Make Your Own Mutant
Make Your Own Mutant
Debased Character Creation

This is the character creation and other game information from The Debased, cleaned up and with the addition of a few new Merits, Flaws and debasements.
Note that the effects of the Vanguard of Sirius' Rite of Holism, and certain Merits and Flaws, supersede some of the rules below.

Character Creation and Special Rules
Debased characters are created like Garou, with the following differences:
Attributes and Abilities: Debased begin with reduced point spreads for Attributes (6/4/3) and Abilities (11/7/4). Each dot of Primal-Urge costs two Ability dots and three freebies; the exp cost for raising that Ability is current x 3, and it may never exceed three dots.
Backgrounds: Dog-blooded have three points to spend on Backgrounds. None may take Ancestors, Pure Breed or Spirit Heritage; ferals can't take Fetish, Numen, Resources, Rites or Totem. (See Players Guide to Garou for Spirit Heritage and Numen.)
Auspice, Rage, Gnosis and Willpower: Mutts have no auspices, and start with a base Rage of 1.
Homid Debased possess 1 Gnosis, metis 2, and canis 3; a mutt's Gnosis can never exceed 7.
Ferals have a base Willpower of 3, while Vanguard of Sirius start with 4.
Debasements: Debased characters have one deformity, known as a debasement, chosen from the list of metis deformities or the list below. Debasements take the form of birth defects, chronic ailments and physical flaws. "Magical" metis deformities -- horns, hooves, feathers for fur, etc. -- don't show up as debasements. (Of course, Storytellers have discretion in this matter.)
Social Penalties: Two dice are subtracted from the Social die pools of Debased when they interact with werewolves and spirits, though a character always has at least one die to roll; this penalty doesn't apply to other dog-blooded. Also, mutts are instinctively wired to submit to Garou, all who add one to their effective Pure Breed ratings when interacting with mongrels, even if they don't possess that Background or are barred from it by tribe.
Vanguard of Sirius Debased act at full die pools when interacting with Garou members of the tribe and with allied spirits, though the Garou social benefits still applies against them. This "waiver" doesn't apply to ferals: werewolves and spirits allied with the Vanguard are no more disposed toward tribeless mutts than anyone else.
Gifts and Rites: Ferals get almost no recognition from spirits, and few have Gifts or rites. However, the Storyteller should throw players portraying Debased a bone and allow them a single Level One Gift and/or minor rite for their characters, learned from a mentor or some low spirit.
Vanguard of Sirius begin play with three Level One Gifts from their tribal list, and learn tribe Gifts according to rank (exp cost level x 3) thereafter.
By dint of their crippled spirits, no Debased may learn Gifts above Third Level, no matter their rank.
Freebie Points: Though notably weaker than Garou, the dog-blooded are adaptable and learn quickly. They begin with a base allotment of 21 freebie.

Forms
Debased have the same basic forms as Garou (with Canis form replacing Lupus), but lack their raw power. Use the statistic adjustments for Garou as a base, and apply the 3-pt. version of the Diluted Blood Flaw: subtract two dots from Physical Attribute adjustments for all forms but Homid. (No freebie is awarded for this.)
Sample "builds" for a variety of mongrels are offered below for Storyteller and player convenience. Feel free to fine-tune the numbers for a particular concept.

Standard
These are the modifiers the "average" Debased uses, and are the default for most of the quasi-Breed. In Crinos, Hispo and Canis, these mutts average three quarters of a Garou's mass; Glabro is usually around 25% larger than the Homid form.

Form Statistics
Glabro: Str +1, Sta +1, Man -1, App -1
Crinos: Str +3, Dex +1, Sta +2, Man -3, App 0
Hispo: Str +2, Dex +2, Sta +2, Man -3
Canis: Dex +2, Sta +1, Man -3

Bruiser
These form modifiers reflect a large, lumbering Debased descended from big dogs or with strong wolf ancestry. Such mutts are often as big as werewolves in all five forms.

Form Statistics
Glabro: Str +2, Man -1, App -1
Crinos: Str +4, Sta +2, Man -3, App 0
Hispo: Str +3, Dex +1, Sta +2, Man -3
Canis: Str +1, Dex +1, Sta +1, Man -3

Runt
These stats reflect dog-blooded at the lower range of size and strength, lacking raw muscle but still agile and durable. The mass of the Canis, Hispo and Crinos forms are around half that of Garou equivalent forms, while Glabro isn't much larger than Homid(though is considerably more resilient).

