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Werewolf: The Apocalypse hero art
Onyx Path Publishing / White Wolf

Werewolf: The Apocalypse

"Gaia is dying. The Garou are her last warriors — and they are losing."

Diced10 dice pool (Storyteller System)
Players3–5
Prep~45 min
Foundry VTTCommunity
Complexity
What is this system

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.

Setting

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.

What it looks like at the table
A Pentex factory breathes poison into the river. Your pack slinks through the shadows — then the breach comes: you call up your Rage and shift into Crinos, the war-form. The Storyteller calls for a d10 pool of Dexterity + Primal-Urge against a difficulty. Five dice, three successes — the Delirium takes the human guards and they flee in terror. But every burst of Rage pulls you closer to the madness of the Wyrm.
Playstyle
Combat Narrative Horror Modern Urban Fantasy
Key mechanics

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.

What people say
Werewolf is a fantastic game and I'd argue that is probably the best written game after Vampire: The Masquerade, even more so than Mage.— C.T. Phipps, Grimdark Magazine
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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