Werewolf: The Apocalypse

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Werewolf: The Apocalypse
(Werewolf: The Apocalypse)
publication
Author (s) Mark Rein · Hagen
Original publisher White Wolf (from 1992 to 2012)
The Onyx Path (since 2012)
Original publication 1992 (1st Edition)
, 1994 (2nd Edition)
2000 (2nd revised edition)
2013 (20 th Anniversary Edition)
original language English
German publisher Pen and sword
Ulisses games (from 20 th Anniversary Edition)
German publication 1995 (2 nd Edition)
2001 (revised edition)
2016 (20 th Anniversary Edition)
World and system
genre horror
Game world World of darkness
Basic system Storyteller system
Ascent Experience point purchase-level advancement hybrid system
(see character development )
cube W10 (storyteller system)

Werewolf: The Apocalypse is a pen - & - paper role-playing game , which in the fictional game world world of darkness is located (World of Darkness). The series was published by the US publisher White Wolf . In German-speaking countries it was published under the title Werewolf: The Apocalypse by Feder & Schwert and Ulisses Spiele .

Publication history

"Werewolf: The Apocalypse" was initially released from 1992 to 2004 in three editions. It was part of a common game world called " World of Darkness " with other games . In 1995 the trading card game Rage was released on the background of the game world. In 1997, based on White Wolf's Mind's Eye Theater a rules LARP -Spinoff issued.

In 2004, all games in the game world were discontinued and a new game world, also called "World of Darkness", was invented. For this new game world, the game "Werewolf: Paria" (English "Werewolf: The Forsaken") appeared in February 2005 for the new world of darkness. This differs from "Werewolf: The Apocalypse" in many respects, but can be regarded as its successor due to parallels in content.

With the end of the game world, the publisher's stocks were also sold out. Around the same time, the land register of "Werewolf: The Apocalypse", among other titles, was offered by White Wolf as a PDF file for download via the service provider DriveThruRPG . All titles from "Werewolf: The Apocalypse" are included in the offer. Some of the German translations are also offered.

Since 2010, DriveThruRPG has been offering more and more books from its range as reprints ( print on demand ), including books on “Werewolf: The Apocalypse”.
14 books of the 2nd edition and 32 of the revised edition are currently on offer as print versions (as of April 6, 2013). In addition, books with werewolf content for the Mind's Eye Theater series and Rage are available again (as of April 15, 2013).

In 2011, a special edition for the World of Darkness game " Vampire: The Masquerade " was published for the 20th anniversary of its appearance and at the same time a corresponding anniversary special edition for 2012 was announced for Werewolf: The Apocalypse .

At GenCon in August 2012 it was also announced that Onyx Path Publishing would publish new products for games from the first " World of Darkness " as a licensee . In April 2012, the Werewolf Translation Guide was the first game aid with the 'Onyx Path Publishing' logo. The game aid tries to transfer content from Werewolf: The Apocalypse and Werewolf: The Forsaken into the other game.

On March 6, 2013, the anniversary edition of "Werewolf: The Apocalypse" (W20) was distributed as a PDF exclusively to those people who had co-financed the creation of a deluxe edition via the crowdfunding service Kickstarter.com . The book is also available as a print-on-demand version, as are two new additional books and a collection of short stories (as of February 12, 2014).

More books on "Werewolf: The Apocalypse" have been announced and are in the making. With the announcement of a fifth edition of "Vampire: The Masquerade" was also implied a revision of all the other titles of the World of Darkness -Spielreihe promised and clarified that the "revised edition" and the "20 th Anniversary Edition" for the new Owner of the franchise is equivalent to a third or fourth edition.

Game content

In "Werewolf: The Apocalypse", the players slip into the role of a werewolf and as a pack - side by side - tackle tasks that they face. The game world in which the werewolves live is already the main theme of the game. This game world - the "world of darkness" - is a dark reflection of our own world, full of corruption , apathy , violence and hopelessness. For the mood of the game world, the term “gothic punk” is used in descriptions of the world.

In this world there are a multitude of supernatural phenomena and beings , which for various reasons remain or want to remain hidden from the eyes of mankind. These supernatural beings also include the werewolves , who call themselves "Garou". Among the many other supernatural phenomena and beings are also many who harm the world or its inhabitants, exploit it out of hatred, greed or madness, enslave or kill it. These beings, paired with the possibilities of a modern world, threaten more than ever the natural equilibrium on earth and ultimately destroy the world. The Garou try to fight this development in order to preserve the world or to maintain a natural order and balance.

The Garou hardly correspond to the cliché of a werewolf , as we know him from stories or Hollywood films. The Garou are half human and half animal, as it is portrayed in other media, but they have animal-like instincts as well as human understanding and mostly a noble disposition, as well as a very spiritual and animistic worldview. In her view of the world, the earth mother "Gaia" must be protected by maintaining or restoring the balance between three aspects of the world. These aspects are the representation of chaos, creation, creativity - the "Wyld" - the representation of order and stability - the "Weber" or "weaver" (English gender-neutral. Weaver ) - and the representation of Death, The End, forget Corruption, disease and poison - "the wyrm". Armed with teeth, claws and mystical powers that the spirits of nature bestow upon them, the Garou have plunged into the fight against the minions of the wyrm for thousands of years in order to prevent the balance from tipping in their direction and thereby the continued existence of the world to back up.

