WEREWOLF APOCALYPSE PDF

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Werewolf Apocalypse Pdf

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Items 1 - 27 of 27 Remove Search Term. Werewolf: The Apocalypse 1st Edition Remove Search Term Search. Hottest PDF Werewolf Chronicles Volume 1. 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. The PDF version of the W20 book, first released to relevant Kickstarter backers on 5 March Distributed via DriveThruRPG, with no watermarking.

In their war, the Garou often hunt down and kill humans and supernatural creatures that either actively pursue the Apocalypse or unwittingly contribute to it, due to their parasitic nature.

In doing so, the Garou regard themselves as the immune system of the planet, after a fashion. Fictional history[ edit ] According to Garou oral history, it has always been their duty to maintain the balance of nature on behalf of Gaia. They have done so by culling overgrown populations, hunting too powerful predators that would otherwise rampage unchecked, and fending off otherworldly spirits that overstepped their stance.

In addition they believe in the existence of the Triat, a trio of deities that define how the world works: the Weaver is the deity of order and scientific advancement, the Wyld is the deity of creation and chaos, while the Wyrm is the deity of entropy and charged with keeping the balance between order and chaos.

At some point, the Weaver went mad by trying to bring the entirety of the Wyld's chaos into order and in doing so, trapped the Wyrm in her Pattern Web, injuring it while also driving it to madness and making it seek out the destruction of the world of Gaia's creation.

The formation of nations and cities was the first radical change wrought on the Garou by humanity. The Garou prevented it by declaring a limited war upon humanity, a period known as the Impergium. During this time, Garou are credited with destroying large human cities, retarding the technological and scientific progress of the human race, and even imposing population caps upon the humans of any given area, killing and sometimes eating humans when they grew too numerous.

Though the Impergium dates back to the Mythic Age before recorded history occurring over a period of approximately 3, years between 13, and 10, years ago , humanity has retained an inborn fear of the Garou. Humans seeing Garou in their hybrid Crinos form are usually struck with a condition known as Delirium, a state of panic and denial that has been largely responsible for modern humanity's disbelief of the existence of the Garou.

Most humans who have suffered from Delirium either have very little memory of the incident that caused it or they rationalize it and remember an animal attack or the work of a psychopathic human. Subconsciously, however, the human may experience an aversion to wolves and other canids in general or to the particular Garou they witnessed.

The memory loss or rationalization of events, as well as the fact that the general public is unaware of werewolf existence, is called The Veil not to be confused with the mystical barrier between material and spiritual world called The Gauntlet. Following the end of the Impergium, the Garou maintained an active but subtle role in the direction of humanity through the Industrial Revolution and to the present.

During these times, the Garou waged war with the other Fera, dramatically reducing the numbers of the other shifters as well as completely destroying at least 2 Fera breeds the Apis were-bulls and Grondr were-boars ; this time is known as the War of Rage. The War of Rage lasted approximately another 3, years after the end of the Impergium, and the Garou claim that it had started when the Gurahl were-bears refused their duty to teach the Garou a powerful rite.

During the period of the "taming of the West" in America in the s, the Garou engaged in a second War of Rage against not just the Fera of the New World, but against their own brethren, the Native American tribes of Garou who call themselves the Pure Ones ; in this war, the Garou exterminated the Camazotz were-bats and drove their totem, Bat, to madness and the service of the Wyrm.

The careless progress of the European Garou called Wyrmcomers by the Pure Ones also severed the mystical bonds restraining a powerful bane a spirit servitor of the Wyrm. This bane captured and devoured a powerful servant of the Weaver, combining their essences and becoming the Storm-Eater.

The Storm-Eater whipped the Umbra the spirit world of the West into a terrible frenzy resembling an earthly storm, gaining it the nickname "Storm Umbra", and further threatened to bring on an early Apocalypse. The overwhelming societal transformation of the Industrial Revolution weakened Gaia and pushed the Umbra away from terrestrial reality, giving it less influence over the world. This period was marked by the withdrawal and extinction of many spirit varieties, but also heralded the birth of new "urban" spirits such as glass and electricity elementals.

These changes were visible in the Umbral landscape , as sites associated with Gaia became fewer and weaker, while the Pattern Web of the Weaver and the corrupt influence of the Wyrm became more prominent. As the defense of Gaia becomes more difficult, the Garou have found their tasks increasingly harder to perform. Once able to act as silent warriors and guides, many have been reduced to guerrilla tactics and monkeywrenching.

These ill omens have led to a general consensus that an Apocalypse is nigh, in which a final desperate battle will be waged by all sides.

In addition to discrete threats such as the Wyrm and its minions, Garou find themselves opposed to the faceless foe of general disinterest in Gaia.

Environmental disasters and modern warfare have done considerable damage to Gaia in recent decades. This callousness is sometimes spread by the Wyrm itself as best exemplified by the Pentex corporation, a global conglomerate dedicated to spreading the Wyrm's influence. The Garou themselves are a self-acknowledged dying race; the largest Gaian tribes number Garou worldwide, [2] with the smaller tribes numbering less than The wyrm-serving Black Spiral Dancers comprise fully one-tenth of the total Garou population and are the largest single tribe.

Player character creation of the Garou[ edit ] Players are given the opportunity to create Garou, the werewolves of the setting, or their allies or rivals. Lycanthropy in the World of Darkness setting is an inherited trait, and thus players are born with their abilities, although they only manifest in what the game calls the "First Change," an event generally during puberty that causes the character's latent Garou powers to surface.

