1. Notes

Applying the Forsaken Template: Pacey the Cub's Creation Walkthrough

It was late. The living room was quiet except for the hum of the fan and the scratch of the Storyteller's pen on paper. She had a stack of blank forms in front of her — old-fashioned, hand-written character sheets.

"Sit down," She said without looking up. "We're doing this properly."

The Player of Pacey sat. She was excited to get to make her first werewolf.

"You've already got a mortal sheet," the ST said, tapping the first page. "Attributes, Skills, Specialties — the person Pacey was before the Change. That part's done. Now we add what the Change made her."

She flipped to a blank page and wrote two words at the top: Forsaken Template.

"This is everything that makes Pacey Uratha instead of just another scared human with anger issues. We're going to go through it step by step. Pay attention. There are choices here that will shape your character for the rest of the chronicle."


Before We Begin

This guide covers only the werewolf template — the supernatural layer that sits on top of your mortal character sheet. We assume you've already completed the base character (concept, Attributes, Skills, Specialties) using the General Creation Rules. If you haven't done that yet, start there and come back when your mortal sheet is finished.

What follows is every step of applying the Forsaken Template, in order, with the specific rules for the Last Frontier Chronicle. The book's standard rules are the foundation; our chronicle's house rules are noted wherever they differ.

Chronicle House Rules to Remember

Our chronicle uses 12 Attribute points (distributed freely, not 5/4/3) and 22 Skill points (distributed freely, not 11/7/4). You have 10 Merit dots plus 1 free dot of Language. These apply to the mortal sheet — not covered in this guide — but they're worth noting because they affect your total build.

What's Covered:

  • Auspice — The moon you Changed under
  • Tribe — The Firstborn you pledge to (or don't)
  • Renown — Your starting spiritual brands
  • Blood and Bone — Your hunt identity and your inner self
  • Touchstones — What keeps you balanced
  • Kuruth Triggers — What sets off your Death Rage
  • Gifts and Rites — Your supernatural powers
  • Merits — Werewolf-specific advantages
  • Advantages — The final numbers
  • Final Details — Chronicle-specific considerations

All page references are to Werewolf: The Forsaken, Second Edition unless otherwise noted.

Step 1: Auspice

Werewolf ST: "Your auspice is the moon you Changed under. You didn't choose it. It chose you. The phase of the moon at the moment of your First Change marked your soul and set your path among the Forsaken."

Pacey's Player: "So Pacey is an Ithaeur because the moon was a crescent when she …"

Werewolf ST:
 "When she tore through her old life and became something new. Yes. The crescent moon makes her a spirit master — a ritualist, a seer, an advisor. That doesn't mean she can't fight, can't lead, can't sneak. It means the spirits will always answer to her more readily than to anyone else in the pack."


Choose one of the five auspices. Your auspice gives you:

1. One free Skill dot — Choose one of your auspice's three Skills and add a free dot (cannot exceed 5).

2. One dot of auspice Renown — Marked automatically.

3. Your Moon Gift — You receive the first Facet of your auspice's Moon Gift for free.

4. Your auspice ability — A unique power tied to your moon phase.

5. Your hunter's aspect — How you hunt during the Sacred Hunt.

AuspiceMoonRoleAuspice SkillsRenownMoon Gift
RahuFullWarriorBrawl, Intimidation, SurvivalPurityFull Moon
CahalithGibbousVisionaryCrafts, Expression, PersuasionGloryGibbous Moon
ElodothHalfWalker BetweenEmpathy, Investigation, PoliticsHonorHalf Moon
IthaeurCrescentSpirit MasterAnimal Ken, Medicine, OccultWisdomCrescent Moon
IrrakaNewStalkerLarceny, Stealth, SubterfugeCunningNew Moon
Remember

Your auspice is not a straitjacket. It tells you what the moon expects of you. A Rahu can be a brilliant tactician, not just a brute. An Irraka can be a social manipulator, not just an assassin. The auspice is a starting point, not a limitation.

Step 2: Tribe

Werewolf ST: "Unlike your auspice, your tribe is a choice. Pacey gets to choose which Firstborn she pledges herself to — which oath she swears, which sacred prey she hunts, which spiritual family she joins." She paused. "Or she chooses none of them."

