Armor: The cost reduction from your Practiced in Armor ability improves. You now reduce the Might cost per hour and the Speed Pool reduction by 3. Enabler.
  • Lunge (2 Might points): This move requires you to extend yourself for a powerful stab or smash. The awkward lunge increases the difficulty of the attack roll by one step. If your attack is successful, it inflicts 4 additional points of damage. Action.
  • Quick Attack (2 Speed points): This is a quick attack that is hard to defend against. The difficulty of the attack roll is decreased by one step. If the attack is successful, it deals 1 less point of damage than normal. Action.
  • Spray (2 Speed points): If a weapon has the Rapid Fire property (such as a repeating crossbow), you can spray multiple shots around your target to increase the chance of hitting. This move uses 1d6 + 1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). The difficulty of the attack roll is decreased by one step. If the attack is successful, it deals 1 less point of damage than normal. Action.
  • Trick Shot (2 Speed points): As part of the same action, you make a ranged attack against two targets that are within immediate range of each other. Make a separate attack roll against each target. The difficulty of each attack roll is increased by one step. Action.

Fourth-Tier Garou

Skill With Attacks: Choose one type of attack in which you are not already trained: light unarmed, light melee, light ranged, medium unarmed, medium melee, medium ranged, heavy unarmed, heavy melee, or heavy ranged. You are trained in attacks using that type of weapon. Enabler.

Fighting Moves: Choose one of the following fighting moves (or a move from a lower tier) to add to your repertoire. In addition, you can also replace one of your lower-tier fighting moves with a different fighting move from the same lower tier.

  • Capable Warrior: Your attacks deal 1 additional point of damage. Enabler.
  • Experienced Defender: When wearing armor, you gain +1 to Armor. Enabler.
  • Feint (2 Speed points): If you spend one action creating a misdirection or diversion, in the next round you can take advantage of your opponent's lowered defenses. Make a melee attack roll against that opponent. The difficulty of the roll is decreased by one step. If your attack is successful, it inflicts 4 additional points of damage. Action.
  • Minor to Major: You treat rolls of natural 19 as rolls of natural 20 for Might attack rolls or Speed attack rolls (your choice when you gain this ability). This allows you to gain a major effect on a natural 19 or 20. Enabler.
  • Snipe (2 Speed points): If you spend one action aiming, in the next round you can make a precise ranged attack. The difficulty of the attack roll is decreased by one step. If your attack is successful, it inflicts 4 additional points of damage. Action.

Fifth-Tier Garou

Adept Talen Use: You can bear four talens at a time.

Skill With Attacks: Choose one type of attack, even one in which you are already trained: light unarmed, light melee, light ranged, medium unarmed, medium melee, medium ranged, heavy unarmed, heavy melee, or heavy ranged. You are trained in attacks using that type of weapon. If you're already trained in that type of attack, you instead become specialized in that type of attack. Enabler.

Fighting Moves: Choose one of the following fighting moves (or a move from a lower tier) to add to your repertoire. In addition, you can also replace one of your lower-tier fighting moves with a different fighting move from the same lower tier.

  • Arc Spray (3 Speed points): If a weapon has the Rapid Fire property (such as the repeating crossbow), you can fire your weapon at up to three targets (all next to one another) at once. Make a separate attack roll against each target. The difficulty of each attack is increased by one step. Action.
  • Jump Attack (5 Might points): You attempt a difficulty 4 Might action to jump high into the air as part of your melee attack. If you succeed, your attack inflicts 3 additional points of damage and knocks the foe down. If you fail, you still make your normal attack roll, but you don't inflict the extra damage or knock down the opponent if you hit. Action.
  • Mastery With Armor: When you wear any armor, you reduce the armor's penalties (Might cost and Speed reduction) to 0. If you select this fighting move and you already have the Experienced With Armor move, you should replace Experienced With Armor with a different third-tier move because Mastery With Armor is better. Enabler.
  • Mastery With Defense: Choose one type of defense task in which you are trained: Might, Speed, or Intellect. You are specialized in defense tasks of that type. Unlike most fighting moves, you can select this move up to three times. Each time you select it, you must choose a different type of defense task. Enabler.
  • Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this move, for the next 10 rounds you reduce the difficulty for all Speed defense rolls by one step. Enabler.

Sixth-Tier Garou

Skill With Attacks: Choose one type of attack, even one in which you are already trained: light unarmed, light melee, light ranged, medium unarmed, medium melee, medium ranged, heavy unarmed, heavy melee, or heavy ranged. You are trained in attacks using that type of weapon. If you're already trained in that type of attack, you instead are specialized in that type of attack. Enabler.

