1. Notes

Pack Creation Guidelines

Pack creation is a collaborative process that happens after individual character creation is complete. The whole table works together to build something greater than the sum of its parts. You are not just connecting characters — you are building a living organism with its own goals, personality, territory, and spiritual patron.

The pack is the fundamental unit of Forsaken society. Werewolves without packs are vulnerable, distrusted, and spiritually adrift. In the Last Frontier chronicle, your pack is also your primary story engine — the relationships, territory, and totem you define here will generate plot across the entire chronicle.

Everything in pack creation is collaborative. No single player dictates the pack's direction. Discuss, negotiate, compromise. The best packs emerge from creative tension between players with different visions who find common ground.

Your Tools

Each pack receives one copy of the Whispers at Midnight Pack Sheet. This tracks everything about your pack in one place. After you go through your steps of creation you will submit this to the ST (Trish) and she will pick it up from there.

Sheet Tab Contents
Pack DetailsPack Name, Territory, Aspirations, Hunting Nature, Pack Members (Name / Role / Character Type / Tribe / Auspice), Touchstones, Pack Merits (with XP tracker)
Pack TacticsActive pack tactics with Rating, Themes, Dice Pool, Effect, and XP cost
Sample TacticsThree example tactics (Animal Magnetism, All Alone, Overkill) for reference or adoption
Totem StatsTotem Name, Pack, Concept, Aspiration, Advantage, Ban, Bane, Totem Points, Assigned Attributes (Power / Finesse / Resistance), Derived Traits, Numina, Influence, Manifestations, Totem Creation Rules summary
NuminaActive numina selected for the totem
All NuminaFull reference list of available numina with prerequisites, cost, description, and source
All ManifestationsFull reference list of available manifestations with cost, prerequisites, description, and source

Quick Reference: Pack Creation Steps

# Action Notes
Step 0ConnectionsBuild at least one connection per character to another pack member before pack creation begins.
Step 1Pack AspirationsChoose 3 goals: one short-term, one medium-term, one long-term.
Step 2Pack TouchstonesChoose at least 2: one physical, one spiritual.
Step 3Pack ComplicationsChoose 2–3 persistent problems for your pack or territory.
Step 4Hunting NatureRoll combined Primal Urge; success = choose Wolf or Human; exceptional success = Werewolf.
Step 5Pack MeritsSpend 5 dots on Pack Merits.
Step 6Totem CreationName, concept, Aspiration, Ban; calculate Totem Points and build traits.
Step 7Final TouchesDescribe how all elements interact; flesh out territory details and relationships.

Step 0: Connections


Before the group begins pack creation, each character should have at least one meaningful connection to another pack member already established. These are not invented during this session — they emerge from individual preludes and character backgrounds.

Connections answer the question: why does this person belong to this specific pack, with these specific people? "We're both werewolves in Anchorage" is not a connection. "She was there the night I first Changed and talked me down before I killed someone" is a connection.

ST Note: If any character lacks a prelude or clear connection point, work with the player before the session begins. Connections established in preludes should be flagged in the master chronicle document.

Step 1: Pack Aspirations

The pack chooses three Aspirations reflecting its collective goals. These should be personal to this pack, not generic werewolf duties.

Timeframe Scope Example
Short-Term1 month with focus"Find the spirit that killed Marcus and destroy it"
Medium-Term6 months of sustained effort"Secure an alliance with the Bone Shadows to the north"
Long-Term1 Year of effort or great sacrifice"Cleanse the Wound in the Shadow beneath downtown"

What Makes a Good Aspiration?

"Protect the territory" is a given for every pack — it makes a poor Aspiration. Aim for goals that tell a story about who your pack is specifically.

  • Personal to the pack, not generic werewolf duty
  • Concrete enough that you'll know when it's achieved
  • Grounded in the pack's history, losses, or relationships

Changing Aspirations

Aspirations usually change when fulfilled.

Bonuses to Territory or Pack-specific Merits are awarded to the pack when most members complete Aspirations.

