You are on page 1of 60

SUTHAR ANZUTH R AHU

CONCEPT :
VIRT UE :
VICE :

NAME :
PLAYER :
C HRONICLE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Oer no surrender that you would not accept

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Warriors Eye. Once per session, a Rahu can attempt to read a foe, determining who is the superior warrior. The player rolls Wits
+ Primal Urge; success indicates that the werewolf can roughly tell whether the threat is stronger or weaker than he is, while an exceptional success
grants more understanding of the gap between the two (Hes much more powerful than me.). A dramatic failure indicates that the character greatly
misjudges his target. The warriors eye takes into account only those abilities that might aect a direct ght. A werewolf might read a skilled vampire
assassin as weaker, even though the vampire is much more deadly when it can choose the time of engagement.

SUTHAR ANZUTH CAHALITH


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Oer no surrender that you would not accept

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Prophetic Dreams. Once per story, the player may ask the Storyteller for a dream of prophecy, providing some clue
about the challenges facing the Cahalith. The Cahalith must sleep for at least four hours in order to dream of the future. The dream is
always veiled in symbolism that the character must interpret. Advice on Storytelling prophetic dreams is given on p. 217. In addition,
the Cahalith automatically gains one die to any Occult rolls made to interpret omens or to solve occult riddles.

SUTHAR ANZUTH ELODOTH


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Oer no surrender that you would not accept

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Spirit Envoy. An Elodoth automatically gains two dice to any Empathy, Expression, Persuasion or Politics roll made to
negotiate with spirits. This bonus does not apply to rolls made to threaten or bully spirits. The Elodoth is expected to oer the proper
words and appeasement, demonstrating his ability to perceive the issue from the spirits side as well.

SUTHAR ANZUTH I THAEUR


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Oer no surrender that you would not accept

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Ritual Master. Ithaeur purchase the Rituals trait and rites at reduced experience cost. When buying Rituals, an Ithaeur
pays the new dots x 4 in experience (instead of new dots x 5). An Ithaeur who buys rites with experience points need only spend a
number of experience equal to the rite dots (instead of rite dots x 2).

SUTHAR ANZUTH IRRAKA


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Oer no surrender that you would not accept

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Pathnders Sense. As scouts for the Forsaken, the Irraka have an easier time recognizing spirit inuence. Irraka
receive two bonus dice on the roll to look from one world to the next or to perceive ephemeral spirits (see Dual Senses in Appendix
One, p. 252), or on the roll to determine in which direction a locus lies while within its area of inuence (p. 262).

H IRFATHRA H ISSU R AHU


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Pay each spirit in kind

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Warriors Eye. Once per session, a Rahu can attempt to read a foe, determining who is the superior warrior. The player rolls Wits
+ Primal Urge; success indicates that the werewolf can roughly tell whether the threat is stronger or weaker than he is, while an exceptional success
grants more understanding of the gap between the two (Hes much more powerful than me.). A dramatic failure indicates that the character greatly
misjudges his target. The warriors eye takes into account only those abilities that might aect a direct ght. A werewolf might read a skilled vampire
assassin as weaker, even though the vampire is much more deadly when it can choose the time of engagement.

H IRFATHRA H ISSU CAHALITH


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Pay each spirit in kind

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Prophetic Dreams. Once per story, the player may ask the Storyteller for a dream of prophecy, providing some clue
about the challenges facing the Cahalith. The Cahalith must sleep for at least four hours in order to dream of the future. The dream is
always veiled in symbolism that the character must interpret. Advice on Storytelling prophetic dreams is given on p. 217. In addition,
the Cahalith automatically gains one die to any Occult rolls made to interpret omens or to solve occult riddles.

H IRFATHRA H ISSU ELODOTH


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Pay each spirit in kind

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Spirit Envoy. An Elodoth automatically gains two dice to any Empathy, Expression, Persuasion or Politics roll made to
negotiate with spirits. This bonus does not apply to rolls made to threaten or bully spirits. The Elodoth is expected to oer the proper
words and appeasement, demonstrating his ability to perceive the issue from the spirits side as well.

H IRFATHRA H ISSU I THAEUR


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Pay each spirit in kind

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Ritual Master. Ithaeur purchase the Rituals trait and rites at reduced experience cost. When buying Rituals, an Ithaeur
pays the new dots x 4 in experience (instead of new dots x 5). An Ithaeur who buys rites with experience points need only spend a
number of experience equal to the rite dots (instead of rite dots x 2).

H IRFATHRA H ISSU IRRAKA


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Pay each spirit in kind

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Pathnders Sense. As scouts for the Forsaken, the Irraka have an easier time recognizing spirit inuence. Irraka
receive two bonus dice on the roll to look from one world to the next or to perceive ephemeral spirits (see Dual Senses in Appendix
One, p. 252), or on the roll to determine in which direction a locus lies while within its area of inuence (p. 262).