Despite the conflict-oriented basic theme of the game, many other aspects can also be depicted in stories in a werewolf background. Detective stories are easy to realize, since the culprits among the other supernatural are also hidden. Adventure and treasure hunt stories based on the Indiana Jones model can also be implemented as a search for magical objects or knowledge. Even classic tasks from the fantasy or military genre such as escorting or holding a position are easily possible in the werewolf background. Evil spirits and monsters can use their abilities to easily create scenarios from the horror genre. But not all stories have to be backed by evil-minded monsters - a story about the construction of a day-care center, for which a forest would have to be cut down in which rare animals live, could be the subject of a story. In general, like most of the games in the "World of Darkness" series, the game is suitable for putting the player's character into a moral dilemma and using this as a game element. The social fabric of the werewolf society can be used as a source of action via actual tasks pursued by the pack of player characters. Here, among other things, “forbidden love”, “ racism ”, “political intrigue” and “ betrayal ” are available as game themes, with which drama or thriller can also be served as a genre. In addition, the ghost world , the umbra , also provides a backdrop for more fantastic game elements and can be the setting for all kinds of actions in genres that range from horror to fantasy to comedy.

In addition, ideas for the game world in other eras are presented. The "Wilder West" scenario was released in 1997 as a separate game series under the title Werewolf: The Wild West . Medieval scenarios were presented in 1999 and 2003 in the books Werewolf: The Dark Ages and Dark Ages: Werewolf , respectively . The supplementary book Croatan Song describes North America before and at the beginning of the settlement by Europeans. The Storyteller's Handbook gives ideas for further scenarios, such as prehistory or the renaissance .

system

The game uses the rule mechanics of the overarching game world World of Darkness .
Character creation is done by distributing character building points. These are based on basic values ​​that result from the choice of character options ( breed , strain , sign ; see below).
During the game, dice are used to determine the success and failure of the characters' actions. Higher values ​​allow more dice to be used. Only 10-sided dice (d10) are used, which must show a minimum value, which depends on the difficulty of the action. The higher the number of dice showing this minimum value, the better the desired action worked.

Character development

Character development happens in two ways: via experience points and reputation points .
Characters receive experience points during the game, usually at the end of a story, which can be used to raise values ​​via an experience point purchase system. Most values ​​can be increased freely up to the respective maximum. The cost of experience points increases with the desired value.
However, in some cases there are restrictions to maintain the game balance:

  • Some values ​​cannot be increased by experience points, but are unchangeable or change with the course of the game (e.g. the number of allies of the character, represented by the background value "Allies", can change if allies of the character die or each other turn against him, or if he gains other allies in the course of the game).
  • To learn magical skills (so-called gifts ) not only experience points have to be spent, but the character also has to find a teacher and have reached a certain rank , for which he needs corresponding reputation points as a prerequisite. The experience point costs of gifts are based on the power of the gift and the familiarity a character has with the respective gift through his character options (breed, tribe, sign; see below). In general, however, a character can learn all gifts for which he has achieved the necessary rank.
  • Rites (rituals and ceremonies) are assigned a level, it is necessary that the character has increased the "rituals" knowledge with experience points at least to the level of a rite before he can learn it. However, to learn a specific rite, the character does not need to spend experience points, just find a teacher and spend time. Often a Garou first has to prove to the teacher that he is worthy to learn the ritual, but there are no fixed rules for this.

In addition to experience points, a character also receives reputation points at the end of game sessions or stories , depending on what the character did during the game session. Negative deeds can also result in the deduction of reputation points. A certain amount of reputation points are necessary for the character to reach the next rank.

Background on werewolves

Origin of the werewolves

The religion of the werewolves describes that the werewolves were created to defend and protect the world. Depending on the source, the divine aspect of the world (Gaia) or its sister, the divine aspect of the moon (Luna), are responsible for the creation of the werewolves.

The Garou are born as werewolves and not, as in werewolf legends, from a bite from another werewolf to a werewolf. Children of two werewolves are always a werewolf, but they are always sterile. Such children are called metis (see broods ). Mating two werewolves is forbidden (see litany ). Because of this, werewolves mate with humans or wolves. Some of the children conceived in this way are also werewolves, but the majority are normal people or normal wolves, the so-called blood siblings . It is not clear in the game world whether this fact can be explained scientifically, i.e. by genetics, or whether it is of a magical nature.
For the majority of their youth, werewolf children are unable to change shape. Human-born werewolves (see broods) are therefore permanently human during their childhood. Only with an event known as The First Metamorphosis do they gain the opportunity to take on their werewolf legacy. The first transformation can be indicated by dreams or mood swings, but it is mostly unconscious and sudden. For some werewolves, like a birthday, the day they experience that first transformation is the beginning of a new life. The broods indicate the age at which this transformation usually occurs.

Shape change

After the "first metamorphosis" ( see above ) the werewolves acquire the ability to change the shape of their body. Unlike in some legends or Hollywood films, their transformation is not caused by the full moon, but mostly happens willingly and at will. Certain external influences, especially the state of frenzy, can also force a transformation.
There are 5 shapes , known as shapes, that a werewolf's body can take: human , glabro , crinos , hispo and lupus .

  • Human ling is the human form in which a Garou does not differ physically from "ordinary" people.
  • Lupus, on the other hand, denotes the wolf form in which a Garou usually appears like an ordinary wolf .
  • As Glabro and Hispo the human- or wolf-like intermediate forms are called, which can take a werewolf. The glabro figure comes close to that of prehistoric man, the Hispo figure that of the prehistoric wolf.
  • Finally, Crinos describes the monstrous war figure in which a werewolf grows into a beast that is often over three meters tall, weighs up to half a ton and embodies a being of unimaginable power with claws and fangs. If a person sees a werewolf in the shape of Crinos, he falls into a delirium , which causes panic flight, apathy or mad rage. This depends on the willpower of the observing person.

Each of the 5 shapes is specific for the werewolf, that is, he cannot change his body by changing its shape so that it looks like another person or werewolf (but he can learn a magical ability that makes this possible).

Broods

Humanling , Lupus , and Metis are the three broods of the Garou. Garou can mate with humans in their human form and father children; in their wolf form (Lupus) they are accordingly able to father children with wolves. In both cases, there is a certain chance that the child is Garou as well. Brood is the form in which the child is born. Early editions of the game fix the brood to the form in which the child was conceived, the last edition states that the brood will be taken over by the mother.