Fighting Moves: Choose one of the following fighting moves (or a move from a lower tier) to add to your repertoire. In addition, you can also replace one of your lower-tier fighting moves with a different fighting move from the same lower tier.

  • Finishing Blow (5 Might points): If your foe is prone, stunned, or somehow helpless or incapacitated when you strike, you inflict 6 additional points of damage on a successful hit. Enabler.
  • Slayer (3 Might points): When you successfully strike an NPC or creature of level 5 or lower, make another roll (using whichever stat you used to attack). If you succeed on the second roll, you kill the target outright. If you use this fighting move against a PC of any tier and you succeed on the second roll, the character moves down one step on the damage track. Enabler.
  • Spin Attack (5 Speed points): You stand still and make melee attacks against up to five foes within reach, all as part of the same action in one round. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to all of these attacks. Action.
  • Weapon and Body (5 Speed points): After making a melee weapon or ranged weapon attack, you follow up with a punch or kick as an additional attack, all as part of the same action in one round. The two attacks can be directed at different foes. Make a separate attack roll for each attack. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to both attacks, unless it is tied specifically to your weapon. Action.

Kinfolk

The Garou are not the only beings in the world with Luna's empowered blood in their veins. They share this gift and their lives with who they affectionately call their Kinfolk. These otherwise unassuming humans play an important role in Garou society, not the least of which is attending to the spirits that make up a regular part of their lives.

Or, at least, that's how it used to be. The world that came to be after the apocalypse wasn't the balanced, peaceful coexistence of spirits and physical beings the Garou and Kinfolk were used to. Rather, spirits became like wild animals, vicious and unpredictable. Some still held onto their sentience, but the tearing of the Gauntlet changed things for the worse. It took time, but the Kinfolk were able to reinvent themselves and develop new ways of interacting with this scary, unfriendly world. They became not just the shepherds of spirits, but their masters as well.

Kinfolk in Society: TBC

Kinfolk in the Group: Kinfolk play the roles of controllers and healers in the group. Their mastery of spiritcraft give them otherworldly abilities, and formidable attackers against even the most well-armored foes. But they're glass cannons, and need the protection of their party members to survive a serious conflict. One of a Kinfolk's greatest assets is their knowledge of spirits. They can identify spirits or aberrations found out in the wilds better than anyone, and they also are specially skilled in creating fetishes and talens.

Kinfolk and Fetishes: Kinfolk specialize in spirits, and thus the fetishes and talen that rely on them. They tend to prefer protective fetishes or ones that provide ranged attack options, or interesting utility effects.

Advanced Kinfolk: As nanos gain more experience, they typically learn new and more powerful esoteries. They begin their careers by making personal shields and blasting foes with energy, but eventually, they can fly through the air, disintegrate matter, teleport vast distances, and control the weather. (This is the default power mode of Numenera. We'll need to decide how many of the Kinfolk powers need to be nerfed or removed.)

Kinfolk Background

Despite that all Kinfolk share the common trait of working with spirits, different tribes approach their craft in different ways. Choose one of the tribes below.

(Please edit any of the following tribes if you think there are options with better fits)

(Should the following tribes should be broken up into backgrounds, like with the Garou above? See the collapsible block below for an idea of how to break them up.)

  • Blood Talon: Every spirit the Kinfolk of the Blood Talons commands was won in a hard fought battle.
  • Red Howlers: The Red Howlers' ancient connection to the fey has not been forgotten, and spirits can recognize those with Fianna blood in them.
  • Dark Hunters: Few know of the Dark Hunters' words of power, gleaned over millennia of study, but it's these words that let the Dark Hunters command spirits to do their bidding.
  • Silver Fangs: While not exactly the result of a psychic ability, just the personality of a Silver Fang Kinfolk can have enough power to draw the spirits out into the fray.
  • Earth Rangers: Earth Ranger Kinfolk can hear the river speak, know why the fire dances, see the wind trace its paths through the sky. They have learned to coax the elements out of their beds, drawing on them for power and wisdom.
  • Star Children: The pacifists of the once-great Garou Nation, the Star Children reject all forms of interacting with spirits save for that of kindness and respect. They treat their spirit allies as equals, and go into battle only with their spirits' blessing.
  • Storm Lords: The Storm Lords deal with spirits much like they deal with humans. They make deals and pacts with the spirits around them, tit for tat, though the deal is often not in the spirit's favor.
  • Warders of Men: Tools are the domain of the Warders of Men, and no tool is more versatile or powerful than a spirit. They know how to bind spirits into specially made devices, and cover themselves with gadgets for all kinds of purposes.
  • Bone Gnawers: Bone Gnawers are the other side of the Warder coin. While they also bind spirits to objects, they do it in a manner that makes Warder Kinfolk tear their hair out in frustration. Any piece of junk can be a valid spirit vessel, and often are.
  • Heart Guardians: I dunno, something about winning the respect of spirits? They might be too close to Star Children.
  • Circle Keepers: The old knowledge of the Circle Keepers is not what other tribes would consider "acceptable". They bind spirits into their own bodies, changing themselves to become half spirit, half human. Dead eyes moving on their own, or claw like hands that radiate cold are common among Circle Keeper Kinfolk.

