Werewolf: the Apocalypse - Revised (Limited Version).


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Litany
Garou Shall Not Mate With Garou.
Combat the Wyrm Whereever it Dwells and Whenever it Breeds.
Respect the Territory of Another.
Accept an Honorable Surrender.
Submission to Those of Higher Station.
The First Share of the Kill for the Greatest Station.
Ye Shall Not Eat the Flesh of Humans.
Respect Those Beneath Ye - All are of Gaia.
The Veil Shall Not Be Lifted.
Do Not Suffer Thy People to Tend to Thy Sickness.
The Leader May Be Challenged at Any Time Durring Peace.
The Leader May Not Be Challenged Durring Wartime.
Ye Shall Take No Action That Causes a Caern to Be Violated.

WereWolf Characteristics
Multiple Forms: A wereolf is able to assume human and wolf forms, as well as three other forms. One such form is Crinos, the dreaded "wolfman" half-form, which is the incarnation of Rage. The other two forms resimble human and wolf form respectivly, but are larger and more savage.
Immunity to Wounds: A Garou is not really immune to injury, but is able to regenerate injuries incredibly quickly (one Health Level per turn). Only if a werewolf recieves wounds that reduce her below the Incapacitated Health Level (wounds fatal to normal humans) is she slowed down for long. However, wounds coaused by silver weapons, fire, and the claws and teeth of their own kind (or other supernatural beasts) cannot be regenerated this way.
Gifts: Garou are able to speak with spirit and can us them to transform the world. The various Gifts they wield are tangible effects of these mystical powers.
Perception: Garou have vastly increased powers of perception. They are simply able to smell and hear better --- specificaly when in Lupus form.
The Delirium: Garou in Crinos form create a blind, instinctive terrer in humans who view them. Humans' dependence upon rationality is so total that they cannot accept the truth of werwolves' exsistence; the will believe any convient rationale rather then concede the existence of Garou. Most silply forget what they have seen. The end result of the reaction, known as the Veil, is the predominant reason why werewolves are generally thought to be creatures of legend.
Frenzy: Werewolves are extremely emotional creatures and can be overcome y their emotions, especially the emotion of anger. They can be driven into Frenzy --- a mad beserk rage. A werewolves ammmount of pent-up Rage (furtration) is an important foactor in this occurance. Durring a frenzy, the Garou instinctively changes into Crinos form, and nothing is remembered about ones human side --- the domination of the wolf is total.

Character Creation

Step 1: Character Concept
Choose concept, breed, auspice and tribe

Step 2: Select Attributes
Prioritize the three categories: Physical, Social, Mental (7/5/3)
Choose Physical Traits: Strength, Dexterity, Stamina
Choose Social Traits: Charisma, Manipulation, Appearance
Choose Mental Traits: Perception, Intelligence, Wits

Step 3: Select Abilities
Prioritize the three categories: Talents, Skills, Knowledges (13/9/5)
Choose Talents, Skills, Knowledges

Step 4: Select Advantages
Choose Backgrounds: 5 (restricted by tribe)
Gifts: 1 rank one each from breed, auspice, and tribe
Renown: by auspice (3 points)

Step 5: Finishing Touches
Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe)
Begin at Rank One
Spend "Freebie Points" (15)

Breed
Homid: You were raised as a human, by human parents. You did not know you were a werewolf until you were nearly an adult and underwent your First Change (age 13 - 16)
Nickname: Apes, Two-Legs, Monkeys
Initial Gnosis: 1
Beginning Gifts: Master of Fire, Persuation, Smell of Man

Metis: Your parents are both Garou, but you are malformed and sterile. You understand Garou culture more deeply than other breeds do, for you were raised by your tribe.
Nickname: Mules, Bastards, Obscenities
Initial Gnosis: 3
Beginning Gifts: Create Element, Primal Anger, Sense Wyrm
Metis Deformities:

Lupus: You were raised in the wild as a wolf. Until you were nearly grown (2 - 3 wolf years), you did not know you were a werewolf.
Nickname: Feral Ones, Four-Legs, Fleabiters
Initial Gnosis: 5
Beginning Gifts: Hare's Leap, Heightened Senses, Sense Prey
Restricted Abilities:

Auspice
Ragabash: New Moon--The Trickster: questioner of the ways
Initial Rage: 1
Beginning Gifts:
Blur of the Milky Eye, Open Seal, Scent of Running Water

Theurge: Crescent Moon--The Seer: searcher of the ways
Initial Rage: 2
Beginning Gifts:
Mouther's Touch, Sense Wrym, Spirit Speach

Philodox: Half Moon--The Judge: keeper of the ways
Initial Rage: 3
Beginning Gifts: Resist Pain, Scent of the True Form, Truth of Gaia

Galliard: Gibbous Moon--The Moon Dancer: lover of the ways
Initial Rage: 4
Beginning Gifts: Beast Speach, Call of the Wyld, Mindspeak

Ahroun: Full Moon--The Warrior: protector of the ways
Initial Rage: 5
Beginning Gifts: Falling Touch, Inspiration, Razor Claws

Tribe
The list here is just enough informatiion to create a character for role play. I am not listing Stereotypes, Quotes, or Detailed informatiion on each Tribe. If you want more info. Buy the Book at http://www.white-wolf.com/.

