From White Wolf. Selected Option:. Average Rating 66 ratings. You might also like to see the expansions for Promethean: ;. Bundles containing this product:. Werewolf: The Forsaken.
Werewolf Translation Guide. New World of Darkness Rulebook 1st Edition. Customers Who Bought this Title also Purchased. Reviews 9. Please log in to add or reply to comments. Jeremy M. I really enjoyed reading this version of the game. I have not gotten this version to the table, but have played other versions.
I picked up this copy because it was a revised copy of the one I learned on. Same basic rules the art is nice and it is [ Ismael A. This is the version of Werewolf on which I cut my teeth, and on which I based a Colorado game that occured after I witnessed a terrible forest fire. Werewolf the Apocalypse is, in brief, a great game of existential dread and perceived physical p [ Sven L. Das System ist hervorragend, eins der besten. Ruslan K. The book itself is brilliant but the quality of the scan is really poor.
There are illegal copies on the internet that are higher quality im somewhat dissapointed as i didnt expect such a low quality and sometimes somewhat blury product from an officia [ Ryan F. This is a great product - the game is solid, the story is well thought out and there is a deep synergy between Native American lore and European lore wrapped up in a self contained mechanics system.
See All Ratings and Reviews. Browse Categories. 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: our World of Darkness. 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: mystics in a modern hell, warriors damned. 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: hunting in urban hellholes and exploring the than mere humans; they are creatures of both flesh and spirit. 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: rage bleak. 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 Amazon 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: the reality of the violent sullen, insular and mistrustful citizens. 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.
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. 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 Garou. 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. 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: homid, lupus and metis. 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. 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.
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Product Reviews. Newsletter RSS Feed. Start Over Advanced Search. Products found in this section The Earth burns. The waters bleed. The humans unleash hunger and disease and bloodshed.
They breed poison and hatred. The world dies. Only we can see the final Signs. The Eye of the Wyrm has opened. The Nation has splintered. The End Times are here. There is nothing left but War. And none left to fight but us. They struggle amongst themselves, vying to defend a society in which the strongest and wisest can lead the War of the Apocalypse. They are bitter rivals and lifelong friends. Above all, they are Garou.
Whatever else comes, the werewolves of the Garou Nation will stand as one - or will fall together The dragons stir beneath Russia's soil. Africa is ablaze. Asia is split by the Shadow War. The Garou's European homeland is under siege.
There's nowhere to run. The whole world is a battlefield. But wherever the Wyrm stirs, the Garou are there. No matter the city, country or continent, they rage against their foe. Visit New Places, Make Enemies Ananasi Kiss of the Spider Folk Out of the shadows they come, scrabbling on eight million tiny legs. They have no friends, only food. They have no enemies, only the dead. They are the children of Weaver, Wyrm and Wyld all in one, the predators among predators. They are without mercy or compassion, but they are never without style.
But as these men and women begin to discover the secrets of their elusive prey, an inevitable question arises: just who are the agents really working for? Who truly runs the government? Rage Across Appalachia Down in the Holler Deep in the backwoods of the southern Appalachian mountain range, the Garou hold out against the imminent destruction of their homes.
The modern world intrudes harshly onto their sacred sites, building roads over spirit paths. The Wyrm burrows into the hearts of their Kinfolk and the Ways are forgotten.
Ancient Magic Awakens But the Garou are not alone against their Rage Across Australia Haunted by the Past The land down under breeds them tough and hardy - none moreso than the Garou. But the harsh outback blisters even their thick skins - and scours their souls. The Garou committed a great wrong here long ago, and the repercussions still haunt them. The Garou must make amends for their past lest they forever remain strangers to the Dreamtime, the spirit world of Australia So read the prophecies - and they are true.
The red star has become visible and the blasphemous consummation has come to pass. The Reckoning is upon the Garou Nation and nothing shall be the same. The Garou preserve the legends of an idyllic world that existed before the corruption brought about by humanity and the Wyrm.
They battle those evils to the death to bring about a new Golden Age, but can Gaia still be saved. Now you can fight the War of the Apocalypse from The War of the Apocalypse rages across the globe as the Wyrm seeks to destroy Gaia.
Strike Back Now you can fight the War of the Apocalypse They battle those evils to the death to bring about a new Golden Age, but can Gaia still be saved? In pain, she cries out to her strongest children. With a howl, they answer her. From the white-hot crucibles of battle they arise, joining into packs to tear through all who would threaten their world.
But the Wyrm, too, has its dark heroes, and they are willing to do anything Ratkin A Plague of Rats For ages, theyve waited in the shadows, beady eyes and high chittering the only signs of their presence. They seethe with ancient hatreds and poorly healed wounds. Now the time comes for them to boil up out of the sewers, to exact their revenge upon the world.
The Ratkin are coming. Woe to anyone they catch. The Infestation Begins! With the release of the fifth Changing Breed The names of the fallen outnumber the living. Their enemies are legion: vile subsidiaries of Pentex, Inc. Onyx Path Publishing. Silver Record Tales from the First Days When the first Garou howled the tales of their bravery into the night skies, it was begun.
It was carefully preserved by the wisest Galliards throughout time, who added the stories of the greatest Garou. It has grown into more than a book, but into a collection of epics that preserves the history of the Garou Nation itself. It is the Silver Record. Tales of the Last Heroes Two You've got enemies aplenty in the States, from undead bloodsuckers to nin-foot werewolves. Folks are coming after you with fire, silver bullets and magick. But that's all right, because you're just a few miles north of the border.
And you figure once you get to Mexico, your troubles will be far behind. Bad, bad move, amigo. And Just North
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