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  A pAck of reAdy-mAde plAyer chArActers  
  for WereWolf: the forsAken
  
  2
  Calm Before the Storm is a blessed pack, but 
  they weren’t always. Four cousins – Bridgette 
  Byrne, James Dougherty, Marcus Dougherty and 
  Lucas Baptiste – founded their pack a handful of 
  years ago. Each grew up in a different city, only 
  knowing one another from the occasional holiday 
  or family reunion. Each was on the cusp of adult-
  hood, and each had recently realized their true 
  natures. Bridgette’s father was readily aware of her 
  condition; he’d been hoping for it since her birth. 
  He was wolf-blooded, and his father before him 
  was a renowned Storm Lord, so he saw Bridgette 
  as a natural born leader. With a little coaching, 
  Bridgette quickly convinced her cousins to forge a 
  pack, to uproot and join her in her hometown.
  United, the group staked claim over a small 
  territory in the city suburbs. The center of their 
  turf is a dilapidated four-bedroom home, a definite 
  fixer-upper. In the unfinished basement is a small 
  locus, a spot adorned with a rusty metal folding 
  chair and writing desk. Bridgette advised each 
  member of the pack to uphold a mundane job to 
  help maintain the home legally, keeping them 
  grounded in their human natures.
  The task of finding a potential totem was easy 
  for them, as an ideal little spirit made its home 
  at the locus, away from the prying eyes of more 
  powerful entities that would wish it harmed. 
  Hig-Thi, The Evening’s Escape, was skeptical of 
  the pack. It embodies inner peace through calm 
  reflection, a difficult concept for many young Ura-
  tha to master. Their initial approach was direct, 
  forceful and threatening. Hig-Thi wouldn’t have 
  them, stating simply that they could easily destroy 
  him, but he couldn’t rest peacefully as a totem to a 
  brash, young group. This ignited Bridgette’s com-
  petitive nature; she could not tolerate refusal. She 
  demanded the spirit offer them reconsideration, 
  and insisted that whatever terms it had, they could 
  meet and exceed. The clever Hig-Thi accepted, 
  and stated his terms; the next chance the pack 
  had to fight, they would have to instead observe, 
  abstaining from battle to learn whatever lessons 
  the encounter could teach them. The haughty 
  alpha hastily agreed.
  During a routine patrol of the territory, Marcus 
  stumbled upon a nest of Beshilu in a park. Quickly, 
  he alerted his packmates, insisting they make their 
  way there to deal with the problem. By the time 
  the pack arrived, they found Marcus deep in battle 
  with three of the rat hosts, the young Ithaeur los-
  ing ground. James charged forward, bursting into 
  Gauru form, as Bridgette barked out the command 
  for him to stand down. She demanded they watch, 
  refusing to fail in their challenge. The pack only 
  obeyed for a few seconds, angrily leaping into the 
  fray too late to save Marcus from dying. They 
  succeeded in their task, but at a great personal 
  sacrifice. Hig-Thi communicated to them later, 
  commending their steadfastness and explaining 
  that sometimes, personal judgment supersedes 
  directive. It expressed lament for their loss, but 
  accepted their petition for its patronage. Despite 
  their victory, the pack’s loss overwhelmed them. 
  They murmured about their failure and their 
  inevitable dissolution.
  
  3
  The first of these whispers to reach Bridgette’s 
  ear inspired her to search for new members. The 
  pack would have to let in non-family members, 
  but anything was better than failure. Her search 
  resulted in her stumbling on two young eastern 
  European Uratha (curiously enough, a pair of 
  cousins) sent to the pack’s city to get a college 
  education. Aaron Hanselman and Talia Cohen 
  were both Iron Masters, also a departure from the 
  pack’s tradition. James and Lucas were skepti-
  cal of the additions, but ultimately deferred to 
  Bridgette’s judgment. Bridgette approached the 
  two and struck up a strong rapport. The two were 
  immensely loyal, and upon meeting Hig-Thi, 
  their membership was sealed; in fact, Hig-Thi 
  saw them as a contemplative wing for the pack 
  to complement the relatively brash natures of 
  the original cousins. The two also covered the 
  two missing moons in the pack, the new and 
  crescent needed to form the blessed pack that 
  stands strong today. 
  The two newcomers are essential, as demon-
  strated on the pack’s first hunt together. A family 
  of Ridden showed its ugly head near the pack’s 
  territory, eating a number of poor refugees and 
  leaving the bones in disgusting little piles all over. 
  Clearly, the pack could not allow the problem to 
  fester. Talia and Aaron worked together quickly 
  to gather information, spying and making many 
  beneficial deals with spirits. This resulted in the 
  knowledge that the Ridden were weakened in the 
  face of pure, clean water. Once the two scouts had 
  tipped Bridgette off to this, she, James and Lucas 
  moved in for the kill. Instead of facing the Ridden 
  family head-on, each of the pack members carried 
  a five-gallon bottle of purified water to the battle-
  field. The pack shattered the bottles immediately 
  upon seeing the Ridden, spraying the liquid ev-
  erywhere. The Ridden cried out in pain, paralyzed 
  by the purity of the water and unable to defend 
  themselves against the rampaging Uratha. 
  Bridgette could not deny the value of the new 
  members, realizing the pack’s new potential. 
  The group adopted the name The Calm Before 
  the Storm, reflecting the new strategic strength 
  they possessed. The two have been part of the 
  pack for nearly a year, and from the outside, 
  everything looks good. The group lives together 
  and works together, supporting one another and 
  eliminating threats as they arise. Internally, 
  the pack has its conflicts, as any family might. 
  Lucas and James feel that Aaron and Talia are 
  attempting to usurp their family’s legacy; Talia 
  and Aaron feel that their efforts go largely 
  unrewarded because they are not Bridgette’s 
  birth family. Bridgette sees these perceptions, 
  and often either ignores them or denies them 
  as ridiculous. She’s unwilling to recognize that 
  her pack is imperfect, as that would call her 
  leadership into question. Every member has his 
  or her problems, Bridgette recognizes, but the 
  group must be recognized as infallible.
  
  4
  Quotes: “No compromise, guys. I’m fucking serious. A fight worth going into 
  is a fight worth winning.”
  “Aaron, Talia, do your thing. Get us in and get us a breach. Luke, Jim, you 
  two get ready to hit hard when we see that breach. Got that?”
  “You don’t know what it’s like. When you scraped your knee, you were coddled. 
  Father told me to get my ass up and stop wasting his time.”
  Virtue: Justice. Nothing is without purpose; the world around Bridgette 
  must conform to her idea of what she considers orderly. Things outside 
  of that plan must be fixed.
  Vice: Pride. She has never made a mistake. Her pack is the epitome 
  of what Forsaken strive to be. Ask her… she’ll tell you.
  Background: Bridgette was raised to be soldier and a Storm Lord. Her 
  father was a marine, and her grandfather was a powerful Iminir. The two 
  raised her with the intention of her making her Change; she would im-
  mediately step into a leadership role. Nothing during her upbringing was 
  without purpose. She was not allowed to do anything that would not 
  teach her the skills necessary to excel. Everything had to be competitive, 
  and clear victory was her only option. 
  After the pack’s formation, Bridgette attempted to maintain this air 
  of perfection and supremacy. The first time she failed in that was after 
  Marcus’s death, and it was the first time she knew her pack questioned 
  her ability. Since that point, she’s been more firm and curt with her 
  packmates, not tolerating questions of her authority.
  Description: Bridgette is a little short, but makes up for it in attitude. 
  When she walks, she walks as if the walls in front of her might part for her 
  if she were to walk into them. She dresses with function, whatever that 
  function might be. When in the field, military surplus fatigues serve well, 
  but she’s equally as adept at blending into a popular night club where the 
  pack keeps watch for conflicts.
  Roleplaying Hints: Bridgette’s father and grandfather gave her little 
  room for mistakes. As any child raised with such high standards does, she 
  has a number of internal confidence issues. She speaks sharply when work-
  ing with the pack as a group, and doesn’t ever let them see the breaches 
  in her armor. If someone questions her actions, she makes up a reason. 
  She always tries to look as if she’s calculating her next power play. 
  Bridget te  
  “stAnds AgAinst All odds”  
  Byrne
  
  5
  She refers to Lucas as Luke, James as Jim. They’re relatives, and she was always taught to be 
  informal with relatives. Luke is known to have a gambling problem, but Bridgette goes a little 
  easy on him since he understands Bridgette’s issues with Marcus’s death. Jim has been getting less 
  patient, more direct, and Bridgette doesn’t do much to curb that behavior since she feels guilty 
  for his anguish.
  Talia represents everything Bridgette wishes she could be. She’s competent, smart, deadly and 
  does what she does for the pack first. Sometimes, Bridgette lashes out at her unduly thanks to 
  this envy, but she always tries to give Talia the most respect possible. Aaron has a similar but less 
  respectful place in Bridgette’s heart. Bridgette calls his love of technology a crutch, and silently 
  waits for the moment she can tell him “I told you so.” Until that day arrives, she won’t complain 
  about his successes.
  