Step 2: Pack Touchstone

Every pack has at least two Touchstones: one physical and one spiritual. These are places, objects, or relationships that ground the pack and keep it anchored to both worlds.

Physical Touchstones

Connect the pack to the material world and its mortal life. Examples:

  • The bar or diner where the pack first came together
  • A family home that has been in a packmate's bloodline for generations
  • The garage or workshop where the pack plans its hunts

Spiritual Touchstones

Connect the pack to the Shadow and its purpose as Uratha. Examples:

  • The locus where the pack first contacted its totem
  • The site of a great victory or loss in the Shadow
  • A sacred place where the Gauntlet runs thin

Additional Touchstones

Established packs may have more Touchstones — each reflects accomplishments and strength. Other packs may covet what you claim.

The strongest packs don't have the most Touchstones — they have as many as they can confidently protect. Overreach invites disaster.

Step 3: Pack Complication

Every pack has problems. Complications are persistent sources of trouble that generate conditions when they create setbacks or drain the pack's resources.

Choose two or three Complications during pack creation. The best Complications are difficult to remove and create ongoing dramatic tension.

Examples of Complications

  • A rival pack that covets your territory
  • A spirit court that demands regular tribute
  • A human gang or criminal organization operating in your hunting ground
  • A packmate's mortal family that keeps stumbling into danger
  • An old debt to a Bone Shadow elder that is being called in

How Complications Work

When a Complication creates a setback, distracts the pack, or drains its resources, the pack will gain a condition that when resolved will provide a bonus to their territories or pack merit. The ST will not impose more than one setback per Complication per session, but players can invoke Complications multiple times per session — no more than once per scene. Each successive invocation must escalate from the last.

Resist the temptation to make Complications easy to overcome. The most effective Complications are ones the characters can manage but never fully eliminate.

Step 4: Hunting Nature (ST DOES)

Werewolf packs straddle the line between wolf instinct and human reason. The pack's Hunting Nature reflects which side currently dominates.

Hunting Nature only applies to packs that include at least one Uratha. Packs without werewolves — no matter how feral their Wolf-Blooded — do not have a Hunting Nature.

Determining Starting Nature

The ST rolls a number of dice equal to the combined Primal Urge ratings of every werewolf in the pack:


  • Failure: The pack begins with no dominant nature (discuss with ST)
  • Success: The players choose to begin with Human Nature or Wolf Nature
  • Exceptional Success: The pack begins with Werewolf Nature


Wolf Nature Actions Human Nature Actions
Kill with natural weaponry (not Gauru)Kill with human-made weapons (not Gauru)
Eating raw meatEating processed food
Sleep/feed primarily outdoors for a weekSleep/feed primarily indoors for a week
Mark territory with scent or body fluidsMark territory with symbols or tags


Shifting Nature

Werewolf Nature actions — killing in Gauru, completing the Siskur-Dah, or three or more packmates entering Basu-Im simultaneously — always move the marker toward the center, representing the synthesis of both natures.

Step 5: Pack Merits

The pack receives 5 dots of Pack Merits — qualities that define the pack as a whole, separate from any individual character's personal Merits.

Merit Cost Effect
Den• to •••••Pack stronghold. Adds dots to Defense for packmates inside. Effective Gauntlet 2 for packmates Reaching, 5 for non-packmates.
Allies• to •••••Shared contacts/allies. Roll merit dots as dice pool when accessing; failure means another packmate used it recently.
Contacts • to •••••Shared information network. Same access rules as Pack Allies.
Resources • to •••••Shared financial resources for pack operations.
Fame • to •••••The Pack's reputation among Uratha or the mortal community.
Directed Rage •••, ••••, or •••••Packs with this merit have found a way to direct their kuruthing members towards foes, not friends.
Magnanimous TotemWolfblood ••, Humans •••, or ••••Wolfbloods can buy more than 1 totem dot at ••, Humans can buy 1 totem dot at ••• and more than 1 at ••••
Moon's Grace•••, ••••, •••••, Wolfblood and Human packs ONLYAt ••• these packs can learn pack tactics; at •••• any member may learn and lead pack rites; and at ••••• members may gain Renown and receive Shadow and Wolf Gifts from spirits spending WP in place of Essence.
This does not force other packs or spirits to respect you, just recognize you.
Territorial Advantage• to •••••Using the knowledge they have of their territory a pack may inflict Conditions or Tilts upon intruders.