Kinfolk Stat Pools

Stat Pool Starting Value
Might 7
Speed 9
Intellect 12

You get 6 additional points to divide among your stat Pools however you wish.

Your Effort score starts at 1, and can be increased by spending XP.

Kinfolk Tiers

First-Tier Kinfolk

Genius: You have an Intellect Edge of 1.

Expert Talen Use: You can bear three talens at a time.

Practiced with Light Weapons: You can use light weapons without penalty. If you wield a medium weapon, increase the difficulty of the attack by one step. If you wield a heavy weapon, increase it by two steps.

Spiritcraft Training: You are trained in fetishes and talens and can attempt to understand and identify their properties.

Esoteries: You can interact with the magic of the spirits to reshape the world around you. Similar in appearance to the way a fabled wizard might seem to cast spells, these expressions of your knowledge are called esoteries. People who are not Kinfolk sometimes call them spells or charms.

Most esoteries must be activated, which requires that you have a free hand and spend 1 or more Intellect points. If no Intellect point cost is given for an esotery, it functions continuously without needing to be activated. Some esoteries specify a duration, but you can always end one of your own esoteries anytime you wish.

Choose two of the esoteries described below. You can't choose the same esotery more than once unless its description says otherwise.

I think we should look into rewriting these esoteries completely to be more within the theme of the game. I'm leaving them in as a reference for existing power levels, and as possible inspiration.

We should also be wary of abilities that take away agency from other players (like Stasis) and possibly find ways to limit their uses against other PCs.

  • 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.
  • Onslaught (1 Intellect point): You attack a foe using energies that assail either his physical form or his mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (and thus ignores Armor). Some creatures without minds (such as automatons) might be immune to mindslice. Action.
  • Push (2 Intellect points): You push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can't use this esotery to pull a lever or even close a door. Action.
  • Scan (2 Intellect points): You scan an area equal in size to a 10-foot (1-meter) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level (a measure of how powerful, dangerous, or difficult it is). You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and synth. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this esotery doesn't tell you what the information means. Thus, in the first example, you don't know what the metal and synth device does. In the second, you don't know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action.
  • Ward: You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler

Second-Tier Kinfolk

Esoteries: Choose one of the following esoteries (or an esotery from a lower tier) to add to your repertoire. In addition, you can replace one of your first-tier esoteries with a different first-tier esotery.

  • Adaptation (2+ Intellect points): You adapt to a hostile environment for 24 hours. As a result, you can breathe safely, the temperature doesn't kill you (though it might be extremely uncomfortable or debilitating), crushing gravity doesn't incapacitate or harm you (though, again, you might be seriously hindered), and so on. In extreme environments, the GM might increase the cost of activating this esotery to a maximum cost of 10 Intellect points. Roughly speaking, the cost should equal the amount of damage you would sustain in a given round. For example, if you enter a hostile environment that would normally deal 6 points of damage per round, using Adaptation to avoid that damage costs 6 points. You can protect other creatures in addition to yourself, but each additional creature costs you the same number of Intellect points as it costs to protect you. Thus, if it costs 6 points to protect yourself, it costs 12 more to protect two other people. This esotery never protects against quick, instantaneous threats, like an attack with a weapon or a sudden explosion of fire. Action to initiate.
  • Flash (4 Intellect points): You create an explosion of energy at a point within close range, affecting an area up to immediate range from that point. You must be able to see the location where you intend to center the explosion. The blast inflicts 2 points of damage to all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks: if you apply a level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
  • Hover (2 Intellect points): You float slowly into the air. As your action, you can concentrate to remain motionless in the air, or float up to a short distance, but no more; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate.
  • Mind Reading (4 Intellect points): You can read the surface thoughts of a creature within short range of you, even if the target doesn't want you to. You must be able to see the target. Once you have established contact, you can read the target's thoughts for up to one minute. If you or the target move out of range, the connection is broken. Action to initiate.
  • Stasis (3 Intellect points): You surround a foe of your size or smaller with scintillating energy, keeping it from moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.