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  presence: 
  OOOOO
  mAnipulAtion: OOOOO
  composure: 
  OOOOO
  Other trAitS
  merit s
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Auspice: choose 1 free Skill Specialty•Tribe•Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice•Merits 7•(Buy-
  ing the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized werewolf• 
  Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Harmony = 7•Primal Urge starts at 1 
  dot•Essence=Harmony
  O O O O O O O O O O
  WillpoWer
  essence
  hArmony
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  renoWn
  purit y 
  OOOOO
  glory 
  OOOOO
  honor 
  OOOOO
  Wisdom 
  OOOOO
  cunning 
  OOOOO
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  sociAl
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Bridge t te Byrne 
  CraCking Pillar
    
  elodoth
   
   
  of StaBilit y 
   
   
   
  JuStiCe  
  Storm lord
   
   
  Pride 
      
  iron Stamina 
  kung fu 
  reSourCeS 
  totem 
   running   
  With PaCk
      
  diSCerning truth
        direCt threatS
  troPhy ColleCtion
  St yliSh CellPhone
  
  size: 
   
  defense: 
   
  initiative: 
   
  speed: 
   
  armor: 
   
  perception: 
  size(+1): 
   
  defense: 
   
  initiative: 
   
  speed(+1): 
   
  armor: 
   
  perception(+2): 
  size(+2): 
   
  defense: 
   
  initiative(+1): 
   
  speed(+4): 
   
  armor: 
  1/1 
  perception(+3): 
  size(+1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+7): 
   
  armor: 
   
  perception(+3): 
  size(–1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+5): 
   
  armor: 
   
  perception(+4): 
  strength(+1): 
  stAminA(+1): 
  mAnipulAtion(–1): 
  strength(+3): 
  dexterit y(+1): 
  stAminA(+2): 
  strength(+2): 
  dexterit y(+2): 
  stAminA(+2): 
  mAnipulAtion(–3): 
  Rage invoked.
  Induces full Lunacy.
  Wound penalties  
  ignored and  
  no unconsciousness  
  rolls made.
  –2 to resist Death Rage
  Inflict lethal damage.
  Fail most Mental and 
  Social rolls.
  Induces Lunacy; 
   observers have a  2-die 
  bonus to their  
  Willpower roll to resist.
  Inflict lethal damage.
  Inflict lethal damage 
  with bite attack.
  hishu
  (HUman)
  dAlu
  (near-HUman)
  gAuru
  (Wolf-man)
  urshul
  (near-Wolf)
  At triButes: 
  Power: 
  Finesse: 
  Resistance: 
  WillpoWer: 
  essence:  
  Initiative: 
  Defense: 
  Speed: 
  Size: 
  Corpus: 
  Influences: 
  OOOOO
   
  OOOOO
   
  OOOOO
  Numina: 
   
   
   
  Bonuses: 
   
   
   
   
  Ban:  
   
   
   
  tOtem
  GiftS And riteS
  Gift 
   
  Roll 
  Page
   
   
   
   
   
   
   
   
   
   
  Gift Lists: 
   
   
  Max Rank: OOOOO
  Rituals: OOOOO
  Rite 
   
  Roll 
  Page
   
   
   
   
   
   
   
  urhAn
  (Wolf)
  dexterit y(+2): 
  stAminA(+1): 
  Induces Lunacy; 
   observers have a  4-die 
  bonus to their  
  Willpower roll to resist.
   
  4 
  6 
  5 
  4
   
  3 
  3 
  4 
  3
   
  2 
  4 
  4
   
   
   
  0
   
   
    
    5
    
   2
   
    4
   
  9
    6
    
   2
   
    4
       10
    7
    
   2
   
    5
   
  13
    6
    
   2
   
    6
   
  16
    4
    
   2
   
    6
   
  14
   Warning groWl (1)
   luna’S diCtum (2)
   VoiCe of Command (3)
  
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  presence: 
  OOOOO
  mAnipulAtion: OOOOO
  composure: 
  OOOOO
  Other trAitS
  merit s
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Auspice: choose 1 free Skill Specialty•Tribe•Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice•Merits 7•(Buy-
  ing the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized werewolf• 
  Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Harmony = 7•Primal Urge starts at 1 
  dot•Essence=Harmony
  O O O O O O O O O O
  WillpoWer
  essence
  hArmony
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  renoWn
  purit y 
  OOOOO
  glory 
  OOOOO
  honor 
  OOOOO
  Wisdom 
  OOOOO
  cunning 
  OOOOO
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  sociAl
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Bridge t te Byrne 
  CraCking Pillar
    
  elodoth
   
   
  of StaBilit y 
   
   
   
  JuStiCe  
  Storm lord
   
   
  Pride 
      
  iron Stamina 
  kung fu 
  reSourCeS 
  totem 
   running   
  With PaCk
      
  diSCerning truth
        direCt threatS
  troPhy ColleCtion
  St yliSh CellPhone
  35
  
  size: 
   
  defense: 
   
  initiative: 
   
  speed: 
   
  armor: 
   
  perception: 
  size(+1): 
   
  defense: 
   
  initiative: 
   
  speed(+1): 
   
  armor: 
   
  perception(+2): 
  size(+2): 
   
  defense: 
   
  initiative(+1): 
   
  speed(+4): 
   
  armor: 
  1/1 
  perception(+3): 
  size(+1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+7): 
   
  armor: 
   
  perception(+3): 
  size(–1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+5): 
   
  armor: 
   
  perception(+4): 
  strength(+1): 
  stAminA(+1): 
  mAnipulAtion(–1): 
  strength(+3): 
  dexterit y(+1): 
  stAminA(+2): 
  strength(+2): 
  dexterit y(+2): 
  stAminA(+2): 
  mAnipulAtion(–3): 
  Rage invoked.
  Induces full Lunacy.
  Wound penalties  
  ignored and  
  no unconsciousness  
  rolls made.
  –2 to resist Death Rage
  Inflict lethal damage.
  Fail most Mental and 
  Social rolls.
  Induces Lunacy; 
   observers have a  2-die 
  bonus to their  
  Willpower roll to resist.
  Inflict lethal damage.
  Inflict lethal damage 
  with bite attack.
  hishu
  (HUman)
  dAlu
  (near-HUman)
  gAuru
  (Wolf-man)
  urshul
  (near-Wolf)
  At triButes: 
  Power: 
  Finesse: 
  Resistance: 
  WillpoWer: 
  essence:  
  Initiative: 
  Defense: 
  Speed: 
  Size: 
  Corpus: 
  Influences: 
  OOOOO
   
  OOOOO
   
  OOOOO
  Numina: 
   
   
   
  Bonuses: 
   
   
   
   
  Ban:  
   
   
   
  tOtem
  GiftS And riteS
  Gift 
   
  Roll 
  Page
   
   
   
   
   
   
   
   
   
   
  Gift Lists: 
   
   
  Max Rank: OOOOO
  Rituals: OOOOO
  Rite 
   
  Roll 
  Page
   
   
   
   
   
   
   
  urhAn
  (Wolf)
  dexterit y(+2): 
  stAminA(+1): 
  Induces Lunacy; 
   observers have a  4-die 
  bonus to their  
  Willpower roll to resist.
  SeaSoned CharaCter
   
  4 
  6 
  5 
  4
   
  3 
  3 
  4 
  3
   
  2 
  4 
  4
   
   
   
  0
   
   
    
    5
    
   2
   
    4
   
  9
    6
    
   2
   
    4
       10
    7
    
   2
   
    5
   
  13
    6
    
   2
   
    6
   
  16
    4
    
   2
   
    6
   
  14
   Warning groWl (1)
   luna’S diCtum (2)
   VoiCe of Command (3)
   SCent Beneath the SurfaCe (1)
   Call the Breeze (1)
  
  10
  JAmes  
  “freigh t trAin Jim” 
  doughert y
  Quotes: “Whatever you say, Bridge. I’m not the brains 
  of this operation. Let’s just see to it we don’t have another 
  Marcus situation, okay?”
  “Look, Aaron, back the hell off. You’re not family. You 
  will never get it.”
  “Gggggggggrrrrrrrhhhhhhhhaaaaaaaaahhhhhhhh!”
  Virtue: Fortitude. No matter what’s gone on 
  in life, James stands by his guns. Even if it 
  kills him inside, nothing can shake him to 
  change his mind.
  Vice: Wrath. Sometimes he says and 
  does things he shouldn’t. When 
  he hurts, everyone around him 
  should too.
  Background: 
  James is a reformed 
  bully. He’s left a 
  long trail of people 
  through the years 
  that will remember his name until the day they die. He 
  never intended to hurt anyone – he just had a very forceful 
  way about him. His Change was very traumatic, occurring 
  during a date with his high school sweetheart. A member 
  of a rival football team teased the couple, and James 
  flew off the handle. The girlfriend and the instigator 
  were both casualties, and every time James steps in to 
  battle, he remembers the looks on their faces when he 
  started to shift.
  When his brother Marcus died, James became far more 
  critical of Bridgette’s leadership. He would give sarcastic 
  commentary and mumble smears under his breath during 
  pack meetings. He hasn’t fully embraced the two new pack 
  members. He feels that their ways are a little too human, a 
  little too cowardly. 
  