Pacey's Player looked at the blank space on the form.

Werewolf ST: "Ghost Wolf is a valid choice. It costs you a Renown dot, a Shadow Gift, and a tribal safety net. But it's valid. For now, leave it blank. You'll know when you're ready."


Choose one of the five tribes, or remain a Ghost Wolf. Your tribe gives you:

1. One dot of tribal Renown — Marked automatically.

2. Access to tribal Gifts — Three Shadow Gift affinities (cheaper to buy).

3. A tribal oath — A vow you swear to your Firstborn. Breaking it is a Harmony breaking point.

4. A sacred prey — The quarry your tribe is dedicated to hunting.

TribeRenownGift AffinitiesSacred PreyTribal Oath
Blood TalonsGloryInspiration, Rage, StrengthOther WerewolvesOffer No Surrender You Would Not Accept
Bone ShadowsWisdomDeath, Elemental, InsightSpiritsPay Each Spirit in Kind
Hunters in DarknessPurityNature, Stealth, WardingThe Hosts (Shartha)Let No Sacred Place Be Violated
Iron MastersCunningKnowledge, Shaping, TechnologyHumans (their systems)Honor Your Territory in All Things
Storm LordsHonorEvasion, Dominance, WeatherThe Claimed/RiddenAllow No One to Witness Your Weakness
Ghost WolvesNoneNonePersonalNone
Ghost Wolf Trade-Off

Ghost Wolves start with only 2 Renown dots instead of 3, only 1 Shadow Gift Facet instead of 2, and have no Gift affinities (all non-affinity cost). See the Ghost Wolves — Thihirtha Numea guide for the full breakdown of what this means.

Step 3: Renown

Werewolf ST: "By now you should have two dots of Renown — one from your auspice, one from your tribe. Now you get one more, in any Renown you choose. But you can't put it in the same category as either of your first two if that would give you three dots in one Renown. The maximum at creation is two in any single Renown."

Pacey's Player: "So I have Wisdom from being an Ithaeur. If I'd joined the Bone Shadows, I'd have a second Wisdom from the tribe. That means my free dot would have to go somewhere else."

Werewolf ST: "Exactly. And that matters, because your Renown determines which Gift Facets you can take. No Renown in a category means no Facets in that category."


SourceWhat You Get
Auspice1 dot in your auspice's Renown (automatic)
Tribe1 dot in your tribe's Renown (automatic; Ghost Wolves skip this)
Free1 dot in any Renown of your choice

Restriction: You cannot have 3 dots in any single Renown at character creation.

Ghost Wolves: Receive only the auspice dot plus the free dot (2 total). This means they cannot start with 2 dots in their auspice Renown, which locks them out of the second Facet of their Moon Gift at creation.

Why This Matters

Your Renown distribution at creation determines your starting Gift options. If you have 2 dots in your auspice Renown, you unlock the second Facet of your Moon Gift for free. If you don't, you take a Wolf Gift Facet instead. Plan your Renown and Gifts together — don't decide one without looking at the other.

Step 4: Blood and Bone

Werewolf ST: "Blood is who you are on the hunt. When claws are out and lives are on the line — who are you? The protector? The monster? The tactician?"

Pacey's Player: "And Bone?"

Werewolf ST: "Bone is who you are behind the fur. Your inner nature. The self that doesn't change when the moon pulls at your blood." She tapped the form. "These aren't just flavor. You regain Willpower when you fulfill your Blood in a hunting scene and when you express your Bone in a non-hunting scene. Choose ones that feel true, not ones that sound cool."


Choose one Blood archetype and one Bone archetype. They should be different from each other.

Blood reflects your character's behavior and identity on the hunt — when claws are out and lives are on the line. Fulfilling your Blood during a hunt scene lets you regain a point of Willpower.

Bone reflects your character's sense of self-identity — who she is behind the instincts, fur, and fury. Expressing your Bone in a non-hunt scene lets you regain a point of Willpower.