Third-Tier Kinfolk

Adept Talen Use: You can bear four talens at a time.

Esoteries: Choose one of the following esoteries (or an esotery from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier esoteries with a different esotery from the same lower tier.

  • Barrier (3+ Intellect points): You create an opaque, stationary barrier of solid energy within immediate range. The barrier is 10 feet by 10 feet (3 m by 3 m) and of negligible thickness. It is a level 2 barrier and lasts for ten minutes. It can be placed anywhere it fits, whether against a solid object (including the ground) or floating in the air. Each level of Effort you apply strengthens the barrier by one level. For example, applying two levels of Effort creates a level 4 barrier. Action.
  • Countermeasures (4 Intellect points): You immediately end one ongoing magical effect (such as an effect created by an esotery) within immediate range. Alternatively, you can use this as a defense action to cancel any incoming esotery targeted at you, or you can cancel any magical device or the effect of any magical device for 1d6 rounds. You must touch the effect or device to cancel it. Action.
  • Energy Protection (3+ Intellect points): Choose a discrete type of energy that you have experience with (such as heat, sonic, electricity, and so on). You gain +10 to Armor against damage from that type of energy for ten minutes. Alternatively, you gain +1 to Armor against damage from that energy for 24 hours. You must be familiar with the type of energy; for example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. Instead of applying Effort to decrease the difficulty of this esotery, you can apply Effort to protect more targets, with each level of Effort affecting up to two additional targets. You must touch additional targets to protect them. Action to initiate.
  • Sensor (4 Intellect points): You create an immobile, invisible sensor within immediate range that lasts for 24 hours. At any time during that duration, you can concentrate to see, hear, and smell through the sensor, no matter how far you move from it. The sensor doesn't grant you sensory capabilities beyond the norm. Action to create; action to check.
  • Targeting Eye: You are trained in any physical ranged attack that is an esotery or comes from a magical device. For example, you are trained when using an Onslaught force blast because it's a physical attack, but not when using an Onslaught mindslice because it's a mental attack. Enabler.

Fourth-Tier Kinfolk

Esoteries: Choose one of the following esoteries (or an esotery from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier esoteries with a different esotery from the same lower tier.

  • Invisibility (4 Intellect points): You become invisible for ten minutes. While invisible, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position — attacking, performing an esotery, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
  • Mind Control (6+ Intellect points): You control the actions of another creature you touch. This effect lasts for ten minutes. The target must be level 2 or lower. Once you have established control, you maintain mental contact with the target and sense what it senses. You can allow it to act freely or override its control on a case-by-case basis. Instead of applying Effort to decrease the difficulty, you can apply Effort to increase the maximum level of the target. Thus, to control the mind of a level 5 target (three levels above the normal limit), you must apply three levels of Effort. Smart Kinfolk use the Scan esotery on a creature to learn its level before trying to control its mind. When the Mind Control esotery ends, the creature doesn't remember being controlled or anything it did while under your command. Action to initiate.
  • Regeneration (6 Intellect points): You restore points to a target's Might or Speed Pool in one of two ways: either the chosen Pool regains up to 6 points, or it is restored to a total value of 12. You make this decision when you initiate this esotery. Points are regenerated at a rate of 1 point each round. You must maintain contact with the target the whole time. In no case can this raise a Pool higher than its maximum. Action.
  • Reshape (5 Intellect points): You reshape matter within short range in an area no larger than a 5-foot (.5 m) cube. If you spend only one action on this esotery, the changes you make are crude at best. If you spend at least ten minutes and succeed at an appropriate crafting task (with a difficulty at least one step higher than normal, due to the circumstances), you can make complex changes to the material. You can't change the nature of the material, only its shape. Thus, you can make a hole in a wall or floor, or you can seal one up. You can fashion a rudimentary sword from a large piece of iron. You can break or repair a chain. With multiple uses of this esotery, you could bring about large changes, making a bridge, a wall, or a similar structure. Action.
  • Slay (6 Intellect points): You gather disrupting energy in your fingertip and touch a creature. If the target is an NPC or a creature of level 3 or lower, it dies. If the target is a PC of any tier, he moves down one step on the damage track. Action.