Form Statistics
Glabro: Sta +2, Man -1, App -1
Crinos: Str +2, Dex +1, Sta +3, Man -3, App 0
Hispo: Str +1, Dex +2, Sta +3, Man -3
Canis: Str -1, Dex +2, Sta +2, Man -3

Merits and Flaws
Dog-blooded are prone to all sorts of mental and physical quirks, by dint of their conflicted heritage and natures. Storytellers should judge Merits and Flaws on a case-by-case basis, however, as some wouldn't logically apply, such as those dealing with werewolf society). Be wary of Supernatural Merits, as a mutt's Garou heritage is more a curse than a blessing, though most Flaws of that category fit well. From Players Guide to Garou, the following Merits and Flaws are especially appropriate for the Debased: Calm Heart, Pack Mentality, Deranged, Short Fuse and Shy.
At the Storyteller's discretion, some of the following traits may be taken for Garou or other Shifters. Bloodhound may crop up in lupus and wilderness-bred Fera, some Glass Walkers and Hakken may suffer from Diluted Blood (reflecting their disconnection to their wolf sides), and Quick would fit certain Silent Striders and even Mokole with raptor-style Archid forms.

Bloodhound (2-pt. Physical Merit)
You have an especially sensitive sniffer, which grants a +3 bonus to all die pools involving scent and tracking. However, you're susceptible to scent-based attacks, and certain chemicals can "blind" your sense of smell for a short time.

Diluted Blood (Variable-pt. Physical Flaw)
Diluted Blood reduces Physical Attribute modifiers for non-Homid forms by 1 dot for every freebie granted by the Flaw above 1, using standard werewolf form modifiers as the base. For example, the 3-pt. version of this Flaw (the default for Debased) re-duces Attribute bonuses granted in each form by two dots. A bonus can be reduced below +0, in which case an appropriate penalty is levied. The Attributes penalized are up to the character's player, but once stat mods are chosen they can't be changed after; further, stats must be reasonably consistent from form to form (so a mutt that suffers a Strength penalty in Canis form should have lower Strength in all forms).

Expatriate (3-pt. Social Merit)
You were (or are) either a lapdog to the Garou, or are the child of a werewolf who cared enough to teach you about her tribe. You retain a tangible spiritual and social link to this tribe, even if you're not on very good terms with them.
Choose a tribe. If feral, you may choose a single level one Gift from your original tribe as your Gift "pick"; if you're a Vanguard of Sirius, you may opt to swap one of your three initial tribal Gifts for one from your former tribe. Abilities, Rites, Merits and other traits proprietary to the tribe in question may be available, but Storytellers should use their better judgment in this.
Further, you have a degree of insight into your tribe and the Garou Nation many of your fellows don't. You don't know any guarded tribal secrets ("the Ghost Dancers are planning a grand ritual to destroy the Wyrmcomers on January 23rd!"), but such insider info can help in negotiations, political tactics and so forth if it's applied carefully. For example, one can play upon Bone Gnawers' generosity or the honor of the Fenrir. Clumsy manipulations can easily backfire, however, so be careful. Finally, spirits affiliated with the tribe to which you retain ties may dislike you a little less than they do other Debased, though if such goodwill exists it would be wise to not impose on it overmuch. (Only a -1 penalty is imposed to Social rolls when you interact with Garou of the tribe in question or allied spirits, though you still take -2 penalty with everyone else.)

Minor Debasement (3-pt. Physical Merit)
While born with a debasement, yours is somewhat less severe than most. Perhaps your arthritis manifests rarely and only affects wound penalties at the low end of the health track, you find it easier to resist seizures or fits of madness, or you don't reek that badly. Either pick a debasement from the list of metis deformities or from the list below and scale back its game effects, or create a minor malady appropriate to the character concept.

No Debasement (6-pt. Physical Merit)
You lucky dog. You're either one of the rare mutts born with no debasement, or a Vanguard that has had your deformity removed with the Rite of Holism. You're still Debased, of course, with reduced traits, Social penalties, lower form adjustments, and other baggage. However, you're free from the congenital defects that plague most of your kind. Calling you "blessed" might be an overstatement, but you're better off than most mutts.

