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WEREWOLF THE APOCALYPSE PDF

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T. A sovºrcebook for Werewolf. TAe Ap ocalypse. Page 2. Page 3. Page 4. Page 5 . Page 6. Page 7. Page 8. Page 9. Page Page Page Page Mind's Eye Theatre and The. Apocalypse are trademarks of White Wolf, Inc. All characters, names, places and text herein are copy- righted by White Wolf, Inc. WTA: Werewolf: The Apocalypse Rulebook, WTA: Werewolf Storyteller's Screen, WTA: Rite of Passage, WTA: See also: Dark Ages: Werewolf books and Werewolf: The Wild West books WTA: Werewolf Players Guide · Bullet-pdf .


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APOCALESE. TM. TIME OF JUDGMENTA. The End Times sourcebook for Werewolf: The Apocalypse. Page 2. Page 3. Page 4. ŁHANK YOU. ŁO ŁHE. Werewolf the Apocalypse Revised Edition - Ebook download as PDF File .pdf), Text File .txt) or read book online. Werewolf: The Apocalypse (Revised Edition) - The Signs are upon us. The Earth PDF. $ Softcover B&W Book. $ Hardcover B&W Book. $

Half beast. Predators that stalk the deepest Werewolf: The Apocalypse is a storytelling game from woods and the darkest urban alleyways. Monsters that creep up White Wolf Publishing that allows you to step into the shoes on their prey like ghosts, then explode into a fury of claws and — or pawprints — of a werewolf of legend. The rules in this fangs. Beasts that howl under the full moon and kill those that book allow you and a group of friends to assume the roles of a cross the boundaries of their territory.

The Wyrm the great Plume rising over the wilderness, spreading made itself manifest in the towers and the rivers and death wherever it shone in that dark and cold land.

The pdf werewolf apocalypse

And the Herd ran in fear. And the Dark out upon her. I turned my head from the sight. Phoenix told me: I beheld, then, the fourth Sign. It spread its diseases and they were Now, I cannot dream. I can only remember the horrible: These are the last head and the blood. Children were born twisted. May Gaia have mercy on us. Animals fell sick and no one could cure them. In these. The Apocalypse Created By: Bill Bridges, A twofold dedication: Thanks for your help and Revised Edition Authors: Deirdre Brooks, Brian Campbell, inspiration.

Eric Griffin trying it out. This game is and has always been for you. Revised Edition Developer: Ethan Skemp Editor: Carl Bowen Art Director: Aileen E.

Miles Art: The Apocalypse isn't an occult hand- Werewolf Glyphs: Richard Thomas book or spiritual reference work. It's a game. Miles fiction. If there were actual werewolves in the real Cover Design: Miles world, we're sure everyone would have heard about Playtesters: Michelson-Hubbell, Mari Michelson-Hubbell. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only.

All characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only.

This book contains mature content. Reader discretion is advised. Check out White Wolf online at http: Half beast. Predators that stalk the deepest Werewolf: The Apocalypse is a storytelling game from woods and the darkest urban alleyways. Monsters that creep up White Wolf Publishing that allows you to step into the shoes on their prey like ghosts, then explode into a fury of claws and — or pawprints — of a werewolf of legend.

The rules in this fangs. Beasts that howl under the full moon and kill those that book allow you and a group of friends to assume the roles of a cross the boundaries of their territory. Together, Werewolves. They then take We struggle to control every detail of our environment to our those characters through dramas and adventures called stories exacting specifications, and that makes us all the more afraid, a game term that means pretty much the same thing as the deep down, of being stranded in a hostile place under the word's common use.

Each of the players describes his character's control of something larger and stronger than us: But there's more to it than that. Humans have always feared, To keep track of all this activity, one person acts as the even hated wild animals, particularly those that are stronger than Storyteller — a role more like that of a movie director than an us on some level.

Werewolf the Apocalypse Revised Edition

But we have always envied their strength at the author. The Storyteller describes the setting of each scene, roleplays same time. In the earliest times, prehistoric humans wore animal the actions and speeches of the various people the players' charac' skins and bones and prayed to somehow become as swift or keen- ters encounter and generally guides the story's plot.

However, the eyed or strong as the animals with which they shared the world. Storyteller's control isn't absolute. Since the players control their Even today, people wear clothing, jewelry, even tattoos depicting characters, each scene in a story is the product of the entire group animals they respect in a sort of unconscious desire to borrow those cooperating to tell the story in a way they enjoy. What's more, the animals' power. And we tel 1 stories of humans who can take animal rules in this book provide a common ground to gauge the charac- form or vice versa.

We always have, from the Americas to Europe ters' chances of success impartially. The players generally try to to Africa to Asia. And the king of these stories is the story of the help their characters accomplish their goals, while the Storyteller werewolf.

The werewolf represents everything we fear in Nature provides opposition and obstacles in the form of the possibility of — and everything we'd like to be. Deep down inside, we're afraid of wolves, yet we want The ultimate goal, of course, is for everyone to have a good desperately to wear the wolves' skins and to be like them. Whether the characters succeed or fail is irrelevant.

The This is your chance to do just that. For that reason, the rules in this book such terrible damage, doing so takes them a long time. There- are useful only as a means to provide a framework for the story. If fore, a silver bullet might not be the instant kill depicted so the rules conflict with the story, the story wins every time.

Werewolves can be detected by odd features such as The werewolves of the World of Darkness aren't quite pointed ears or index and middle fingers of the same length. Humanity has man- Almost entirely false. Werewolves are indistinguishable from aged to grasp the concept of the werewolf only partially.

The humans in their Homid, or human form. However, there are a European legends of shapeshifting witches and the Native few werewolves whose parents are both werewolves rather than American tales of animals that take on human form are equally humans or wolves. These metis are always deformed in some full of misconceptions.

The following are a few of the most fashion. Their deformities are usually evident in human form, commonly accepted "facts" about werewolves — and just how although they are much more debilitating than cosmetic oddi- true or false they are in the world of Werewolf. Werewolves are mindless beasts in wolf form.