  • As a man Linge the Garou are called, which were born as a human baby. They make up the largest share among the Garou. They usually grow up like humans in their first few years of life and are therefore well versed in people's tools. The first transformation usually occurs between the ages of 10 and 16.
  • The Lupi are the Garou, who were born as wolf pups. They experience their first years of life as wolves and therefore often have a pronounced instinct that is sometimes a hindrance among people. The first transformation usually occurs between the ages of 1 and 2.
  • A metis is the child of two Garou . Metis are already carried out and born in the Crinos figure (see above). Since this equates to inbreeding, the Metis are viewed badly in Garou society. In the past it was even common among some tribes to kill Metis at birth. Metis are also always physically disadvantaged (disabled) in some way. The first transformation begins either early (when human babies would learn to walk) or only with the onset of puberty.

The brood of a Garou is one of the three character options that are relevant in character creation for a werewolf game character. The character option determines a minimum level in the character value Gnosis for character creation and determines a list of gifts per rank that the character can learn for a reduced amount of experience points. Lupus-born babies also have to accept some limitations in the choice of their skills (knowledge).

Even if Lupi and Metis are or could be younger, at the time of the first transformation they still have an intellect that would be normal for a teenager.

sign

The signs indicate the phase of the moon under which the Garou was born. The sign defines a certain task or determination that is expected of the respective Garou in their pack or in society as a whole.

  • Ragabash (trickster): New moon. The English 'trickster' can also be translated as crook, rascal, swindler or con artist.
    Her tasks include taking care of comic relief in difficult situations . In addition, they usually appear as the advocatus diaboli when decisions need to be made. That is why they often argue against existing traditions. However, his magical abilities also allow him to work as a scout or spy.
  • Theurge (seer / shaman): Quarter moon (sickle moon)
    The word is derived from theurgy . The tasks of the crescent moons are above all to maintain the relationship with the spirits, the interpretation of visions and signs, as well as the knowledge and implementation of rites for the benefit of the pack (or the community as such).
  • Philodox (mediator): half moon
    The Philodox often take the position of leader in society or in the pack, which goes hand in hand with the nature that a Philodox usually shows. So they can hardly help but mediate in an argument and usually have an inner urge to judge everyone fairly based on their actions. In addition, they are expected to know the laws of the Garou Society and to actively ensure compliance with them.
  • Galliard (Bard): Three-Quarter Moon
    The Galliard's duties are to know the history of the Garou and to inform the pack about it so that they do not repeat the mistakes of others in the past. In addition, he is the one who keeps an eye on the deeds of his own pack and presents them at gatherings and gatherings with other Garou, so that the pack members receive the reputation they deserve.
  • Ahroun (fighter): Full moon
    The Ahroun's job is simple - he must be physically able to defend the weaker of his packmates and he must have the right tactics ready for every situation. Often times, Ahroun take the lead when a fight breaks out.

The sign of a Garou is one of the three character options that are relevant in character creation for a werewolf game character. The character option determines a minimum level of the character value anger when creating characters and determines a list of gifts per rank that the character can learn for a reduced amount of experience points.

Tribes

In the world of werewolf, the Garou are divided into tribes. Each tribe has its own culture, myths and legends, even if the overlaps between the tribes are very large. Each werewolf is accepted into a tribe through an initiation rite (see ranks ). Usually this is the tribe of the parent who is the werewolf, but there are rare exceptions.
The overall culture of the werewolf tribes, which is formed through the recognition of the litany as a code of law and the ranks as a class system, is called the Garou Nation . It comprises twelve werewolf tribes, which are briefly presented below.

  • Fianna : Garou with Celtic heritage, whose roots lie in Western Europe and the British Isles, especially Ireland. They are closely related to the fairies (and their modern form as changeling). They are considered very emotional. Their tribal totem is deer .
  • Glaswandler : Garou of this tribe live as "wolves in sheep's clothing" in the cities of the civilized world. You are particularly connected to the weaver and have a keen interest in technological progress. When this tribe emerged (Middle Ages and before) it was still referred to as the "Warder of Apes" or, less friendly, the "Guardian of the monkeys". In the era of the Wild West, the tribe was very much associated with the advancement of the steam engine (especially the railroad). During this time the werewolves of this tribe used the name "Eisenreiter" (Iron Riders). Your tribal totem is cockroach .
  • Children of Gaia : This tribe is largely concerned with ethical action. As “peacemakers” among the Garou, they try to get the others to work together. Your tribal totem is unicorn .
  • Bonebiter : Garou the Bonebiter are viewed by many other tribes as a sediment of the Garou society. Historically, the tribe developed from the outcast weak and thin-blooded werewolves. Since they were not tolerated in the classic werewolf territories, their culture formed predominantly in the cities of the people. But even there, they were usually only allowed (by the other werewolves) to mate with less well off (poor, homeless, etc.). Your tribal totem is rat .
  • Descendants of Fenris : This Garou tribe with a northern European background is in the tradition of the Vikings and Northmen. They value strength (especially physical) as a valuable asset and are characterized above all by their intolerance towards weakness. You consider many other Garou to be weak. Your tribal totem is Fenris .
  • Red Claws : These Garou are only made up of lupi (see broods ) and live in the deep, pristine wilderness. Your tribal totem is griffin .
  • Shadow Lords : This predominantly Eastern European tribe attaches great importance to hierarchy and has a questionable reputation because they believe that the end justifies the means. Your tribal totem is grandfather Donner .
  • Black Furies : This tribe only accepts women. They represent aspects such as femininity, motherhood and originality. The trunk is based on Amazon legends. The home of the tribe is in Greece. Your tribal totem is Pegasus .
  • Silver catches: The leaders of all Garous tribes are the silver catches, who attribute the right to leadership to being the descendants of the first wolf. The tribe has a preference for purebred Garou. As their preferred partners, the silver catchers chose the leaders of the people (heroes, tribal leaders, later nobility) and forbade other tribes to mate with them. Over the millennia, however, their leadership role is z. T. got lost. Your tribal totem is falcon .
  • Silent Wanderers : The Garou Nomads. They were expelled from their homeland in Egypt by a curse and lost contact with their ancestral spirits. Their appearance in the Crinosform can be compared with Anubis. Your tribal totem is owl .
  • Uktena : Mystic Garou, who are concerned with the study of the wyrm, formerly they were composed almost entirely of North American Indians. Their tribal totem is Uktena .
  • Wendigo : Garou, who live in the far north of the American continent and have cut themselves off from the rest of the Garounation to keep their culture pure. Their human blood relatives are exclusively of Indian descent. They only have a deep brotherhood with the Uktena, as their tribe also cultivate Indian culture and both tribes suffered equally from the colonization of America by Europeans. Your tribal totem is Wendigo .

