Power: Finesse: Resistance:
Academics: Crafts: Investigation:
Athletics: Combat: Stealth:
Persuasion: Socialize: Streetwise:
Cunning: Honor: Glory: Purity: Wisdom:
Willpower: Health: Defense: Essence: Primal Urge:
All abilities start at one. You get to add three points worth of increases. After that, you get three 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 Iron Stamina (ignore pain, 1-3 points), Mentor (someone to teach you the ropes, 1-5 points), Totem (A guardian spirit for your pack, 1-7 points), Contacts (people who owe your favors, 1 point per person or orginization), and Common Sense (you know the tropes of horror movies. 4 points.) You may also spend merit points to raise your primal urge for 3 points per point of primal urge. Primal urge isn't a very useful stat, so you should probobly just sink the points into Totem if you can't think of good merits that fit your character.
You gain 2-3 points of renown at character creation. You gain the primary renown of your Auspice and Tribe, plus one point of renown to allocate to a category of your choice. Each point of renown gives your character a free gift, and your character may never learn a gift rated higher than his or her highest renown. Consult someone who has the books to learn what gifts you get.
Harmony 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 harmony 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 essence is equal to harmony.
(don't bother with this during character creation unless you sold your harmony. Bastard.)
Abilities: 12 x new dot (e.g. 24 xp for the first point, 36 xp for the thrid point, 48 xp for the fourth point, ect.)
Skills: 9 x new dot
Ability Specialty: 8 points
Skill Specialty: 4 points
Merit: 2 x new dot
Affinity Gift: 5 x new dot (plus 3 x the number of lower ranked gifts on the gift list not known)
Other Gift: 7 x new dot (plus 3 x the number of lower ranked gifts on the gift list not known)
Primal Urge: 6 x new dot
Primary Renown: 6 x new dot (get a free gift!)
Other Renown: 8 x new dot (get a free gift!)
Harmony: 3 x new dot
Morality: 2 x new dot