Adapting General Merits

General Merits from can be adapted for pack use with ST approval. When adapted, the Merit belongs to the pack, not any individual. Any time a character uses it, roll the merit's dot rating as a dice pool:

  • Failure: Another packmate has recently used it — temporarily unavailable
  • Dramatic Failure: Unavailable for the rest of the Story

Step 6: Creating the Totem

The totem is the spiritual heart of the pack. It binds the members together, supports the hunt in the Shadow, and defines the pack's identity as much as any Uratha does. In return, the pack always has the Resonant Condition for their totem spirit.

Step 6a — Name and Concept

As a group, decide what the totem is. A fire spirit? A wind-spirit? A spirit of vengeance, protection, or cunning? The totem's name should be a short epithet reflecting its nature.

Keep names short. Longer names imply immensely powerful spirits beyond what a new pack can bind. A simple two-word epithet is appropriate for a starting pack.

Step 6b — Aspiration and Ban

The totem has an Aspiration that becomes a fourth Aspiration for every pack member. Choose something that reflects both the totem's nature and the pack's collective goals.

The totem also has a Ban appropriate to its Rank — a restriction it logically cannot violate. A fire spirit cannot immerse itself in water; a spirit of loyalty cannot break a promise.

Pack members must uphold the totem's Ban. Disregarding it once inflicts the Ban Condition. Breaking it a second time costs the offender her Totem Merit dots.

Step 6c — Determine Totem Points

Add up the total Totem Merit dots from all pack members. This total determines everything about the totem. Supporting Wolf-Blooded may contribute only one dot each.

Step 6d — Determine Totem Advantage

The totem grants a benefit to every member of the pack — including those who don't hold the Totem Merit themselves. Use the table below to determine how many Experiences the pack has to spend on this advantage:

Total Totem Points Advantage Experiences
1–81 Experience
9–143 Experiences
15–205 Experiences
20+10 Experiences

The pack spends these Experiences on an Attribute, Skill, Skill Specialty, or Merit. Every pack member gains it — including Wolf-Blooded and human members. This can take characters one dot above their normal maximum. Human packmates already at five dots in the chosen trait gain 8-again instead.

Step 6e — Determine Totem Traits

The totem receives one Attribute dot per Totem Point, distributed among Power, Finesse, and Resistance. It must have at least one dot in each Attribute, and no Attribute may exceed half the total Totem Points.

These Attributes determine the totem's Rank using the standard spirit Rank chart. The totem starts with one dot of Influence per Rank.

The Totem Stats tab of your Pack Sheet calculates Rank, Corpus, and derived traits automatically. Enter Totem Points and distribute Attributes — everything else populates on its own.

Step 6f — Numina and Manifestations

Based on its Rank, the totem gains Numina (spiritual powers) and Manifestations (ways it can interact with the physical world). The All Numina and All Manifestations tabs on the Pack Sheet list every option with costs, prerequisites, and source references.

Totems can have Numina and Influence beyond their Rank limitations, up to the total number of dots the pack has invested in the Totem Merit.

Totems Cannot Impart Gifts. Something in the totem bond interferes with Gift-giving. The totem can tear Gifts into other Uratha's souls, but this risks eroding the bond. Each attempt requires a Power + Resistance roll at a cumulative penalty. Failure disrupts the totem bond for a full lunar cycle. Dramatic failure severs it completely.

Step 7: Final Touches

At this point, the pack's character is defined by its goals and challenges, its territory, and the way its members approach the hunt. This step brings those details to life.

The group works together to describe how the choices made in the previous steps actually appear in play. This is not a mechanical step — it is a storytelling one.

