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Werewolf: The Forsaken - Blank It

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72<br />

Chapter II: Character<br />

tributes. A quick refresher from the World of Darkness<br />

Rulebook shows what the nine basic Attributes are used<br />

for and what capacities the various numerical ratings represent.<br />

<strong>It</strong>’s then up to Jack to prioritize the three general<br />

Attribute categories as best suits his character.<br />

With only a moment’s deliberation, Jack chooses the<br />

Physical category as primary, which gives him five dots<br />

to spend on Physical Attributes. He sees his character<br />

as a tough, somewhat intimidating figure who spends a<br />

good deal of his time working out and keeping in shape.<br />

<strong>The</strong> character does so not because he is especially health<br />

conscious or vain, but because he considers good health<br />

and physical conditioning essential to his job. (He also<br />

hopes to meet people with at least one common interest<br />

at his local gym.) <strong>The</strong> first thing Jack does is add one dot<br />

to each Physical Attribute right out of the gate. Combined<br />

with the one free dot that every character gets in each Attribute,<br />

Jack’s character has a baseline rating of 2 in each<br />

Physical Attribute, representing the human average. He<br />

then adds one of his remaining two dots to Strength and<br />

the other to Stamina, representing slightly above-average<br />

capacities in each. When all is said and done, Jack’s character<br />

has Strength 3, Dexterity 2 and Stamina 3.<br />

Next he chooses the Mental category as his secondary<br />

priority. Doing so gives him four dots to spend, in addition<br />

to the single free dot in each Attribute that every character<br />

receives. Again he spends his first three dots bumping<br />

each Attribute up to the average rating of 2, which leaves<br />

him with one dot remaining. He spends that dot into<br />

Wits, putting him slightly above the average rating in that<br />

Attribute. <strong>The</strong> way he sees it, his character has received<br />

some training to respond quickly and decisively in tense,<br />

low-grade emergency situations, and the above-average<br />

rating gives him a decent ability to do so. That said, his<br />

character has Intelligence 2, Wits 3 and Resolve 2.<br />

By process of elimination, Jack’s character’s Social<br />

Attributes become his tertiary priority, leaving him three<br />

dots to divide among them. He starts with one free dot<br />

in each Attribute, then adds the remaining three evenly<br />

to each Attribute to give him average ratings across the<br />

board. Jack figures those ratings represent his character’s<br />

subtle withdrawal from the community now that his college<br />

friends have moved away. As a result, Jack’s character<br />

has a Presence, Manipulation and Composure of 2 each.<br />

STEP THREE: SKILLS<br />

After the Attribute step, Jack assigns priorities and<br />

dots to his character’s Skills. <strong>The</strong> Skill categories are<br />

broken down by Mental, Physical and Social like the<br />

Attributes are, but Jack chooses not to prioritize them in<br />

entirely the same way. He sets his Physical Skills as his<br />

primary category as he did with his Attributes, but he<br />

sets his Social Skills ahead of his Mental Skills. He figures<br />

that college and his job have taught his character a<br />

little more about relating to people and interacting with<br />

them than they have about more scholarly, academic<br />

concerns. As a result, Jack has 11 dots to spend on his<br />

character’s Physical Skills, seven to spend on his Social<br />

Skills and four to spend on his Mental Skills.<br />

Assigning his Physical Skill dots, Jack gives his character<br />

two dots in Athletics to reflect the good shape he keeps<br />

himself in and his natural physical talents. He then picks up<br />

a dot of Stealth and two dots of Survival, reasoning that the<br />

character enjoyed fairly regular hunting and camping trips<br />

with his family and friends throughout primary school. He’s<br />

hardly been hunting at all since college started, however,<br />

which is why the scores aren’t any higher. Next, he gives<br />

himself two dots of Drive and a single dot of Firearms, representing<br />

the basic training he received in those activities<br />

upon being hired by the campus police. He rounds out his<br />

Physical Skills by putting three dots into Brawl, representing<br />

both the self-defense training he received through his<br />

job and his own natural flair for it.<br />

Next, Jack has seven dots to spend on his Social Skills,<br />

and he spends his first two into Intimidation. <strong>The</strong> score<br />

comes not only from his size and inherent predatory nature<br />

as one of the Uratha, but from the added effect that being<br />

armed and in uniform tends to lend him. To this, he adds a<br />

dot of Expression, a dot of Persuasion and a dot of Subterfuge,<br />

all representing what moderate training he’s been given in<br />

how to deal with people who are drunk, drugged, frightened,<br />

angry or otherwise agitated and get them to do what<br />

he’s telling them to. Finally, he adds two dots of Streetwise,<br />

reasoning that a successful, moderately intelligent campus<br />

police officer couldn’t help but have picked up a capacity for<br />

it in the normal course of his duty. Jack consciously chooses,<br />

however, to leave the Empathy and Socialize Skills at 0 in<br />

order to reflect how hard the character is finding it to relate<br />

to his human peers since his First Change.<br />

Finally, Jack has four dots to spend on his character’s<br />

Mental Skills. He spends one into Computer, one into<br />

Investigation and one into Medicine, all representing<br />

introductory courses the character was given during his<br />

training with the campus police. His last dot goes into<br />

Occult to reflect the lessons the character has begun to<br />

learn about the supernatural world since his recent First<br />

Change. Jack isn’t thrilled with having so few dots to<br />

spend in this category, but he knows that with so few dots<br />

on the sheet, he’ll have an easier time buying up any Mental<br />

Skills he needs later with experience points.<br />

STEP FOUR: SKILL SPECIALTIES<br />

Once his character’s Skills are laid out, Jack then has<br />

three Specialties to apply to them. He adds his first to his<br />

Medicine Skill in the form of First Aid. He’s no doctor or<br />

EMT, but he knows how to treat and stabilize an injured<br />

person (including himself, naturally) until someone better<br />

trained comes along to help. He puts his second Specialty<br />

in his Brawl Skill in the form of Grappling, reasoning that<br />

most of his self-defense training focused on infighting and<br />

takedowns. His Intimidation Skill receives his third Specialty,<br />

which Jack lists simply as On Duty. When Michelle<br />

asks for a clarification, Jack explains that his character<br />

feels more confident when he’s in uniform and on the job,

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