  11
  Description: Jim is big, imposing and intense. He could frighten a person by quietly reading in a 
  corner. Few want to be in the same room as him for more than a few minutes. He’s still rather hand-
  some, and has a sort of primal appeal when wrapped in tight jeans and a punished leather jacket. 
  Lately, he’s been seen with a different “bad girl” every week hanging on him, coming in from loud 
  nights of booze and revelry.
  Roleplaying Hints: James is always impatient, and always stubborn. He’s loyal in action but re-
  bellious in word. He’s a firm believer in the chain of command and he’ll impose his will on anyone 
  and anything he considers beneath his station. Only recently has he begun questioning Bridgette’s 
  authority, and even then sparingly. Any time others are debating, he feels they could be acting. He 
  also has an irrational hatred of insects (they make him terribly uncomfortable).
  In the pack, James is the heavy artillery. He fights relentlessly; he won’t slow or stop until all oppo-
  nents are on the ground. He believes that if he does, another of his family might die due to Bridgette’s 
  inadequacy. James doesn’t think being an alpha is on-the-job training or an internship. Her faults 
  mean that people can die; family can die. He wants her to be more decisive, to stop listening to every 
  voice that touches her ear. Lucas isn’t helping; he feeds in to Bridgette’s problems and enables her. 
  When it comes to the newer additions, he acts with minimal acceptable respect. He knows Talia 
  is capable, but he sees her as the eternal outsider because she only really seems to participate in “of-
  ficial” pack functions. She doesn’t watch football on Sundays with the pack, and she doesn’t know 
  when to stop giving advice. His patience for her is very short.  He feels sorry for Aaron, and sees him 
  as an abused little brother since the new kid can’t fight without a gun. 
  
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  presence: 
  OOOOO
  mAnipulAtion: OOOOO
  composure: 
  OOOOO
  Other trAitS
  merit s
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Auspice: choose 1 free Skill Specialty•Tribe•Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice•Merits 7•(Buy-
  ing the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized werewolf• 
  Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Harmony = 7•Primal Urge starts at 1 
  dot•Essence=Harmony
  O O O O O O O O O O
  WillpoWer
  essence
  hArmony
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  renoWn
  purit y 
  OOOOO
  glory 
  OOOOO
  honor 
  OOOOO
  Wisdom 
  OOOOO
  cunning 
  OOOOO
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  sociAl
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  JameS doughert y 
   looSe Cannon 
   rahu 
   
   
   
  fortitude  
  Storm lord
   
   
  Wrath 
      
  motorCyle maintenenCe
  reSourCeS 
  totem 
      
  multiPle oPPonentS
  motorCyCle
      
        
    finding PartieS
  Beaten and Bat tere d harle y 
  (World of darkneSS, P. 147), 
  logging Chain (dmg 2B)
  
  size: 
   
  defense: 
   
  initiative: 
   
  speed: 
   
  armor: 
   
  perception: 
  size(+1): 
   
  defense: 
   
  initiative: 
   
  speed(+1): 
   
  armor: 
   
  perception(+2): 
  size(+2): 
   
  defense: 
   
  initiative(+1): 
   
  speed(+4): 
   
  armor: 
  1/1 
  perception(+3): 
  size(+1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+7): 
   
  armor: 
   
  perception(+3): 
  size(–1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+5): 
   
  armor: 
   
  perception(+4): 
  strength(+1): 
  stAminA(+1): 
  mAnipulAtion(–1): 
  strength(+3): 
  dexterit y(+1): 
  stAminA(+2): 
  strength(+2): 
  dexterit y(+2): 
  stAminA(+2): 
  mAnipulAtion(–3): 
  Rage invoked.
  Induces full Lunacy.
  Wound penalties  
  ignored and  
  no unconsciousness  
  rolls made.
  –2 to resist Death Rage
  Inflict lethal damage.
  Fail most Mental and 
  Social rolls.
  Induces Lunacy; 
   observers have a  2-die 
  bonus to their  
  Willpower roll to resist.
  Inflict lethal damage.
  Inflict lethal damage 
  with bite attack.
  hishu
  (HUman)
  dAlu
  (near-HUman)
  gAuru
  (Wolf-man)
  urshul
  (near-Wolf)
  At triButes: 
  Power: 
  Finesse: 
  Resistance: 
  WillpoWer: 
  essence:  
  Initiative: 
  Defense: 
  Speed: 
  Size: 
  Corpus: 
  Influences: 
  OOOOO
   
  OOOOO
   
  OOOOO
  Numina: 
   
   
   
  Bonuses: 
   
   
   
   
  Ban:  
   
   
   
  tOtem
  GiftS And riteS
  Gift 
   
  Roll 
  Page
   
   
   
   
   
   
   
   
   
   
  Gift Lists: 
   
   
  Max Rank: OOOOO
  Rituals: OOOOO
  Rite 
   
  Roll 
  Page
   
   
   
   
   
   
   
  urhAn
  (Wolf)
  dexterit y(+2): 
  stAminA(+1): 
  Induces Lunacy; 
   observers have a  4-die 
  bonus to their  
  Willpower roll to resist.
   
  4 
  6 
  5 
  4
   
  4 
  3 
  4 
  4
   
  1 
  5 
  5
   
   
   
  0
   
   
    
    5
    
   2
   
    4
   
  10
    6
    
   2
   
    4
       11
    7
    
   2
   
    5
   
  14
    6
    
   2
   
    6
   
  17
    4
    
   2
   
    6
   
  15
   Clarit y (1)
   CruShing BloW (1)
   Warning groWl (1)
  
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  presence: 
  OOOOO
  mAnipulAtion: OOOOO
  composure: 
  OOOOO
  Other trAitS
  merit s
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Auspice: choose 1 free Skill Specialty•Tribe•Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice•Merits 7•(Buy-
  ing the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized werewolf• 
  Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Harmony = 7•Primal Urge starts at 1 
  dot•Essence=Harmony
  O O O O O O O O O O
  WillpoWer
  essence
  hArmony
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  renoWn
  purit y 
  OOOOO
  glory 
  OOOOO
  honor 
  OOOOO
  Wisdom 
  OOOOO
  cunning 
  OOOOO
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  sociAl
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  JameS doughert y 
   looSe Cannon 
   rahu 
   
   
   
  fortitude  
  Storm lord
   
   
  Wrath 
      
  motorCyle maintenenCe
  reSourCeS 
  totem 
      
  multiPle oPPonentS
  motorCyCle
      
        
    finding PartieS
  Beaten and Bat tere d harle y 
  (World of darkneSS, P. 147), 
  logging Chain (dmg 2B)
  35
  
  size: 
   
  defense: 
   
  initiative: 
   
  speed: 
   
  armor: 
   
  perception: 
  size(+1): 
   
  defense: 
   
  initiative: 
   
  speed(+1): 
   
  armor: 
   
  perception(+2): 
  size(+2): 
   
  defense: 
   
  initiative(+1): 
   
  speed(+4): 
   
  armor: 
  1/1 
  perception(+3): 
  size(+1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+7): 
   
  armor: 
   
  perception(+3): 
  size(–1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+5): 
   
  armor: 
   
  perception(+4): 
  strength(+1): 
  stAminA(+1): 
  mAnipulAtion(–1): 
  strength(+3): 
  dexterit y(+1): 
  stAminA(+2): 
  strength(+2): 
  dexterit y(+2): 
  stAminA(+2): 
  mAnipulAtion(–3): 
  Rage invoked.
  Induces full Lunacy.
  Wound penalties  
  ignored and  
  no unconsciousness  
  rolls made.
  –2 to resist Death Rage
  Inflict lethal damage.
  Fail most Mental and 
  Social rolls.
  Induces Lunacy; 
   observers have a  2-die 
  bonus to their  
  Willpower roll to resist.
  Inflict lethal damage.
  Inflict lethal damage 
  with bite attack.
  hishu
  (HUman)
  dAlu
  (near-HUman)
  gAuru
  (Wolf-man)
  urshul
  (near-Wolf)
  At triButes: 
  Power: 
  Finesse: 
  Resistance: 
  WillpoWer: 
  essence:  
  Initiative: 
  Defense: 
  Speed: 
  Size: 
  Corpus: 
  Influences: 
  OOOOO
   
  OOOOO
   
  OOOOO
  Numina: 
   
   
   
  Bonuses: 
   
   
   
   
  Ban:  
   
   
   
  tOtem
  GiftS And riteS
  Gift 
   
  Roll 
  Page
   
   
   
   
   
   
   
   
   
   
  Gift Lists: 
   
   
  Max Rank: OOOOO
  Rituals: OOOOO
  Rite 
   
  Roll 
  Page
   
   
   
   
   
   
   
  urhAn
  (Wolf)
  dexterit y(+2): 
  stAminA(+1): 
  Induces Lunacy; 
   observers have a  4-die 
  bonus to their  
  Willpower roll to resist.
  SeaSoned CharaCter
   
  4 
  6 
  5 
  4
   
  4 
  3 
  4 
  4
   
  1 
  5 
  5
   
   
   
  0
   
   
    
    5
    
   2
   
    4
   
  10
    6
    
   2
   
    4
       11
    7
    
   2
   
    5
   
  14
    6
    
   2
   
    6
   
  17
    4
    
   2
   
    6
   
  15
   Clarit y (1)
   CruShing BloW (1)
   Warning groWl (1)
  
  16
  Quotes: “Look guys, we’re not going to get anywhere by fighting. Well, you know, 
  amongst each other. So let’s get a pizza and we’ll figure things out. Cool?”
  “Five bucks says Jim backhands the dude.”
  “Look, Aaron, you’re a great guy, and we love having you. Jim’s just 
  being a dick. I’ll see if Bridge’ll will talk to him.”
  Virtue: Hope. When it all comes 
  down to it, Luke tries to be the 
  heart of the pack. Sometimes 
  that means telling a joke, and 
  sometimes that means offering 
  an ear.
  Vice: Envy. Luke has the soul 
  of a gambler. He lives for the rush 
  of success, and any amount he has 
  is never enough.
  Background: Luke’s dad was the 
  black sheep of the family; he gambled 
  away his savings and all of Lucas’s college 
  funds. Luke admired his dad greatly though, 
  and never faulted him. In fact, the reason 
  Luke got into gambling was to prove to his family that gambling could give 
  a person a lucrative income. So from early on, he practiced and practiced, 
  hoping to hit the poker world tours when he was older. 
  Before he was of age, though, he ran into some shifty figures who gave 
  him the opportunity to succeed in a handful of illicit games. Luke was 
  good, very good – before too long, he had the attention of some in-
  fluential people who didn’t like the way he was taking their money. 
  Luke’s Change happened when a couple of leg-breakers confronted 
  him, and he had to bail town to avoid further problems. Needless to 
  say, he was open to the idea of moving in to Bridgette’s new pack. 
  None would argue that he makes a solid beta.
  Description: Luke tries to dress above his station. He wants the 
  world around him to think that he’s remarkably successful, rich, virile, 
  smart and so on. He smells like whatever new fragrance he could buy with that 
  week’s winnings, and his loafers are always shining. 
  lucAs  
  “fAther luke”  
  BAptiste
  
