"Gaia is dying. The Garou are her last warriors — and they are losing."
Werewolf: The Apocalypse is the landmark World of Darkness RPG about the Garou, shapeshifting warriors waging a doomed war for a dying Earth. You are neither human nor wolf but a third thing, born of rage and spirit. On the Storyteller System (d10 pools), it braids ecological horror, tribal mysticism, and the tragedy of a fight that may already be lost.
The modern world on the edge of apocalypse. The Garou serve Gaia and battle the Wyrm — a cosmic force of corruption that spreads through corporations, pollution, and despair. Your pack is your family and combat unit; your tribe sets your culture and creed. Between worlds lies the Umbra, the spirit reflection of reality where the Garou hunt and make pilgrimage.
Storyteller System (d10)
Rolls are d10 pools of Attribute + Ability; each die over the difficulty is a success. The same engine as Vampire and Mage: the emphasis is drama and narrative, not a tactical grid.
Five forms
The Garou shift between forms: Homid (human), Crinos (war-beast), Lupus (wolf), and two in-between. Form changes your stats and options — Crinos strikes primal terror (the Delirium) into humans.
Rage, Gnosis & Willpower
Three driving resources: Rage pushes you into combat and transformation, Gnosis fuels spirit magic (Gifts), Willpower keeps you from breaking. Too much Rage and your character loses control.
Tribes & the Umbra
Thirteen tribes set culture, Gifts, and worldview. The spirit world — the Umbra — is real: the Garou travel it, bargain with spirits, and fight the Wyrm's spawn.
Open in Session Zero to let every player vote and see the results.
