Werewolf the apocalypse 20th anniversary edition pdf free download






















Werewolf the Apocalypse has always been my favorite roleplaying game, both to GM and to play. Though i have been a GM in it far more than ive gotten to play the game. Patronage packs include a certificate of authenticity with dry-laid stamp printed in heavy paper or similar quality signed one by one by Bill Bridges, editor of the original line of Werewolf and author of the 20th anniversary edition.

A selection of e A selection of e These are the final days-The signs are clear:Even our pups knowThat this is the age of the Apocalypse! When all is said and done, W20 is an amazing book from beginning to end. Customers Who Bought this Title also Purchased. Reviews Please log in to add or reply to comments. I received my book today. First time trying this company.

I am very pleased with the quality. Will definitely get more books in the future!! I have a large scratch on the front of my book. It's hard to believe that the guy who finished the package didn't notice it. I'm glad my other books were left unscathed. Hardcover, Standard Color Book with a big scratch.

This is a remaster of the 2nd edition of Werewolf and includes a whole bunch of stuff that was found in other books such as settings, tribes or adventures etc. Advances the plot a bit of the meta and gives plenty of tools and options play the game. If you love WtA as I do then this is a must-have definitive edition.

Going to skim through the "reviews" section to see if I can find my answer there, but in the meantime: how does this differ from other editions? Is this just a "remaster" of the 2e or revised?

Are the rules here substantially different? Is it closer to The Forsaken than to The Apocalypse? I liked the newer version of Vampire more than the older; I felt it was more streamlined, easier to play with, and eventually of relevance to me easier to meld into a "Scooby Squad. I think. But what I really want is to have a good idea of what the So the big question about this book is: how is it different from the other versions of Apocalypse? Any advice would be very much appreciated, but the MOST appreciated advice would just give me an idea of maybe why someone would recommend this over the other versions of Apocalypse available on DrivThru.

It is supposed to be free this week for those cooped up inside, so why does it still want to charge me 30 bucks? I think it was only free yesterday. The announcement I saw on Discord is actually gone. Congratulations for the initiative! The Dark Ages came with two separate character sheets. This one, only the book. Is this right?

So, I thought this title was going to be free today. Did I read that wrong? I live in holland so if I buy a color copy will it be send my way an if so how much extra money will that cost? Yes and no. The World of Darkness lines have always had a few issues with games or characters "crossing over" into other game lines.

However, the 20th anniversary editions of the games are the best for trying to make it work. Not quite as good as the Kickstarter version, but still very high quality in Premium. Three weeks after i pass my command, and the book is so beautiful i almost cry ; Thank you again from a old school gamer.

Pour les Francophones : Le livre est actuellement en financement participatif pour la version francophone sur le site Ulule et ce jusqu'au 5 mai Just bought the premium heavyweight edition. Here are a few of our most popular alerts. Capable of transforming into a variety of forms and blessed with Gifts that enabled superhuman and supernatural powers, the Garou fought many foes, always knowing that in the end they would fall. I have always loved the clanbook series which is why I review them for my blog and I want to see how they're updated.

Werewolf: The Apocalypse 20th Anniversary Edition brings the entire World of Darkness experience full circle and will serve as the perfect.. Set up deal alerts for your favorite stores, categories, or products and we'll instantly alert you when a new deal is posted.

Most newer books are in the original electronic format. Scribd is the world's largest social reading and publishing site. It is supposed to be free this week for those cooped up inside, so why does it still want to charge me 30 bucks? Congratulations for the initiative! Useless for me since I was looking for a simplified step by step version of the combat rules. Werewolf the Apocalypse 20th Anniversary - Changing Breeds. Others see them as breeding stock, those that don't change probably never will and they aren't getting anything by coddling them.

It's worth noting that you're either born Garou, or not. This isn't like Werewolf the Forsaken where anyone can turn into a Werewolf depending on how the Moon is feeling that day. It's just that some people apparently lead very boring lives up until their mid forties when suddenly someone pisses them off enough for them to change.