Werewolves, unlike wolves, are loners. Werewolves Werewolves retain their intelligence, which is equal to that of have a powerful pack mentality, and they feel distinctly uncom- any human, in any form they take and werewolves have five fortable without the presence of packmates or tribemates.

To be forms from which to choose. Their reputation for savagery cast out of one's pack and sentenced to walk alone is a horrible stems from their Rage, which is a supernatural fury more intense punishment for a werewolf.

Werewolves can channel their Rage to perform incredible feats of strength and speed. However, the stronger a werewolf s Rage is, the more likely he In the World of Darkness, werewolves have walked among is to lose control in times of great stress, flying into a berserk fit humanity for as long as humans have existed.

They can blend of violence called frenzy. It is virtually impossible to reason with into human civilization, but rarely for long. They're predators a werewolf in this state. All he can think of is fight or flight.

It at heart, and people can sense as much on an instinctive level. They refer to themselves by a A werewolf changes form when the moon is full.

Mostly name from their own tongue — the Garou. Werewolves can change forms whenever they want, day Werewolves cannot breed among themselves to preserve or night. However, they have deep spiritual ties to the moon, their lineage; their blood is too potent, and the result is too much and they revere the mighty moon-spirit Luna as one of their like inbreeding. To continue their bloodlines, werewolves must greatest totems.

A werewolf s Rage is tied to the moon's phases, mate with humans or wolves. However, the chance that any growing stronger as the moon grows brighter. Therefore, a children or cubs that result from such a pairing will breed true is werewolf is at her greatest risk of frenzy when the moon is full, small. In most cases, the spirit half of the werewolf isn't passed on. Werewolves born to human or wolf families are indistin- If a werewolf bites a person, that person becomes a guishable from their mortal siblings.

There is no detectable werewolf. Werewolves are born, not "infected. Newborn werewolves simply appear to be normal hu- know their true heritage until they reach adolescence and mans or wolves in almost every respect.

Only a very few are undergo their First Change. Even so, some tribes have been even told by their parents that werewolves exist at all. How- historically known to keep track of their young cubs from afar, ever, young werewolves are prone to strange dreams and fits of then staging a mock "wolf attack" just before the children are temper that alienate them from their relatives or friends.

Although this practice has fallen out Finally, some time after adolescence, a young werewolf under- of favor in modern times, it was in no small way responsible for goes his First Change.

This event is often brought on by stress or the rumors of the supernatural disease lycanthropy. It's then that the werewolf s Garou in wolf skins. Either you're born a werewolf, or you relatives arrive to collect him. Once among his own kind, he is aren't. Wizards and witches exist in the World of Darkness, and initiated into his Garou tribe and taught the purpose and some of them can shapeshift into animal form, but none of traditions of his people. From that point forward, the young them are true Garou with all the according powers.

Should he persevere, Werewolves can be killed only by silver. Partially true. For all their supernatural power, werewolves aren't immortal. Garou society is older at its core than any human culture. They grow old, and they can be killed. However, werewolves Many of its traditions date back to a time before agriculture, are remarkably resistant to injury and disease.

Furthermore, before the first humans settled Australia, and even before they heal with incredible speed, even to the point of regener- history as we know it. They have managed this amazing ating damaged internal organs.

A gunshot wound that would longevity while keeping their true nature a secret from human- kill an ordinary human can be nothing more than an inconve- ity by two means: But werewolves cannot heal all wounds To the Garou, the past is a living thing. They keep tales of with equal ease. With its spiritual ties to the moon, silver can their ancestors alive, retelling them at gatherings to inspire the burn werewolves more severely than fire could.

A wound from latest generation to strive for similarly heroic deeds. By keeping all Chapter Three: Character and Traits describes the step- their lore alive in an oral tradition, the Garou have retained a by-step process of creating a werewolf character and details the sense of continuity that binds each generation to the next. Gifts and Rites defines the supernatural against her enemies. They're aided in this belief by several points powers of the Garou, both the rituals that call on their bond that seem to support their claim: Their Chapter Five: Rules describes the core rules of the Story- war has been going on for millennia — not even the wisest teller system — the foundation for all of Werewolf's rules.

Talesinger among the werewolves can recall a story of their race Chapter Six: Systems and Drama goes into more specific at peace. According to their traditions, Gaia brought werewolves rules, such as how to stage a combat or chase scene, as well as into being as a response to the rise of their enemy — the Wyrm. The Garou maintain that their true purpose in life is to fight, kill Chapter Seven: The Umbra details the spirit world and its and die in the service of the Earth Mother.

The Garou's claim to be a race designed for battle is certainly Chapter Eight: Storytelling describes the role of the well founded. Werewolves are deadly creatures, perhaps the most Storyteller and offers advice on how to put together the best lethal overall of any living being in the world.

They possess great game possible. Antagonists details the Garou's rivals, and stone with their bare talons. They heal remarkably quickly, adversaries and mortal foes. They possess mystical powers that Finally, the Appendix details Werewolf's supporting cast and allow them to travel the spirit world, strike with stealth or some of the trinkets that Garou characters find particularly useful. They have all the intelligence and tool-using capability of any human, making some werewolves masters of both high technology and Sad to say, most movies, books and TV shows that depict werewolves aren't very helpful source material for a Werewolf occult power.

Most importantly, werewolves are pack creatures, game. The tack most writers take is to approach the werewolf as a which makes them a hundred times stronger. A pack of werewolves person who becomes an uncontrollable monster when the full is worth more than 10 times its weight in enemies. This misconception is the one humans of the World of If they were more numerous, it's possible that the werewolves Darkness have of werewolves which, of course, they don't believe would have already won the war.

But they are too few in number; in consciously , but it's not an accurate picture of the Garou. Their The Garou owe some of their traits to classic Western enemies are virtually uncountable, and they range from humans werewolf literature, but the reading list goes far beyond that.