The full list of Blood and Bone archetypes can be found in Werewolf: The Forsaken 2e, p. 85. Some common examples:

Blood (Hunt Identity)Bone (Inner Self)
Alpha — You lead the huntCommunity Organizer — You build connections
Berserker — Violence is your answerCaregiver — You protect and nurture
Challenger — You test yourselfGuru — You teach and guide
Detective — You track and unravelHedonist — You live for pleasure
Fox — You outthink the preyLone Wolf — You stand apart
Monster — You embrace the terrorWallflower — You observe quietly

This is not the full list — check the book for all options, and talk to your ST about custom archetypes if none of them fit.

Step 5: Touchstones

Werewolf ST: "Touchstones are the anchors that keep your Harmony balanced. One pulls you toward the Flesh. One pulls you toward the Spirit. Between them, they keep you on the tightrope."

Pacey's Player: "What kind of things?"

Werewolf ST: "A Flesh Touchstone is usually a person — a human connection that reminds you what it means to be part of the physical world. A lover. A child. An old friend who doesn't know what you are. A Spirit Touchstone is something that connects you to the Hisil — a locus, a spirit ally, a sacred place, a fetish. Lose either one and your Harmony will start to drift."


Choose two Touchstones:

Flesh Touchstone: Something that ties you to the physical, human world. Usually a person — a loved one, a mentor, a friend, a rival. Someone whose existence reminds you that you are more than just a predator. If you lose your Flesh Touchstone, your Harmony drifts toward Spirit.

Spirit Touchstone: Something that ties you to the Shadow, the spirit world, and your Uratha nature. A locus, a spirit contact, a sacred place, a fetish, or even a spiritual obligation. If you lose your Spirit Touchstone, your Harmony drifts toward Flesh.

Choosing Good Touchstones

The best Touchstones are ones you care about losing. They should be things the ST can threaten, protect, complicate, and weave into the story. A Flesh Touchstone of "my childhood friend who lives in another state and I never see" is mechanically valid but narratively dead. A Flesh Touchstone of "my ex-girlfriend who lives three blocks from my territory and still doesn't know what I am" is a story engine. Pick Touchstones that create drama.

Step 6: Kuruth Triggers

Werewolf ST: "Death Rage. Kuruth. Basu-Im. Whatever you call it, it's the monster that lives inside every Uratha. Under certain conditions, it tears free. You black out. The wolf takes over. And when you wake up, you find out what it did."

Pacey's Player shivered.

Werewolf ST: "Everyone has triggers — situations that bring the rage closer to the surface. Your triggers are based on your auspice and your Harmony. The closer you are to the middle of the Harmony scale, the harder they are to set off. The further you drift toward either extreme, the easier it gets."


Every Uratha has a set of Kuruth triggers — situations that can send them into Death Rage. Your triggers are determined by your auspice. Each auspice has a specific set of triggers tied to different Harmony levels.

The full trigger tables are in Werewolf: The Forsaken 2e, p. 97. 

At Harmony 7, your Kuruth triggers are relatively difficult to set off. As your Harmony drifts in either direction, triggers become easier. The specifics vary by auspice — a Rahu's triggers revolve around violence and challenge, while an Ithaeur's might center on spiritual violation and helplessness.

Kuruth Is Not a Punishment

Death Rage is part of being Uratha. It will happen to your character. When it does, lean into it. The consequences of Kuruth — what you did, who you hurt, what you destroyed — are some of the best story fuel in the game. Work with your ST to make these moments dramatic and meaningful, not just mechanical interruptions.

Step 7: Gifts and Rites

Werewolf ST: "This is the part where most new players get confused. Gifts are not spells. They are not learned. They are carved into your spirit by other spirits. Each Gift has five Facets — five levels — and each Facet is tied to one of the five Renown types."

Pacey's Player: "So I can only use a Facet if I have dots in the right Renown?"

Werewolf ST: "Exactly. No Renown, no Facet. Plan your Renown and your Gifts at the same time. They're two halves of the same decision."


Starting Gifts

At character creation, you receive the following:

1. Moon Gift (automatic): The first Facet of your auspice's Moon Gift. This is free and automatic.

2. Two Shadow Gift Facets: Choose one Facet each from two different Shadow Gifts. These must come from your tribe or auspice list. Ghost Wolves choose from any Shadow Gift, but only get one Facet instead of two.

