Ah, animalism, most broken discipline in the game. You can quite easily get around 30-40 extra dice in combat at level 2 with a few well spent retainer merits, and with higher levels, you can become pretty damned hard to kill, especially combined with Protean.
For everyone's convenience, I'll reproduce character creation rules here.
Power: Finesse: Resistance:
Academics: Crafts: Investigation:
Athletics: Combat: Stealth:
Persuasion: Socialize: Streetwise:
Willpower: Health: Defense: Blood: Blood Potency:
All abilities start at one. You get to add three points worth of increases. After that, you get four ability specialties.
Specialties add a +1 bonus to any dice pool or stat involving them, or a +2 bonus if they represent a very narrow specialty. The same +1 specialty may be selected twice to increase it to a +2 specialty. Common Power Specialties: Strength, Intellegence, Charisma. Common Finesse Specialties: Dexterity, Wits, Manipulation. Common Resistnace Specialties: Stamina, Resolve, Composure
All skills start at 0. Choose a primary skill area (physical, mental or social), and add 5 points worth of skills to the skill categories in that primary skill area. Select a secondary skill area, and add four points worth of skills to the skill categories in that area. Finally, add 3 points worth of skills to the skill catagories in your tertiary skill area. A character may not start with a skill rated at level five or higher. After distributing skill dots, add 6 skill specialties. Skill specialties work the same as ability specialties.
Gain 7 points of merits. All merits from second sight, armory, reliquary, Werewolf: the Forsaken, and werewolf supplements are allowed. Merits of particular note include Fighting Finesse (use dexterity instead of strength for melee weapons, 2 points), Mentor (someone to teach you the ropes, 1-5 points), Haven (A place to stay), Herd (People who will let you suck their blood, 1-5 points), Resources (Money and Assets, 1-5 points), Contacts (people who owe your favors, 1 point per person or orginization), Status (how well known you are in vampire society, 1-5 points) and Common Sense (you know the tropes of horror movies. 4 points.) You may also spend merit points to raise your Blood Potency for 3 points per point of Blood Potency. Raising your blood potency to 2 enables you to become a member of a bloodline, which gives you an additional discipline which may be purchased cheaply in exchange for an additional weakness.
You get 3 points worth of disciplines, or "kewl powerz" 2 of which must come from your clan disciplines. Consult someone who has the books for information on disciplines.
Humanity starts at 7, but may be reduced by up to 2 points to receive 5 xp per point. If your character reduces his or her Humanity to 5, he or she gains a mild mental illness.
Health is equal to Resistance + 5, Defense is equal to Finesse, Willpower is equal to twice Resistance, and starting blood is rolled randomly by the GM. Having a herd and a haven will help to ensure you won't go hungry.