Werewolf: the Apocalypse - Revised (Limited
Version).
The content contained on this site details various information of
WereWolf: The Apocalypse.
Werewolf and any information therein
is property of White Wolf
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 |
![]() |
Bone Gnawers
Tribal Totem: Rat |
![]() |
Chiildren of Gaia
Tribal Totem: Unicorn |
![]() |
Fianna
Tribal Totem: Stag |
![]() |
Get of Fenris
Tribal Totem: Fenris |
![]() |
Glass Walkers
Tribal Totem: Cockroach |
![]() |
Red Talons
Tribal Totem: Griffon |
![]() |
Shadow Lords
Tribal Totem: Grandfather Thunder |
![]() |
Silent Striders
Tribal Totem: Owl |
![]() |
Silver Fangs
Tribal Totem: Falcon |
![]() |
Wendigo
Tribal Totem: Wendigo |
![]() |
Uktena
Tribal Totem: Uktena |
![]() |
Stargazers
Tribal Totem: Chimera |
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)