There are also the following tribes that do not belong to the Garou Nation:

  • Star Dreamer : This tribe has its origin in Tibet. In 2000 (with the “revised edition”) the dreamer ended their collaboration with the other tribes of the Garou Nation and joined the “animal farms”. They are considered to be the wisest of all Garou. Their tribal totem is chimera .
  • Black Spiral Dancers : The Tribe of the Fallen Garou. The tribe actively takes in all Garou who stray from the right path and are ready to serve the wyrm. The tribe originally came into being (around 200 AD) when the Garou known as the White Howler (see there) were spoiled by the wyrm. The dancers represent an absolute perversion, a distorted reflection of Garou, who is loyal to the Gaia. Their tribal home was in Scotland until their fall, today they can be found and at home all over the western world. Their tribal totem is the black-throated nightjar (Whip-poor-whill). You are one of the main antagonists of the game.
  • Skin dancers : Once renegade blood siblings who became real Garou through a ritual. The existence of skin dancers is known to few and their number is small. Unlike the other tribes, they do not have a culture that has grown over millennia. It is therefore not clear whether they can be called tribe in that sense.
  • Hakken : A split from the shadow lords who follow a code of honor similar to Bushido. They belong to the "animal farms" and colonize Japan. Your tribal totem is also grandfather Donner .
  • Siberakh : A secession not recognized by the silver catchers living in Siberia. They are isolationists.
  • Boli Zuhisze : A family clan from the glass walkers that developed in Hong Kong.
  • Kucha Ekundu : This group arose when the Red Claws began to consider African hounds as blood siblings to mate. They have characteristics of their own converter species (own modifiers for the lupus form), but are assigned to the tribe of the Red Claws in the Red Talons revised tribe.

Over the millennia, the following tribes have been exterminated:

  • Bunjip : Australian tribe. The other tribes were tricked into exterminating this tribe. This tribe can be played during the time of the Wild West (in the historical werewolf setting “Werewolf: Wild West”). Their tribal totem was the rainbow serpent .
  • Croataner : American tribe with Indian culture. All members of the tribe sacrificed themselves (at the time of the Wild West) in a ritual in order to postpone the impending destruction of the world. Their tribal totem was turtle .
  • White Howler : Scottish tribe whose human blood relatives were to be found among the Picts. Almost all of its members fell for the wyrm when they attacked a site contaminated by the wyrm. As Black Spiral dancers , they converted or killed the remaining White Howlers to the wyrm. Their tribal totem was Leo .

As mentioned, actually every young werewolf is trained and then accepted into one of the tribes through an initiation rite. Nevertheless, it happens that a Garou is banished from his tribe for crimes or wants to withdraw from the werewolf life entirely. In these cases it happens that tribal membership is ended by other rites. Such Garou are called Ronin . They are not tolerated by the other Garou and have no place among them. Since ronin usually find it difficult to lead a spiritually balanced life, they mostly succumb to the whispers of the wyrm.
Character creation is based on the assumption that a player has just passed the initiation rite for a tribe and that a tribal affiliation is established. Accordingly, the tribe of a Garou is one of the three character options that are relevant in character creation for a werewolf game character.

There is an optional rule that every tribe has a certain degree of weakness ( tribal weakness ) as a characteristic. In the case of silver catches this is e.g. B. that every character has a mental disorder, the severity and severity of which is variable. Within the game world, other Garou explain these mental disorders as a result of systematic incestuous mating behavior, while some initiated silver hunters know that a curse weighs on the trunk.

In the description of the background world, the tribal weaknesses are often so strongly integrated that they can be seen as part of the game, even if they are not used as a rule mechanic. So is z. B. the z. Sometimes the disordered behavior of many Silberfangs is known among all Garou and shapes the behavior of others towards members of this tribe, even if you decide that a Silberfang character does not need to select a mental disorder in your own game. In the same way, all other Garou look down on bonebissers, regardless of whether their tribal weaknesses (difficulties in rolling the dice for social interactions with other Garou) are implemented or not.

A Garou's tribe is one of the three character options that are relevant in character creation for a werewolf game character. The character option determines a minimum level in the character value willpower when creating characters and determines a list of gifts per rank that the character can learn for a reduced sum of experience points.

Ranks and reputation

Creed of fame
I will be brave.
I will be reliable.
I will be generous.
I will protect the weak.
I will kill the wyrm.
Code of honor
I will act with respect.
I will be loyal.
I will be fair.
I will keep my word.
I will
  accept all open ... ... challenges.
Creed of wisdom
I will be calm.
I will be smart.
I will be measured.
I will be gracious.
I will think before I act and
I will listen before I think.

The reputation a Garou has in his society is represented in the game mechanics by three values: fame , honor and wisdom . The game master evaluates the actions of the characters during the game and awards points in the three categories or deducts points if the actions of a character do not correspond to the "virtues". If a character has accumulated such flexible reputation points for some time, the character should be ritually honored by the other Garou in the game world (usually NPCs). In the rule mechanics 10 of the flexible points are then converted into a permanent point. A character has to collect a certain amount of such permanent points before he can demand a Garou who accompanies a higher rank than himself to be promoted to the next higher rank. This requires a ritual test.
The amount of permanent reputation points a character needs in a certain virtue for a certain rank depends on the sign . Ahroun (see example in the table) require e.g. B. for a rise in rank usually more permanent fame and honor points than wisdom points, while a Philodox needs more permanent honor and wisdom points.