Somtow's Moon Dance is probably the best example of sters from deep in the earth that can tear apart tanks — to an entire recent werewolf horror fiction, and the most applicable. Worst of all, the Garou fight amongst themselves. Rivalries that started centuries However, to get a proper feel for all the aspects of the ago continue even today as blood feuds that prevent the Garou Garou experience, we recommend a number of books on from achieving the unity that would make them unstoppable.

Just wolves, myths and environmental concerns. Jack London's as their pack mentality brings them together, their Rage drives works such as Call of the Wild and White Fang are just as suitable them apart. Such is the tragedy of Werewolf. For capturing the As you can see, the lot of a werewolf is far from an easy one.

American Indian viewpoint, we recommend American Indian But therein lies the appeal of trying on a wolfs skin for a while. Myths and Legends edited by Richard Erdoes and Alfonso Ortiz for the legendary side, and just about anything by Each chapter of this book focuses on a different aspect of the Sherman Alexie for the human side.

You don't have to read them — if that. Wolfen, The Howling the first — the sequels are in order; feel free to skip around until you're comfortable with the strictly avoidable and An American Werewolf in London are book.

Naturally, the world of Werewolf is far too large to be probably the most applicable. Others include the classic The contained between two covers. This rulebook is intended to serve Wolf Man, Wolf the recent Jack Nicholson movie and An only as a foundation on which to build your games.

Feel free to American Werewolf in Paris — most of which are probably modify, clarify, elaborate upon or disregard anything and every- better for illustrating what humans think they know about thing within that doesn't suit your vision of an exciting game. A World of Darkness details the setting of in a Werewolf game. Hayao Miyazaki's animated film Werewolf: The Apocalypse — both the Garou themselves Princess Mononoke, while not strictly about werewolves, is a and the world they prowl.

With Chapter Two: The Garou describes the werewolves of a rich cast of humans and nature-spirits and yes, there are the World of Darkness in more detail, particularly their breeds, huge, sentient wolves , it's as close to "must see" viewing for auspices and tribes — traits of bloodline and society that Werewolf's themes as it gets.

The ache was deep in his gut as he drew nearer to the caern's heart; over and over, he couldn't help thinking that he'd made a liar of his deed name this time. The invaders had given death and much, much worse to the Uktena sept.

Most of the war council had perished in the first wave of the attack. All that remained were some Kin and a few young ones. From the looks of it, they hadn't even gone through their Rite of Passage. Mephi padded gently toward the closest, a girl 15 or 16 at the most.

She looked at him with hollow eyes, her long hair hanging in bloody sweat- matted tangles. Our Warder finally dragged the last of them down, and the Tender Is she Mephi's footfalls were quiet on the torn sod as he paced over to the tree, and to the large, gray-furred wolf stretched out underneath.

Deep wounds covered the wolf's aged body, and when she raised her head to her visitor, Mephi feared she wouldn't even have the strength left to talk.

Mephi knelt next to her, leaning in close to listen. We hear the twisted cries of Gaia's warriors, lost before they are renewed in the world. The steady drum of the Weaver pulls us into a fatal pattern that must be broken. There are many signs and portents, Silent Strider. Who will take word to the tribes? Something vital is lost that must be found. Many will scoff at my words. The children will shut their ears with dirt. The others! But carry my words. Someone must hear them.

She will know what to do. Of all the new cubs, I leave my hopes with her. Blue Water cried quietly, then began to gather rocks to cover the wolf's body. Mephi didn't move, lost for a moment in thought. Cryptic to the last — a true daughter of Uktena. They've had a hard time, and maybe this is just her way of passing into the next life a little easier. But I'll keep her words safe. Never know when a prophecy might come in handy, the Galliard thought.

And with that, he too gathered stones to cover the bodies of the dead. The world of Werewolf is not our own, although it too often, these rebels burn out in a blaze of glory. Under- resembles our world in many ways. Externally, little differs ground clubs are ready to indulge the most exotic vices of between the two.

The established institutions, personalities the desperate. Street gangs, vainglorious bands and savvy and attitudes of our world are still there. Yet, far more sinister entrepreneurs incite them into a frenzy of aggression. Shadows are darker, they profit from the results. Thus, crime is common, apathy corruption is more rampant, and despair is commonplace. This is de rigueur, and cynicism is rampant.

Vast expanses of untamed wilderness However, this world is not without hope — after all, punish intruders with feral brutality.

Labyrinthine cities are there is no darkness without light. Modern heroes, fully aware bleak and gloomy at their core, hiding conspiracies the mun- of the corruption that surrounds them, are ready to fight for dane world does not dare suspect. From the streets of major their beliefs. Their world is dying, yet they are alive, full of fury metropolises to the secret places of the wild, horrific creatures and the power of the Earth itself.

From the depths of the stalk unseen, preying on the innocent and the weak. This is a wilderness they come, with sharpened claws and vengeful world where evil breeds: As the natural world dies, they seek and destroy the evils As in any good Gothic horror story, this ominous world that surround them. As monsters, they stalk the night, crush- hides terrible secrets.

Menace lurks everywhere, and every ing bones, savaging victims and staining the streets with agenda hides an ulterior motive. Decaying cities filled with crimson blood. Yet, despite their brutality, they are the only huge, looming edifices cast shadows on the destitute and the true guardians of the Earth: Stone gargoyles watch from atop the tallest buildings, in an unseen battle. Werewolves prowl the Earth in this bearing mute testimony to crime and suffering in the streets. Faith is dying here, even while massive churches perform rituals for the desperate.

Even in the suburbs and urban sprawl, fearful people live behind thin walls, numbing themselves by perpetu- Werewolves are outsiders, trapped forever between ex- ating empty lives from day to day. Unlike the monstrous shapechangers of legend, they A few people have the energy to resist this oppressive can change their shapes at will.

Assuming the forms of men and world, and they do so on a grand scale. Wherever the rich women, they walk the streets of the largest cities to protect — and powerful exploit their influence, rebellion stirs.

A or punish — the human race. Wearing a lupine skin, they can thriving counterculture strikes back at an uncaring soci- run as wolves, free as moonlight in the night.