Fifth-Tier Kinfolk

Master Talen Use: You can bear five talens at a time.

Esoteries: Choose one of the following esoteries (or an esotery from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier esoteries with a different esotery from the same lower tier.

  • Absorb Energy (7 Intellect points): You touch an object and absorb its energy. If you touch a cypher, you render it useless. If you touch an artifact, roll on the artifact's depletion. If you touch another kind of powered machine or device, the GM determines whether its power is fully drained. In any case, you absorb energy from the object touched and regain 1d10 Intellect points. If this would give you more Intellect than your Pool's maximum, the extra points are lost, and you must make a Might defense roll. The difficulty of the roll is equal to the number of points over your maximum you absorbed. If you fail the roll, you take 5 points of damage and are unable to act for one round. You can use this esotery as a defense action when you're the target of an incoming esotery. Doing so cancels the incoming esotery, and you absorb the energy as if it were a device. Action.
  • Dust to Dust (7 Intellect points): You disintegrate one nonliving object that is smaller than you and whose level is less than or equal to your tier. You must touch the object to affect it. If the GM feels it appropriate to the circumstances, you can disintegrate a portion of an object (the total volume of which is smaller than you) rather than the entire thing. Action.
  • Knowing the Unknown (6 Intellect points): Tapping into the spirit world, you can ask the GM one question and get a general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible. Action.
  • Teleportation (6+ Intellect points): You instantaneously transmit yourself to any location that you have seen or been to, no matter the distance, as long as it is on Earth (or whatever world you're currently on). Instead of applying Effort to decrease the difficulty, you can apply Effort to bring other people with you, with each level of Effort affecting up to three additional targets. You must touch any additional targets. Action.
  • True Senses: You can see in complete darkness up to 50 feet (15 m) as if it were dim light. You recognize holograms, disguises, optical illusions, sound mimicry, and other such tricks (for all senses) for what they are. Enabler.

Sixth-Tier Kinfolk

Esoteries: Choose one of the following esoteries (or an esotery from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier esoteries with a different esotery from the same lower tier.

  • Control Weather (10 Intellect points): You change the weather in your general region. If performed indoors, this esotery creates only minor weather effects, such as mist, mild temperature changes, and so on. If performed outside, you can create rain, fog, snow, wind, or any other kind of normal (not overly severe) weather. The change lasts for a natural length of time, so a storm might last for an hour, fog for two or three hours, and snow for a few hours (or for ten minutes if it's out of season). For the first ten minutes after activating this esotery, you can create more dramatic and specific effects, such as lightning strikes, giant hailstones, twisters, hurricane force winds, and so on. These effects must occur within 1,000 feet (305 m) of your location. You must spend your turn concentrating to create an effect or to maintain it in a new round. These effects inflict 6 points of damage each round. Action.
  • Move Mountains (9 Intellect points): You exert a tremendous amount of physical force within 250 feet (76 m) of you. You can push up to 10 tons (9.1 t) of material up to 50 feet (15 m). This force can collapse buildings, redirect small rivers, or perform other dramatic effects. Action.
  • Traverse the Worlds (8+ Intellect points): You instantaneously transmit yourself to another planet, dimension, plane, or level of reality. You must know that the destination exists; the GM will decide if you have enough information to confrm its existence and what the level of difficulty might be to reach the destination. Instead of applying Effort to decrease the difficulty, you can apply Effort to bring other people with you, with each level of Effort affecting up to three additional targets. You must touch any additional targets. Action.
  • Usurp Cypher: Choose one cypher that you carry. The cypher must have an effect that is not instantaneous. You destroy the cypher and gain its power, which functions for you continuously. You can choose a cypher when you gain this ability, or you can wait and make the choice later. However, once you usurp a cypher's power, you cannot later switch to a different cypher — the esotery works only once. Action to initiate.

Human

Even after the apocalypse, Garou and Kinfolk are still greatly outnumbered by humans. Even with the Garou's supernatural strength and stamina, and the Kinfolk's mastery of the spirit arts, humanity is the ultimate survivor. Part of this is their adaptability. A human is able to master any task or skill. Fighter, thief, crafter, entertainer, shaman… The Garou and Kinfolk have their niches, but a Human can do everything they can do and then some.

