Werewolf: The Apocalypse

Is a role-playing game from the old World of Darkness line by White Wolf . In this game, players take the role of werewolves known as Garou (as well as other lycanthropes ), warriors who are locked in a two-front war against (on the one hand) the spiritual desolation of urban civilization and (on the other) supernatural forces of corruption that seek to bring about the Apocalypse .

Along with the other titles in the original World of Darkness, Werewolf was retired in 2004 . Its successor title, werewolf: The Forsaken , was released on March 14 , 2005 .

Garou

The Garou are beings of both physical strength and spiritual depth. Created by (and in most cases fighting on the side of) a force known as Gaia , Garou are shapeshifters capable of changing their physical form at will to appear as humans (a form they call homid ), wolves ( lupus ), or several intermediary mixed forms. There are: glabro ; physically strong and brutish humans, crinos ; the traditional wolf-man, and hispo ; wolves of unnatural size and strength. Unlike werewolves in most traditional folklore, Garou in Werewolf: The Apocalypse are neither mindless predators nor lunatics . Instead, they are depicted as defenders of Mother Earth and its Umbra (or spirit world ).

 

Breeds

Breed Gifts ______________________________________________________________________________________

Homid

Master of Fire (Level One): Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilization. Werewolves with this Gift invoke humanity's ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or a fire spirit teaches this Gift.

Persuasion (Level One): This Gift enhances the Garou's charisma and ability to deal with others in Social situations. The character may expend a Gnosis Trait for the three Social Traits that are added to his total in a Social Challenge. This Gift may be used once at the beginning of or during a Social Challenge. These bonus Traits only last for the duration of a scene. An ancestor spirit teaches this Gift.

Smell of Man (Level One): The Garou exudes the well-known scent of danger from her body. While man has grown dull to this warning, animals remember it and will act accordingly. A Garou may use this Gift at will, but no more than once on the same animal. When the Gift is first activated, the character may make a Simple Test to affect all nearby animals (20 ft. radius), including ghouled animals. If the Garou wins or ties, the animals flee immediately and will not approach her again that day. Even if she loses, the animal receives a one Trait penalty in any challenge it takes against the character. An ancestor spirit grants this Gift.

\Jam Technology (Level Two): The Garou can temporarily disrupt the orderly logic of the Weaver upon which technological items depend. It costs at least one Mental Trait to activate this Gift. The Garou may choose to affect a single visible item within 50 ft. The exact number of Traits she must expend depends on the complexity of the item the Garou wishes to affect. A Gremlin -- a type of Wyld spirit that enjoys breaking things -- teaches this Gift.

One Gnosis Trait - computer, phone, radio
Two Gnosis Traits - firearm, car, lock
Three Gnosis Traits - lever, wrench

Staredown (Level Two): By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other werewolves, but the target will freeze in place rather than flee. Targets that are powerful enough to remain frozen rather than flee, such as werewolves, Wyrm creatures, or vampires, may not flee, but cannot attack as long as the Garou continues to stare them down. However, if they are attacked themselves, all bets are off. A ram or snake spirit teaches this Gift.

Disquiet (Level Three): The Garou can cause a deep and profound depression to overcome her target. By expending a Gnosis Trait and winning a Social Challenge, the Garou prevents the victim from recovering any Rage for the session or day. Additionally, this Gift will trigger the following Derangements (if already present) in a target: Manic-Depression and Regression. An ancestor spirit teaches this Gift.

Reshape Object (Level Three): The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g. the aforementioned spear is made of antler, not wood). Gnosis most be expended to use this Gift. A Pattern Spider -- one of the Weaver's spirits -- teaches this Gift.

Cocoon (Level Four): The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile, but near impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. Spending a Gnosis point activates the Gift. An insect or Weaver spirit teaches this Gift.

Spirit Ward (Level Four): By concentrating intensely and expending a Gnosis Trait and a variable number of Mental Traits, the Garou sends a disruptive ripple through the Umbra as well as in the physical world after drawing an invisible pictogram in the air. The total number of Mental Traits expended represents resistance against all spirits within 100 ft.: the spirits will be down that number of Traits in any challenges they participate in for the next hour. (The number of Traits they have is temporarily reduced.) If the number of Traits should equal or exceed the highest number of Traits a spirit has in a single area (i.e., Attributes), it must win or tie a Simple Test or flee immediately and not return for one full hour. The symbol follows the Garou for as long as the Gift lasts. An ancestor spirit teaches this Gift.

Assimilation (Level Five): A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip in among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn't hide racial differences, but it does allow the user to mimic mannerisms and behaviors of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. Spending Willpower can make it last longer. Ancestor spirits teach this Gift.