They may try to ety, rebelling with words, music and often violence. Hell live in both worlds if they prefer, but they will never truly 'jjA bent for for 1leather, it lashes out with desperate energy.

Yet all belong in either. Over six billion humans populate the the wild. Strange events take place away from watchful eyes, Earth. Any werewolf can try to live among them, but modern and nature is often cruel to those who try to steal her secrets.

Werewolves are The Earth is not always loving and gentle. Some places are aware of sinister things lurking in the shadows, horrible crea- taboo, and fools who seek them out do not return. The presence of the unnatural awakens their most feral in- stincts. No matter how civilized human cities may seem, foul Another reality exists beyond what mankind experiences. Mystics speak of a spirit world that the vast majority of humans A werewolf may try to escape into the natural world, but never encounter.

Visionaries and shamans may gam" Brief that realm has also been dying steadily. Thanks to ecological glimpses, parting the veil that obscures it from view, but they devastation, the wilderness is shrinking.

As the werewolves are can never understand fully what they encounter. Werewolves keenly aware, the number of wild wolves on the planet is havfcan animistic view of creation, believing that spirits lurk decreasing rapidly.

Hated and feared by average folk, the wolf is behind everything around them. Indeed, spirits are every- a villain in children's stories, a menace to farmers and fair game where Only in Alaska, Canada, Scandinavia and Siberia Most werewolves believe that everything of consequence can wolves be found in their natural habitat. There is no place left in the physical world has a reflection in the spirit world. It is as to hide.

Even in the most remote realms, the Earth is bleak. For this reason, the realm of spirit is known survive. Caught between worlds, they must choose between as the Umbra, the "shadow" of creation. Werewolves are more two extremes: In a sense, she can escape to another dimension, if For werewolves, the most dangerous hunting grounds are in only for a short time. Most werewolves openly despise the major metropolises as cancerous tumors on the flesh of the world.

Even the human inhabitants find them Two other extremes are crucial to a werewolf s existence: Smog dims the sunlight, traffic snarls through the streets, and reason. Because werewolves are both beasts and men, they and crime boils under the city's skin. Werewolves, with their must balance instinct carefully with intellect. Packs can spend a superhuman senses and occult talents, are aware of far deeper lifetime hunting monsters in the physical world, but the violence, problems than crime and corruption.

Hunting in a city requires confrontation and suffering of the "real world" fills them with great caution, for the quarry is often devious and deadly. If they are not careful, they Walkers — consider the cities to be their natural territory, but eventually become as feral as the werewolves of legend.

Werewolves who explore would be in the depths of the site or Sahara. The smells are the spirit world gain insights into the physical world. By studying all wrong, the logic of the streets is twisted, and natural laws the realms of the Umbra, they learn to understand great secrets, warp and mutate. Inpile cities of mankind, werewolves sense increasing "their mystical understanding or Gnosis.

However, strange activity everywhere. Shapeshifters are cautious when- werewolves who spend too much time away from the physical ever they leave the relative safety of the wilderness. No place is safe; the werewolf is an outsider no matter where he travels. Behind the veneer of civilization, the primal wild waits to reclaim its dominance.

If the cities seem bleak, the alternative is even less comforting. Humans erect cities to shelter themselves The world of the werewolves is harsh, yet this harshness from nature's capricious ways.

The wild is more than just an provides contrast to great acts of sacrifice and heroism. Quite expanse of tangled forests, stagnant swamps and windswept plains. Warriors fight Humanity's morality does not always apply there. The primal wild horrific abominations with tooth and claw, while mystics hunt is a realm of mysteries, especially to the unprepared. Great lumber- evil with supernatural insight. Some wise warriors employ even ing beasts stalk the night, as they have for thousands of years, and stranger methods, like street-savvy trickery, political activism only werewolves have the courage to face thetp.

No matter what tactics they choose, Rural towns exist on the fringe of civilization, filled with werewolves walk between two worlds: Humans there are filled physical world and the mystery of the enigmatic spirit world.

Wherever they run — in the cities, in the wilderness, or of a far more primitive world lurk deep within the human even in the spirit world—werewolves face the same overwhelm- subconscious. While these fears can never be dredged up ing fate. Their world is dying, and their destiny is ultimately entirely, wandering into the untamed wilderness stirs up dis- tragic. In fact, many of their mystics proclaim that these are the tant reminders of a lost and terrible age.

Final Days. The End Times, when all of creation will finally unravel, are here. As the light dies, werewolf heroes are willing. We live in the stock. Great warriors would often war over the most esteemed age of the final, ultimate Apocalypse. The result was the Impergium, three thousand years of domi- nance over the human race. That is how the legend ends. This is how it begins. Humans were herded like sheep and gathered into primitive The world was not always so bleak. Storytellers speak of a flocks, a few of which began to develop the agricultural communes gentler time, when the Earth was governed by simpler laws.

In that were the precursors to our modern cities. The separation the springtime of the world, the veil that separated the worlds between civilization and the wilderness began, and the schism of flesh and spirit was gossamer-thin. While the sun shone, the widened gradually. Every village had stories of what would happen natural world came alive with a brilliance and beauty our to the foolish traveler who ventured into the woods alone at night. Quite simply, magic was alive, and its power was evident everywhere.

WOD - Werewolf - The Apocalypse - Tribebook - scretch.info

Once upon a time, long before the dawn of human history, werewolves were the domi- Of the many tribes of werewolves in the world, each has its nant species on the planet. However, they are not the only shapechangers According to myth, they first learned the art of shapeshifting in existence.

Others are aware of the occult world, telling their from the Earth Mother. Werewolves still speak with reverence own myths and legends. The werewolves know that Gaia blessed of their goddess, Gaia, who gave them the power of the many other races of shapeshifters as well, giving each of them a changing ways.

Because they showed such great promise for the sacred dutf? This legacy was to be passed from parent to child, inherited with In a thousand different forms, the Fera stalked the night. In return, the werewolves were to Wise in the ways of magic, secretive werecats hoarded mysteries watch over Gaia's creation, protecting both their human and and mystical knowledge. Strong in the power of healing, lupine cousins.