  17
  Roleplaying Hints: Luke hates being disliked. Sometimes he runs into conflicts because of his in-
  ability to pick sides. He understands those with faults around him; he certainly has enough faults of 
  his own. However, there’s a huge difference between having faults and showing weakness. Showing 
  weakness is not acceptable: one should own and admit their faults and work past them. Account-
  ability is everything.
  Bridgette’s not only his alpha; she’s also his best friend. She understands his struggles. Jim is fam-
  ily; Luke hopes he can help his cousin before his self-destruction reaches irreversible levels. Talia is 
  smart, strong, and could be a great packmate if she’d just loosen up a bit. Luke dedicates some amount 
  of time to helping her in that. Aaron is nerdy and not very fun to be around, but is part of the pack. 
  Luke doesn’t dislike Aaron; he just can’t relate to the kid.
  Weapon 
  Damage 
  Ranges 
  Clip 
  Strength 
  Size
  Light pistol 
  2 
  20/40/80 
  17+1 
  2 
  1
  
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  presence: 
  OOOOO
  mAnipulAtion: OOOOO
  composure: 
  OOOOO
  Other trAitS
  merit s
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Auspice: choose 1 free Skill Specialty•Tribe•Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice•Merits 7•(Buy-
  ing the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized werewolf• 
  Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Harmony = 7•Primal Urge starts at 1 
  dot•Essence=Harmony
  O O O O O O O O O O
  WillpoWer
  essence
  hArmony
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  renoWn
  purit y 
  OOOOO
  glory 
  OOOOO
  honor 
  OOOOO
  Wisdom 
  OOOOO
  cunning 
  OOOOO
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  sociAl
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  luCaS BaPtiSte 
   eVeryone’S friend 
   Cahalith 
   
   
   
  hoPe  
  Storm lord
   
   
  enVy 
      
   
     Small detailS
  allieS (Bookie) 
  ContaCtS (Street, PoliCe) 
  reSourCeS 
  totem 
      
    Sleight of hand
      
  Body language
        
    
     Poker faCe
  deCk of Car dS, light PiStol
  
  size: 
   
  defense: 
   
  initiative: 
   
  speed: 
   
  armor: 
   
  perception: 
  size(+1): 
   
  defense: 
   
  initiative: 
   
  speed(+1): 
   
  armor: 
   
  perception(+2): 
  size(+2): 
   
  defense: 
   
  initiative(+1): 
   
  speed(+4): 
   
  armor: 
  1/1 
  perception(+3): 
  size(+1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+7): 
   
  armor: 
   
  perception(+3): 
  size(–1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+5): 
   
  armor: 
   
  perception(+4): 
  strength(+1): 
  stAminA(+1): 
  mAnipulAtion(–1): 
  strength(+3): 
  dexterit y(+1): 
  stAminA(+2): 
  strength(+2): 
  dexterit y(+2): 
  stAminA(+2): 
  mAnipulAtion(–3): 
  Rage invoked.
  Induces full Lunacy.
  Wound penalties  
  ignored and  
  no unconsciousness  
  rolls made.
  –2 to resist Death Rage
  Inflict lethal damage.
  Fail most Mental and 
  Social rolls.
  Induces Lunacy; 
   observers have a  2-die 
  bonus to their  
  Willpower roll to resist.
  Inflict lethal damage.
  Inflict lethal damage 
  with bite attack.
  hishu
  (HUman)
  dAlu
  (near-HUman)
  gAuru
  (Wolf-man)
  urshul
  (near-Wolf)
  At triButes: 
  Power: 
  Finesse: 
  Resistance: 
  WillpoWer: 
  essence:  
  Initiative: 
  Defense: 
  Speed: 
  Size: 
  Corpus: 
  Influences: 
  OOOOO
   
  OOOOO
   
  OOOOO
  Numina: 
   
   
   
  Bonuses: 
   
   
   
   
  Ban:  
   
   
   
  tOtem
  GiftS And riteS
  Gift 
   
  Roll 
  Page
   
   
   
   
   
   
   
   
   
   
  Gift Lists: 
   
   
  Max Rank: OOOOO
  Rituals: OOOOO
  Rite 
   
  Roll 
  Page
   
   
   
   
   
   
   
  urhAn
  (Wolf)
  dexterit y(+2): 
  stAminA(+1): 
  Induces Lunacy; 
   observers have a  4-die 
  bonus to their  
  Willpower roll to resist.
   
  3 
  5 
  4 
  5
   
  3 
  4 
  5 
  3
   
  1 
  4 
  4
   
   
   
  0
   
   
    
    5
    
   3
   
    5
   
  10
    6
    
   3
   
    5
       11
    7
    
   4
   
    6
   
  14
    6
    
   4
   
    7
   
  17
    4
    
   4
   
    7
   
  15
   looSe tongue (1)
   PaCk aWareneSS (1)
   the right Wor dS (1)
  
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  presence: 
  OOOOO
  mAnipulAtion: OOOOO
  composure: 
  OOOOO
  Other trAitS
  merit s
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Auspice: choose 1 free Skill Specialty•Tribe•Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice•Merits 7•(Buy-
  ing the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized werewolf• 
  Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Harmony = 7•Primal Urge starts at 1 
  dot•Essence=Harmony
  O O O O O O O O O O
  WillpoWer
  essence
  hArmony
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  renoWn
  purit y 
  OOOOO
  glory 
  OOOOO
  honor 
  OOOOO
  Wisdom 
  OOOOO
  cunning 
  OOOOO
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  sociAl
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  luCaS BaPtiSte 
   eVeryone’S friend 
   Cahalith 
   
   
   
  hoPe  
  Storm lord
   
   
  enVy 
      
   
     Small detailS
  allieS (Bookie) 
  ContaCtS (Street, PoliCe) 
  reSourCeS 
  totem 
  faSt refle xeS
      
    Sleight of hand
      
  Body language
        
    
     Poker faCe
  deCk of Car dS, light PiStol
  
  size: 
   
  defense: 
   
  initiative: 
   
  speed: 
   
  armor: 
   
  perception: 
  size(+1): 
   
  defense: 
   
  initiative: 
   
  speed(+1): 
   
  armor: 
   
  perception(+2): 
  size(+2): 
   
  defense: 
   
  initiative(+1): 
   
  speed(+4): 
   
  armor: 
  1/1 
  perception(+3): 
  size(+1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+7): 
   
  armor: 
   
  perception(+3): 
  size(–1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+5): 
   
  armor: 
   
  perception(+4): 
  strength(+1): 
  stAminA(+1): 
  mAnipulAtion(–1): 
  strength(+3): 
  dexterit y(+1): 
  stAminA(+2): 
  strength(+2): 
  dexterit y(+2): 
  stAminA(+2): 
  mAnipulAtion(–3): 
  Rage invoked.
  Induces full Lunacy.
  Wound penalties  
  ignored and  
  no unconsciousness  
  rolls made.
  –2 to resist Death Rage
  Inflict lethal damage.
  Fail most Mental and 
  Social rolls.
  Induces Lunacy; 
   observers have a  2-die 
  bonus to their  
  Willpower roll to resist.
  Inflict lethal damage.
  Inflict lethal damage 
  with bite attack.
  hishu
  (HUman)
  dAlu
  (near-HUman)
  gAuru
  (Wolf-man)
  urshul
  (near-Wolf)
  At triButes: 
  Power: 
  Finesse: 
  Resistance: 
  WillpoWer: 
  essence:  
  Initiative: 
  Defense: 
  Speed: 
  Size: 
  Corpus: 
  Influences: 
  OOOOO
   
  OOOOO
   
  OOOOO
  Numina: 
   
   
   
  Bonuses: 
   
   
   
   
  Ban:  
   
   
   
  tOtem
  GiftS And riteS
  Gift 
   
  Roll 
  Page
   
   
   
   
   
   
   
   
   
   
  Gift Lists: 
   
   
  Max Rank: OOOOO
  Rituals: OOOOO
  Rite 
   
  Roll 
  Page
   
   
   
   
   
   
   
  urhAn
  (Wolf)
  dexterit y(+2): 
  stAminA(+1): 
  Induces Lunacy; 
   observers have a  4-die 
  bonus to their  
  Willpower roll to resist.
  SeaSoned CharaCter
   
  3 
  5 
  4 
  5
   
  3 
  4 
  5 
  3
   
  1 
  4 
  4
   
   
   
  0
   
   
    