Part the Veil (Level Five): With this Gift, and spending one Gnosis point, a werewolf may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date. An ancestor spirit teaches this Gift.
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Lupus

Hare's Leap (Level One): By invoking this Gift, the werewolf may leap incredible distances. Hare, frog, and cat spirits usually teach this Gift. The lost Bunyip Gift knew this Gift as Leap of the Kangaroo, however marsupial spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift "Leap of the Kangaroo" in their fallen cousins' honor.

Heightened Senses (Level One): The werewolf with this Gift who spends a Gnosis point tunes into the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as those of a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf spirits teach this Gift.

Sense Prey (Level One): Werewolves used this ancient Gift during hard times to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf spirit teaches this Gift.
Scent of Sight (Level Two): The werwolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate roughly in absolute darkness. Wolf spirits teach this Gift.
Sense the Unnatural (Level Two): The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won't pick them out specifically as such. The Werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this Gift.

Catfeet (Level Three): The Garou gains the preternatural agility of this Gift's namesake. By spending a Gnosis Trait, she avoids either damage from falls of 100 feet or less or gains the Physical Traits: Athletic, Graceful and Nimble. These Traits can only be used in challenges that deal with balance and agility (not combat) and must be used within the hour or they are lost. Cat spirits teach this Gift.

Name the Spirit (Level Three): The werewolf with this Gift who spends a Willpower point becomes familar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit of the Uktena totem teaches this Gift.

Beast Life (Level Four): With the expenditure of a Gnosis Trait and a successful Simple Test, the Garou may call forth a group of a single sort of animal (subject to the availability of the animal). They must be given a specific and short term mission or they will disperse. Missions could include attacking an enemy, guarding a place for an hour or destroying an object. The group acts as one creature. Rats, insects, snakes, wolves, dogs or cats can be summoned in this way. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.

Gnaw (Level Four): The Garou's jaws and teeth take on a supernatural strength and resilience after spending a Willpower point. She may chew through and destroy objects by chewing on them (remember that objects have Traits and Health Levels, just like people). If the Garou with this Gift declares she is biting an opponent and succeeds, she may try to win a second Simple Test to inflict a second wound. Wolf spirits teach this Gift.
Elemental Gift (Level Five): The werewolf calls upon the primal force of Gaia Herself, thereby commanding the spirits of the elements to rise up, undulate forward and even engulf foes. This Gift requires the spending of a Gnosis point and summons an elemental spirit, not merely the raw matter of the elements, but primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift.

Song of the Great Beast (Level Five): The werewolf with this Gift who spends a Gnosis point must travel to the deep wilderness. When she reaches her destination, she howls the Song of the Great Beast into the sky, summoning one of the Great Beasts to her aid. These beasts are the terrible and ancient creatures that walked the Earth in ages. Examples include the Willawau (giant owl), the Yeti, the Sabretooth Tiger, the great Megalodon sharks that swam the seas eons ago and the mighty Mammoth, who arrives in herds. Who knows what else a Garou might call? Rumors say that dinosaurs survive in the deep Congo...The surviving Great Beasts possess abilities in the physical world that rival those of mighty spirits in the Umbra. Even the wisest of Garou are not certain of their natures. Once the ancient one arrives, the werewolf may make a request, although she should do so with great caution. If the Great Beast agrees to aid the werewolf, it will do so in its own way, but enemies of the lupus should beware. Few spirits know this Gift. It's said that those that do dwell in the Realm of Pangaea.
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Metis

Create Element (Level One): The metis has the power to create a small amount of one of the four basic elements -- fire, air, earth, or water. In this way, she can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or even fill a bathtub without any faucets or pipes. The metis cannot create specialized forms of any element. Precious metals (especially silver), lethal gases and acid are beyond his reach. To use this Gift, spend a Gnosis point. This Gift creates only natural air, earth, fire and water. Elementals teach this Gift.

Primal Anger (Level One): The metis, at the sacrifice of one aggravated health level once per scene to gain two extra points of Rage, learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits of ancient metis teach this Gift. Few members of other Breeds have suffered enough shame and suffering to learn this Gift.

Sense Wyrm (Level One): The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift may sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the Wyrm's taint can cling relatively blameless souls or objects. Tainted food donated to a shelter for battered women or orphanges, the frustration and pain a raped woman who recently stayed in a room in a shelter, and other such examples can register as Wyrm tainted. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. Vampires register as Wyrm tainted, except for those with Humanity ratings of 7 or higher. This power requires active concentration. Any spirit of Gaia may teach this Gift.