M ENINNA R AHU
NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

Finesse
Resistance

be violated

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power

PACK :
LODGE :
BAN : Let no sacred place in your territory

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Warriors Eye. Once per session, a Rahu can attempt to read a foe, determining who is the superior warrior. The player rolls Wits
+ Primal Urge; success indicates that the werewolf can roughly tell whether the threat is stronger or weaker than he is, while an exceptional success
grants more understanding of the gap between the two (Hes much more powerful than me.). A dramatic failure indicates that the character greatly
misjudges his target. The warriors eye takes into account only those abilities that might aect a direct ght. A werewolf might read a skilled vampire
assassin as weaker, even though the vampire is much more deadly when it can choose the time of engagement.

M ENINNA CAHALITH
NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

Finesse
Resistance

be violated

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power

PACK :
LODGE :
BAN : Let no sacred place in your territory

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Prophetic Dreams. Once per story, the player may ask the Storyteller for a dream of prophecy, providing some clue
about the challenges facing the Cahalith. The Cahalith must sleep for at least four hours in order to dream of the future. The dream is
always veiled in symbolism that the character must interpret. Advice on Storytelling prophetic dreams is given on p. 217. In addition,
the Cahalith automatically gains one die to any Occult rolls made to interpret omens or to solve occult riddles.

M ENINNA ELODOTH
NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

Finesse
Resistance

be violated

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power

PACK :
LODGE :
BAN : Let no sacred place in your territory

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Spirit Envoy. An Elodoth automatically gains two dice to any Empathy, Expression, Persuasion or Politics roll made to
negotiate with spirits. This bonus does not apply to rolls made to threaten or bully spirits. The Elodoth is expected to oer the proper
words and appeasement, demonstrating his ability to perceive the issue from the spirits side as well.

M ENINNA I THAEUR
NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

Finesse
Resistance

be violated

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power

PACK :
LODGE :
BAN : Let no sacred place in your territory

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Ritual Master. Ithaeur purchase the Rituals trait and rites at reduced experience cost. When buying Rituals, an Ithaeur
pays the new dots x 4 in experience (instead of new dots x 5). An Ithaeur who buys rites with experience points need only spend a
number of experience equal to the rite dots (instead of rite dots x 2).

M ENINNA IRRAKA
NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

Finesse
Resistance

be violated

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power

PACK :
LODGE :
BAN : Let no sacred place in your territory

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Pathnders Sense. As scouts for the Forsaken, the Irraka have an easier time recognizing spirit inuence. Irraka
receive two bonus dice on the roll to look from one world to the next or to perceive ephemeral spirits (see Dual Senses in Appendix
One, p. 252), or on the roll to determine in which direction a locus lies while within its area of inuence (p. 262).

FARSIL LUHAL R AHU


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Honor your territory in all things

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Warriors Eye. Once per session, a Rahu can attempt to read a foe, determining who is the superior warrior. The player rolls Wits
+ Primal Urge; success indicates that the werewolf can roughly tell whether the threat is stronger or weaker than he is, while an exceptional success
grants more understanding of the gap between the two (Hes much more powerful than me.). A dramatic failure indicates that the character greatly
misjudges his target. The warriors eye takes into account only those abilities that might aect a direct ght. A werewolf might read a skilled vampire
assassin as weaker, even though the vampire is much more deadly when it can choose the time of engagement.

FARSIL LUHAL CAHALITH


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Honor your territory in all things

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Prophetic Dreams. Once per story, the player may ask the Storyteller for a dream of prophecy, providing some clue
about the challenges facing the Cahalith. The Cahalith must sleep for at least four hours in order to dream of the future. The dream is
always veiled in symbolism that the character must interpret. Advice on Storytelling prophetic dreams is given on p. 217. In addition,
the Cahalith automatically gains one die to any Occult rolls made to interpret omens or to solve occult riddles.

FARSIL LUHAL ELODOTH


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Honor your territory in all things

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Spirit Envoy. An Elodoth automatically gains two dice to any Empathy, Expression, Persuasion or Politics roll made to
negotiate with spirits. This bonus does not apply to rolls made to threaten or bully spirits. The Elodoth is expected to oer the proper
words and appeasement, demonstrating his ability to perceive the issue from the spirits side as well.

FARSIL LUHAL I THAEUR


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Honor your territory in all things

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Ritual Master. Ithaeur purchase the Rituals trait and rites at reduced experience cost. When buying Rituals, an Ithaeur
pays the new dots x 4 in experience (instead of new dots x 5). An Ithaeur who buys rites with experience points need only spend a
number of experience equal to the rite dots (instead of rite dots x 2).

