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Guide to writing a character for GarouMUSH

About this guide

Do I write the application in first ("I") or third ("he/she/it") person?

English and grammar.

Power levels and "reality"

How long does an application need to be?

Recommended races

Recommended tribes and auspices

Can I play a lupus or a metis?

Can I play this other race that I found in a sourcebook/supplement?

Can I take merits and flaws?

Creating a garou: conception through birth

Conception
Kinfetches

Creating a garou: childhood through pre-change

How "dark" is GarouMUSH's World of Darkness and how does that affect my character?

Character skills and knowledge

Creating a garou: Nearing the first change (12-16 years old)

What triggers a first change?

My character just changed into a werewolf. Now what?

Is that a kinfetch or are you just happy to see me?

Gifts, Rage, Rites, the Umbra, and recently changed Garou cubs

Limited Backgrounds for cubs: Rites and Fetish

Anything Else?

Wait! There's no section for doing a post-change cub or cliath!

Parting advice


About this guide

This guide is just that: a guide. There is no step-by-step, fill-in-the-blanks formulaic process for writing a character. The purpose of this guide is to help alert you of common pitfalls, advise you as to what wizards are looking for in an application,  and to help you think about your character before you start writing the application.

Following this guide does not guarantee that you will get a character. However, it will greatly help your odds of getting through the application process.

Do I write the application in a first ("I") or third ("he or she") person point of view?

Either. Or Both. Some people like to do a brief 1st person point of view or introduction to get into the character's head, and then switch to 3rd person and write the character's history from an OOC perspective.

However, 1st person point of view tends to be harder to write and convey information to the -reg wizard and is generally about 2-3 times longer than a 3rd person application. Using 1st person for an experienced character is probably not a wise decision--especially if you have never had a character on GarouMUSH before.

English and grammar

GarouMUSH requires that all applicants have a good working knowledge of English. "Good working knowledge" does not mean perfect--there's plenty of typos on this website. However, you should put some effort into using standard English.

ur application will b rejected n-stantly if it look like this

In summary, don't make your high school English teacher cry.

Power levels and "reality"

GarouMUSH tends to be a "low power" game (particularly for new players) with a strong emphasis on realism and believability--insofar as werewolves are real and believable!

Just think "low key" when it comes to your application: the lower, the better. New players aren't expected or supposed to come onto the game with fully competent, ass-kicking characters. It's all about the learning process.

How long does an application need to be?

To quote one former GarouMUSH wizard: "An application should be like a woman's dress: long enough to be decent, but short enough to keep me interested."

Wizards don't mind reading longer applications so long as they're interesting and engaging and good. Wizards don't particularly care to read rambling applications that seem to go on forever, but wizards will readily reject an application that is too short and doesn't develop the character enough.

Human applications

Human applications take about 1-2 pages of single-spaced text, providing they have no or little knowledge of the supernatural. The more they know, the longer the app gets--with no upwards limit to page length (beyond the wizard getting bored).

Kinfolk applications

Kinfolk applications take about 1-4 pages of single-spaced text, depending on how much exposure to the supernatural they have had. The more they know, the longer the app.

Pre-change garou cub applications

Pre-change garou cub applications are about 2-4 pages long (full pages, single-spaced).

Post-change garou cub applications

Post-change cub applications typically take 3-6 pages, needing to explain their first change and why they were not cubnapped by the garou and, if they were cubnapped, what they have learned since then and why they were turned loose on their own to wander off to a different city and sept. (You're going to have to do a lot of dancing to pull this off and we don't advise trying this for your first character.)

Cliath garou applications

Cliath garou take about 3-8 pages and are subject to greater scrutiny in the application process. The longer a character has been a cliath, the more they know, and the more you must demonstrate that that knowledge does not conflict with GarouMUSH's worldview. It's advisable, if you wish to play a cliath, to apply for one that has just recently completed its Rite of Passage and done little or nothing else.

Recommended races

We strongly, strongly, strongly recommend that new players start off with a pre-change garou cub as their first character. This allows you to learn the worldview and styles with a character that "doesn't know any better" if you do something wrong.

If you're playing a cliath and do something wrong, you character can expect to get punished, expelled from the sept (and thus the game), or killed. Cliaths can teach cubs and thus alter the worldview accidentally. For this reason, cliath garou are much harder to get--they have the potential to damage the game/worldview.