Burrow (Level Two): Those who learn this Gift gain the ability to burrow through the earth. They make a real tunnel, and others can follow them through it. The digger creates a burrow just large enough for her to go through. Others may follow, but they are limited by the size of the hole. The werewolf must be in Crinos, Hispo or Lupus form to use this Gift as she needs her claws for digging (although even metis without claws can use this Gift). The tunnel is not structurally sound, and it will collapse over time. Mole spirits kindly teaches this Gift to all metis who seek him.
Curse of Hatred (Level Two): By focusing the anger and hatred within herself and directing it verbally at her opponent, the Garou may demoralize her foe. This power costs a Gnosis Trait to use. Furthermore, the Garou must defeat her opponent in a Social Challenge. If the attacker wins, her foe loses two Willpower Points and two Rage points for the remainder of the session or one day (whichever is longer). It may only be used against an opponent only once per scene. A spirit of hate teaches this Gift.

Eyes of the Cat (Level Three): The werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat spirit can teach this Gift, although werewolves who make enemies of the Bastet will have trouble finding teachers.

Mental Speech (Level Three): This Gift requires a Willpower point and grants mental communication, even over vast distances. The user must either know the target personally (although he does not have to be friends with that person) or have something that belongs to that person such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night.
Gift of the Porcupine (Level Four): When using this Gift, which requires spending a Gnosis point, the werewolf undergoes a startling transformation. Her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. The Gift lasts until the metis wills his fur to return to normal. Porcupine spirits teaches this Gift and they have a great fondness for metis.

Wither Limb (Level Four): By spending a Gnosis Point, and giving the opponent a snarl and an angry gaze, the werewolf forces a target's arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent. Snake spirits, spider spirits, and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift.

Madness (Level Five): The metis struggles his whole life to find a place, a purpose and a sense of stability in his horrifying existence. With this Gift, which requires an expenditure of a Gnosis point, he can force others to face their inner demons, inducing insanity and madness. The nature of the derangement varies among ndividuals, but it will always be severe, making it impossible for the victim to function normally. Lunes, along with spirits of trickery and madness teach this Gift.

Totem Gift (Level Five): Depending on the metis' strong ties with Garou society, and spending a Gnosis point, she can plead directly with her tribal totem, gaining some of its power. The effects of this Gift depend on the nature of the tribal totem's power. Rat (totem to the Bone Gnawers) might send swarms of rats to attack the Garou's enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the Garou's enemies with a blast of thunder and lightning. The potential of this Gift depends only on the favor of the totem, and it may cross over into the miraculous. Only the Tribal toten teaches this Gift.

In the World of Darkness, lycanthropy is not a disease but a heritable trait. As dual beings (being both wolves and men), Garou can (and do) interbreed with both species. A Garou's extended non-shapechanging family is called its Kinfolk . Most often, Garou are born to one human and one Garou parent but in families (both wolf and human) where Garou blood is especially strong, Homid or Lupus Garou sometimes are born from non-shapeshifting parents.

The circumstances of their parentage determines their breed . A half-human Garou are called a homid, and is born in homid form. A half-wolf Garou is called a lupus, and is born as a wolf. A Garou born from two Garou parents is called a Metis and is invariably deformed as a result of this inbreeding , as well as completely sterile; however, Metis have Gifts and advantages exclusive to their breed, including the ability to regenerate in all their various forms. Once pariahs in Garou society, trying times have led to the partial reintegration of the Metis breed into the ranks of the Garou. A werewolf's breed determines (to some extent) their Gnosis , or spiritual awareness (Lupus Garou being more in tune with the primal spirit world than Homids, and Metis Garou being in between).

In general, while most Garou leave their native societies to live among their shapechanging kin (engaging in a modern primitive lifestyle), they retain healthy contact with their Kinfolk to ensure their protection as family and the overall health and vitality of the Garou line.

 

Society

Garou are not solitary creatures. They live in packs like wolves do and organise themselves into septs (groups of packs) and tribes . Garou tribes resemble human tribes in that they are a community of members sharing common lineage , traditions , rites and values . Unlike most human tribes, however, the tribes of the Garou span the globe, with its members spread thinly over large areas of influence. The Garou tribes each claim descent from the human peoples of particular geographic areas or demographic subset of human/wolf society. There were once sixteen tribes, but only thirteen remain servants of Gaia in the modern age. Twelve of these tribes form a great alliance known as the Garou Nation . They are:

Three tribes have been lost to Gaia: The Bunyip of Australia (destroyed in the War of Tears), the Croatan of North America (who sacrificed themselves to protect their homeland), and the White Howlers of Scotland, who were corrupted by the Wyrm and became the Black Spiral Dancers . A fourth tribe (the Stargazers ) remains loyal to Gaia but have withdrawn from the Garou Nation .