Questions to Answer Together

  • Why did these specific people form a pack, rather than any other combination?
  • What is the pack's relationship to the First Moot and the new Anchorage Protectorate?
  • What does the pack call itself? What do other Uratha call it?
  • Does the territory have a name — in English, in the First Tongue, or both?
  • How did the pack first contact its totem? What was asked of them?
  • Which Complication is already actively causing problems at the start of play?
The group doesn't have to define every detail in session. Leave some things open. Let play answer them. A pack mystery can be just as interesting as a settled fact.

Appendix: Pack Tactics

Pack Tactics are collaborative combat and social maneuvers that the pack develops together. They represent the muscle memory of hunting as a unit — the way packmates anticipate each other's movements, cover weaknesses, and press advantages.

Tactics are recorded on the Pack Tactics tab of your Pack Sheet. Three sample tactics (Animal Magnetism, All Alone, and Overkill) are provided on the Sample Tactics tab as a reference and starting point.

Tactic Ratings

Each tactic has a Rating (1–5) that represents how deeply ingrained it is. Higher-rated tactics are more reliable but take more investment to develop.

  • Rating 1: Situational, newly developed, requires ideal conditions
  • Rating 3: Practiced and reliable under most conditions
  • Rating 5: Second nature — the pack executes it fluidly under fire

Developing New Tactics

New tactics can be developed during downtime between sessions or as a result of significant in-play moments. Work with your ST to establish what a new tactic requires and what its narrative logic is. The best tactics emerge from how the pack actually plays, not from optimization.

Appendix: Territory

A pack's territory is as much a part of the pack as any member. It encompasses physical space — neighborhoods, wilderness, waterways, industrial zones — and the corresponding Shadow landscape. A healthy territory reflects a strong pack; a sick territory warns of trouble coming.

Territories are fluid. A strong pack naturally expands; a weakened pack contracts. Even a "small" werewolf territory covers several neighborhoods. The largest and strongest packs can cover a county or multiple townships.

Territory Features

  • Loci — Points where the Gauntlet thins and Essence flows between worlds. The most valuable resource a pack can claim. Spirits flock to them, and controlling a locus gives the pack leverage in the Shadow.
  • Safe Places — Locations secured against intrusion. Reflected by the Safe Place Merit.
  • Resonance — The Shadow reflects the emotional reality of the physical world. A neighborhood plagued by violence breeds spirits of rage; a thriving community generates spirits of warmth.
  • The Hunting Ground Rite — The pack can perform this rite to formally sanctify its territorial claim. Grants +2 to foot chases and tracking within the territory for all pack members for one season.

Tending Both Sides

The pack must tend both sides of the Gauntlet. Shaping the Shadow means managing the spirits that inhabit the territory — encouraging those that serve the territory's health, hunting those that threaten it, and maintaining the balance that keeps both worlds stable.

Appendix: Alaska Specific Totems

Alaskan totems tend to reflect the land's harsh beauty and extremes. When designing your totem, consider the world you are actually hunting in:

  • Spirits of glacier and permafrost — ancient, slow, patient, and unyielding
  • Aurora-spirits — luminous, unpredictable, and tied to cycles of light and darkness
  • Spirits of isolation and endurance — shaped by the human experience of surviving winter
  • Salmon-run spirits — cyclical abundance, sacrifice, and return
  • Cold and darkness spirits — not necessarily hostile, but never entirely safe
A totem tied to Alaska's landscape is a totem that understands survival. The land shapes the spirit. The spirit shapes the pack.

Wolf-Blooded and human pack members are also worth considering carefully in the Alaskan context. They handle operations during the long summers when Uratha are spiritually strained, and maintain the pack's mortal cover in small communities where everyone knows everyone else's business.

Appendix: Packs Falling Apart

If a pack disintegrates, the totem is left bound to something that no longer exists. Some totems return to their spirit communities, though they may no longer be welcome there. Some seek new packs, offering their services in exchange for protection.

Former pack members who held the Totem Merit lose those dots. The emotional and spiritual weight of a broken bond is real — it is not merely a bookkeeping adjustment. Address it in play.


"Your scars tell spirits what you've done. Your Renown tells them what you are."
— Common saying among the Forsaken