3. One additional Facet:

  • If you have 2 dots in your auspice Renown: Take the second Facet of your Moon Gift.
  • If you don't: Take one Facet of a Wolf Gift (Change, Hunting, or Pack).

Critical rule: You cannot choose a Facet tied to a Renown in which you have zero dots.

Gift TypeWhat You Get at CreationTied To
Moon Gift1st Facet (automatic); 2nd Facet if 2 dots in auspice RenownAuspice
Shadow Gifts1 Facet each from 2 different Gifts (tribe or auspice list)Tribe + Auspice
Wolf Gifts1 Facet (if you don't get 2nd Moon Gift)Universal (Change, Hunting, Pack)

Gift Affinities

Your tribe and auspice each have Shadow Gifts they have an affinity for. Buying the first Facet of an affinity Gift costs 3 Experiences. Non-affinity Gifts cost 5 Experiences. Once you've bought the first Facet, additional Facets from that Gift cost 2 Experiences regardless. Ghost Wolves have no tribal affinities — everything is non-affinity cost.

Starting Rites

You start with two dots of rites. Additional rite dots may be purchased with Merit dots (1 Merit dot = 1 rite dot, up to 5 additional dots).

Pacey's Example (Ithaeur Ghost Wolf)

Auspice Renown: Wisdom 1
Tribe Renown: None (Ghost Wolf)
Free Renown: Cunning 1
Moon Gift: Crescent Moon 1st Facet (automatic, tied to Wisdom)
Shadow Gift: 1 Facet from any Shadow Gift (Ghost Wolf gets only 1, not 2)
Wolf Gift: 1 Facet from Change, Hunting, or Pack (because she doesn't have 2 dots in Wisdom, she can't take the 2nd Moon Gift Facet)
Rites: 2 dots

Note: Pacey cannot take any Facet tied to Glory, Honor, or Purity — she has zero dots in all three.

Step 8: Merits (Werewolf-Specific)

Werewolf ST: "You have 10 Merit dots to spend. Some of those will go to normal Merits — Allies, Resources, Fighting Styles, whatever fits your character. But some are specific to being Uratha, and there are a few chronicle-specific rules you need to know."


You receive 10 Merit dots total. In addition, every werewolf receives the following for free:

Language (First Tongue): Free. All Uratha speak the First Tongue instinctively.

Totem (•): 1 free dot. Every werewolf starts with one dot in the Totem Merit. Additional dots may be purchased from your Merit pool.

Key Werewolf Merits

Primal Urge: Starts at 2 dots for free in our chronicle (the book default is 1). May be raised to 3 with Merit dots at a cost of 5 Merit dots per additional dot. Primal Urge is capped at 3 at creation.

Totem: All pack members contribute to the shared Totem Merit. You need at least 3 dots of Totem across the pack to have a totem at all. Individual characters may purchase additional dots. Totem may not exceed 5 dots total for a pack's totem.

Additional Rites: You can purchase extra rite dots with Merit dots, at 1 Merit dot per 1 rite dot, up to 5 additional dots.

Lodge Membership: Available if your character's backstory supports membership in one of the chronicle's lodges (Lodge of First Peoples, Lodge of the Long Winter, Lodge of the Valkyrie, or Lodge of Northern Lights).

Merits Not Allowed

MCIs (Mystery Cult Initiations) are not allowed at creation — these must be earned in game. Merits from other character types are generally not allowed unless specifically noted in the Creation Guidelines.

Step 9: Advantages

Werewolf ST: "Now we calculate the numbers. These are derived from your other traits — you don't spend points on them."


AdvantageCalculationStarting Value
WillpowerResolve + ComposureVaries
Harmony—7 (fixed)
Primal Urge—2 (free in our chronicle; may raise to 3 with Merits)
Essence—Equal to Harmony (so 7 at start)
HealthStamina + Size (Size is 5)Varies
SpeedStrength + Dexterity + SizeVaries
DefenseLower of Dexterity or Wits + AthleticsVaries
InitiativeDexterity + ComposureVaries
Size—5 (in Hishu form)

These values change when you shapeshift. Each form (Hishu, Dalu, Gauru, Urshul, Urhan) modifies your Attributes, Size, Health, Speed, and available abilities. Those details are covered in the shapeshifting section of the Harmony guide.