To pass on this gift, some werewolves mated steadfast werebears guarded many of the world's most sacred with humans, walking among them to choose the strongest. Relying on cunning and guile, wererats kept down the Others preferred to run with the wolves, raising litters of cubs. The Fera were cousins to ravens, spiders, lizards, coyotes and more. The natural world was beautiful by day, but monsters Among the dozens of species of shapeshifters, each of the Fera prowled the Earth at night.

The werewolves claimed that they attended to its sacred tasks. They held their pledge to protect humanity as the most The werewolves argued and fought among themselves until sacred duty of all. With their power came great pride.

First, the they reached a compromise known as the Concord. Both wolves most powerful Garou attempted to dominate all other tribes of and men would have to live together in the same world, but clearly werewolves, insisting on the formation of a great society through- humanity no longer wanted to be dominated by the Garou.

The out the world. When this goal met with even partial success, the werewolves agreed to maintain their own society separate from the most esteemed werewolves then demanded that they should world of men.

The result was the Western Concordiat, a civiliza- rule over all of the other shapechangers as well. The age of the Impergium In the legends of most shapechangers, the Fera refused, came to an end, and human history began. The werewolves faded and a vicious era of genocidal warfare followed. Since the other into the shadows, becoming mere legends. Asserting their domi- regained their primal dominance.

They have remained a myth, nance, the Garou claimed that the others were a threat to the a reminder of a distant past mankind dares not remember Under the right circumstances, the very sight of shapeshifters. As blood flowed freely, the werewolves dem- of a Garou is enough to conjure primal memories of fear and onstrated that they would reign unopposed as Gaia's favored bloodshed. Thus, the werewolves have stayed hidden through- children and the dominant lifeform on Earth, from then on.

Werewolf: The Apocalypse books

The demarcation between the cities and the wilderness remains, separating two very different worlds. Because legends of werewolves remain, men see them as through Little did the werewolves suspect that they, in turn, would a glass darkly, never realizing what they truly are, but instead be challenged for dominance. The Garou still see themselves as they claimed to protect. Horrified by the violence that sur- heroes, but to the humans, they will always be monsters.

They decided to defend themselves from what seemed to be the most dangerous creatures of all: The werewolves were thrown into disarray. Some argued to discipline Humans have their own society and their own legends. Oth- They also tell stories about the shapechangers of legend, ers pledged peace, claiming that Gaia had entrusted them with monsters who prey on the weak. Wolfmen in late-night movies keeping humans from harm. Some especially feral werewolves — typically curse their victims with lycanthropy, infecting them lupine Garou who preferred the primal wilderness and the wolves during epic rampages.

The werewolves of the modern world that ran there — argued for the immediate extermination of the have created a separate set of myths, epics and legends. In each human race, considering their obligation fulfilled. S more terrifying. Legends of monsters driven insane by the light In modern terms, werewolf blood is inherited. If one of a of the full moon have basis in fact. Sadly, this chance has diminished steadily over the last point of view — and educated by other werewolves.

By neces- thousand years. The blood's power is not dominant, and a sity, the first lesson is controlling shapeshifting voluntarily. Garou's child really has only a one-in chance of becoming Years of teaching follow However, a "full-blooded" werewolf. Fortunately, the blessing isn't lim- time is a luxury these days. Elders offer various bits of tribal lore, ited to human children. Many Garou prefer to breed with although curiously enough, their oral histories differ remark- wolves, leaving their cubs to be raised by lupine mates in the ably from tribe to tribe.

Regardless of age, the "cub" is treated wilderness. Unfortunately, as the number of wolves has decreased drastically in the world, Garou blood has become dangerously impure. One in three werewolves Every tribe has its own traditions for marking a cub's bred with wolves as recently as a thousand years ago, but now the passage into adulthood. The Garou denote a cub's coming of ratio is closer to one-in Legendary ancestors once found it age with a Rite of Passage, a deadly and dangerous quest that relatively easy to balance their feral instincts against their human tests a werewolf s strength and wisdom to its very limits.

The wisdom, but no longer. It also shows elders that a cub is worthy of membership in one of the greatest tribes. Until this quest is complete, she does not belong to any Most of a Garou's cubs and children never become full- of them, for she has not proven herself worthy.

Instead, they are "carriers" for the blood Two choices follow. First, a werewolf may approach her of the Garou, which can survive in their families for genera- chosen tribe alone. Once she does, the tribal elders may send tions.

Although her out on a test particularly suited to their kind. Solitary werewolves don't defend these relations as staunchly as they visionquests are based on ancient tribal traditions. Usually, did millennia ago, a wise Garou keeps an eye on his kin. Some however, the elders send the cub to a place where many do so by commanding spirits, commonly called Kin-Fetches, to werewolves gather.

There, the child must wait until several watch over their children. While the spirits pledge to observe cubs are ready to embark on a quest together. In this case, the all of a werewolf s children carefully, many of them lose their ritual is also a test of the cubs' ability to work together and way over the span of years and abandon their charges.

They may later decide to join the same Kinfolk "half-breeds" are markedly different from the rest of pack. In all cases, the elders send spirits to watch over the mankind. They may have strange and terrifying dreams, wander petitioners, if only to verify the greatness of their deeds. Once alone in hopeless reverie for hours at a time or have trouble relating these cubs return, they become cliath, they join their respective to people around them. An inexplicable longing consumes them.

The lucky ones leam about their werewolf relations, and even help In recent years, the Garou have found an increasing them from time to time. Most just remain quietly unaware of the number of adult humans or even wolves who once had the secret world around them. They might have been illegitimate and unrecognized children of Garou wanderers.

The spirits who watched over them might have lost A child of a werewolf has about a percent chance that he them. They might have even been born to two Kinfolk parents himself will be born a "full-blooded" Garou — not good odds.

Regardless, they never underwent their First Some werewolves manage to divine their children's true nature Change and Rite of Passage. Such poor souls are known as lost at birth. Those without the proper resources to do so don't cubs. They have repressed their true nature to such a degree that discover which if any of their cubs are Garou until the young ones many go insane or die of depression.