Humans and kinfolk are easiest to obtain, but there are not a lot of opportunities for kin and humans to get steady RP. They make for excellent secondary characters, but we do not advise new players to take them as their first character on the game.

Recommended tribes and auspices

As a new player, you can pick from 11 of the core 13 tribes.
  • Black Furies
  • Bone Gnawers
  • Children of Gaia
  • Fianna
  • Get of Fenris
  • Glass Walkers
  • Red Talons (restricted--no new players)
  • Shadow Lords
  • Silent Striders
  • Silver Fangs
  • Stargazers (restricted--no new players)
  • Uktena
  • Wendigo
Note that the above list does not include tribes like Croatan, Bunyip, White Howlers, Skin Dancers, and Black Spiral Dancers. That's quite intentional.

If you're wondering what kind of garou to create, log in to the game and type "+census". This gives a breakdown of how many people are in each tribe. Type "+census/long <tribe name>" to get a breakdown of the name, rank, auspice, breed, and activity level for each character within a tribe.

For example, if there are 8 Get of Fenris--3 ahrouns, 2 ragabash, 1 theurge, 1 philodox, and 1 galliard--then you should not apply for another ahroun as there are too many already. Any other auspice is fine, though you might want to ask before applying for another ragabash.

If you're playing a cub, you'll want to look for a tribe that is fairly active and has a decent number of players in it. That way you'll have more RP opportunities within your tribe.

Another good way to see what characters are needed is to log in as a guest and ask people in the OOC Lounge.

Can I play a lupus or a metis?

Metis or Lupus characters are restricted and never given to new players.

If you're dying to play a lupus or metis, apply for a homid character first, prove yourself with that character, and then apply for a lupus or metis after you've shown us what you've got.

Can I play this other race that I found in a sourcebook/supplement?

As a new player on GarouMUSH, no.

Can I take merits and flaws?

We don't use merits per se on GarouMUSH. Flaws are optional, but carry no benefits other than character development/quirks.

Creating a garou: conception through birth

Conception

Before a garou is born, it must be conceived. This requires one of three things:
  • A garou that mates with another garou
  • A garou that mates with a kinfolk
  • A kinfolk that mates with a human
If a garou mates with a garou, the offspring will always be a garou metis with some kind of deformity.

If a garou mates with a human/kinfolk, the offspring has a 1 in 10 chance of being garou. Having a family where more than one child is Garou is extraordinarily rare, but all offspring of a this type will at least be kinfolk.

If a kinfolk mates with a kinfolk, there is roughly a 1 in 100 chance of the offspring being garou. All offspring will be kinfolk, though.

If a kinfolk mates with a human, there is a 1 in 200 chance that the offspring will be garou. Other offspring have only a 1 in 2 chance of being kinfolk and most kinfolk of these kinds of unions are undetectable and considered "lost". (The detection process is extremely long and will drive non-kin insane--though Silver Fangs are rumored to subject their kin to this treatment in order to save as much of their bloodlines as possible.)

If a human mates with a human, the offspring will always be human.

Kinfetches

If your garou character does not have a kinfetch placed on it shortly after birth, it will be a Lost Cub. Lost Cubs can be taken in by any tribe--regardless of what tribe you want the character to be in. If you wanted to be a Fianna but get claimed by the Bone Gnawers, you're a Bone Gnawer.

If a garou realizes that his mate has become pregnant, that garou will generally either stick around long enough to perform a special ritual (Rite of Baptism by Fire) once the baby is born. This ritual will determine if the offspring is garou and, if it is, allows a small spirit of the garou's tribe to be attached to the newborn.

This rite must be performed within 1 lunar phase after the child's birth or it will not work.

Once marked with a kinfetch, the parent garou has no cultural obligation (at least among the garou) to stay with the mother and is free to go.

Female Garou often unload their offspring on their mate (be it human or kinfolk) or a "nanny" of sorts to raise.

Creating a Garou: Childhood through pre-change

Between being born and undergoing its first change, a homid garou has about 12-15 years to spend growing up, developing values (or lack thereof), experience life at home, making and losing friends, learning at school, and basically having experiences that define them.

Garou children and kin are often not informed of their heritage until they first (for Garou) and it's no longer avoidable or, in the case of kin, until they've reached an age and level of maturity where they can be trusted with a secret that they will be killed for if they tell it--generally 16-21+ years of age or as mandated by circumstances.