Humans in Society: In some sense, humans ARE society. They make up the bulk of any pocket of life still present in the world. They are the everyday people, the businessmen, the police, the farmers, the merchants, and more. The Garou and Kinfolk learned early on they needed to be able to deal nicely with humans or they'd be left to perish in the wilds.

Humans in the Group: Although your average human is just another creature in the world, a Human is someone exceptional. They've mastered some kind of skill valuable to the group that a Garou or Kinfolk can't cover. They frequently do a little of everything and know a little of everything. They can fight alongside a Garou or have a (sorely needed) intellectual discussion with a Kinfolk. There are no right or wrong places, actions, or roles for Humans. They can hold their own in combat or other dangerous situations, but they excel at many assorted tasks like searching for clues, using diplomacy with the locals, or repairing a piece of broken gear. The drawback, of course, is that Humans are rarely the best fighters in combat or the best spirit handlers. They might, however, be the best at more specialized skills. They’re the most likely characters to know how to climb, how to stand watch effectively, how to jimmy a lock, and how to jury-rig a makeshift shelter or snare trap.

Humans and Fetishes: Humans gravitate toward fetishes or talens that expand their array of options even further. An enhanced piece of armor might be fine for a Garou, but many Humans would rather have an object that allows them to communicate at a distance, walk through walls, or put foes to sleep.

Advanced Humans: Humans are the most flexible of the character types, and advanced Humans are no different. Some learn esoteries, as Kinfolk do. Others hone their combat abilities. Some Humans do both, gaining more skills and improving at, well, a little bit of everything.

Human Background

You might hear people say that a Human is just the typical everyman (or everyperson), but don’t believe it. You aren't like anyone else. You can do things that no one else can do because you do so many things. You're a warrior, you're a thief, you're a diplomat, you're a sage, and you're a spy. When you choose Human as your character type, come up with an explanation for how you learned your wide variety of talents. Choose one of the three options described below. It will provide the foundation of your background and give you an idea of how you can improve. The GM can use this information to develop adventures and quests that are specifc to your character and play a role in your advancement.

Born Lucky

You seem to be better than most people because you are. Your ancestors were the best in their tribes, or maybe you even have a little Garou DNA in you. You're smarter, stronger, more dexterous, and able to learn mental and physical skills more quickly. Folks might call you charismatic, blessed, divinely gifted, or just plain lucky. They probably said the same thing about your parents, their parents, and so on. Some of your genetic advantage might even grant you low-level psychic abilities that greatly resemble the "miracles" performed by Kinfolk.

Advancement: You might be a superhuman, but you're still limited by what you learn and experience. Therefore, you must continue to train and study. Practice is the key — it just comes easier for you than it does for others. When you improve, it's because you have honed your natural abilities or unlocked heretofore unknown genetic traits.

School of Hard Knocks

You learned things the hard way — on your own. Adaptive and canny, you express the true strengths of humanity in your ability to adjust quickly to circumstances, pick up new tricks to succeed, and ultimately survive when you probably should be dead.

Most likely, you grew up on your own, perhaps on the streets, in the wilderness, or amid ruins. The details don't really matter. What's important is that you taught yourself how to overcome whatever challenges came along.

Advancement: Just keep on keeping on. You got to where you are by observing, learning, adapting, and adopting. To advance, you need to do more of the same. Constant wariness coupled (somewhat paradoxically) with constant curiosity allows you to hone your skills and new capabilities.

Spirit Influence

Sometime in your past, you had an interaction with a spirit that left you… changed. Maybe you were starving in the wilderness and killed and ate a powerful spirit, and it somehow imbued you with power. Maybe a curious spirit took pity on you when you were dying, and invested itself in you to bring you back to life. Whatever happened, you are a little more than human, and that makes you better than others.

You've always got an unexpected trick up your sleeve or a fallback contingency. For example, your skin might be hardened to make you more resilient, you might have supernatural senses that let you sense a foe's attack before he strikes, or your spirit's latent abilities could allow you to push your enemy's blade slightly to the left so you can just barely dodge it. In the end, you're simply hard to hurt.

Advancement: Your power comes from the connection you have with the spirit inside you, so to grow stronger, you must explore that connection and strengthen it. Spend time in training or meditation, seek out your hidden depths and discover secrets of your present that will prove essential to your future.

Human Stat Pools

Stat Pool Starting Value
Might 10
Speed 10
Intellect 10

You get 6 additional points to divide among your stat Pools however you wish.

Your Effort score starts at 1, and can be increased by spending XP.

Human Tiers

First-Tier Human

Jack of All Trades: You have an Edge in 1 for one stat of your choice: Might, Speed, or Intellect.