FARSIL LUHAL IRRAKA


NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
LODGE :
BAN : Honor your territory in all things

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Pathnders Sense. As scouts for the Forsaken, the Irraka have an easier time recognizing spirit inuence. Irraka
receive two bonus dice on the roll to look from one world to the next or to perceive ephemeral spirits (see Dual Senses in Appendix
One, p. 252), or on the roll to determine in which direction a locus lies while within its area of inuence (p. 262).

IMINIR R AHU
NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

Finesse
Resistance

your weakness

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power

PACK :
LODGE :
BAN : Allow no one to witness or to tend

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Warriors Eye. Once per session, a Rahu can attempt to read a foe, determining who is the superior warrior. The player rolls Wits
+ Primal Urge; success indicates that the werewolf can roughly tell whether the threat is stronger or weaker than he is, while an exceptional success
grants more understanding of the gap between the two (Hes much more powerful than me.). A dramatic failure indicates that the character greatly
misjudges his target. The warriors eye takes into account only those abilities that might aect a direct ght. A werewolf might read a skilled vampire
assassin as weaker, even though the vampire is much more deadly when it can choose the time of engagement.

IMINIR CAHALITH
NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

Finesse
Resistance

your weakness

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power

PACK :
LODGE :
BAN : Allow no one to witness or to tend

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Prophetic Dreams. Once per story, the player may ask the Storyteller for a dream of prophecy, providing some clue
about the challenges facing the Cahalith. The Cahalith must sleep for at least four hours in order to dream of the future. The dream is
always veiled in symbolism that the character must interpret. Advice on Storytelling prophetic dreams is given on p. 217. In addition,
the Cahalith automatically gains one die to any Occult rolls made to interpret omens or to solve occult riddles.

IMINIR ELODOTH
NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

Finesse
Resistance

your weakness

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power

PACK :
LODGE :
BAN : Allow no one to witness or to tend

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Spirit Envoy. An Elodoth automatically gains two dice to any Empathy, Expression, Persuasion or Politics roll made to
negotiate with spirits. This bonus does not apply to rolls made to threaten or bully spirits. The Elodoth is expected to oer the proper
words and appeasement, demonstrating his ability to perceive the issue from the spirits side as well.

IMINIR I THAEUR
NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

Finesse
Resistance

your weakness

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power

PACK :
LODGE :
BAN : Allow no one to witness or to tend

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Ritual Master. Ithaeur purchase the Rituals trait and rites at reduced experience cost. When buying Rituals, an Ithaeur
pays the new dots x 4 in experience (instead of new dots x 5). An Ithaeur who buys rites with experience points need only spend a
number of experience equal to the rite dots (instead of rite dots x 2).

IMINIR IRRAKA
NAME :
PLAYER :
C HRONICLE :

CONCEPT :
VIRT UE :
VICE :

Finesse
Resistance

your weakness

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power

PACK :
LODGE :
BAN : Allow no one to witness or to tend

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Pathnders Sense. As scouts for the Forsaken, the Irraka have an easier time recognizing spirit inuence. Irraka
receive two bonus dice on the roll to look from one world to the next or to perceive ephemeral spirits (see Dual Senses in Appendix
One, p. 252), or on the roll to determine in which direction a locus lies while within its area of inuence (p. 262).

THIHIRTHA NUMEA R AHU


VIRT UE :
VICE :

NAME :
PLAYER :
C HRONICLE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
CONCEPT :

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Warriors Eye. Once per session, a Rahu can attempt to read a foe, determining who is the superior warrior. The player rolls Wits
+ Primal Urge; success indicates that the werewolf can roughly tell whether the threat is stronger or weaker than he is, while an exceptional success
grants more understanding of the gap between the two (Hes much more powerful than me.). A dramatic failure indicates that the character greatly
misjudges his target. The warriors eye takes into account only those abilities that might aect a direct ght. A werewolf might read a skilled vampire
assassin as weaker, even though the vampire is much more deadly when it can choose the time of engagement.

THIHIRTHA NUMEA CAHALITH


NAME :
PLAYER :
C HRONICLE :

VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
CONCEPT :

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Prophetic Dreams. Once per story, the player may ask the Storyteller for a dream of prophecy, providing some clue
about the challenges facing the Cahalith. The Cahalith must sleep for at least four hours in order to dream of the future. The dream is
always veiled in symbolism that the character must interpret. Advice on Storytelling prophetic dreams is given on p. 217. In addition,
the Cahalith automatically gains one die to any Occult rolls made to interpret omens or to solve occult riddles.

THIHIRTHA NUMEA ELODOTH


NAME :
PLAYER :
C HRONICLE :

VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
CONCEPT :

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Spirit Envoy. An Elodoth automatically gains two dice to any Empathy, Expression, Persuasion or Politics roll made to
negotiate with spirits. This bonus does not apply to rolls made to threaten or bully spirits. The Elodoth is expected to oer the proper
words and appeasement, demonstrating his ability to perceive the issue from the spirits side as well.