It is after this point that they join Garou society and cut off their ties to their previous worlds except to make sure their blood relatives remain safe. There are three archetypes that the player can use that define how their character was born, referred to as a Breed in the games. A Garou's parents are generally Garou and a non-Garou human or wolf with strong Garou heritage referred to as Kinfolk. There is also the option to play as a Metis, a Garou born from the union of two Garou parents; Metis are born already transformed, are infertile and deformed, and usually result in the death of the mother.

Such unions are forbidden in Garou society, but Metis are still born even as the Apocalypse approaches. Each Breed has its own benefits and disadvantages.

Homid Garou can blend in better with human society but are not as in tune with the spiritual side of themselves, Metis are more attuned to Garou society and spirituality and can recover health in all of their forms but are pariahs, while Lupus are more attuned to the spiritual world but cannot integrate into human society. The choice of Breed also determines the player's starting Gnosis statistic, or how well they are spiritually aware. Garou manifest their latent powers in an event called the "First Change", a traumatic event where their Garou form becomes necessary.

It is after this point that they are found by their Garou relatives and integrate themselves into Garou society, only making sure that their Kinfolk are safe from time to time. It is also possible to have a Garou born of two Kinfolk who are cut off from Garou society, resulting in what is a "Lost Cub".

Garou have the inherent ability to shapeshift into one of five distinct forms. Aside from the human form, each changes the characters' inherent Attributes such as Strength, Dexterity, or Appearance: Homid is the human form, completely indistinguishable from other humans in most cases. Glabro is the "near-human" form, one that is described as resembling a prehistoric human, although slightly taller than their human form.

Crinos is the monstrous form resembling a modern werewolf, usually growing to nine feet tall and made of pure muscle. This form is what most Garou prefer to fight in.

In this form, any weak-willed human that sees it will resort to a genetic memory -induced state of pure fear and terror known as the "Delirium". Metis are born in this form. Hispo is a massive dire wolflike form, usually preferred by Lupus Garou for fighting. Lupus is the wolf form, granting certain abilities that stem from the wolf's greater senses than that of humans. In the game mechanics, Garou can transform into their Breed form with ease, but it is more difficult to transform into the other forms across the spectrum from Homid to Lupus.

In addition to these, players also choose the character's archetype known as an Auspice. This is defined as the lunar phase that the player's character was born under.

Each defines the player character's general role in the game, as well as the player's Rage status, or violent predatory instinct. Ragabash are Garou born under the new moon. They are defined as the "Questioner of Ways" and are usually played as trickster or rogueish types who excel in chicanery and subterfuge.

Theurge are Garou born under the waxing or waning crescent moon. They are defined as the "Searcher of the Ways" and are the seers and shamans of Garou society who most directly intercede with spirits. Philodox are Garou born under the quarter or half moons. They are defined as the "Keeper of the Ways" and serve as mediators, counsellors, and judges amongst Garou society, discerning right from wrong just as their lunar phase is half lit and half dark. Galliard are the Garou born under the waxing or waning gibbous moon.

They are defined as the "Lover of the Ways" who serve as bards and teachers amongst the Garou. Ahroun are the Garou born under the full moon. They are defined as the "Protector of the Ways" and are the warriors of Garou society whose Rage is strongest. By performing acts that fit their Auspice, player characters advance in Rank and Renown.

It is possible in the game to change Auspice, but it is seen within the fiction as a grave act and only performed if the character's destiny does not seem to fit their assigned role. Garou society has since been divided into several Tribes that define the character's ancestral or racial background.

Within the fiction of the game, there were 16 Tribes that served Gaia, but three have since become extinct. Tribe determines the Willpower stat of player characters. The Black Furies are a Tribe of solely female Garou who are most in tune with the Wyld and claim to be descended from the mythical sites. The Bone Gnawers are a Tribe that reside in slums and poor areas of human society.

The Children of Gaia are a Tribe of pacifists who believe that war is not the way to stave off the Apocalypse. The Fianna are a Tribe originating from the Celts who are the carousing storytellers of Garou society who claim to have had the first Galliard.

They also have a connection to the fairy-folk Changeling: The Dreaming. The Get of Fenris are a Tribe with Germanic roots who believe physical strength and fighting prowess are most important, often coming to head with other Tribes who disagree with their warmongering ways.

The Glass Walkers are a Tribe who are most in tune with the Weaver, directly involving themselves in human society and having technological prowess. In the various settings set in the past developed for the World of Darkness, the Glass Walkers' name has changed to reflect the technological advancement of the era.

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.

Ananasi: Changing Breed Book 7 (Werewolf: The Apocalypse)

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.

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.

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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.

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.

Werewolf: The Apocalypse books

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.After a homid learns about his true nature, human society begins to seem alien.

Many will scoff at my words.

The vast majority is for the Philodoxes to learn and interpret, but all Garou are required to know and observe the thirteen core tenets. Newborn werewolves simply appear to be normal hu- know their true heritage until they reach adolescence and mans or wolves in almost every respect. Whether the child's mother's natural form is that of a mant until a great trauma forces the First Change.

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With their power came great pride. Metis often make good warriors though, as long as the fight isn't in the streets of some human city.

Other books: SAGA DE REPENTE PDF

A or punish — the human race. The result was the Western Concordiat, a civiliza- rule over all of the other shapechangers as well. 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.