    5
    
   3
   
    7
   
  10
    6
    
   3
   
    7
       11
    7
    
   4
   
    8
   
  14
    6
    
   4
   
    9
   
  17
    4
    
   4
   
    9
   
  15
   looSe tongue (1)
   PaCk aWareneSS (1)
   the right Wor dS (1)
  
  22
  Quotes: “We need to leave, and quick. Judging by the integrity of that floor, we have 
  maybe ninety seconds before we’re spider food.”
  “Lucas, damn it, I’m telling you. If James goes in there, he’s not coming out. The spirits 
  in there are hungry, and if my information is correct, there’s at least two dozen.”
  “You beat it up, just like a caveman. Congratulations. While you were doing that, I 
  stopped five of them with science, and I don’t have a scar.”
  Virtue: Prudence. Aaron has survived by being smart, so if it isn’t broken, don’t 
  try to fix it.
  Vice: Sloth. Sometimes his prudence bleeds into laziness, and he’ll use 
  logic and book-smarts to come up with reasons to 
  not do things.
  Background: Aaron grew up in a tiny war-torn 
  country somewhere in eastern Europe. He was too young 
  to understand the reasons behind the fighting, but as a child of circumstance, he 
  fought. He learned to carry a gun, assemble a radio out of next to nothing and 
  resurrect computer systems devastated by bomb blasts. All his friends fell in the 
  fighting. Most of his family did as well, so Aaron grew up loving machines. So long 
  as you maintain them, machines never truly die. Eventually, the machines started 
  talking back. That was his first experience with his new life.
  At the cusp of his oncoming adulthood, his family took severe casualties from a 
  shelling, leaving only him and his cousin Talia alive because of their resilient 
  Forsaken bodies. A meager inheritance got them away from 
  the fighting and to where they could get their educations in 
  peace. Now he’s joined a pack, and is trying to impress them 
  at every turn. It’s hard, since he’s almost a polar opposite 
  to their brash, forceful methods.
  Description: Aaron is tiny. He’s short and slight, and his 
  angelic baby face makes him barely recognizable as an adult. 
  But he’s smart, and it shows in his eyes. It’s hard to be near 
  him without wondering what he’s thinking, what he’s plan-
  ning and just how much he knows about your own plans and 
  intentions. He dresses conservatively, with an eye for function. 
  He often carries electronics tools, gadgets and notebooks to 
  sketch schematics on. He also carries a very large military 
  issue pistol, wearing it so it shows against his frail chest 
  as a sign that he’s not to be messed with.
  AAron  
  “fixes the World” 
  hAnselmAn
  
  23
  Roleplaying Hints: In social situations, he’s shy and reserved. The only time Aaron interjects is 
  when he has a plan or thought that he knows to be correct. He doesn’t speculate; he’s very practical 
  and efficient. However shy, he’s amazingly loyal, and will kill or die for his pack without hesitation. 
  He’s hardened to the truths of war, and sometime his lack of empathy borders on cruelty. 
  In almost any situation with Aaron, a solution can be found in science. If science can’t solve the 
  problem, the spirits of technology can. He gets frustrated with Uratha who focus too much on their 
  Gifts, as he feels they’re just crutches to be used sparingly. During his initial tutelage, he assisted his 
  late mentor in forging a fetish out of a wristwatch his father gave him. He will protect that fetish with 
  his life, and is uncomfortable with anyone asking about it or touching it.
  Bridgette is undoubtedly Aaron’s alpha. He supports her without doubt, unless she violates the 
  Oath of the Moon. He’s often her staunchest supporter. James often bullies him, but Aaron takes the 
  punishment in stride. After all, nothing James can do compares with what Aaron saw back home. 
  Through it all, he maintains the composure of a soldier. When dealing with Lucas, Aaron is often 
  impatient. Lucas says a lot… sometimes too much. Most of what he says has already been said. But 
  out of respect, Aaron doesn’t comment. 
  Talia is the closest thing in the world to Aaron. She’s his cousin, big sister, best friend, mother figure; 
  he would do anything for her. Deep down, he wishes she were alpha. He never says that, though.
  Weapon 
  Damage 
  Ranges 
  Capacity 
  Strength 
  Size
  IMI Galil Assault Rifle 
  4 
  150/300/600 
  30+1 
  2 
  3
  Kimber .45 ACP 
  3 
  30/60/120 
  30+1 
  2 
  2
  AAron’s Fetish – the timesAver (••••)
  Aaron’s wristwatch is gold, expertly crafted and etched with the day of his birth. When he is making 
  an extended action, he can reflexively activate the fetish to cut the time needed to make those rolls in 
  half. This only works with mundane rolls, not rites or other supernatural efforts. Aaron can also activate 
  the fetish to increase his initiative or decrease that of someone he can see by three for the remainder 
  of the current scene. An ancestor spirit is used to create this fetish. 
  
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  presence: 
  OOOOO
  mAnipulAtion: OOOOO
  composure: 
  OOOOO
  Other trAitS
  merit s
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Auspice: choose 1 free Skill Specialty•Tribe•Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice•Merits 7•(Buy-
  ing the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized werewolf• 
  Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Harmony = 7•Primal Urge starts at 1 
  dot•Essence=Harmony
  O O O O O O O O O O
  WillpoWer
  essence
  hArmony
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  renoWn
  purit y 
  OOOOO
  glory 
  OOOOO
  honor 
  OOOOO
  Wisdom 
  OOOOO
  cunning 
  OOOOO
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  sociAl
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  aaron hanSelman 
   teChno-Shaman 
   ithaeur 
   
   
   
  PrudenCe  
  iron maSter
   
   
  Sloth 
      
       Programming
    rePair
   
     
   teChnology SPiritS
  fe tiSh  
  language (ruSSian, german) 
  totem 
      
    
     urBan
  adVanCe d SmartPhone (+3), 
  eleCtroniCS toolS (+2),  
  PaPer noteBook, PenCil
  
  size: 
   
  defense: 
   
  initiative: 
   
  speed: 
   
  armor: 
   
  perception: 
  size(+1): 
   
  defense: 
   
  initiative: 
   
  speed(+1): 
   
  armor: 
   
  perception(+2): 
  size(+2): 
   
  defense: 
   
  initiative(+1): 
   
  speed(+4): 
   
  armor: 
  1/1 
  perception(+3): 
  size(+1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+7): 
   
  armor: 
   
  perception(+3): 
  size(–1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+5): 
   
  armor: 
   
  perception(+4): 
  strength(+1): 
  stAminA(+1): 
  mAnipulAtion(–1): 
  strength(+3): 
  dexterit y(+1): 
  stAminA(+2): 
  strength(+2): 
  dexterit y(+2): 
  stAminA(+2): 
  mAnipulAtion(–3): 
  Rage invoked.
  Induces full Lunacy.
  Wound penalties  
  ignored and  
  no unconsciousness  
  rolls made.
  –2 to resist Death Rage
  Inflict lethal damage.
  Fail most Mental and 
  Social rolls.
  Induces Lunacy; 
   observers have a  2-die 
  bonus to their  
  Willpower roll to resist.
  Inflict lethal damage.
  Inflict lethal damage 
  with bite attack.
  hishu
  (HUman)
  dAlu
  (near-HUman)
  gAuru
  (Wolf-man)
  urshul
  (near-Wolf)
  At triButes: 
  Power: 
  Finesse: 
  Resistance: 
  WillpoWer: 
  essence:  
  Initiative: 
  Defense: 
  Speed: 
  Size: 
  Corpus: 
  Influences: 
  OOOOO
   
  OOOOO
   
  OOOOO
  Numina: 
   
   
   
  Bonuses: 
   
   
   
   
  Ban:  
   
   
   
  tOtem
  GiftS And riteS
  Gift 
   
  Roll 
  Page
   
   
   
   
   
   
   
   
   
   
  Gift Lists: 
   
   
  Max Rank: OOOOO
  Rituals: OOOOO
  Rite 
   
  Roll 
  Page
   
   
   
   
   
   
   
  urhAn
  (Wolf)
  dexterit y(+2): 
  stAminA(+1): 
  Induces Lunacy; 
   observers have a  4-die 
  bonus to their  
  Willpower roll to resist.
   