Garou, because of their rage (and occasional bouts of explosive and lethal violence), have a great deal of difficulty staying with a human mate for very long. Usually a year or two is the best that can be managed. Kinfolk are more flexible, but still just as vulnerable to a garou that accidentally frenzies--and frenzies can be triggered by anything from stubbing a toe to having an argument with a spouse to stressing over how to pay the bill or even the act of having sex. ANY emotionally charged situation can cause a frenzy--and the subsequent death of a mate.

This means that garou, as children, often are missing a parent, see their garou parent only on occasion (generally during the slimmest moons), or--as is the case with most garou--has the garou parent die while the garou child is still young.

How "dark" is GarouMUSH's World of Darkness and how does that affect my character?

GarouMUSH is based on a "realistic but slightly darker" version of the real world.

That's important, so go back and read that sentence again.

Even though the game is set in the World of Darkness, bad things are not all-invasive and should not be used as a crutch for developing your character.

If your application has your character being constantly beaten by an abusive alcoholic father while his drug-using mother/prostitute sits sedated in the corner, has your character being teased and ostracized mercilessly every day at school by classmates and teachers, then gang raped by a pack of wild dogs with AIDS while experiencing the only happy moment in his life ever, you're going overboard with the angst. Lots.

A little angst/trauma is fine, but avoid making the application one giant sob story. Trauma or angst can help develop a character, but should not define it.

Character skills and knowledge

Sure, there are child prodigy violinists, but what are the odds that your character is one of them? Odds are that your character is pretty average in most things, but might shows some mild talent or promise in one or maybe three areas--and counterbalancing weaknesses in others.

If your character is a straight-A student, football quarterback, lead singer in a popular local band, budding supermodel, computer hacker, captain of the debate team, full of street-smarts, and is a master of Tae-Kwon-Whupass--and you think that's realistic....

To sum things up, your character should be realistic, believable, developed using life-events (but not completely defined by them), and have ample room to grow and mature over years (and decades) of play on the game.

Creating a Garou: Nearing the first change (12-16 years old)

As a prec-change garou starts to draw nearer to their first change, evidence of their rage and inner predatory nature begins to slowly work its way out. This typically has a very detrimental impact on the cub's social life with existing human friends and family members as they start to avoid or ostracize the garou, instinctively sensing the coming danger and rage. How the character responds to this is probably something that should be included in the application.

The overwhelming majority of garou will typically undergo their first change during puberty--in the 12-16 years of age ballpark. Largely, the two factors deciding how soon the change happens are the character's rage (ahrouns first young, ragabash generally years later) and how often they're in stressful situations or fights (street thugs first early whereas bored and pampered rich kids first later). Every once in a while a garou might first at 10-11 years of age, and every once in a blue moon a super-low rage garou leading a tranquil life might make it to 17 or 18 years of age without firsting. But these tend to be the exceptions and not the rule.

What triggers a first change?

If you are applying for a pre-change cub, you don't have to worry about adding this section to your application. You can have someone run your first change for you once you get onto the game. However, the triggers for a first change are wide and varied and you should be aware of them.

A character's first change is triggered by anything that would potentially require a frenzy check in a Garou. These things are listed below:
  • Embarrassment (you tripped and fell)
  • Humiliation (your date just dumped you publicly)
  • Any strong emotion--including lust, passion, and envy (having sex, seeing your date talking with a comely stranger, etc.)
  • Extreme hunger
  • Confinement or a feeling of helplessness/entrapment
  • Taunting by an adversary
  • Feeling as if you've been wronged--not necessarily even being wronged, just feeling so.
  • Silver is visible in the vicinity (for Garou who know what silver actually does to them, it is a dire threat)
  • Being injured or even struck
  • Being surprised
  • Screwing something up royally (totally bombing the math test)

My character just changed into a werewolf. Now what?

When a character undergoes its first change, it immediately shifts to the crinos (war) form--and then falls over.

Newly changed Garou have to learn how to use their legs, walk, run, and fight. Newly changed Garou are not harmless, though. They're big, heavy, and have teeth and clawed arms that can do horrific and unsoakable damage to a human unfortunate enough to be too close.