Quick (2-pt. Physical Merit)
You're built more for speed than power, and trade bulk for lean muscle. When determining statistic adjustments for non-Homid forms, trade a dot of Strength bonus for a Dexterity dot: Glabro grants Strength +1, Dexterity +1, Stamina +2; Crinos grants Strength +3, Dexterity +2, Stamina +3, and so on. (However, remember to apply penalties for the Flaw: Diluted Blood!) In addition, treat the character's Dexterity as one higher than it actually is in all forms but Homid for purposes of movement and running speed.

Sheep's Clothing (2-pt. Physical Merit)
Unlike most Debased, you came out pretty. Your coat is smooth, your features are well-proportioned, and your appearance isn't threatening. You can even pass for a normal dog at a distance. However, you still suffer from the Curse of Rage, and the ruse may not pass close scrutiny. Still, it's nice to trot through the 'burbs in broad daylight and not get many second looks.
This Merit may not be taken with Strong Wolf Heritage.

Strong Wolf Heritage (5-pt. Physical Merit)
One of your parents was a full-blooded wolf or a Garou, and you have a good bit of wolf blood in you -- possibly enough to pass for a werewolf at a glance. In addition to a little extra respect, your strong wolf heritage lessens some of the weaknesses that dog-blooded are saddled with. You have the 2-pt. version of the Diluted Blood Flaw (so you only take a -1 penalty to Attribute modifiers in non-Homid forms), your Primal-Urge cap is 4, and you suffer only a -1 penalty to Social rolls with Garou and spirits.
This Merit may not be taken with Sheep's Clothing.

Vocal (1-pt. Mental Flaw)
When you're excited, angry, or scared, you just can't keep your damned yap shut. In Homid or Glabro form you'll yammer on about whatever, or loudly insult those that draw your ire; in your other forms, you frequently bark, growl, or bay. You find yourself dragged into loud arguments, barking matches with strays, and the like. This might be funny in a cartoon, but in the World of Darkness it can get your fool ass beaten down or killed, and it can cost you Wisdom Renown should you be in a position to earn it. You must succeed on a Willpower roll to resist this compulsion.

Debasements
These debasements are a supplemental list to the metis deformities listed in various Werewolf books, and are particularly appropriate for Debased characters. These debasements can also be used as metis deformities for Garou or other characters.
Storytellers might allow these traits to be taken as Flaws; as a rule of thumb, they're worth from 3 to 4 freebies.

Chronic Pain
A variety of dog breeds, especially those with body types that deviate significantly from the wolf base, can pass arthritis, rheumatism and other joint problems on to their Shifting kin. Other dogs suffer from muscle cramps, digestive disorders and other problems that cause near-constant pain. Many maladies fall under this debasement, but are handled similarly: all increase wound penalties by 1 (so Bruised inflicts a -1 penalty to die pools, Hurt and Injured -2, and so forth).
Further, the character experiences frequent pain episodes, during which a flat penalty of -1 is imposed on all die pools, while a die is added to Rage rolls (pain tends to make one cranky); this doesn't stack with the increased wound penalties described above. The effects of a flareup can be allayed for a number of turns equal to half the mutt's permanent Willpower (rounded down) if a Willpower point is spent. The Storyteller can simply announce when these episodes occur, or roll 1d10 at the beginning of a scene: on a result of 1-3, there's a painful flare-up for the duration of that scene.

Devolution
All breeds of dog have smaller brains than wolves and are less intelligent, sometimes dramatically so. Compared to wolves, domesticated canines are socially and psychologically crippled, and are less able to reason, express their urges appropriately, and pick up subtle social cues from wolves. (Sorry to those of you that think your dog is smart, I'm only stating the facts here.) While the presence of Garou blood is usually enough to make up for this lack, it isn't always.
During character creation, the player must subtract a total of two dots from among the following Attributes after dots are distributed: Charisma, Intelligence, Manipulation, Perception and Wits. The player gets to pick which Attributes suffer penalties, and this choice is set for the life of the character. Freebie points can't be spent to improve any of these Attributes. Finally, all the above Attributes cost current x 6 (instead of x 4) to increase with experience.