  2 
  4 
  3 
  5
   
  3 
  4 
  5 
  3
   
  1 
  4 
  4
   
   
   
  0
   
   
    
    5
    
   2
   
    5
   
  9
    6
    
   2
   
    5
       10
    7
    
   2
   
    6
   
  13
    6
    
   2
   
    7
   
  16
    4
    
   4
   
    7
   
  14
   tWo-World eyeS (1)
   lef t-hande d SPanner (1)
   rite of de diCation (1)
  
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  presence: 
  OOOOO
  mAnipulAtion: OOOOO
  composure: 
  OOOOO
  Other trAitS
  merit s
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Auspice: choose 1 free Skill Specialty•Tribe•Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice•Merits 7•(Buy-
  ing the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized werewolf• 
  Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Harmony = 7•Primal Urge starts at 1 
  dot•Essence=Harmony
  O O O O O O O O O O
  WillpoWer
  essence
  hArmony
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  renoWn
  purit y 
  OOOOO
  glory 
  OOOOO
  honor 
  OOOOO
  Wisdom 
  OOOOO
  cunning 
  OOOOO
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  sociAl
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  35
  aaron hanSelman 
   teChno-Shaman 
   ithaeur 
   
   
   
  PrudenCe  
  iron maSter
   
   
  Sloth 
      
       Programming
    rePair
   
     
   teChnology SPiritS
  fe tiSh  
  language (ruSSian, german) 
  totem 
      
    
     urBan
  adVanCe d SmartPhone (+3), 
  eleCtroniCS toolS (+2),  
  PaPer noteBook, PenCil
  
  size: 
   
  defense: 
   
  initiative: 
   
  speed: 
   
  armor: 
   
  perception: 
  size(+1): 
   
  defense: 
   
  initiative: 
   
  speed(+1): 
   
  armor: 
   
  perception(+2): 
  size(+2): 
   
  defense: 
   
  initiative(+1): 
   
  speed(+4): 
   
  armor: 
  1/1 
  perception(+3): 
  size(+1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+7): 
   
  armor: 
   
  perception(+3): 
  size(–1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+5): 
   
  armor: 
   
  perception(+4): 
  strength(+1): 
  stAminA(+1): 
  mAnipulAtion(–1): 
  strength(+3): 
  dexterit y(+1): 
  stAminA(+2): 
  strength(+2): 
  dexterit y(+2): 
  stAminA(+2): 
  mAnipulAtion(–3): 
  Rage invoked.
  Induces full Lunacy.
  Wound penalties  
  ignored and  
  no unconsciousness  
  rolls made.
  –2 to resist Death Rage
  Inflict lethal damage.
  Fail most Mental and 
  Social rolls.
  Induces Lunacy; 
   observers have a  2-die 
  bonus to their  
  Willpower roll to resist.
  Inflict lethal damage.
  Inflict lethal damage 
  with bite attack.
  hishu
  (HUman)
  dAlu
  (near-HUman)
  gAuru
  (Wolf-man)
  urshul
  (near-Wolf)
  At triButes: 
  Power: 
  Finesse: 
  Resistance: 
  WillpoWer: 
  essence:  
  Initiative: 
  Defense: 
  Speed: 
  Size: 
  Corpus: 
  Influences: 
  OOOOO
   
  OOOOO
   
  OOOOO
  Numina: 
   
   
   
  Bonuses: 
   
   
   
   
  Ban:  
   
   
   
  tOtem
  GiftS And riteS
  Gift 
   
  Roll 
  Page
   
   
   
   
   
   
   
   
   
   
  Gift Lists: 
   
   
  Max Rank: OOOOO
  Rituals: OOOOO
  Rite 
   
  Roll 
  Page
   
   
   
   
   
   
   
  urhAn
  (Wolf)
  dexterit y(+2): 
  stAminA(+1): 
  Induces Lunacy; 
   observers have a  4-die 
  bonus to their  
  Willpower roll to resist.
  SeaSoned CharaCter
   
  2 
  4 
  3 
  5
   
  3 
  4 
  5 
  3
   
  1 
  4 
  4
   
   
   
  0
   
   
    
    5
    
   2
   
    5
   
  9
    6
    
   2
   
    5
       10
    7
    
   2
   
    6
   
  13
    6
    
   2
   
    7
   
  16
    4
    
   4
   
    7
   
  14
    tWo-World eyeS (1)
    lef t-hande d SPanner (1)
    Straighten (1)
   rite of de diCation (1)
   rite of the SPirit Brand (1)
   Call gaffling  (2)
   Bind SPirit (3)
   Call Jaggling (3)
   rite of healing (3)
  
  28
  Quotes: “Of course, you could do it her way. Or you could succeed. I leave that choice 
  in your hands.”
  “James, please be quiet. You’re not adding anything to this conversation.”
  “I will be in and out in five minutes, at which time I want you to rush the doors. They’ll 
  be unlocked, I guarantee.”
  Virtue: Justice. She will not stray from what she thinks is righteous. In fact, she 
  holds others to her own lofty standards, even if it breeds conflict.
  Vice: Pride. She’s a counterpoint to Bridgette. She’s not the alpha, but she main-
  tains that she must always be flawless and unacceptable. Often, she’ll 
  use her own success as a leverage point in conversa-
  tion.
  Background: Talia had a very rough 
  upbringing, similar to her cousin’s. 
  She had to learn all the “boy skills” to 
  keep her family safe, while being held to rigid 
  per-
  formance standards in education. She did not take 
  the passive role in the fighting that Aaron did, however. She 
  insisted that her side should emerge victorious, and that meant 
  giving her personal contribution. She mastered everything the military 
  would teach her, and strived to learn more. She didn’t care about being 
  a leader; she cared about being a contributor. She did very well. She 
  was quick, silent and efficient. This was only increased when she 
  Changed under the new moon, giving her new skills to keep her 
  away from the eyes of her enemies.
  When the bombs nearly eradicated her family, she reluc-
  tantly fled her homeland with Aaron. Bridgette has given 
  her the opportunity to return to the battlefield she loves. 
  Bridgette is usually a good leader, but sometimes doesn’t 
  consider all sides. She doesn’t think as efficiently, and 
  is more focused on the possible glory of an event than a 
  clean victory. If Bridgette puts the pack in too much risk, 
  Talia will not hesitate to challenge her. 
  tAliA  
  “shAdoW”  
  cohen
  
  29
  Description: Talia dresses with movement in mind. Her clothes must be form-fitting enough to 
  never catch on her surroundings, but not so tight as to limit her in any way. When preparing for a 
  mission, she’ll wear limited armor and carry whatever weapons she might feel would be necessary. 
  She’s well kempt, and very much a soldier in demeanor and stance. She’s not unattractive, but is easy 
  to overlook. She blends in well… sometimes too well.
  Roleplaying Hints: Talia always maintains her composure. To do otherwise would be to lose control 
  and give up the fight. The ends justify the means; oaths and laws be damned, sometimes she needs 
  to make sacrifices to guarantee minimal loss. She never brags, only stating things how they are. She 
  always maintains an air of superiority. Even in a time of loss, she knows that she’s done the most 
  she could to the best of her ability. She is not a slacker; others might be, but she never has been and 
  never will be. The only thing that will rile her is the abuse of women. It is never acceptable under 
  her watch, and results in violent, climactic response.
  Bridgette could be a better leader, but she’s the leader Talia has, and that means she’s to be fol-
  lowed. Talia defends her alpha’s every word, often resulting in Talia saying things James and Lucas 
  dislike. She sees James as a hothead; the kind that gets packs killed. She corrects him whenever he’s 
  wrong. She will never buckle under his rough behavior. She sees potential in Lucas. She thinks he 
  underestimates himself. In fact, she feels that he probably should have been alpha when the pack 
  was formed. She always treats him with dignity, and tries to let him know that if he needs her, she’s 
  there for him.
  Aaron is like a little brother. He’s a competent fighter, he’s brilliant, but he just doesn’t have Ta-
  lia’s killer instinct and she knows that. She protects him at all times, and keeps him working towards 
  improvement. He has a world of potential, and she sees it as her duty to help him get there.
  Weapon 
  Damage 
  Ranges 
  Capacity 
  Strength 
  Size
  IMI Galil Assault Rifle 
  4 
  150/300/600 
  30+1 
  2 
  3
  Glock 17 handgun 
  2 
  20/40/80 
  17+1 
  2 
  1
  
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  presence: 
  OOOOO
  mAnipulAtion: OOOOO
  composure: 
  OOOOO
  Other trAitS
  merit s
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Auspice: choose 1 free Skill Specialty•Tribe•Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice•Merits 7•(Buy-
  ing the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized werewolf• 
  Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Harmony = 7•Primal Urge starts at 1 
  dot•Essence=Harmony
  O O O O O O O O O O
  WillpoWer
  essence
  hArmony
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  renoWn
  purit y 
  OOOOO
  glory 
  OOOOO
  honor 
  OOOOO
  Wisdom 
  OOOOO
  cunning 
  OOOOO
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  sociAl
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  Other trAitS
  merit s
   
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  O O O O O O O O O O
  WillpoWer
  essence
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  talia Cohen 
   Veteran Before her time 
   irraka  
   
   
  JuStiCe  
  iron maSter
   
   
  Pride 
      
       
    
   
     
    
   military ConfliCtS
  ContaCtS 
    (immigration/CuStomS) 
  faSt refle xeS 
  freSh Start 
  language (ruSSian) 
  QuiCk draW (firearmS)  
  totem 
      
      aSSault rifle
    
     urBan
    finding Shelter
  imi galil aSSault rifle (dmg 4), 
  gloCk 17 handgun (dmg 2)
  
  size: 
   
  defense: 
   
  initiative: 
   
  speed: 
   
  armor: 
   
  perception: 
  size(+1): 
   
  defense: 
   
  initiative: 
   
  speed(+1): 
   
  armor: 
   
  perception(+2): 
  size(+2): 
   
  defense: 
   
  initiative(+1): 
   
  speed(+4): 
   
  armor: 
  1/1 
  perception(+3): 
  size(+1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+7): 
   
  armor: 
   
  perception(+3): 
  size(–1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+5): 
   
  armor: 
   
  perception(+4): 
  strength(+1): 
  stAminA(+1): 
  mAnipulAtion(–1): 
  strength(+3): 
  dexterit y(+1): 
  stAminA(+2): 
  strength(+2): 
  dexterit y(+2): 
  stAminA(+2): 
  mAnipulAtion(–3): 
  Rage invoked.
  Induces full Lunacy.
  Wound penalties  
  ignored and  
  no unconsciousness  
  rolls made.
  –2 to resist Death Rage
  Inflict lethal damage.
  Fail most Mental and 
  Social rolls.
  Induces Lunacy; 
   observers have a  2-die 
  bonus to their  
  Willpower roll to resist.
  Inflict lethal damage.
  Inflict lethal damage 
  with bite attack.
  hishu
  (HUman)
  dAlu
  (near-HUman)
  gAuru
  (Wolf-man)
  urshul
  (near-Wolf)
  At triButes: 
  Power: 
  Finesse: 
  Resistance: 
  WillpoWer: 
  essence:  
  Initiative: 
  Defense: 
  Speed: 
  Size: 
  Corpus: 
  Influences: 
  OOOOO
   
  OOOOO
   
  OOOOO
  Numina: 
   
   
   
  Bonuses: 
   
   
   
   
  Ban:  
   
   
   
  tOtem
  GiftS And riteS
  Gift 
   
  Roll 
  Page
   
   
   
   
   
   
   
   
   
   
  Gift Lists: 
   
   
  Max Rank: OOOOO
  Rituals: OOOOO
  Rite 
   
  Roll 
  Page
   
   
   
   
   
   
   
  urhAn
  (Wolf)
  dexterit y(+2): 
  stAminA(+1): 
  Induces Lunacy; 
   observers have a  4-die 
  bonus to their  
  Willpower roll to resist.
   