When one survives long reach adolescence. Although the Garou mark their pure-blooded enough to undergo the Change late in life, it is a cause for great cubs at birth, werewolves all too commonly leave their offspring joy. As the Final Days approach, every werewolf is needed to be raised by their mates, sometimes as an effort to draw enemies desperately.

The forces of darkness are legion, and they grow away from their children. A cub's true nature remains dormant stronger with each passing day. Between the ages of 1 0 and 1 6 if human or betweenqne and two years for a wolf , hazy memories and "unnatural" urgis A werewolf s true nature is shaped long before his First begin to surface.

A troubled wolf may be driven from the pack fof Change. If one of his parents is human, he will grow up in her unpredictable behavior, or an adolescent may be ostracized human society, learning the ways of man. If one of his parents or even institutionalized. In some way, others begin to notice is a wolf, he will be raised by wolves, and human society will be that this lost soul is Jlferent.

In almost every case, one of the parents is As life becomes more difficult, the legacy remains dor- Garou. Whether the child's mother's natural form is that of a mant until a great trauma forces the First Change.

The First human or a wolf determines what his breed will be. It's also Change does not wait for a full moon or a curse. When the time possible that a werewolf might be born to two human parents is right, flesh and bone rapidly warp the child into a hulking, or to a mated pair of wolves if the werewolf blood is strong bipedal, nine-foot monster.

If the cub is fortunate, she is found. However, the odds of such an occurrence are much steeper. There are three such breeds in Garou society: A homid is the child of a werewolf and a human, one who lives as a human before his First Change.

Although homids often have trouble relating to other children, they understand thor- oughly how human society works. They are not quite human, though. The word "homid" refers to a werewolf with a human parent, while the word "human" refers to the race of mankind. By definition, a homid will never quite fit into human society. Something about him — his dreams, his turmoil or his hidden rage — marks him as different.

After a homid learns about his true nature, human society begins to seem alien. A true werewolf is drawn to the wild, feeling a deep need to commune with the primal wilderness. Unfortunately, that primeval world is gone, having been destroyed by thousands of years of human civilization. The only place where a werewolf truly belongs is with his own species.

Therefore, Oarou are social creatures who gather in packs to run together. The cub leaves his past gradually to become immersed in Garou society, where he will face its difficulties and its destiny. The alternative is the madness of facing a dying world alone. Some homids never admit the faults and failings of human society fully. They keep going back to their former lives, torturing themselves by trying to rejoin the human race.

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While they are painfully aware of the environmental destruction humans wreak, most can never fully reconcile the idea of hating humanity because of it. As a result, some homids are very defensive about their human ancestry.

A bitter few lash out at those lupus werewolves who question human ways, and they forever consider them "lesser" creatures. Homids, after all, are the most populous of the three breeds, and they're obviously at the top of the evolutionary ladder. Homids are clearly the most fit to rule A lupus Garou is the child of a werewolf and a wolf or more rarely, two Kinfolk wolves. A thousand years ago, about one-third of the werewolves in the world were lupus.

Today, the ratio is only about one in eight. Lupus usually spend their formative years around wolves, raised as creatures of instinct. A lupus suspects she is different from an early age. For one thing, she is typically more intelligent than her wolf packmates. However, since she does not learn to think "like a human," she often acts on intuition and gut reactions.

Even after she learns to communicate with other Garou, words are not as important to her as actions, feelings and sensory impressions. Lupus tend to see the world more simply than homids do, but they are not stupid. Lupus are capable of making complex plans, measuring time, figuring out simple technology and completing tasks quickly and effectively.

They also tend to have remarkable insights homids would never develop. None- theless, homids sometimes patronize them because the wolf- born express themselves very directly. Homids love to talk and are often caught up in long-winded speeches about simple concepts, a practice lupus call "monkey-babble.

If a lupus doesn't like you, he'll tell you straight out. A werewolf always feels most comfortable in the form she Lupus are also intensely aware that they are a dying breed. For instance, Of course, the humans are largely to blame, and the homids are homid werewolves prefer to wear a human skin, largely because accomplices.

While a lupus may decide to join a pack with they are the most adept at dealing with mankind. When a werewolves of other breeds, a few favor spending time with werewolf shapeshifts into a human being, he is said to be in their own kind.

Many such lupus either belong to the Red Homid form with a capital "H". By contrast, lupus-breed Talon tribe — a society known for its genocidal policies toward werewolves prefer having sharpened teeth and claws, warm fur humans — or they at least agree with its philosophy. Even a and the heightened senses that come from being a wolf. When lupus who trusts the homids in her pack may be overpowered by a werewolf shapeshifts into a wolf, he has taken Lupus form. She may trust her packmates with her very When in this form, he is quite obviously a wolf.

A werewolf life but still feel a longing for the company of wolves. Metis werewolves don't belong in either human or lupine Most metis spend their adolescent years defending the sept society; their parents are neither wolves nor humans.

A metis that raised them. When someone sounds the call to battle, they is the child of two werewolves. Garou law forbids werewolves prefer to take a form halfway between Homid and Lupus. This from breeding with each other, but such acts of "incest" do shape is their battle form, the infamous Crinos form. A werewolf occur. Garou who commit these acts are usually ostracized, or in Crinos is a killing machine, a massive, nine-foot tall monster sometimes killed outright, but not without reason: Their off- plodding to battle on two stocky legs.

The very sight of one spring, the victims of inbreeding and recessive genes, are always conj ures up images of an age long gone, when massive shapeshifters sterile and deformed. But now, as the Garou race is dying out, metis are accepted reluctantly and grudgingly If you ask a werewolf how he sees himself, he will usually in Garou society.

The parents are usually exiled, since their think of his breed form first. A werewolf is born in his breed shame is too great for them to raise the bastard cub themselves.

A metis is born in Instead, other werewolves raise metis cubs. A metis cub grows up his Crinos form, in rare cases even killing the mother who gave in a werewolf community called asept, usually a rural one farfrpri birth to him.

