Possible concepts for Kinfolk include:
architect, archaeologist, anthropologist, lab tech, nature guide, outdoor writer, pack alpha, farmer, executive, environmental attorney, photographer, programmer, vet tech, philosopher, outcast wolf, police officer, bounty hunter, ecologist, zoo-born wolf, biologist, forester and Chief brandy sampler (Just joking!)
Relation describes your family connections to the Garou. "Daughter of Theurge" is one example.
Step Two: Select Abilities
Prioritize the three categories: Physical, Social, Mental (6/4/3). For rules on wolf kin click here
Step Three: Select Abilities
Prioritize the three categories : Talents, Skills, Knowledges (11/7/4).
Wolf kin characters have a different set of abilities with which to work. They should allot their smallest portion to Knowledge Abilities to be found in The Werewolf Players Guide. Click above wolf icon for more.
Step Four: Select Advantages
Choose Backgrounds (5). Kinfolk may select from Allies, Contacts, Equipment, Favors, Mentor, Pure Breed, Renown and Resources.
However there are restrictions for tribes:
Bone Gnawers: May not purchase Pure Breed or more than 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.
Silver Fangs: Must spend at least one Background point on Pure Breed.
Wendigo: May not purchase Contacts or Resources
Optional: Merits and Flaws are optional advantages/disadvantages. Purchase Merits with Freebie points; Flaws selected add to the Freebie Point pool, up to a maximum of seven points.
Step Five: Finishing Touches
Record Willpower (3)
Spend Freebie points (21). You cannot purchase Gifts with freebie points; you must accquire them through play and spending experience points.
Trait
Attributes Abilities Backgrounds Willpower First Numina Type Second Numina Type Merits |
Cost
5 per dot 2 per dot 1 per dot 1 per dot 7 per dot 14 per dot variable |