cName:	Concept:	Auspice:	
Player:	Virtue:	Tribe:	
Chronicle:	Vice:	Lodge:	
Werewolf The Forsaken
Attributes
Power	Intelligence:	Strength:	Presence:	
Finesse	Wits:	Dexterity:	Manipulation:	
Resistance	Resolve:	Stamina:	Composure:	
Skills	Other Traits	
Mental	Merits	Health	
Academics:			
Computer:		Willpower	
Crafts:			
Investigation:		Essence	
Medicine:			
Occult:		Primal Urge	
Politics:	Flaws		
Science:		Harmony	
Physical		10	
Athletics:		9	
Brawl:		8	
Drive:		7	
Firearms:	Attack        Dice Mod	6	
Larceny:	Bite                            Gauru +2	5	
Stealth:	Claw                          Gauru +2	4	
Survival:		3	
Weaponry:		2	
Social		1	
Animal Ken:			
Empathy:		Renown	
Expression:		Purity:	
Intimidation:		Glory:	
Persuasion:	Equipment	Honor:	
Socialize:		Wisdom:	
Streetwise:		Cunning:	
Subterfuge:			
	Experience		
			
Attributes 5-4-3
Skills 11-7-4 (+3 specialties)
Auspice +1 bonus specialty
Merits 7 (Buying the fifth dot in Attributes, Skills, or Merits costs 2 points)
Essence = Harmony level.	Starting Primal Urge 1 (may be increased with Merit points). 
Gifts 1 auspice, 1 tribe, one of your choice 
Health = Stamina + Size. Size = 5 for adult human.
Willpower = Resolve + Composure. Defense = lowest of Wits or Dexterity.
Initiative mod = Dexterity + Composure. Speed = Strength + Dexterity. 
Starting Humanity = 7	

Hishu	Dalu	Gauru	Urshul	Urhan	
(Human)	(Near-Human)	(Wolf-Man)	(Near-wolf)	Wolf	
	Strength (+1)	Strength  (+3)	Strength   (+2)	Dexterity (+2)	
	Stamina (+1)	Dexterity (+1)	Dexterity (+2)	Stamina   (+1)	
	Manip    (-1)	Stamina   (+2)	Stamina   (+2)		
			Manip      (-3)		
Size:	Size +1:	Size +2:	Size +1:	Size -1:	
Defense:	Defense:	Defense:	Defense:	Defense:	
Initiative:	Initiative:	Initiative +1:	Initiative +2:	Initiative +2:	
Speed:	Speed +1:	Speed +4	Speed +7:	Speed +5:	
Armor:	Armor:	Armor (1/1):	Armor:	Armor:	
Perception:	Perception +2:	Perception +3:	Perception +3:	Perception +4:	
	Induces Lunacy	Rage invoked	Induces lunacy	Inflict lethal	
	Observers have a	Induces full lunacy	Observers have a 	Damage with bite	
	4-die bonus to	Wound penalties	2-die bonus to 	attack	
	Their willpower	Ignored and no	Their willpower		
	Roll to resist	 unconsciousness	Roll to resist		
		Rolls made.	Inflict lethal		
		-2 to resist death	damage		
		Rage. Inflict lethal			
		Damage. Fail most mental and social rolls.			
	Gifts and Rites		
Gift/Rite	Roll	Page