  3 
  5 
  4 
  5
   
  3 
  4 
  5 
  3
   
  1 
  4 
  4
   
   
   
  0
   
   
    
    5
    
   3
   
    9
   
  10
    6
    
   3
   
    9
       11
    7
    
   4
   
    10
   
  14
    6
    
   4
   
    11
   
  17
    4
    
   4
   
    11
   
  15
   fee t of miSt (1)
   Blending (2)
   running ShadoW (3)
  
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  presence: 
  OOOOO
  mAnipulAtion: OOOOO
  composure: 
  OOOOO
  Other trAitS
  merit s
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Auspice: choose 1 free Skill Specialty•Tribe•Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice•Merits 7•(Buy-
  ing the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized werewolf• 
  Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Harmony = 7•Primal Urge starts at 1 
  dot•Essence=Harmony
  O O O O O O O O O O
  WillpoWer
  essence
  hArmony
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  renoWn
  purit y 
  OOOOO
  glory 
  OOOOO
  honor 
  OOOOO
  Wisdom 
  OOOOO
  cunning 
  OOOOO
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  sociAl
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  35
  SkillS
  nAme:
  plAyer:
  chronicle:
  concept:
  Virtue:
  Vice:
  Auspice:
  triBe:
  lodge:
  Power
  Finesse
  Resistance
  AttributeS
  intelligence: OOOOO
  Wit s: 
  OOOOO
  resolVe: 
  OOOOO
  strength: 
  OOOOO
  dexterit y: 
  OOOOO
  stAminA: 
  OOOOO
  Other trAitS
  merit s
   
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  flAWs
   
   
   
  O O O O O O O O O O O O O O O O
  heAlth
  +2 for Dalu form•+4 for Gauru form•+3 for Urshul form
  O O O O O O O O O O
  WillpoWer
  essence
  At tAck 
  dice mod
  Bite 
  (Gauru+2) 
  Claw 
  (Gauru+1) 
   
   
   
   
   
   
   
   
   
   
   
  equipment
   
   
   
   
  experience
                                                    
  O O O O O O O O O O
  primAl urge
  mentAl
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  physicAl
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  talia Cohen 
   Veteran Before her time 
   irraka  
   
   
  JuStiCe  
  iron maSter
   
   
  Pride 
      
       
    
   
     
    
   military ConfliCtS
  ContaCtS 
    (immigration/CuStomS) 
  faSt refle xeS 
  freSh Start 
  language (ruSSian) 
  QuiCk draW (firearmS)  
  totem 
  allieS (Criminal)
      
      aSSault rifle
    
     urBan
    leaderShiP
    finding Shelter
  imi galil aSSault rifle (dmg 4), 
  gloCk 17 handgun (dmg 2)
  
  size: 
   
  defense: 
   
  initiative: 
   
  speed: 
   
  armor: 
   
  perception: 
  size(+1): 
   
  defense: 
   
  initiative: 
   
  speed(+1): 
   
  armor: 
   
  perception(+2): 
  size(+2): 
   
  defense: 
   
  initiative(+1): 
   
  speed(+4): 
   
  armor: 
  1/1 
  perception(+3): 
  size(+1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+7): 
   
  armor: 
   
  perception(+3): 
  size(–1): 
   
  defense: 
   
  initiative(+2): 
   
  speed(+5): 
   
  armor: 
   
  perception(+4): 
  strength(+1): 
  stAminA(+1): 
  mAnipulAtion(–1): 
  strength(+3): 
  dexterit y(+1): 
  stAminA(+2): 
  strength(+2): 
  dexterit y(+2): 
  stAminA(+2): 
  mAnipulAtion(–3): 
  Rage invoked.
  Induces full Lunacy.
  Wound penalties  
  ignored and  
  no unconsciousness  
  rolls made.
  –2 to resist Death Rage
  Inflict lethal damage.
  Fail most Mental and 
  Social rolls.
  Induces Lunacy; 
   observers have a  2-die 
  bonus to their  
  Willpower roll to resist.
  Inflict lethal damage.
  Inflict lethal damage 
  with bite attack.
  hishu
  (HUman)
  dAlu
  (near-HUman)
  gAuru
  (Wolf-man)
  urshul
  (near-Wolf)
  At triButes: 
  Power: 
  Finesse: 
  Resistance: 
  WillpoWer: 
  essence:  
  Initiative: 
  Defense: 
  Speed: 
  Size: 
  Corpus: 
  Influences: 
  OOOOO
   
  OOOOO
   
  OOOOO
  Numina: 
   
   
   
  Bonuses: 
   
   
   
   
  Ban:  
   
   
   
  tOtem
  GiftS And riteS
  Gift 
   
  Roll 
  Page
   
   
   
   
   
   
   
   
   
   
  Gift Lists: 
   
   
  Max Rank: OOOOO
  Rituals: OOOOO
  Rite 
   
  Roll 
  Page
   
   
   
   
   
   
   
  urhAn
  (Wolf)
  dexterit y(+2): 
  stAminA(+1): 
  Induces Lunacy; 
   observers have a  4-die 
  bonus to their  
  Willpower roll to resist.
  SeaSoned CharaCter
   
  3 
  5 
  4 
  5
   
  3 
  4 
  5 
  3
   
  1 
  4 
  4
   
   
   
  0
   
   
    
    5
    
   3
   
    9
   
  10
    6
    
   3
   
    9
       11
    7
    
   4
   
    10
   
  14
    6
    
   4
   
    11
   
  17
    4
    
   4
   
    11
   
  15
   fee t of miSt (1)
   Blending (2)
   running ShadoW (3)
   ShadoW fleSh (4)
  
  34
  storytelling for the pAck
  Calm Before the Storm has two extremes 
  at its disposal. It can be direct or calculating, 
  prepared or forceful. This versatility should 
  afford it a solution for many of the problems 
  it comes across. The characters have loads of 
  built-in conflict, which is ripe for story ideas. 
  The easiest way to handle their particular di-
  versity is to hand them a thread for a plot and 
  let them run with it.
  Every character will have a unique response 
  to stimuli. However, they don’t need a lot of 
  long-term planning to be effective, so expect 
  some quick and hard solutions to problems. 
  The three Storm Lords are very forceful in their 
  social interactions; the two Iron Masters are 
  more reserved and subtle. James is a physical 
  powerhouse, but all the members should be 
  able to hold their own under most circum-
  stances, though Aaron is a possible exception 
  to that rule. Encourage and allow Aaron to 
  compensate by being creative with equipment 
  if it seems like he may be falling behind the 
  more combat-oriented players.
  The pack as it stands does not have any 
  overwhelming ability to deal with spirits. How-
  ever, if you are using the seasoned pack sheets, 
  Aaron has quite a versatile list of rituals for 
  dealing with the spirit world. His personality 
  lends itself to more tech-related spirits. One 
  important note: you will need to offer up ac-
  cess to loci if you intend for much interaction 
  with the Hisil.
  Their totem, Hig-Thi, tries to take a hands-
  off approach, giving advice and ideas instead 
  of acting directly on the pack’s behalf. It’s 
  largely a nonviolent spirit, and is more likely 
  to run away than attack if confronted. It usu-
  ally appears as a frustrated, faceless man in a 
  flannel shirt, writing furiously at a desk. The 
  pack hears the words he scrawls. He always acts 
  with just a bit of disdain, like whatever it is 
  doing is below its station. Outside of the ban 
  listed below, it demands the Uratha writes in 
  his or her journal before agreeing to any time 
  requests made of it.
  story ideAs
  remoVing chArActers
  The pack as it stands is versatile. Removing 
  members will shift that balance. However, the two 
  biggest changes happen when James and Aaron are 
  removed. James is arguably the least necessary, since 
  most of the characters can handle themselves in a 
  fight. Aaron is the only strong member for rituals and 
  other spirit world affairs. If nobody is playing him, 
  it might be worth giving another character his rites. 
  The other characters have far more diverse abilities, 
  and none will cripple the group if they’re removed.
  Adding chArActers
  Additional characters can be added easily by inte-
  grating them with either of the two families. Outside 
  characters are easiest to integrate with strong plot-
  related ties. One good option would be to tie the new 
  character with Megan Blaine (see Parlor Games, p. 
  2) or another plot-driving Storyteller character. It 
  gives the outside character immediate motivation 
  to work with the pack without bogging the players 
  down with prep work. To integrate new members, 
  here are hooks for each member, things they would 
  want in a new member to help build association.
  • Bridgette: Bridgette needs loyalty. She could 
  be served well by a member who will follow her 
  unquestioningly, standing up against the quiet 
  dissent expressed by the various members.
  • James: James needs allegiance. He needs someone 
  to stand by, and to understand his qualms with 
  Bridgette. A sympathetic friend or family member 
  would earn his undying loyalty quickly.
  • Lucas: Lucas needs people to justify and enable 
  his behavior. He needs a support committee. 
  He needs a friend that isn’t quite as serious 
  about everything as the rest of the pack.
  • Aaron: Aaron doesn’t need much, but someone 
  who can challenge him mentally is rare. He’d find 
  kinship with anyone who understood the marvels 
  of technology, or at least could relate to them.
  • Talia: Talia is in a risky position. With 
  encouragement and support, she’s likely to claim 
  alpha. She’s frustrated, and someone to bolster that 
  behavior could make a strong would-be beta.
  