Black Furies

Tribal Totem: Pegasus
Initial Willpower: 3
Background Restrictiions: None
Begining Gifts: Breath of the Wyld, Heightened Senses, Sense Wyrm

Bone Gnawers

Tribal Totem: Rat
Initial Willpower: 4
Background Restrictiions: Ancestors, Pure Breed, or Resources
Begining Gifts: Cooking, Resist Toxin, Tagalong

Chiildren of Gaia

Tribal Totem: Unicorn
Initial Willpower: 4
Background Restrictiions: None
Begining Gifts: Mercy, Mother's Touch, Resist Pain

Fianna

Tribal Totem: Stag
Initial Willpower: 3
Background Restrictiions: None
Begining Gifts: Faerie Light, Persuation, Resist Toxin

Get of Fenris

Tribal Totem: Fenris
Initial Willpower: 3
Background Restrictiions: Contactd, Background
Begining Gifts: Razor Claws, Resist Pain, Visage of Fenris

Glass Walkers

Tribal Totem: Cockroach
Initial Willpower: 3
Background Restrictiions: Pure Breed
Begining Gifts: Control Simple Machine, Dianostics, Trick Shot

Red Talons

Tribal Totem: Griffon
Initial Willpower: 3
Background Restrictiions: Allies, Contacts, or Resources.
...............................................And kinfolk must be Wolves
Begining Gifts: Beast Speach, Scent of Running Water, Wolf at the Door

Shadow Lords

Tribal Totem: Grandfather Thunder
Initial Willpower: 3
Background Restrictiions: Allies or Mentor
Begining Gifts: Aura of Confidence, Fatal Flaw, Seizing the Edge

Silent Striders

Tribal Totem: Owl
Initial Willpower: 3
Background Restrictiions: Ancestor or Rescources
Begining Gifts: Sense Wyrm, Siilence, Speed of Thought

Silver Fangs

Tribal Totem: Falcon
Initial Willpower: 3
Background Restrictiions: Silver Fangs must buy at least 3 Pure Breed
Begining Gifts: Falcon's Grasp, Lambent Flame, Sense Wyrm

Wendigo

Tribal Totem: Wendigo
Initial Willpower: 4
Background Restrictiions: Contacts or Rescources
Begining Gifts: Call the Breeze, Camouflage, Resist Pain

Uktena

Tribal Totem: Uktena
Initial Willpower: 3
Background Restrictiions: None
Begining Gifts: Sense Wyrm, Shroud, Spirit Speach

Stargazers

Tribal Totem: Chimera
Initial Willpower: 5
Background Restrictiions: Fetishes or Rescources
...............................................And Allies must be outside the Garou natiion
Begining Gifts: Balance, Sense Wyrm, Falling Touch

Backgrounds
Allies: Your friends, be they human or wolf.
Contacts: Describes the contacts you possess among human society.
Fetish: You possess a magickal object with a bound spirit within it.
Kinfolk: The number of Delirium-free human or wolf relatives and friends you possess.
Mentor: A powerful elder who advises and looks out for you.
Past Life: Describes your mnemonic connection with Garou ancestors and the past.
Pure Breed: Your lineage and pedigree among your people.
Resources: Describes how wealthy you are; your belongings.
Rites: Describes the number and/or power of rites you have learned.
Totem: The power of a pack totem varies depending on the total points invested in it.

Gifts
See Breed, Auspice, and Tribe.
A beginning character gets to choose 1 gift from each the Breed Auspice and Tribe gifts.

Renown
See Auspice

Rank
All characters begin at Rank One.

Rage, Gnosis, and Willpower
See as follows: Auspice (Rage), Breed (Gnosis), and Tribe (Willpower)

Freebie Points
Trait Cost
Attributes...............5 per dot
Abililties.................2 per dot
Backgrounds..........1 per dot
Gifts.......................7 per Gift (level one only)
Rage......................1 per dot
Gnosis....................2 per dot
Willpower..............1 per dot

Merits and Flaws
Maximum of 7 points of Flaws, no limit on Merits (can be used as/purchased with Freebie Points)

Sample Sheets: (Sheets were borrowed from Unholy Alliance)
Werewolf: The Apocalypse (Garou)
Werewolf: Shifting Breeds (Bastet), (Nuwisha), (Corax), (Anasasi), (Ratkin)