Cynical werewolves insist that such tragedies the watchful eyes of innocent humans. The mother's act of incest results in her death. A metis may undergo his First Change early in life — around the same time a human child begins to walk — or he Homid form and Lupus form are the two extremes of may stay trapped in his monstrous birth form until early shapeshifting — shifting completely from a man into a wolf for adolescence usually at eight to 10 years of age. There's really the first time is a brutal and painful ordeal.

Eventually it no way to tell when it will occur. For these and other reasons, becomes easy, and werewolves learn to make more subtle metis children are kept hidden frotif htlman society. Through- changes. For instance, they may take a shape halfway between out childhood, they are treated with scorn and disdain. Elders Homid and Crinos, one halfway between Crinos and Lupus, or teach them responsibility by giving them tasks to do for the even with great effort temporarily shift a small part of the sept, but these tasks are almost always drudgery.

A high- body. Regardless of breed, any werewolf can shift freely be- ranking metis may have the task of watching over a sept's metis tween these forms, but he will always be most familiar with his cubs. If the sept also includes lupus cubs or homid children, breed form. These three skins — Homid, Lupus and Crinos elders usually raise them separately.

Despite this segregation, form — are the most commonly worn, and they reflect three metis grow up learning the intricacies of Garou culture, and very different aspects of Garou society. As they grow older, metis find shapechanging relatively When a human sees a werewolf in his true Crinos form, easy, especially when the threat of danger is nearby. Therefore, suppressed racial memories of the distant past rise from her they are recruited to help defend their sept throughout their subconscious.

Because werewolves culled human "herds" system- adolescence. Those who survive may undergo their Rite of atically for three thousand years, they have scarred the collective Passage, join a pack and be accepted by a tribe.

However, they psyche of the human race permanently. If a human sees a werewolf are still considered second-class citizens, and their deformities in his true and terrifying majesty, overwhelming fear and madness are still obvious. Until his dying day, each metis must display his results. Garou call this phenomenon the Delirium. A few The Delirium may be seen as a sort of supernatural bless- metis are able to conceal their genetic flaws at least partially ing, for it prevents the horror of the primeval world from when among humans, but their relatives hate them all the more returning.

Humans never see Crinos Garou as they really are. The few that can overcome this hatred are tragic figures. They may not see anything at all, simply Even if their packmates accept them fully, Garou outside the reacting to something they will never remember.

Because of the pack hardly ever return their admiration or affection. Half Moons can see Garou and not subconsciously dismiss it as "some sort of hoax. As they are prepared for their Rites of Passage, they are cannot afford to take chances. Werewolves who unleash the taught the intricacies of Garou law. Such a cub is destined to panic of the Delirium without good cause are punished severely become a Philodox. Their survival depends on staying hidden Gibbous Moon: Cubs born under this sign are known as and acting discreetly; indiscretion has its consequences.

Moon Dancers, since they're inspired easily by the radiant Werewolves hunting in human cities are loath to force the moonlight this auspice moon brings. Although some may see Delirium without a very good reason. Since the Concord, they them as flighty or temperamental, they have terrific bursts of have kept their existence secret, maintaining the Veil, the artistic insight. When the moon is bright, they are often moved illusion that the primitive supernatural world no longer exists.

Many develop phenomenal memories, espe- If even the slightest chance exists that a werewolf s shapeshifting cially for the sagas and histories of great Garou. Because of their was caught on film, for instance, the werewolves and their great passion and sociable bravado, such cubs become Galliards. The This is your chance to do just that.

For that reason, the rules in this book such terrible damage, doing so takes them a long time. There- are useful only as a means to provide a framework for the story. If fore, a silver bullet might not be the instant kill depicted so the rules conflict with the story, the story wins every time. Werewolves can be detected by odd features such as The werewolves of the World of Darkness aren't quite pointed ears or index and middle fingers of the same length.

Humanity has man- Almost entirely false. Werewolves are indistinguishable from aged to grasp the concept of the werewolf only partially. The humans in their Homid, or human form. However, there are a European legends of shapeshifting witches and the Native few werewolves whose parents are both werewolves rather than American tales of animals that take on human form are equally humans or wolves. These metis are always deformed in some full of misconceptions.

The following are a few of the most fashion. Their deformities are usually evident in human form, commonly accepted "facts" about werewolves — and just how although they are much more debilitating than cosmetic oddi- true or false they are in the world of Werewolf. Werewolves are mindless beasts in wolf form. Werewolves, unlike wolves, are loners. Werewolves Werewolves retain their intelligence, which is equal to that of have a powerful pack mentality, and they feel distinctly uncom- any human, in any form they take and werewolves have five fortable without the presence of packmates or tribemates.

To be forms from which to choose. Their reputation for savagery cast out of one's pack and sentenced to walk alone is a horrible stems from their Rage, which is a supernatural fury more intense punishment for a werewolf. Werewolves can channel their Rage to perform incredible feats of strength and speed.

However, the stronger a werewolf s Rage is, the more likely he In the World of Darkness, werewolves have walked among is to lose control in times of great stress, flying into a berserk fit humanity for as long as humans have existed.

They can blend of violence called frenzy. It is virtually impossible to reason with into human civilization, but rarely for long. They're predators a werewolf in this state. All he can think of is fight or flight.

It at heart, and people can sense as much on an instinctive level. They refer to themselves by a A werewolf changes form when the moon is full. Mostly name from their own tongue — the Garou. Werewolves can change forms whenever they want, day Werewolves cannot breed among themselves to preserve or night. However, they have deep spiritual ties to the moon, their lineage; their blood is too potent, and the result is too much and they revere the mighty moon-spirit Luna as one of their like inbreeding.

To continue their bloodlines, werewolves must greatest totems. A werewolf s Rage is tied to the moon's phases, mate with humans or wolves. However, the chance that any growing stronger as the moon grows brighter. Therefore, a children or cubs that result from such a pairing will breed true is werewolf is at her greatest risk of frenzy when the moon is full, small. In most cases, the spirit half of the werewolf isn't passed on.