THIHIRTHA NUMEA I THAEUR


NAME :
PLAYER :
C HRONICLE :

VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
CONCEPT :

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Ritual Master. Ithaeur purchase the Rituals trait and rites at reduced experience cost. When buying Rituals, an Ithaeur
pays the new dots x 4 in experience (instead of new dots x 5). An Ithaeur who buys rites with experience points need only spend a
number of experience equal to the rite dots (instead of rite dots x 2).

THIHIRTHA NUMEA IRRAKA


NAME :
PLAYER :
C HRONICLE :

VIRT UE :
VICE :

ATTRIBUTES

INTELLIGENCE : OOOOO
WIT S :
OOOOO
RESOLVE :
OOOOO

Power
Finesse
Resistance

PACK :
CONCEPT :

S TRENGTH :
D EXTERIT Y :
S TAMINA :

SKILLS

PRESENCE :
OOOOO
M ANIPULAT ION : OOOOO
COMPOSURE :
OOOOO

OOOOO
OOOOO
OOOOO

OTHER TRAITS

M ENTAL
(-3 UNSKILLED)

H EALTH

M ERIT S

+2 for Dalu form+4 for Gauru form+3 for Urshul form

OOOOO

Academics

OOOOO

Computer

OOOOO

Crafts

OOOOO

Investigation

OOOOO

OOOOO

Medicine

OOOOO

OOOOO

Occult

OOOOO

OOOOO

Politics

OOOOO

OOOOO

Science

OOOOO

OOOOO

OOOOOOOOOOOOOOOO

OOOOO
OOOOO
OOOOO

PHYSICAL
(-1 UNSKILLED)

FLAWS

Athletics

OOOOO

Brawl

OOOOO

Drive

OOOOO

Firearms

OOOOO

Larceny

OOOOO

A T TACK

Stealth

OOOOO

Survival

OOOOO

Bite
Claw

Weaponry

OOOOO

WILLPOWER

OOOOOOOOOO

E SSENCE

PRIMAL URGE

OOOOOOOOOO

H ARMONY
10
9
8
7
6
5
4
3
2
1

DICE M OD
(Gauru+2)
(Gauru+1)

SOCIAL
(-1 UNSKILLED)
Animal Ken

OOOOO

Empathy

OOOOO

Expression

OOOOO

Intimidation

O
O
O
O
O
O
O
O
O
O

RENOWN
PURIT Y

OOOOO

OOOOO

GLORY

OOOOO

Persuasion

OOOOO

H ONOR

OOOOO

Socialize

OOOOO

Streetwise

OOOOO

WISDOM

OOOOO

Subterfuge

OOOOO

CUNNING

OOOOO

EQUIPMENT

E XPERIENCE

Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Auspice: choose 1 free specialty skillTribeRenown and Gifts: 1 for auspice, 1 for tribe, 1 of your choiceMerits 7(Buying the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
dotEssence=Harmony

H ISHU

DALU

(HUMAN)

GAURU

(NEAR-HUMAN)

URSHUL

(WOLF-M AN)

(NEAR-WOLF)

UR HAN
(WOLF)

S TRENGTH (+1):

S TRENGTH (+3):

S TRENGTH (+2):

D EXTERIT Y (+2):

S TAMINA (+1):

D EXTERIT Y (+1):

D EXTERIT Y (+2):

S TAMINA (+1):

M ANIPULAT ION (1):

S TAMINA (+2):

S TAMINA (+2):
M ANIPULAT ION (3):

SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:

SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED (+1):
ARMOR:
PERCEPTION (+2):

SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED (+4):
ARMOR:
PERCEPTION (+3):

Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.

Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.

TOTEM

Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.

GIFTS

AND

SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED (+5):
ARMOR:
PERCEPTION (+4):
Inict lethal damage
with bite attack.

RITES

Gift Lists:

A T TRIBUTES :
Power:
Finesse:
Resistance:

Max Rank: OOOOO

WILLPOWER :
E SSENCE :
Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences:

1/1

SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED (+7):
ARMOR:
PERCEPTION (+3):

Gift

Roll

Page

Roll

Page

OOOOO
OOOOO
OOOOO

Numina:

Rituals: OOOOO
Bonuses:

Rite

Ban:

Auspice Ability: Pathnders Sense. As scouts for the Forsaken, the Irraka have an easier time recognizing spirit inuence. Irraka
receive two bonus dice on the roll to look from one world to the next or to perceive ephemeral spirits (see Dual Senses in Appendix
One, p. 252), or on the roll to determine in which direction a locus lies while within its area of inuence (p. 262).

You might also like