The ranks that can be achieved in the game are:

# Name of the rank
(German)
Name of rank
(English)
Remarks Reputation points using the example of 'Ahroun' (W20)
Fame honor wisdom
* Puppy Cub A werewolf in training. He must go through a rite of initiation in order to rise to the first rank. - - -
1 Cliath Cliath Player characters usually begin the game at this rank. 2 1 0
2 Foster care Foster 4th 1 1
3 Adrenal Adrenal 6th 3 1
4th Athro Athro 9 4th 2
5 Oldest Elder This rank is usually the highest rank that can be achieved. 10 9 4th
6th Legend Legend This rank cannot be achieved by the normal rule mechanics, but is an exception.
It is rather the case that a Garou who is so extraordinary that even the elders consider him to be higher, is seen as a living legend.

Gifts

In addition to the innate abilities of the Garou, such as the ability to change shape (see shape change ), resistance to diseases and accelerated wound healing, as well as the ability to enter the spirit world , Garou also have the opportunity to learn certain magic tricks. Usually a ghost, more rarely another Garou, has to show and explain a certain so-called gift to a Garou before the Garou can use it. In the rule mechanics, the gifts are sorted in two ways. On the one hand, according to levels: a werewolf must have at least reached the rank in society that corresponds to the level of the gift in order to be able to learn it. High level gifts are usually more powerful than the lower level gifts. On the other hand, the gifts are sorted according to the inclination of the Garou: each brood, each sign and each tribe has its own list of gifts that are particularly important to them. These are then easier to learn in the game and cost less experience points.
Some level 1 gifts can in rare cases also be learned by blood siblings .

litany

The Garou culture is largely based on the oral transmission of knowledge and historical events. Above all, galliards are responsible for ensuring that the lessons of the past are packaged in legends and stories so that the next generation can learn from them. This also applies to the laws and rules of society. Accordingly, slightly different traditions and laws have formed in different regions, i.e. in individual septa or within the individual tribal cultures. On the other hand, there is a collection of stories, myths and fables that underpin a canon of 13 guiding principles that are binding for all Garou who are loyal to the Gaia and, in addition to the reputation system, form the basis for the collaboration of the Garou of individual tribes.
In addition to the cultural significance, some sources also say that these fundamental laws were given to the Garou by Gaia (sometimes Luna) himself (based on the 10 commandments ), which gives them religious legitimation.
Another source says, however, that at least one of the principles of the litany did not emerge until the Middle Ages on the suggestion of silver catches. This principle is the veil (Engl. The Veil ) to let the practice of werewolves the broad masses of people of their existence in the dark. According to this source, this is due to a persecution of the werewolves and their blood relatives by the Inquisition or the witch persecution.

Background to the game world

Blood siblings

Blood siblings are people or wolves who have Garou among their ancestors, but are not Garou themselves. The old name for blood siblings is Gallain.
Blood siblings are immune to delirium , but otherwise lack automatic skills that other humans (or wolves) don't have. Within the game world of the "World of Darkness" this means that you can also learn and practice simple magic. It is also possible that they have special advantages (Engl. Merit choose) at character creation, people do not necessarily available. A few of them also learn little magic tricks from ghosts (so-called gifts ).
Due to the culture they maintain and their descent, blood siblings are assigned to the individual tribes. However, they do not have a sign, as their natal moon does not contain a separate determination for them.
A game with only blood siblings as player characters is proposed as an alternative setting in the werewolf game world.

delirium

The half-human half-wolf shape of a werewolf (called "Crinos") leads to a panic reaction in normal people. This panic is called delirium and it is described in the game world as a basic human instinct. The werewolf rules give various examples of what a person's panic reaction can look like. These include apathy and aggressiveness, but the most common response is to flee. For most people, this panic reaction is also accompanied by memory loss, so that after meeting a werewolf they cannot really remember what happened. Photos, videos or traces of a werewolf (e.g. destruction he caused) do not trigger delirium in people, but people will try to explain what they see through other influences (e.g. car accident, attack dogs, publicity Stunt etc.). This forgetting or rationalization of the existence of a werewolf is also called the veil . This name was also adopted for the werewolves' practice of hiding from the public (see litany ).

Gaia

Within the werewolves' animistic conception of the world, "Gaia" not only describes the spiritual being of the world (i.e. planet earth), but also the universe as such. Gaia is constantly present for the werewolves through an all-encompassing love for all of creation, as well as unbound acceptance and respect. As a being, however, she usually does not appear and there are legends according to which Gaia sleeps (after the exertions of creation) or is weakened (due to the disease driven by the wyrm ).
Some werewolves postulate that Gaia is only the essence of the earth or the solar system, which is e.g. This is partly supported because the other planets of the solar system just like the sun and moon have their own personified essences. You therefore see the triad as universal, superordinate forces and suspect other Gaia in the vastness of the universe.