Our sheet does this automatically, but it's good to understand what the formulas are and how these traits are derived so that you know if something isn't right on the sheet.

Step 10: Final Details

The Werewolf set down her pen and looked over the completed sheet.

"Almost done. A few more things that don't go in boxes but matter just as much."


Aspirations

Choose three Aspirations — concrete, achievable goals for your character. These are things your character wants to accomplish, not personality traits. At least one should be achievable in a single session. At least one should be a longer-term goal. You also choose one Totem Aspiration — something your pack's totem wants accomplished if you come in with a pack at creation.

Chronicle-Specific Considerations

Reason to be in Anchorage: Your character needs a reason to be in Alaska. Born here? Moved here? First Changed here? Fled here? Heard the call? The land shapes the Uratha, and your connection to Anchorage will shape your story.

The Forsaken victory over the Pure: This is recent history. How does your character relate to it? Were they part of the fight? Did they arrive after? Do they have opinions about what the Pure left behind?

Territory and Pack: Territory claims are ongoing. Work with your pack to determine where you fit. If you're joining an existing pack, talk to those players. If you're forming a new one, coordinate with the ST.

Available Lodges: The Lodge of First Peoples, Lodge of the Long Winter, Lodge of the Valkyrie, and the Lodge of Northern Lights are chronicle-specific lodges available with appropriate backstory.

Antagonists Not Allowed

The following character types are not available for player characters:

  • Pure
  • Bale Hounds
  • RD-13
  • Ghost Wolves from Night Horrors: Shunned by the Moon
  • anything else out of the Night Horrors: Shunned by the Moon book
  • any other antagonist faction.

These exist solely as NPC antagonists controlled by the Storyteller(s).

Quick Reference

Forsaken Template Checklist

StepWhat to DoDon't Forget
1. AuspiceChoose moon. Mark free Skill dot + auspice Renown.Note your auspice ability and hunter's aspect.
2. TribeChoose tribe (or Ghost Wolf). Mark tribal Renown.Note your tribal oath and sacred prey.
3. RenownPlace 1 free dot. No more than 2 in any one Renown.Plan this alongside your Gift choices.
4. Blood & BoneChoose one Blood, one Bone. Must be different.These determine when you regain Willpower.
5. TouchstonesChoose 1 Flesh, 1 Spirit.Pick ones the ST can use in stories.
6. KuruthNote your auspice's trigger table. Check Harmony 7.Triggers change as Harmony shifts.
7. Gifts & RitesMoon Gift (auto) + 2 Shadow + 1 Wolf or 2nd Moon. 2 rite dots.No Facet without matching Renown.
8. Merits10 dots. Free: Language (First Tongue) + 1 Totem.Primal Urge starts at 2 (free). No MCIs at creation.
9. AdvantagesCalculate Willpower, Health, Speed, Defense, Initiative.Harmony = 7. Essence = Harmony. Primal Urge = 2+.
10. Final3 Aspirations + 1 Totem Aspiration. Anchorage tie-in.No antagonist PCs. Talk to your pack.

Experience Costs (For Later)

TraitCost
Attribute4 Experiences
Skill2 Experiences
Skill Specialty1 Experience
Merit1 Experience per dot
Affinity Gift (first Facet)3 Experiences
Non-Affinity Gift (first Facet)5 Experiences
Additional Gift Facet2 Experiences
Wolf Gift Facet1 Experience
Renown3 Experiences
Rites1 Experience per dot
Primal Urge5 Experiences

The Werewolf ST slid the completed sheet across the table. Pacey's Player looked at it — all the boxes filled in, all the numbers calculated, all the choices made. It looked like a person. It looked like Pacey.

"That's who Pacey is," the ST said. "On paper, anyway. The real character is the one you play. The one who makes choices the sheet can't predict. The one who surprises you."

She stood up and collected her pen.

"Now go surprise me, cub."


All rules citations from Werewolf: The Forsaken, Second Edition with modifications per the Last Frontier Chronicle creation rules. Prepared for the Last Frontier Chronicle — Anchorage, Alaska.