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Applying for a character
Guide for writing a character
Example applications
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Umbra/Spirit guide
Firearm guide
GarouWIKIA
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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:
- 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.
- 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.
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