A garou that undergoes his first change because he or she was attacked by a gang may kill one or maybe even two of the gang members that happened to be right there when the change occurred, but the rest of the gang is going to probably escape, running away as the Delirium kicks in. A Garou that undergoes his first change when attacked by a vampire or black spiral dancer is either a dead garou or a captured garou.

Keep in mind that someone, somewhere, has to clean up any mess your character makes in order to preserve the Veil. And that if a cliath (or even experienced cub) shows up and wants to detain your just-changed character, they'll have a relatively trouble-free time doing so--thanks to their vastly greater experience, skill, training, and knowledge.

Is that a Kinfetch or are you just happy to see me?

Remember the discussion about kinfetches earlier? Kinfetches come into play just prior to or during a Garou's first change. If the first change was provoked suddenly and without warning, then the kinfetch zooms off as the change happens. If the first change is gradual, the kinfetch zooms off BEFORE the change happens (possibly even a month in advance), giving any nearby Garou an early warning that the change is drawing near and that there's a cub that needs kidnapping nearby and giving the Garou the opportunity to minimize collateral damage, deaths, and potential Veil problems.

Kinfetches will seek out Garou of the same tribe first and foremost. If there doesn't appear to be any in the area, the kinfetch settles for any Garou that's handy, relaying the location of the cub, the cub's tribe, and the cub's auspice. Once the kinfetch leads a Garou back to the cub, it vanishes to catch up on about 12-16 years worth of lost time.

Gifts, Rage, Rites, the Umbra, and recently changed Garou cubs

On GarouMUSH, cubs do not know how to use gifts until their rite of passage or afterwards. (Even though they are on your character's +sheet, you cannot use them.)

All rites must be learned, so cubs cannot start out with them. Cubs may learn one level 0 rite prior to undergoing their rite of passage--and this is generally only done for cubs that are well-behaved and showing progress. It's a privilidge, not manditory.

A cub must also learn to control their rage, lest they blow it all initially and potentially enter another frenzy. This takes time, practice, and acts of will.

Garou must be taught how to access the umbra. They cannot enter the umbra during their first change or generally anytime soon afterwards. Stepping sideways into the umbra is simply not something that happens by accident.

Limited Backgrounds for cubs: Rites and Fetish

Cubs cannot take the Rites background in character generation.

Cubs may take the Fetish background, but it must have come from a relative or parent and they likely are unaware as to what it is--beyond an unusual heirloom. Remember that fetishes are extraordinarily rare and an adult garou is not likely to give a rare item of power to someone who does not know how to use it--essentially taking that fetish out of action, Fetishes kept within a family lineage are better given or delivered after the cub has finished or completed a rite of passage.

All fetishes must be pre-approved during the application process by your -reg wizard.

Anything else?

If you're applying for a pre-change cub, you've got all the basics covered at this point.

Whew!

Wait! There's no section for doing a post-change cub or cliath!

That's right, this guide doesn't go into dealing with an application for a cub with experience/training or a cliath. Why? Because by that point it gets too broad and convoluted to provide a general guideline for writing an app. Major character development is going on--developments that only YOU can make a guideline for.

Also, by apping an experienced cub or cliath, you are expected to know something about the GarouMUSH world--and this is where you have to prove that you have that intimate knowledge and that it does not clash with the existing worldview.

As was mentioned earlier, it gets much harder to obtain a post-change garou cub or cliath in comparison to a pre-change cub. If you're unfamiliar with the game (and worldview), then it's best that you start out with a cub.

Parting advice

Two pieces of highly useful advice for new players:
  1. Listen to any advice that is given to you in an OOC capacity by other players, act upon it, and adjust your RP accordingly. If someone tells you you're doing something wrong, listen to them so the wizards are not called in to tell you that, yes, you are doing something wrong. The players that have been on the game longer are attempting to help you fit in to the existing MUSH worldview, so don't take constructive criticism as an attack on you--or that you've made some horrible and irreconcilable error. You're going to make mistakes: all we ask is that you learn from them and not repeat them.
  2. Don't sit like a lump on a log expecting everyone else to entertain you. Actively pursue RP by paging other players to ask about getting RP. Lurk IC in public locations where other characters might happen to "drop in" if they see someone else on the grid. If your character is parked in a private room or the OOC Lounge, people are probably going to assume you don't want to RP.

Last updated on Dec 31, 2006.