 

Seventh Generation

The Seventh Generation is a corrupt conspiracy composed of five separate castes; the Business Caste, the Government Caste, the Snatchers Caste, the Medical Caste and the Warrior Caste. This fictional organization works in total secrecy to destroy the world by means of corruption. They worship the various incarnations of the Defiler Wyrm and their main modus operandi (in instigating corruption) is sexual abuse of women and children, the pollution of the environment and all other actions that betray trust and instill pathological relations between humans. In the game King Albrecht, the Silver Fang tribal leader, destroys the Seventh Generation in 1999.

 

Auspices

Garou society is divided into five auspices , or spiritual life-paths that a Garou is born with. They are tied to the phases of the Moon and considered gifts from Gaia's sister Luna . These auspices determine (to some extent) a Garou's Rage , or violent predatory instinct. The auspice system is one of the pillars of Garou society as it helps to describe social caste, predispositions, and calling. The auspices are:

 

As a Garou performs deeds fitting with their auspice, they rise in rank in Garou society. While Garou can renounce their auspice and select another more suited to their true calling, this is a grave action, done only in cases where a Garou's auspice truly does not fit their destiny.

 

Spirituality

Garou are spiritual creatures. It is said that they once were animistic spirits themselves, and upon entering flesh they retained their spiritual affinities and pacts. The culture of the Garou nation is centered around venerating various spirits (every pack, sept, and tribe has its patron spirit or totem ) that can help them in their war against the enemies of Gaia. While it is Theurges who deal with spirits most often, every werewolf has to deal with spirits, in order to gain favors and knowledge, and to learn Gifts , the quasi-magical powers of Garou.

The thematic conflicts of Werewolf: The Apocalypse is largely driven by a spiritual war being waged by the Triat , incarnations of the three aspects of reality:

 

The Creation Myth of Werewolf: The Apocalypse

According to Garou mythology created as backstory for the game:

In the beginning there were the three members of the Triat: the Wyld, the Weaver, and the Wyrm. They were balanced with one another in the beginning. Creation began with the Wyld. The Wyld is chaos and the vast endless of possibility, constantly swirling with change, shifting forms endlessly. From the Wyld's heedless creation came growth. Gaia sprang from the Wyld. The Weaver, the embodiment of order, selected portions of creation from the Wyld and gave them structure; kept them from dissolving back into chaos at the moment of their birth. In doing so, the Weaver began to create the fabric of the universe - the Pattern Web. The Wyrm was once the restorer of balance. Residing between the Pattern Web and the chaos of the Wyld, it ensuring that neither the order of the Weaver nor the chaos of the Wyld prevailed throughout reality, removing all that was not harmonious. According to Garou myth, this was the true cosmological cycle of chaos, creation, and destruction. It lasted an eternity, but was ultimately shattered when the Weaver gained consciousness. The Garou disagree on exactly how this happened. Regardless, the Weaver subsequently tried to spin the entire Wyld into full, patterned existence. The futility of such an impossible task drove the Weaver insane. In its desperation, the Weaver ensnared the Wyrm within the Pattern Web in its pursuit of the Wyld, in turn, driving the Wyrm insane as well. Now the balance of pattern and chaos has been replaced by stagnation and decay, as the Weaver madly weaves its patterns unchecked or balanced, while the Wyrm, trapped within the Pattern Web, works to devour Gaia and destroy all of creation from the inside out. [1] [ edit ]

 

History

According to Garou oral history, it was always their duty to keep the balance in nature on behalf of Gaia. They did so by culling overgrown populaces, hunting too powerful predators that otherwise would rampage unchecked and fending off otherwordly spirits that overstepped their stance.

The formation of nations and cities was the first radical change wrought on the Garou by humanity. The Garou prevented it declaring the Impergium. During this period, Garou are credited with destroying large human cities and retarding the technological and scientific progress of the human race. Though the Impergium dates back to the Mythic Age before recorded history, humanity has retained an inborn fear of the Garou. Humans seeing Garou in their hybrid (Crinos) form may be 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.

The Garou maintained an active role in the direction of humanity until the Industrial Revolution . This overwhelming societal transformation 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 Fera

Though the most widespread, Garou are not the only shapeshifters in the World of Darkness . The Fera (also called the Changing Breeds ) is a term used by Garou to refer to other shapechangers. The affiliation of these other beings is not necessarily to Gaia, but by and large this is the case.

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