Spirit world

In addition to the material world, the world of darkness also knows some other levels of existence. These are called umbrae (singular: umbra, Latin for shadow) and represent, as it were, their own dimensions that border on the material world, overlap with it and lead away from it.
A distinction is made roughly between four types of umber, each of which has “districts” that are close to the material world and those that are further away from it. The werewolves have the ability to step into one of these umbrae as soon as the "first metamorphosis" has happened to them. They only have access to the other umbra under special circumstances.
Each of the umbra overlaps with the material world so that there is a corresponding place in each of the umbra for every spot in the world. The reverse is not the case, however, so that one can move so far away from the material world in one of the umbra that the place where one is no longer has any direct reference to the material world. Most of the supernatural beings who have access to one of these levels first enter these areas of overlap.
The umbra can easily be differentiated according to what they reflect in the districts that overlap with the material world:

  • The astral space is a level of thought. In the overlapping area you can mostly perceive the material world and the people and objects that are in it, but the sensory impressions are influenced by the attitude you have towards these objects or people. Thus, a courthouse will look much more majestic than it really is to a person who feels justice is positive, and it will look more repulsive to someone who has a bad opinion of justice. The astral space is practically irrelevant for werewolves, but it plays a role for the magicians (from the game Mage: The Ascension ) and some vampires (from the game Vampires: The Masquerade ) that occur in the game world . Classical out of body experiences are also possible in the blink of an eye on this level.
  • The dream is a level where imagination and imagination play a role. In the areas of the dream that overlap with the material world, the imagination and the ideas of the beings are real who live in the corresponding spots in the material world. So it is e.g. B. in the dream level possible to meet the imaginary friend of a child and to interact with him. If you go further into the dream you can get to places that do not exist on earth, like fairy kingdoms and the like. This level is especially important for the changeling and fairy creatures of the game world (from the game Changeling: The Dreaming ). To distinguish how far away from the material world, a distinction is necessary for the Near Dream (Engl. Near Dreaming ) and Far Dream (Engl. Far Dreaming ).
  • The dark umber is the realm of the dead. In the overlapping area as the Shadowlands (Engl. Shadowlands ) is known, one can see the material world and its inhabitants, but the perception is marked by decay and death. The restless spirits of the deceased are at home here and this level is the main setting of the game Wraith: The Oblivion , as well as the associated historical setting Wraith: The Great War . The districts of this world that are further removed from the material world contain, among other things, an endless storm (English Tempest ) behind which the so-called " Far Shores " lie. B. represent the paradises and hells of individual religions.
  • The middle umbra is the umbra that werewolves commonly step on. When the werewolves use the word “umbra,” they usually mean that part of the spirit world, or just that part that overlaps with the material world, also known as the penumbra . This world reflects the spiritual side of the world. That is, here you can perceive how things are in their essence. Accordingly, it may be that a quite new building for a place is not yet visible in the umbra, as it has no spiritual relevance for the place. Spirit beings inhabit this plane, each living in places that are spiritually appropriate for them.

Parts of the middle umber that are further away from the material earth are referred to as near umbra and distant umbra . In the near umber one can find landscapes that are similar to the material world, but that depict certain aspects. There are an infinite number of such areas, which are known as realms , domains (smaller realms) and subdomains (subsections of domains). One such realm of the Middle Umbra is, for example, “The Battlefield”. It is about the spiritual resonance of armed conflicts, so that the most diverse battles from all wars and all epochs repeat themselves over and over again and the essence of what war means offers a home. So-called bridgeheads lead from the penumbra to the near umbra, especially to places that are spiritually connected to the penumbra. These bridgeheads don't have to be obvious. It can happen that a werewolf from the Penumbra equivalent of a battlefield from the First World War tries to run into the Penumbra equivalent of the nearby village, but moves through the bridgehead into the Nahe Umbra , where he is in a part of "the Battlefield ”that most closely matches the real story of the battlefield on which he was.
The distant umber is so far removed from the material world that only thoughts and ideas exist there. The transition between near umbra and distant umbra is fluid.

The triad

As Triad three concepts are referred to within the animistic exist world idea of werewolves, not only as elemental forces, but also as personified beings.

  • Wyldnis is the concept and personified power of chaos , creation but also creativity. In English, the Wyldnis is a neuter as the Wyld . The Wyldnis is responsible for the change and the emergence of life, in the broadest sense it can also be assigned new forms of life (through mutation). What the Wyldnis creates is free, unbound and new.
  • Weberin is the concept and personified power of formation, naming, order and stasis . In English, the weaver is a neuter or feminine term as the weaver . In the cosmic world order, it is the weaver's task to bring the creations of the Wyldnis into a form and order with rules and names. In the broadest sense, all attempts to explain the world scientifically and to find laws are to be assigned to the weaver.
  • Wyrm is the concept of decay, destruction and death. In English, the wyrm is a neuter or masculine word as the wyrm . In the cosmic order it is his job to end things whose time has come. According to a legend of the werewolves, the weaver became frustrated with the fact that her order was repeatedly ended by the wyrm , which is why she caught it in her net. As a result, the balance of the primal forces was shaken and in the imagination of the werewolves the wyrm went insane. He is now striving to end the whole imbalanced system. In order to achieve this, he has made corruption his own and is actively striving to let the world, according to Garou Gaia , “fall ill” until it dies.

The three primal forces also exist within the spirit world as beings in the broadest sense, but within the material reality their interests are implemented by servants. So there are above all spirit beings who embody individual aspects of the three primal forces.
It is the duty of the werewolves to protect Gaia, which is why they regard the wyrm as an enemy. In fact, one of the guiding principles from their litany is the request: "Fight the wyrm wherever it dwells and breeds".