Incomplete Transformation
One or more of the character's limbs, or a specific body part, always retains the shape and dimensions of her breed form, and doesn't change when she shapeshifts. A homid Debased may always display a human arm, while a canis might retain her tail in all forms. A Crinos characteristic retained by a metis won't trigger the Delirium in most cases, but the effect is certainly grotesque and will attract unwanted attention. Not only do certain manifestations of this debasement clearly violate the Veil, they can impose game penalties appropriate to the debasement. For example, the aforementioned homid wouldn't receive a Strength bonus for the affected arm while in Crinos form, nor would he move around very well in Hispo or Canis form (reducing Dexterity in some cases). The Storyteller and player should work out the game effects of this debasement before play.
Characters can "force" the body part into the correct shape through partial transformations (Players Guide to Garou, pgs. 157-158) if the Storyteller uses those rules, though no Debased will have the Willpower reserves to do this often. (Storytellers, beware players that take Mixed-Morph or Metamorph to get around this debasement; you're well within your rights to declare those Merits' benefits don't apply to the congenital defects of the dog-blooded.)

Mange
Mange is caused by infestations of minuscule mites, and a common affliction among the stray dogs with which ferals run and breed; a mutt with this debasement has a particularly severe case of mange or similar malady he can never hope to be rid of. His hair and fur is brittle and comes out in patches, revealing flaky and reddened skin. Appearance can never exceed 1, and all Social roll difficulties are increased by 1. The character's skin constantly itches, enforcing a +1 penalty to Mental Attribute difficulties involving concentration (this includes performing rites).

Painful Transformation
For some dog-blooded, their muscles, bones, organs and sinew don't shift smoothly or in unison, causing pain and injury when they change shape. While this damage heals quickly enough, it hurts like hell and makes the mutt vulnerable in the moments immediately after a shift. Whenever a Stamina + Primal-Urge roll is made to shift forms, the dog-blooded takes three levels of bashing damage, with each success on the shifting roll reducing the damage taken by one level; however, he always takes at least one level of damage when shifting. Botches on this roll indicates the mutt takes lethal damage from the shift. Taking breed form is automatic and doesn't require a roll, but still inflicts one level of bashing damage.

Pug Face
No doubt about it: pugs, bulldogs, Pekingese and other such dogs are cute. However, their facial morphology isn't natural to canines, and as a result they suffer from a variety of acute physiological problems. (This is something you might want to consider when patronizing breeders that churn out these dogs.) Whether descended from bulldogs or simply deformed, mongrels with severely short muzzles are in much the same boat.
First, the shortened muzzle pushes sinus tissue against the optic nerves and brain, and increased cranial pressure creates a "bug-eyes" effect. On top of looking weird, this enforces a +2 difficulty penalty to vision-based Perception rolls and ranged attacks. The dog-blooded is prone to headaches, especially when stressed. Pug-faced Debased (like many of their canine relations) suffer from deviated septums and sinus problems, giving them a wet rasping wheeze. This makes sneaking around very hard, especially if the mongrel has exerted herself. Finally, facial deformities are apparent even in Homid form, enforcing a maximum Appearance of 2.
The above penalties may be allayed in Homid and Glabro forms, but never go away completely.

Soft Claws
The character's natural weapons aren't as deadly as normal; her claws and teeth inflict lethal damage instead of aggravated. Gifts or effects that augment natural weapons, such as Razor Claws, increase the amount of lethal inflicted, and new natural weapons created through Gifts (like quills or horns) also inflict lethal damage. This applies only to natural weapons; Gifts that cause aggravated damage independently of the character's own qualities (like Silver Claws) function normally.

Stunted Healing
The dog-blooded recovers one health level of bashing or lethal damage per minute instead of one per turn. Healing during combat or other strenuous activity is impossible. This Flaw doesn't affect healing times for aggravated damage.

Weak Reaching
Due to her damaged spirit, the Debased has difficulty entering and accessing the Umbra. For all purposes, the Gauntlet is considered one higher than normal for this character, with a maximum possible rating of 10. She must spend a Gnosis point to Step Sideways, on top of making a successful Gnosis roll; however, the player can roll Gnosis first, and choose to not spend the Gnosis if the attempt would have failed anyway. The mongrel also suffers an additional one-die penalty to Social rolls with spirits and those attuned to the Umbra (for a total of -3), which makes learning Gifts even harder for her than it is for other Debased.


Go to the Debased index.