Talen Use: You can bear two talens at a time.

Practiced With Light and Medium Weapons: You can use light and medium weapons without penalty. If you wield a heavy weapon, increase the difficulty of the attack by one step.

Skills: You are trained in one task of your choosing (other than attacks or defense).

Flex Skill: At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you're trained in that task. You can't use this ability with a skill you're already trained in to become specialized.

Starting Equipment: You start with one expensive item.

Tricks of the Trade: You have a wide range of abilities that keep people guessing. Some of these tricks of the trade are technically esoteries, using spirit magic, while others are more mundane. Some tricks are constant, ongoing effects; others are specific actions that usually cost points from one of your stat Pools.

Choose two of the tricks described below. You can't choose the same trick more than once unless its description says otherwise.

  • Bash (1 Might point): This is a pummeling melee attack. You make an attack and inflict 1 additional point of damage using almost any weapon except the lightest (such as a whip or a small knife). Action.
  • 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.
  • Pierce (1 Speed point): This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional point of damage if your weapon has a sharp point. Action.
  • Practiced in Armor: You can wear armor for reasonable periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Might cost per hour for wearing armor and the Speed Pool reduction for wearing armor by 2. Enabler.
  • Skill With Defense: Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. Unlike most tricks of the trade, you can select this trick up to three times. Each time you select it, you must choose a different type of defense task. Enabler.
  • Thrust (1 Might point): This is a powerful melee stab. You make an attack and inflict 1 additional point of damage if your weapon has a sharp edge or point. Action.
  • Trained Without Armor: You are trained in Speed defense actions when not wearing armor. Enabler.

Second-Tier Human

Skills: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you're already trained in, you become specialized in that task. You can't choose a task you're already specialized in.

Tricks of the Trade: Choose one of the following tricks (or a trick from a lower tier) to add to your repertoire. In addition, you can replace one of your first-tier tricks with a different first-tier trick.

  • Brute Finesse: Sometimes a swift kick is just the trick to popping open a lock or starting a reluctant piece of machinery. When you apply Effort to a noncombat Speed task, you can spend points from your Might Pool as if they came from your Speed Pool. For example, you could spend 3 Might points and 2 Speed points to apply two levels of Effort to picking a lock. Enabler.
  • Experienced Adventurer: When you use a noncombat skill successfully, if you didn't roll a natural 19 or 20, you can apply a level of Effort (after the roll) to get a minor special effect. The stat points spent for this level of Effort must come from the same stat as the one used for the skill. Thus, if you made a Speed roll, the cost of the Effort comes from your Speed Pool. Applying the Effort doesn't modify the difficulty of the task — it only creates the minor effect. Enabler.
  • No Need for Weapons: When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler.
  • Push (2 Intellect points): You push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can't use this trick to pull a lever or even close a door. Action.
  • Reload (1 Speed point): When using a weapon that normally requires an action to reload, you can reload and fire (or fire and reload) in the same action. Enabler.
  • Ward: You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler.

Third-Tier Human

Expert Talen Use: You can bear three talens at a time.

Skills: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you're already trained in, you become specialized in that task. You can't choose a task you're already specialized in.

Tricks of the Trade: Choose one of the following tricks (or a trick from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier tricks with a different trick from the same lower tier.

  • Enhancement (4 Intellect points): You gain a +1 bonus to the Edge for one stat of your choice (Might, Speed, or Intellect) for ten minutes. You can have only one version of this trick in effect at a time. Action to initiate.
  • Hover (3 Intellect points): You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air, or float up to a short distance as your action, but no more; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate.
  • Mind Reading (4 Intellect points): You can read the surface thoughts of a creature within short range of you, even if the subject doesn't want you to. You must be able to see the target. Once you have established contact, you can read the target's thoughts for up to one minute. If you or the target move out of range, the connection is broken. Action to initiate.
  • Onslaught (2 Intellect points): You attack a foe using energies that assail either his physical form or his mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range, invisible ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (and thus ignores Armor). Some creatures without minds (such as automatons) might be immune to mindslice. Action.
  • Skill With Attacks: Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. If you take any of the heavy options, you no longer have a penalty when using heavy weapons. Enabler.

Fourth-Tier Human

Skills: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you're already trained in, you become specialized in that task. You can't choose a task you're already specialized in.

Tricks of the Trade: Choose one of the following tricks (or a trick from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier tricks with a different trick from the same lower tier.