More terms from the game

  • Caern is the name of a place of strong spiritual power. Holy places for Garou. There the barrier that separates the material world from the spirit world is usually weak, which makes it easier for the werewolves to enter the spirit world. Most caerns are claimed, cared for and protected as territory by a sept of several packs.
  • A fetish is, in a spirit (eng .: an object spirit is bound), which gives the subject of supernatural powers.
  • Gnosis is a kind of supernatural energy. The more a werewolf is in harmony with the world (Gaia), the greater its gnosis value. The Gnosis value indicates how many Gnosis points the character can save and use. In the game too, werewolves can talk about their spiritual strength or enlightenment using the word "gnosis", but all scaling is only for the rule mechanics and is not present in the game. For the origin of the word see Gnosis .
  • A clave is a powerful fetish dagger with a silver blade. The Klaives are available in two versions: the "normal" Klaive and the large Klaive, which is about the size of a sword. Claves are powerful traditional weapons that were revered and feared by the werewolves.
  • The perfect Metis is a Metis without (physical) deformation, whose birth is one of the prophesied omens for the beginning of the Apocalypse.
  • Pentex is an international corporation that serves the Wyrm as an opportunity to become active in the physical world. Pentex has made it its (unofficial) goal to destroy the earth mother Gaia and many members of the board of directors and the management level were endowed with supernatural powers by the Wyrm. The group consists of several subsidiaries, of which the two largest are to be mentioned here:
    • Endron International , for its part an oil production and distribution group, which ruthlessly exploits the earth's natural resources.
    • Magadon, Incorporated manufactures and markets all conceivable pharmaceuticals. Experiments in secret, however, with the population through the application of biological warfare agents, viruses, genetic manipulations, etc.
The role-playing game publisher Black Dog Game Factory also belongs to Pentex . The publisher is z. Partly a satirical of the own publishing house White Wolf , but also of the role-playing genre and the role-playing industry in general. In fact, White Wolf has also published books under the imprint Black Dog Game Factory that deal with topics for adults (especially violence, religion, the Holocaust). In the German translation of the Book of the Wyrm (2nd Edition) (dt. Book of the Wyrm ) which German publisher Feder & Schwert taken up the issue and introduced also a parody of his own publishing house or their own games.
In the game world, the ownership and financial network surrounding Pentex is difficult to see through. Therefore, some Garou use the name as a synonym for all activities of the Wyrm that are driven by a company or take place under the guise of a large company.
  • Pack is a group of werewolves who work together. A pack is like a family of choice in which to live. In the game, the player characters are usually supposed to form a pack.
  • Septe is a community of packs that live in a region and fight the wyrm there. Often the garou of a sept also share a caern. The English word sept denotes a subset of a family clan and actually all Garou of a sept used to belong to the same tribe, but in modern times this is often no longer the case.
  • In the game world, totem refers to a spirit that acts as a patron saint for individual werewolves or groups of them (cf. the word meaning " totem "). A pack can put itself at the service of a spirit who then enters into a reciprocal relationship with the pack. The pack follows his teachings and receives the support of the totem spirit. The werewolf tribes each have a tribal totem (these are given above). As with some Indian tribes, the tribal totem represents a special kind of kinship relationship, based on the fact that the werewolves of a tribe have in common that they are accepted by the respective tribal totem as a member of the tribe. Finally, there are also spirits who have connected to a caern and which are often also called cearn or seventh totems. In the early editions of the game, however, these were not really to be seen as totems in the literal sense - it was only with the source book Rage across the World (2014) that Caerngeister received a rule-mechanical function as seventh totems. It also happens that instead of the entire pack, a single Garou follows a ghost as its totem, but this is rare and usually precludes membership of a pack.

The Fera

The Fera (sometimes also called Bête or generally Changing Breeds ) are a collective term for all other creatures known in the world of darkness . The individual creatures have z. Some of them have their own mythology and background. The individual Fera were found in the source books Werewolf Player's Guide ( ISBN 1-56504-057-0 ), Werewolf Player's Guide (2nd Edition) ( ISBN 1-56504-352-9 ), Player's Guide to the Changing Breeds ( ISBN 1-58846 -318-4 ) and W20: Changing Breeds . They have detailed descriptions e.g. Partly in their own source books, with the W20: Changing Breeds containing the latest version of the underlying rules (as of 2014). The own source books are given for the individual creatures.

Surname Brief description Source book ISBN
Ajaba Werehyenas Bastet ISBN 1-56504-335-9
Pineapples Werspinnen Known
in the Far East under the name Kumo .
Pineapples ISBN 1-56504-359-6
Apis Werau ox
The Apis exterminated in the war of anger. The last one died in Crete in the Minoan Labyrinth.
no source book
Bastet Were cats
The Bastet have some of their own trunks corresponding to individual (large) cat genera. In the Far East, the Khan tribe is predominant.
Bastet ISBN 1-56504-335-9
Camazotz Were bats
were hunted in the war of anger. Some remaining were discovered and killed during the colonization of America, making this genus extinct today.
no source book
Corax Werraben Known
as Tengu in the Far East .
Corax ISBN 1-56504-337-5
Garou Werewolves Main focus of the game series
Grondr Were Wild Boars
Were almost wiped out in the War of Anger , the few that survived are now Wyrm-Corrupted.
no source book
Gurahl Advertising bears Gurahl ISBN 1-56504-339-1
Kitsune Werfüchse
The Kitsune are only known in the Far East. There is no western equivalent.
Hengeyokai ISBN 1-56504-338-3
Mokolé Werechsen
In the Far East, the Mokolé subspecies Zhong Lung is common.
Mokolé ISBN 1-56504-306-5
Nagah Serpent Nagah ISBN 1-56504-348-0
Nuwisha Werkoyoten Nuwisha ISBN 1-56504-336-7
Ratkin Wererats
In the Far East under the name Nezumi known.
Ratkin ISBN 1-56504-342-1
Rokea Were Sharks
known as Same-Bito in the Far East .
Rokea ISBN 1-56504-364-2

It should be noted that the world of darkness contains its own setting for the Far East, in which Asian mythology is particularly discussed. The Sourcebook Kindred of the East (dt. Children of the Lotus ) describes this setting introducing. The source book Hengeyokai ( ISBN 1-56504-338-3 ) was published for the Werwesen des Ostens .