  35
  • Bridgette is offered a prestigious job as a 
  consultant for a law firm her family has been 
  long associated with. Taking the position 
  means a better life for the pack, but almost 
  no time to act as leader.
  • An Ivory Talon has pegged Bridgette for 
  destruction. He leaves a few subtle messages 
  that he arranged Marcus’s death, and that 
  he’s prepared to pick off her pack members 
  one by one. He doesn’t identify himself, 
  but leaves a few clues as to who and where 
  he might be.
  JAmes
  James thrives on confrontation. Without 
  confrontation, he can quickly become a boring 
  character. He works best for players who don’t 
  mind playing a bit of a jerk. Also, he’s regularly 
  on edge. Be mindful of the Death Rage rules when 
  Storytelling for James. 
  Experienced: James becomes more an animal 
  and less a man. His focus is on territory, mating 
  and destroying those who would oppose him. His 
  inner fury begins to slowly consume him.
  Story Hooks: 
  • James’s First Change comes back to bite him 
  in the ass. A malicious member of the Fire 
  Touched who witnessed the event began 
  spreading rumors to the victims’ families about 
  who murdered their loved ones. After over a 
  year of searching, the rival Uratha found James 
  and gave his location over to the families.
  • James’s penchant for Kuruth has drawn some 
  negative attention. A small chorus of anger spirits, 
  feeding off his rage and poisoning the minds of 
  those around him, is now following him.
  • One of James’s one-night-stands turns out 
  to be a newly changed Uratha. The breach 
  of the Oath aside, how will he reconcile the 
  creation of a unihar?
  lucAs
  Lucas is the perfect character for a player who 
  likes to be the subject of plots. He requires a bit 
  of attention, and he’s bound to get into more 
  than a little trouble, but he should be the source 
  of some solid drama.
  pArlor gAmes
  The first and most immediate tie in to the Par-
  lor Games SAS is Lucas’s gambling addiction. 
  With his reputation for playing poker, he could 
  easily receive an invite to the Ladybird Club. 
  The second tie is that James despises insects. 
  As soon as he catches word of Azlu, he’ll almost 
  immediately demand action. On a similar note, 
  Talia has an issue with the abuse of women. Play 
  up that angle to pull her interest. 
  If you feel you need another tie to draw the char-
  acters in, Megan Blaine could easily be cast as one 
  of the Storm Lords’ cousins, a wolf-blooded human 
  somehow connected to the club who just happened 
  to disappear.
  specific chArActer story 
  ideAs
  Each character is detailed below, with a brief 
  explanation of the types of players who might 
  play them. As well, there are a handful of story 
  hooks and goals for each, livening up a game and 
  offering opportunities for play beyond a single-
  session game.
  Bridget te
  Bridgette has a lot of potential for a number 
  of player types. She’s a solid fighter, a dynamic 
  social character and has weaknesses that a dra-
  matic player can milk. With the minor elements 
  in her background, she should be accessible. She 
  doesn’t require a lot of Storyteller attention; from 
  a character standpoint, she is internalized.
  Experienced: Due to her feelings of inadequacy, 
  Bridgette begins focusing more on her adherence to 
  the Oath of the Moon, and her wartime accomplish-
  ments become more recognized. Her leadership be-
  comes much fiercer as her patience grows thin with 
  behavior like James’. Her Gifts are learned during a 
  soul-searching quest, where she faces the spirits of 
  winter as penance for the loss of Marcus.
  Story Hooks: 
  • Bridgette’s father comes to town, and manages 
  to meet with the pack when she’s not around. 
  He pries them for information, trying to find out 
  what her potential failings might be, so he can 
  confront her with them later.
  
  36
  • A young, newly-changed Ithaeur has 
  approached Aaron for tutelage in rites. It’s 
  a girl Bridgette knew in high school, a tech 
  nerd, and one Bridgette absolutely detested. 
  She insists that he shouldn’t teach the girl, but 
  Aaron’s sense of responsibility overwhelms 
  him. The girl could be a great ally, and most 
  certainly a friend when his pack doesn’t 
  understand his love of technology.
  tAliA
  Talia is a very no-nonsense character. At cre-
  ation, she’s in a perfect position to start vying 
  for power in the pack. She has to be smart and 
  manipulative to succeed though, so she’s a good 
  fit for a more Machiavellian type of player. 
  Experienced: Talia only gets more Cunning, 
  more effective. The Irralunim start noticing her 
  focus and adherence to their tenets, and teach 
  her some advanced Gifts. Her clever behavior 
  gains the notice of some criminal elements who 
  find her very useful, a potential leader as she 
  increases her influence. This experience is a 
  strong step towards pack leadership.
  Story Hooks: 
  • During her patrols, Talia finds a small nest of 
  Azlu, similar to the one Marcus met his fate in. 
  She knows the story well, and knows it’s a sore 
  point for members that survived the encounter. 
  Does she tell them? Does she let the wound 
  fester? Does she try to remove it alone?
  • The criminal elements catch wind of her 
  martial skills, and make a lucrative contract 
  offer. This would be the first time she’s 
  killed outside of the context of her Forsaken 
  existence. It would be a fine line to walk, 
  but the money is amazing, the work is easy, 
  and it only helps to hone her skills for later 
  confrontation.
  • Ruthless, effective and unerring in her work, Talia 
  is an ideal candidate for a Maeljin’s attention. 
  Lamashtu, a Maejlin of Pride, whispers promises 
  of power and supremacy. It tells her that it 
  understands her struggle, that it’s willing to help 
  her find her place where she belongs. This puts 
  Talia at risk of becoming a Bale Hound.
  Experienced: Lucas doesn’t stop his gambling; 
  in fact, he gets better at it. He manages to learn to 
  control his rage a bit, as part of his “poker face.” 
  Hardened after a few major battles, his reactions 
  and instincts adapt to better protect him.
  Story Hooks: 
  • Lucas gets an invitation to a prestigious poker 
  club in Reno, the chance of a lifetime. The 
  stakes could mean retirement for the entire 
  pack, but he’s already on thin ice with Bridgette 
  about skipping out on patrol duties.
  • Lucas’s sister Sara is about to make her First 
  Change. Does he invite her in and mentor 
  her, knowing well that he’s bringing her in 
  to an unstable situation?
  • A young Cahalith rapper friend asks Luke to 
  manage his business. After a few weeks, Luke 
  finds out that the Cahalith’s pack wants him 
  to join. It would be a low-stress job, and he 
  wouldn’t be in the middle of conflict anymore, 
  but it’d mean forsaking his family.
  AAron
  Aaron is very much a tinkerer. Be mindful of the 
  equipment rules when Storytelling for Aaron. To 
  disallow him success with technology or spirits is 
  to denigrate the character’s value. He’s well-suited 
  to a player who always wants to think smart, who 
  sees every challenge as a riddle to be solved.
  Experienced: Aaron’s focus is on rites, making deals 
  with any Uratha willing to teach. He knows he’s the 
  weakest member of the pack physically, and he feels 
  that rites will make him indispensable. His dedication 
  and loyalty is recognized in his Honor Renown.
  Story Hooks: 
  • Aaron catches wind of another Iron Master who, 
  through use of clever binding rites, has almost 
  made a functional artificial intelligence. He’d 
  have to devote almost all his time to researching 
  to get a jump on the discovery, but it could be 
  the biggest innovation he’d ever dreamt of.
  • A small chaos spirit decides to mess with Aaron. 
  It throws its voice, giving Aaron the impression 
  that he walked past Luke and James discussing 
  kicking the newcomer out for being weak. 
  
  37
  hig-thi, the eVening’s escApe
  Attributes: Power 2, Finesse 3, Resistance 4
  Willpower: 8
  Max Essence: 15
  Initiative: 6
  Defense: 3
  Speed: 10
  Size: 5
  Corpus: 9
  Influences: Creativity 1, Memory 1
  Numina: Fetter, Material Vision
  Bonuses: Gift: Know Name (Pack)
  Ban: Monthly, pack members must spend two hours in quiet contemplation, followed up with 
  two hours writing their month’s exploits in a communal journal.
  Cost: 5
  Seasoned Pack Totem
  Bonuses: Gift: Know Name (Pack), Expression specialty in writing (given), one member per 
  scene can temporarily read and write in any human language.
  Ban: As above, but weekly.
  Cost: 10
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Werewolf - The Forsaken/Werewolf the Forsaken - Call Before the Storm - Ready Made PC's.pdf