Wolf kinfolk are especially rare and treasured, as wolf territory and population are dwindling, and not many Human born Garou see much merit in taking a wolf as a mate. Tribes with heavy Lupus population take special care of their wolf kin, but any tribe with Lupus kinfolk are willing to go to war if they are threatened in any way. Sometimes Garou assign spirits known as Kin-Fetches to watch over their human kin and alert them if any show signs of changing.

They're not infallible, or very bright and can be distracted or destroyed before their purpose is served. Cubs "Cub" is a catchall term for either a pre-change Garou, or a Garou that hasn't accepted their place in Garou society.

Since it's almost impossible to tell who's going to change beforehand, it's usually used retroactively. As mentioned, the change happens shortly after puberty in most cases, though even before that kinfolk often display "strong emotional responses, fits of temper, difficulty fitting in with their society, strange dreams, and odd fixations.

In human society the Kinfolk might be wrongly diagnosed with mental illness or wind up in detention". You know, normal adolescent power fantasy stuff. Don't worry kid, the only reason the bullies pick on you is because you're actually a werewolf!

In wolf society this either leads to the kinfolk being driven from the pack, or dominating their relatives if they're strong enough. In either case it culminates in the First Change.

The kinfolk shapeshifts for the first time, usually in response to a threat or other intense stimulus. They take on the deadly war-form and "the werewolf takes out a lifetime of frustration, rage, and barely-repressed feelings of being wrong at whatever is in her immediate area".

More adolescent power fantasy stuff, Killing bullies in a violent first change was a common trope in first time Apocalypse characters, along with trench coats, mirror shades, and katanas. If they're lucky, a local pack will find and subdue them before they wreak too much havoc.

If they're unlucky they change alone and have to figure out how to calm themselves down on their own. If they're really unlucky, the pack that finds them are Black Spiral Dancers. In years past it wasn't uncommon for there to be Packs devoted to patrolling an area and hunting down and subduing newly changed cubs.

Nowadays it's usually a single put-upon Theurge keeping track of dozens of Kin-Fetches if it's anyone at all. Sometimes it just so happens that a Kin-Fetch, Werewolf, or other spirit finds a Garou pre-change and is able to inform a local pack to come and rescue kidnap the kid before they change, allowing them to change under somewhat controlled conditions. Of course there are some Garou that feel this just makes them 'soft' as killing someone in the violent throws of rage is just what Garou need to understand their new lives.

Coming of Age Once a cub has been found, the rescuing Garou take them to a sept. There they prepare for the Rite of Passage. Part of it is learning the ways of Garou common to all tribes - the Litany, stepping into the spirit world, controlling the change, learning magic from spirits - but also learning about the various tribes colored by the biases of the Garou that found them before choosing which one to join.

If you're of Pure Breeding you're probably already earmarked for one of the tribes, and some tribes keep meticulous records of bloodlines which basically means the choice has been made for you. Each tribe has their own traditions for the Rite of Passage, which is both an adulthood ritual as well as the prospective cub proving their worth to the Tribe.

There are two basic options. One: approach the tribal elders alone and they'll probably send the cub off on a quest appropriate to their chosen Auspice or Tribe. Usually they'll just go to Option Two: send them off to a sept where lots of cubs await their Rite of passage. Once enough of them are gathered they will be sent off on a quest to test their ability to work together and resolve their differences.

Afterwards they may decide to keep working together and form a pack this is the W:tA equivalent of 'you all meet in a tavern'. In any case the elders send spirits along to watch over them, make sure they don't get themselves killed, and most importantly to verify the greatness of their deeds. Once they return they become Cliath and join their respective tribes formally. Breeds In werewolf society, who your parents are accounts for a lot.

Not just your standing in society but what you're born as. If your mother was born human, you're a Homid. If your mother was born a wolf, you're a Lupus.

