Morphling says:
... Wolf playbook ...
Can do.
Up till now "there are no werewolves in London". But we can still get you bitten, we can work out the details to fit your character
(*).
When you create a New Character in
My Characters (or if you empty a sheet completely) you can pick 'Urban Shadows 2 - The Wolf' to fill your sheet in for you from the template.
[ +- ] Alternate methods
(Or you could click on the [ + ] to expand the sheet template for The Wolf [
ref], then click the Create character button. You can always change the Playbook later if we end up going with another character. You can also Quote the post with the Playbook and copy/paste the bbCode into your sheet (this saves creating new sheets each time).)
Most changes can be done by clicking on the relevant part, which is easier and safer than editing the whole sheet. If you do want to make significant changes (like adding a Move from another Playbook), feel free to ask for help if needed. The GM of the game can edit your sheet, but I don't do so unless you ask, it is your
sheet. (You can click the checkboxes and such on others' sheets, but it does not save anything, so don't worry about messing up their character.)
Morphling says:
... a former street level criminal, maybe with passing awareness of the supernatural ...
We have run into issues with PCs 'being new' and that breaking the base
Urban Shadows Advancement mechanic and such, so having some awareness of the supernatural and familiarity with the city helps a lot.
Morphling says:
... I envision her being very new to the supernatural scene. ...
Great. That fits with werewolves being a 'new' feature in the city.
Morphling says:
... becoming a werewolf created an unusually high territorial instinct ...
Looking at the playbook, that is a significant part of it. Was this 'territoriality' at all preexisting from your drug dealer days? Or were you a 'general petty criminal who (disastrously) dabbled in drugs that one time' rather than 'a drug dealer'
per se?
How do you feel about criminal activity in your territory? Are you still involved? Do you run the gangs?
It is interesting that, by the Playbook, you are homeless. We can adjust these details so suit, treat them as guidance.
Not all the 'Starting Questions' or 'Starting Gear' or 'Starting Debts' make sense when adding a character mid-game. We can work out a better fit as needed. Use them as guidance.
Morphling says:
... she's gotten a little in over her head by taking a neighborhood ...
Is this reflected in the Playbook choices?
Morphling says:
... maybe we could make her a single mom or at least taking care of a niece/nephew ...
Sure, if you want. I like family members who can make your life complicated and pull you around in the story.
Do think about how this will affect and be affected by the mechanics of the Playbook.
Morphling says:
... (family) ... to make her a little sympathetic ...
I hope we don't need to lean on this to make her sympathetic, do that with your characterisation and actions and feelings rather than with a 'kitten test'. :)
Footnotes:
(*)- The only reason 'there are no werewolves in London' is because the initial group did not have a Wolf in the lineup.
- The reason the Faeries are shaping up to be 'the bad guys' is also because there was no Fae in the initial lineup.
- It as obliquely hinted that there was a conflict with the Faeries and the Werewolves and that this led to them both 'being gone', first the Faeries, then the wolves. That was about 20 years ago. [ref]
- We can work on how much this is 'true' and how much is relevant to your character as you make them.
- If you make a fighty character we will have more fights, the game shapes itself around the characters.
- The Faeries shaped up to being the cause of the weather problems plaguing the city (country?), but there were other contenders at first.
- I had vague thoughts about an age-old werewolf-faerie conflict and a need to bring back the wolves to help combat this current incursion. But if that does not work with your character we can drop that idea. (**)
(**)
•
Is this why you were bitten?
•
Are you roped into the fight from the start?
How transformation happened and how it goes it up to you. Some rough thoughts:
Maybe the one who turned you was laying low over the decades, waiting for the need to come back? Maybe their wolf was dormant? They could be knowledgeable, or just as clueless as you are? Up to you.
But, equally easily, your sire (biter) could be foreign (encountered on a drug transport deal on the mainland, mayhaps?), and not part of the city, leaving you alone and confused over here, needing to turn to the other PCs for answers (
Emma wrote a fiction book about the supernatural, so approaching her, thinking her the closest thing to an expert, would make sense:). (I can think of another way to get you involved with
Emma, since she is also dealing with a bite, so maybe you run into each other at the plastic surgeons? (There are complications with this route, given who they are, but we can turn that to our advantage.:))
You can make more werewolves, (either via the Playbook Advances, or through roleplay), so this question is mainly about whether you (the player) want a 'mentor' in the city or want to be a lone wolf. We can talk more if you want.