Creation Assistance


This Character Quick start Guide will help you make a Werewolf: the Forsaken (W:tF) player character (PC)

Now progress through the following steps to make a Werewolf the Forsaken PC:
Step 1:

  • First choose your character’s names. A deed name is usually earned by a Werewolf soon before or during tribal initiation. Examples include “Knife-to-the-Back,” “Winterborn,” or “Bleeding- Edge.” Pick a concept for your PC; this can be something as simple as ‘intrepid adventurer’ or ‘angst-filled loner’, or something more elaborate. The PC’s age at metamorphosis or “first change” will give you an idea of how long your character has been active as a Werewolf. Your character’s Virtue and Vice determine the best and worst elements of her nature – if you role-play out your Virtue and Vice, your Storyteller (ST) is likely to reward you with more experience points (XP), or similar bonuses.
Character Name: Deed Name: Concept: Creature Type: Current Age: Age at First Change: Virtue: Vice:
  • Pick 1 Virtue and 1 Vice (See MET WOD pages 117-127 for more info):
Virtues: Charity, Faith, Fortitude, Hope, Justice, Prudence, Temperance. Vice: Envy, Gluttony, Greed, Lust, Pride, Sloth, Wrath.
  • Step 2:
    2.1 Pick Your Attributes: distribute by darkening in the dots:

Prioritize your Attributes: the primary category (e.g. Physical) gets five free points to spend amongst the three Attributes in it on a one for one basis, the secondary gets four, and the tertiary three. The first dot in every Attribute is free and darkened, but to get the fifth dot in an Attribute costs two of your points at character creation.
2.2 Select Skills and Skill Specialties: distribute points by darkening in the dots

Prioritize your Skill categories (the first dots aren’t free in Skills, unlike Attributes): The primary category gets eleven points to spend on Skills in it, the secondary gets seven and the tertiary gets four. The fifth dot in any Skill costs two points at character creation. Then take three Skill Specialties (e.g. Fencing as a specialty of Weaponry, details on MET WoD p. 58) of your choice and write them below the appropriate category’s column.
Step 3:

Since you’re playing a Werewolf, select your auspice and tribe from the lists below. Auspice is based on the phase of the moon during the PC’s first change. Your character’s auspice will grant a measure of supernatural aptitude for certain tasks as well as providing a sense of the character’s place in a pack. A character’s auspice does not change.
3.1 Auspice

A free Specialty is gained at character creation in one of three Skills based on your character’s auspice, in addition to the standard Specialties available. You must have at least one dot in one of these three Skills to gain an Auspice Specialty. There’s no award otherwise.

  • Auspice ~ Stereotype ~ Speciality
Rahu ~ Determined, aggressive, warlike ~ Brawl, Intimidation, Survival Cahalith ~ Passionate, thoughtful, expressive ~ Crafts, Expression, Persuasion Elodoth ~ Discerning, observant, even-tempered ~ Empathy, Investigation, Politics Ithaeur ~ Contemplative, foresightful, spiritual ~ Animal Ken, Medicine, Occult Irraka ~ Inquisitive, contrary, resourceful ~ Larceny, Stealth, Subterfuge
  • 3.2 Tribe

Tribe is subject to the werewolf character’s (and player’s) choice. Each tribe is associated with a ban, which dictates acceptable behaviour within the tribe. You can decide that your character hasn’t joined a tribe, and is currently considered a “Ghost Wolf.” Ghost Wolves have yet to join a tribe, have no particular reason to join a given tribe, or reject the idea of swearing allegiance to a tribal totem. These Ghost Wolves walk the dangerous yet somewhat freer path of the Tribeless. More details regarding each tribe can be found in W:tF pages 84-101.

Tribe ~ Stereotype ~ Ban

Blood Talons ~ warriors, defenders, champions ~ “Offer no surrender that you would not accept.” Bone Shadows ~ shamans, wise men and women, seers ~ “Pay each spirit in kind.” Hunters in Darkness ~ stalkers, assassins, guardians ~ “Let no sacred place in your territory be violated.” Iron Masters ~ innovators, progressives, improvisers ~ “Honour your territory in all things.” Storm Lords ~ commanders, aristocracy, alphas ~ “Allow no one to witness or tend your weakness.” Ghost Wolves ~ loners, outcasts, independents ~ No tribal ban
  • 3.3 Renown

Renown dictates the level of Gifts to which you have access and indicates social status within werewolf society. Assign one dot to each primary Renown based on your character’s auspice and tribe, and a third dot to a Renown of your choice. Note that a Ghost Wolf receives Renown for auspice, but not for tribe.

