Backgrounds and Influences

On character creation, you have 5 points to put into backgrounds and influences. You can buy more of these with bonus experience from things like negatives (see Finishing Touches for more details). Below is the listing of Backgrounds (from LotW, revised pg. 87) with tribe limitations (meaning you cannot start with the background) and Influences (from LotW, revised pg. 100).

Backgrounds are not always available to every tribe. They are broken down as follows:

Allies - a few friends help you out in your endeavours. You can make a few calls and cut a few deals to get assistance in a wide range of activities. Each trait represents one person that you can call for aid. Your abilities have special talents that make them better than the average person. An ally may call on you for mutual aid or refuse to help if pressed into dangerous or illegal activities. Restricted tribes: Red Talons (human allies), Shadow Lords.
Ancestors - you past is connected to Garou of great renown. Their superior skills are always in the back of you mind and each trait you possess strengthens the link you share with these ancestors. You can spend a trait and tap into this ancestral wisdom and experience, substituting a level of an ability that you do not already possess. Restricted tribes: Bone Gnawers, Glass Walkers, Silent Striders.
Contacts - you know who to ask when looking for the movers and shakers behind the scenes. Your rating will allow you to sidcern rumours and information. You can switch your contacts from place to place each game, getting information in different areas at your demand. Your contacts will not function as aides or lackeys. Restricted tribes: Get of Fenris, Red Talons, Wendigo.
Fetish - a fetish is valued as the most prized of all possessions to be passed down from generation to generation. It is an object of mystical properties. Each level increases the power of the Fetish passed down to your character. On character creation, you can request a certain fetish but it is up to the Storyteller's discretion (inquire as to the allowed fetishes on character creation). I recomend that you do not start the game with a fetish, but earn it though role-play.
Kinfolk - these individuals are an invaluable network of hospitality and information. They can have certain capabilities (talk to your Storyteller to determine these). Fianna are recommended to have at least one level. Red Talon kinfolk are all wolves.
Mentor - an older or more experienced Garou looks after you and comes to your aid occasionally. Taking up your mentor's time is risky. The number of traits you have determines the standing and power of your mentor. This is also under Storyteller discretion. Restricted tribes: Glass Walkers, Shadow Lords.
Pure Breed - this is a measure of your pedigree and noble lineage. Each trait adds one Social trait for tests against other Garou. Silver Fang must have at least 3 traits. Restricted tribes: Bone Gnawers, Glass Walkers.
Resources - you have access to liquid capital and spending money. These resources are readily available and they come to you automatically due to your investments, jobs and holdings. The number of traits you have determines the amount of money and capital that you can secure. Restricted tribes: Bone Gnawers, Red Talons, Silent Striders, Wendigo.
Rites - these are a very simple way to connect with the mystical powers of Gaia. Each trait denotes how many rites you know at the beginning of the game (ie. a level 3 means you can have a level 3 rite or a level 1 rite and a level 2 rite or 3 level 3 rites).
Totem - totems will bestow their powers to one pack member at a time, reserving the capacity of passing this power on to another pack member at the Garou's discretion, assuming they don't keep it for themselves. Storytellers determine requirements for totems and packs (talk to your Storyteller).

 

Influences: you can have up to a maximum of 5 points in any one influence. Check with your Storyteller to determine how influences are being handled.

Bureaucracy - you can get through red tape, bypass rules and regulations or twist bureaucratic regimentation to your advantage.
Church - you can change religious policy, affect assignment of clergy, and access a variety of lore and resources.
Finance - you can start/smother businesses, crush/support banking institutions and alter credit records.
Health - you can aquire vets/doctors to help with Garou and kinfolk illness, find out/perform medical research and development.
High Society - you can become known at the top of society and move in circles of wealth and elegance.
Industry - you can sway the formation of unions, sway movement of project works, locations for factories and the product of manufacturing concerns.
Legal - you can help keep yourself/others out of legal trouble or go after an enemy's assets.
Media - you can crush/alter news stories, control the operations of news stations and reporters and sway public opinion.
Occult - you can dig up information to improve your knowledge, get inside the occult community and find rare components for rituals.
Police - you can get copies of police reports, access confiscated weapons, arrange set ups and start investigations.
Political - you can sway/alter political projects, enact legislation and get others into office.
Street - you can get uncommon weapons, be "in" with the gangs and arrange protests by street people.
Transportation - you can arrange safe passage, hamper someone's ability to travel and shut down modes of transportation.
Underworld - you can obtain weapons, arrange a "hit" and make white-collar crime connections.
University - you can have access to facilities, call on favours, fix classes/marks, falsify degrees and organize student rallies.

Note that these are just a few of the available things that you can do with these influences. For further information, check out pg. 100 in LotW, revised. From here let's move on the Merits and Flaws.

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Created by: Amanda Gaudet
Last Modified: April 6, 2003