If both of your parents were Werewolves, you're a Metis. Homid The vast majority of Garou are human born nowadays. They don't always integrate that well with their peers growing up, and with human society in general. Some mask it better than others, but the first change usually brings relief. Unless they had kinfolk parents that were in the 'know' they probably don't know much about the way werewolves do things.

And unlearning habits and things learned in school can be just as difficult as learning a healthy respect for nature and an understanding that the world is literally alive. Some Garou think that even though humans are the ones who ruined the world, they're still the best hope to fix it, and keep their ties with society. To have any impact at all they'll need to move in human circles. Lupus A pre-change Lupus is smarter than its peers, though it doesn't come into full human intelligence until it's first change.

At that point it's either relieved at it's sudden understanding of why it is different, or horrified that it can now understand why it's different. Understanding the Garou language comes fairly naturally to all werewolves, but it's still somewhat difficult to explain to a wolf what words mean, not to mention what a "word" is.

Human languages are more difficult still and it can lead to stilted caveman speech or just avoiding human contact at all. Adding to that is the difficulty of learning human social cues. Baring teeth is friendly to humans but hostile to wolves, and yes, newly changed Lupus do try to sniff humans butts to greet them.

For all the difficulties in communication they do bring an understanding of the natural world that Homids lack.

They don't romanticize the wild, they just understand it. Metis The child of two werewolves is always a werewolf. The more pragmatic amongst the Garou have stated that 'hey, if we're losing this war anyway, why don't we just breed up a bunch of new warriors, we'll have an army in a few decades.

And since they grow up as Garou there's no acclimation issues! One, they're always born deformed in some way. Some are missing limbs, others are disfigured and hideous, some are born without fur and others have mental disorders. Secondly, they are all sterile.

The most difficult problem is that thousands of years of Garou tradition marks them as unworthy at best, blasphemous abominations at worst. As recently as the dark ages, both the Metis and their parents were put to death or ostracized from society.

Now they don't really have the numbers to do that and Metis are begrudgingly accepted in all tribes, some more readily than others. Metis are born in Crinos form, and undergo their change anywhere from their first year of life to after puberty somewhere between eight and ten.

So they grow up in the Sept and are well-versed in Garou society by the time they're old enough to undergo their Rite of Passage. This doesn't mean it's easy for them. With a few exceptions, while the tribes allow them to live they don't coddle them. Allowing them to live is considered coddling enough.

They're shunned by the Sept as a whole; and while they're not turned out, training and educating them is given out as a punishment more than an honor. Others allow the Metis to stay with their parents, but shun the entire family. Some treat the Garou like any other cub, but are always quick to point out that they're an abomination any time they slip up. So Metis are oftentimes resentful and paranoid. They're a walking reminder that someone, somewhere, broke the Litany.

And any recitation of the Litany always gets a little uncomfortable when a Metis is around. Some adult Metis learn how to blend in amongst humans but they will never really have a place there either. Homid is more or less human, it's the form Homid Garou are born in and the one they're most comfortable in. On the other end of the spectrum is Lupus , Garou in this form are unmistakably a wolf. While some lupus try to pass themselves off as 'feral dogs' they're either demented or a buffoon. Crinos is the classic werewolf shape, and what Metis are born in.

Nine feet tall, huge legs, massive claws on the end of long muscled arms, and gigantic powerful jaws. The in between forms are different. Glabro is the near-man form, described as an 'unusually tall feral person'. They double their weight and add between 6-inches to a foot to the homid height.

They get hairier, brows slope, nails thicken and sharpen not enough to do damage but enough to look menacing. It is also, as evidenced by the artwork above, really hard for artists to pull off correctly. Hispo is the opposite, the "near-wolf" or dire wolf form. The Hispo is barely smaller than the Crinos and has even larger jaws. They range from 4 feet tall at the shoulder to 6 feet tall, which is larger than most draft horses. Delirium When a normal human sees a Werewolf in Crinos form, they're struck with overwhelming fear and madness.