  • Analytical Combat: Sometimes the most important muscle in a fight is your brain. If you can predict where an opponent will move next or see her weak spot, you can be a more successful combatant. When you apply Effort to a combat Might task or Speed task, you can also spend points from your Intellect Pool as if they came from your Might Pool or Speed Pool. For example, you could spend 3 Intellect points and 2 Might points to apply two levels of Effort to attacking with a sword. Enabler.
  • Lunge (2 Might points): This move requires you to extend yourself for a powerful stab or smash. The awkward lunge increases the difficulty of the attack roll by one step. If your attack is successful, it inflicts 4 additional points of damage. Action. * Slice (2 Speed points): This is a quick attack with a bladed or pointed weapon that is hard to defend against. The difficulty of the attack roll is decreased by one step. If the attack is successful, it deals 1 less point of damage than normal. Action.
  • Spray (2 Speed points): If a weapon has the Rapid Fire property (such as the repeating crossbow), you can spray multiple shots around your target to increase the chance of hitting. This move uses 1d6 + 1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). The difficulty of the attack roll is decreased by one step. If the attack is successful, it deals 1 less point of damage than normal. Action.
  • Transdimensional Weapon (3 Intellect points): One melee weapon that you touch vibrates on a dimensional frequency so that it spans into other dimensions for one hour. During this time, it inflicts 1 additional point of damage on a successful hit and affects targets that can only be affected by special transdimensional effects, such as those that are out of phase. Action to initiate.

Fifth-Tier Human

Adept Talen Use: You can bear four talens at a time.

Skills: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you're already trained in, you become specialized in that task. You can't choose a task you're already specialized in.

Tricks of the Trade: Choose one of the following tricks (or a trick from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier tricks with a different trick from the same lower tier.

  • Feint (3 Speed points): If you spend one action creating a misdirection or diversion, in the next round you can take advantage of your opponent's lowered defenses. Make a melee attack roll against that opponent. The difficulty of the roll is decreased by one step. If your attack is successful, it inflicts 4 additional points of damage. Action.
  • Snipe (3 Speed points): If you spend one action aiming, in the next round you can make a precise ranged attack. The difficulty of the attack roll is decreased by one step. If your attack is successful, it inflicts 4 additional points of damage. Action.
  • Successive Attack (2 Speed points): If you take down a foe, you can immediately make another attack on that same turn against a new foe within your reach. The second attack is part of the same action. You can use this trick with melee attacks and ranged attacks. Enabler.
  • Targeting Eye: You are trained in any physical ranged attack that is a trick of the trade or comes from a magical device. For example, you are trained when using an Onslaught force blast because it's a physical attack, but not when using an Onslaught mindslice because it's a mental attack. You are trained when attacking with a death ray emitter because it comes from a magical device, but not when using a crossbow because it's a mundane weapon. Enabler.
  • Mastery With Defense: Choose one type of defense task in which you are trained: Might, Speed, or Intellect. You become specialized in defense tasks of that type. Unlike most tricks of the trade, you can select this trick up to three times. Each time you select it, you must choose a different type of defense task. Enabler.

Sixth-Tier Human

Skills: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you're already trained in, you become specialized in that task. You can't choose a task you're already specialized in.

Tricks of the Trade: Choose one of the following tricks (or a trick from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier tricks with a different trick from the same lower tier.

  • Energy Protection (4+ Intellect points): Choose a discrete type of energy you have experience with (such as heat, sonic, electricity, and so on). You gain +10 to Armor against damage from that type of energy for ten minutes. Alternatively, you gain +1 to Armor against damage from that energy for 24 hours. You must be familiar with the type of energy; for example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. Instead of applying Effort to decrease the difficulty, you can apply Effort to protect more targets, with each level of Effort affecting up to two additional targets. You must touch additional targets to protect them. Action to initiate.
  • Invisibility (5 Intellect points): You become invisible for ten minutes. While invisible, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position — attacking, performing an esotery, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
  • Parry (6 Speed points): You can deflect incoming attacks quickly. When you activate this trick, for the next 10 rounds you reduce the difficulty for all Speed defense rolls by one step. Enabler.
  • Spin Attack (6 Speed points): You stand still and make melee attacks against up to five foes within reach, all as part of the same action in one round. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to all of these attacks. Action.
  • True Senses: You can see in complete darkness up to 50 feet (15 m) as if it were dim light. You recognize holograms, disguises, optical illusions, sound mimicry, and other such tricks (for all senses) for what they are. Enabler.
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