Cunning ~ Irraka and Iron Masters Glory ~ Cahalith and Blood Talons Honour ~ Elodoth and Storm Lords Purity ~ Rahu and Hunters in Darkness Wisdom ~ Ithaeur and Bone Shadows
  • 3.4 Choose Gifts

Choose one Gift from a list associated with your character’s auspice, one from a list associated with your character’s tribe, and one from a list of your choice.

The only lists from which you cannot choose Gifts are those that are synonymous with auspices other than your own: Full Moon (Rahu), Gibbous Moon (Cahalith), Half Moon (Elodoth), Crescent Moon (Ithaeur) and New Moon (Irraka). Your highest-dot Gift cannot exceed your character’s highest primary Renown,. You may only select a second (or third) level starting Gift if you have the previous level[s] of it (so a Storm Lord Rahu might have the first and second level Dominance Gifts, as long as he had the previous ones).

Although Ghost Wolves do not have a tribe, they still are allowed three dots of Gifts, and may choose from the Father Wolf or Mother Luna lists for their “Tribal” Gift."

Blood Talons ~ Battle, Inspiration, Rage, Strength Bone Shadows ~ Death, Ending, Insight, Warding Hunters in Darkness ~ Darkness, Elemental, Nature, Stealth Iron Masters ~ Knowledge, Shaping, Technology, Urban Storm Lords ~ Alpha, Dominance, Evasion, Halycion, Weather Ghost Wolves (all werewolves) ~ Father Wolf, Mother Luna, Territory Rahu ~ Dominance, Full Moon, Purity, Strength, Warriors Moon Cahalith ~ Dreamers Moon, Gibbous Moon, Glory, Inspiration, Knowledge, Scheherazade’s Gifts Elodoth ~ Half Moon, Insight, Honour, Judges Moon, Warding Ithaeur ~ Crescent Moon, Elemental, Shaping, Wisdom, Witches Moon Irraka ~ Cunning, Evasion, New Moon, Stalkers Moon, Stealth
  • An alternative to choosing a Gift at character creation is the rituals trait.

The “free” pick with which you can normally choose a Gift from any list is traded for a single dot in rituals. No more than one dot can be acquired at character creation. In addition to allowing your character access to purchase one-dot rites, one dot in rituals grants your character a free, single, one-dot rite, as chosen from those offered on W:tF p. 147 – 165.

If you have purchased a dot in rituals, you may purchase additional one-dot rites during character creation using Merit points (in Step 4 below). Each Merit dot invested in this fashion purchases an additional one-dot rite.

  • Step 4:
    4.1 Primal Urge

A Werewolf’s starting (free) Primal Urge is always 1. At character creation, an additional dot of Primal Urge may be bought at the cost of 3 of your starting 7 Merit points (in Step 4 below). You may purchase up to two points of Primal Urge (for a total of 3) in this manner using 6 of your 7 starting Merit points. Regardless of how much Primal Urge you buy with starting Merit points, additional levels may be bought by spending the level of Primal Urge you’re buying times eight in XP (in Step 5, below). This can be done both at character creation and once your character is in play. Intervening levels must also be bought, e.g. to go from Primal Urge 3 to Primal Urge 4 is 32XP. To go from Primal Urge 3 to Primal Urge 6 is 120XP (32+40+48). Consult the following chart for effects of Primal Urge:

Characters should discuss the effects of Primal Urge with their ST’s. More details on Primal Urge can be found in W:tF pages 75-76.

  • 4.2 Merits

Select 7 points worth of Merits (up to 6 of which can be spent on Primal Urge 2 and 3). Some Merits are ‘Creation Only’, which means that unlike other Merits, they can only be bought with the 7 Merit points during this stage of character creation. If a Merit is labelled ‘special’, you will need to take to your Storyteller about details pertaining to taking it, e.g. where your Allies are and what they do. Note for Merits which offer variable dot costs, the fifth costs two points to purchase at character creation. (See Chapter 5 of MET WoD for more information on general Merits and their effects and pages 128-135 of MET Requiem for more information on Vampiric specific Merits and their effects.)

The following Merits will require you to consult with your Storyteller on order to detail them: Allies, Contacts, Fame, Mentor, Retainer, Status, Fetish, Totem and all Territory merits.
4.3 Werewolf Specific Merits

Fetishes can only be purchased with Merit dots during character creation. While they can also be acquired in game, they can not be purchased with XP. The Totem Merit is shared by all members of the pack; each member who contributes Merit points to Totem reaps the benefits, and the totem becomes stronger. See W:tF page 79 for more information on these Merits, and W:tF pages 186-195 for systems to create a pack totem.

Creation Assistance