Werewolves born to human or wolf families are indistin- If a werewolf bites a person, that person becomes a guishable from their mortal siblings. There is no detectable werewolf. Werewolves are born, not "infected. Newborn werewolves simply appear to be normal hu- know their true heritage until they reach adolescence and mans or wolves in almost every respect. Only a very few are undergo their First Change. Even so, some tribes have been even told by their parents that werewolves exist at all.

How- historically known to keep track of their young cubs from afar, ever, young werewolves are prone to strange dreams and fits of then staging a mock "wolf attack" just before the children are temper that alienate them from their relatives or friends. Although this practice has fallen out Finally, some time after adolescence, a young werewolf under- of favor in modern times, it was in no small way responsible for goes his First Change.

This event is often brought on by stress or the rumors of the supernatural disease lycanthropy. It's then that the werewolf s Garou in wolf skins.

Either you're born a werewolf, or you relatives arrive to collect him. Once among his own kind, he is aren't. Wizards and witches exist in the World of Darkness, and initiated into his Garou tribe and taught the purpose and some of them can shapeshift into animal form, but none of traditions of his people. From that point forward, the young them are true Garou with all the according powers. Should he persevere, Werewolves can be killed only by silver.

Partially true. For all their supernatural power, werewolves aren't immortal. Garou society is older at its core than any human culture. They grow old, and they can be killed.

However, werewolves Many of its traditions date back to a time before agriculture, are remarkably resistant to injury and disease. Furthermore, before the first humans settled Australia, and even before they heal with incredible speed, even to the point of regener- history as we know it.

They have managed this amazing ating damaged internal organs. A gunshot wound that would longevity while keeping their true nature a secret from human- kill an ordinary human can be nothing more than an inconve- ity by two means: oral tradition and faith.

But werewolves cannot heal all wounds To the Garou, the past is a living thing. They keep tales of with equal ease. With its spiritual ties to the moon, silver can their ancestors alive, retelling them at gatherings to inspire the burn werewolves more severely than fire could.

A wound from latest generation to strive for similarly heroic deeds. The laws laid a silver weapon can be fatal, and although werewolves can heal down millennia ago are learned and recounted by each genera- tion until every werewolf knows them by heart. By keeping all Chapter Three: Character and Traits describes the step- their lore alive in an oral tradition, the Garou have retained a by-step process of creating a werewolf character and details the sense of continuity that binds each generation to the next.

They're aided in this belief by several points powers of the Garou, both the rituals that call on their bond that seem to support their claim: their obviously supernatural with the spirit world and the mystical "tricks" they learn from nature, their allies among the spirit world and the fact that they their spirit allies.

Their Chapter Five: Rules describes the core rules of the Story- war has been going on for millennia — not even the wisest teller system — the foundation for all of Werewolf's rules. Talesinger among the werewolves can recall a story of their race Chapter Six: Systems and Drama goes into more specific at peace.

According to their traditions, Gaia brought werewolves rules, such as how to stage a combat or chase scene, as well as into being as a response to the rise of their enemy — the Wyrm. The Garou maintain that their true purpose in life is to fight, kill Chapter Seven: The Umbra details the spirit world and its and die in the service of the Earth Mother. The Garou's claim to be a race designed for battle is certainly Chapter Eight: Storytelling describes the role of the well founded.

Werewolves are deadly creatures, perhaps the most Storyteller and offers advice on how to put together the best lethal overall of any living being in the world. They possess great game possible. They heal remarkably quickly, adversaries and mortal foes. They possess mystical powers that Finally, the Appendix details Werewolf's supporting cast and allow them to travel the spirit world, strike with stealth or some of the trinkets that Garou characters find particularly useful.

They have all the intelligence and tool-using capability of any human, making some werewolves masters of both high technology and Sad to say, most movies, books and TV shows that depict werewolves aren't very helpful source material for a Werewolf occult power. Most importantly, werewolves are pack creatures, game. The tack most writers take is to approach the werewolf as a which makes them a hundred times stronger.

A pack of werewolves person who becomes an uncontrollable monster when the full is worth more than 10 times its weight in enemies. This misconception is the one humans of the World of If they were more numerous, it's possible that the werewolves Darkness have of werewolves which, of course, they don't believe would have already won the war.

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But they are too few in number; in consciously , but it's not an accurate picture of the Garou. Their The Garou owe some of their traits to classic Western enemies are virtually uncountable, and they range from humans werewolf literature, but the reading list goes far beyond that. Somtow's Moon Dance is probably the best example of sters from deep in the earth that can tear apart tanks — to an entire recent werewolf horror fiction, and the most applicable.

Worst of all, the Garou fight amongst themselves. Rivalries that started centuries However, to get a proper feel for all the aspects of the ago continue even today as blood feuds that prevent the Garou Garou experience, we recommend a number of books on from achieving the unity that would make them unstoppable.

Just wolves, myths and environmental concerns. Jack London's as their pack mentality brings them together, their Rage drives works such as Call of the Wild and White Fang are just as suitable them apart.

Such is the tragedy of Werewolf. For capturing the As you can see, the lot of a werewolf is far from an easy one. American Indian viewpoint, we recommend American Indian But therein lies the appeal of trying on a wolfs skin for a while. Myths and Legends edited by Richard Erdoes and Alfonso Ortiz for the legendary side, and just about anything by Each chapter of this book focuses on a different aspect of the Sherman Alexie for the human side.

You don't have to read them — if that. Wolfen, The Howling the first — the sequels are in order; feel free to skip around until you're comfortable with the strictly avoidable and An American Werewolf in London are book. Naturally, the world of Werewolf is far too large to be probably the most applicable. Others include the classic The contained between two covers.

This rulebook is intended to serve Wolf Man, Wolf the recent Jack Nicholson movie and An only as a foundation on which to build your games.

Feel free to American Werewolf in Paris — most of which are probably modify, clarify, elaborate upon or disregard anything and every- better for illustrating what humans think they know about thing within that doesn't suit your vision of an exciting game.