They either panic and run, faint, go catatonic, or blindly attack the Werewolf. This goes beyond the normal response of "holy shit giant wolfman with knives for fingernails", this is the Delirium. The Delirium is the result of supressed racial memories of the distant past when Werewolves and the other Changing Breeds regularly culled human herds to keep them in line. It's normally seen as a blessing, both for humans and Garou, as it keeps humans from figuring out what's really going on.

Instead they rationalize it away as just a trick of the light or a bigfoot sighting, or they might not remember the exchange at all.

Most humans are unwilling or unable to acknowledge that Werewolves exist, even when confronted with direct evidence. It is a rare and strong willed human that can look at a photograph of a Crinos-form Garou and not dismiss it as a hoax.

All of that aside, the Garou are loathe to take chances. Garou who use the Delirium like a magic wand that makes their troubles go away are severely punished or exiled. Werewolf survival depends on remaining hidden and keeping the humans ignorant of their existence, a condition they call the Veil.

Werewolves and their human kin work very hard to make sure that any footage of a werewolf never sees the light of day. If even one human in a thousand believes what he sees, that's still 6 million humans. This occasionally results in bloody purges of humans who have seen too much, but the 'nicer' tribes refuse to allow innocent people to die because of Garou carelessness. Kinfolk are immune to the Delirium. They have enough Garou blood in them to overcome the instinctual fear, which means the Veil does not apply to them.

Some kinfolk are eager to help their cousins since they are able to operate in places Garou can not. Others are resentful because they're only called on when needed and aren't "true Garou".

I'm cutting the chapter in half since we're getting a bit long. You shouldn't have to wait a month for the next part. Auspices Werewolves are tied heavily to the moon, and what phase of the moon they're born under determines their Auspice, or role that they play in Garou society.

When a Garou sees their auspice moon in a month their rage pool is filled completely, though they are conversely more prone to frenzy during this time. New Moon: Ragabash Masters of stealth, trickery, and guile. Ragabash are granted the latitude to bend, or break, the rules of Garou Society.

The logic being that if a rule does not stand up under scrutiny it shouldn't be observed at all. They're also called upon to do the kind of jobs that would make more honorable Garou blanch, like assassinations or recon. Crescent Moon: Theurge Ritualistists, spirit-masters, and mystics. While all werewolves can communicate with the spirits, the Theurges are born to it.

They act as emissaries to the spirit world, dealing with powerful umbral beings when the more confrontational Garou would cause issues. Half Moon: Philodox Balancers, judges, and lawmakers.

They're taught the Litany and all of it's interpretations from the moment they enter Garou society. They're mediators of disputes between Garou, as well as between Garou and Human society. The decision of whether someone or something can be saved or must be destroyed is often left to the Philodoxes.

Gibbous Moon: Galliard Storytellers and Lorekeepers. They're the ones who keep the oral history of their people, though in recent time that has sometimes adapted to multi-media presentations as much as it does howls on the mountainside. They can both whip their warriors into a frenzy and soothe tempers after a loss.

They're also responsible for making sure that those worthy of glory find it, and those worthy of scorn don't escape it. Full Moon: Ahroun Warriors, full stop. They're the deadliest and most vicious of their kind, and their gifts tend towards being better killers, or at least being more intimidating. They're often Pack Alphas but they've usually got a Philodox backing them up. The Thirteen Tribes Sixteen tribes agreed to the Concord, less the three that died in the interim that leaves thirteen.

They tend to be divided up by their ancient homelands and kinfolk, though some time spent in the hands of bad writers have turned some of them into caricatures. Black Furies: Hailing from ancient Greece, they see themselves as defenders of the sacred places of the wild. They're all-female read: Amazons though they sometimes accept Male Metis as full members of their tribe because they aren't "real men". Conversely they despise Female Metis because they aren't "Real Women.



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