Rage

Two trading card games based on the game world of Werewolf: The Apocalypse were released under the name Rage . The first game was designed by White Wolf himself and consisted of the series Limited / Unlimited , Umbra , Wyrm , War of the Amazon and Legacy of the Tribes . After that, production was stopped and a license was granted to the Five Rings Publishing Group (FRPG). The second game was also called Rage by FRPG and used the same card backs. However, it had completely different game mechanics and rules. 7 card sets were created, which were published every month ( Rage across Las Vegas phase 1 to phase 6 and Rage across Las Vegas: Equinox that contained the smaller sets 7 to 9). FRPG was then bought by Wizards of the Coast , which in turn was taken over by Hasbro . Rage was discontinued at this time and the license reverted to White Wolf. Azrael Productions received permission from White Wolf to run Rage tournaments but was unable to obtain a license to print new cards. Under Azrael's supervision, the “White Wolf” version of Rage was called Rage: Apocalypse and the FRPG version was called Rage: Tribal War . Both versions of the game are being preserved and expanded by fans. All cards can be found on the official homepage. There you will also find instructions on how the game can be played through an online portal. For the game world of Werewolf: The Apocalypse , Rage is relevant to the extent that some novels located in the game world were produced with the Rage logo on the cover. At least the content of the novel Silver Crown can be regarded as canonical , since the tribal novel series under the Werewolf: The Apocalypse logo refers to events from this book.




literature

A comprehensive list of English publications on Werewolf: The Apocalypse can be found on Wikipedia.

Anthologies

title Production code publishing company Publishing year ISBN Note
Drums around the fire WW3400 White Wolf Publishing 1993 ISBN 1-56504-058-9
When Will You Rage (1st Edition) WW11002 White Wolf Publishing 1996 ISBN 1-56504-087-2 19 stories in both volumes. The differences include paper thickness and print size.
Some of the stories take advantage of the 'San Francisco' setting used in many early novels and anthologies about the world of darkness . Play values ​​for some of the characters appearing in the novel can be found in Caern's Places of Power (1993; ISBN 1-56504-066-X ).
When Will You Rage (2nd Edition) WW11901 White Wolf Publishing 2001 ISBN 1-56504-903-9
W20: Rites of Renown - When will you Rage II WW ????? Onyx Path 2013 no ISBN Exclusive distribution by DriveThruRPG .
W20: Songs of the Sun and Moon: the Changing Breeds Anthology WW ????? Onyx Path 2013 no ISBN Exclusive distribution by DriveThruRPG .
Anthologies with a werewolf story and stories about other games in the WoD game world:
The Essential World of Darkness White Wolf Publishing 1997 ISBN 1-56504-864-4
The Quintessential World of Darkness White Wolf Publishing 1998 ISBN 1-56504-880-6

comics

Individual issues:

Edited volumes:

  • Fang & Claw Volume 1 , Moonstone, 2003, ISBN 0-9721668-7-4 (includes Bone Gnawer, Black Furies and Children of Gaia).
  • Fang & Claw Volume 2 , Moonstone, 2003, ISBN 0-9726443-4-2 (contains Fianna, Get of Fenris and the new volume Glaswalker).
  • Nightmares in our Midst: Vampires and Werewolves . Moonstone, 2004, ISBN 0-9712937-7-5 (Contains 'Black Furies' along with the vampire stories 'Toreador' and 'Theo Bell').

Novels

Older novels from the World of Darkness series by Haper Collins
title author publishing company Publishing year ISBN Note
Werewolf: Wyrm Wolf Edo Van Belkom HarperCollins 1995 ISBN 0-06-105439-9 The novel uses the 'San Francisco' setting used in many early novels and anthologies on the world of darkness . Play values ​​for some of the characters appearing in the novel can be found in Caern's Places of Power (1993; ISBN 1-56504-066-X ).
Werewolf: Conspicuous Consumption Stuart Von Allmen Boxtree Ltd. 1996 ISBN 0-7522-0325-8
Werewolf: Hell-Storm James A. Moore HarperCollins 1996 ISBN 0-06-105675-8
Werewolf: Watcher Charles Grant HarperCollins 1997 ISBN 0-06-105672-3
Recent novels by White Wolf
title author publishing company Publishing year ISBN Note
Breathe Deeply Don Bassingthwaite White Wolf Publishing 1997 ISBN 1-56504-881-4 Marketed under the Rage logo.
The novel uses the Amazon setting from Rage across the Amazon (1993; ISBN 1-56504-061-9 ).
Call To Battle Doug Murray
Brian Leblanc
White Wolf Publishing 1996 ISBN 1-56504-885-7 Planned as the start of a non-published series.
The Silver Crown Bill Bridges White Wolf Publishing 1995 ISBN 1-56504-882-2 Marketed under the Rage logo.
Some of the characters in this book also appear in individual volumes of the Tribe Novel series and in The Final Battle .
The Tribe Noveles series
# 1 Shadowlords & Get of Fenris Gherbod Fleming White Wolf Publishing 2001 ISBN 1-56504-855-5 The tribal novel series includes several interwoven storylines in which the game's signature characters appear as protagonists. Each of the paperbacks , which have between 280 and 290 pages , is divided into two parts, each of which focuses on a member of the eponymous tribe. An exception is Black Spiral Dancers whose protagonist Arkady is a silver catcher with a dubious reputation.
The cover illustrator was Steve Prescott .
The numbering of the books corresponds to the planned reading order and largely corresponds to the chronological order of the events described in the books.
# 2 Silent Striders & Black Furies Carl Bowen
Gherbod Fleming
White Wolf Publishing 2001 ISBN 1-56504-883-0
# 3 Red Talons & Fianna Gherbod Fleming
Eric Griffen
White Wolf Publishing 2001 ISBN 1-56504-884-9
# 4 Bone Gnawers & Stargazers Justin Achilli
Bill Bridges
White Wolf Publishing 2001 ISBN 1-56504-886-5
# 5 Children of Gaia & Uktena Richard Lee Byers
Stefan Petrucha
White Wolf Publishing 2002 ISBN 1-58846-812-7
# 6 Silver Fangs & Glass Walkers Carl Bowen
Tim Dedopulos
White Wolf Publishing 2002 ISBN 1-58846-813-5
# 7 Black Spiral Dancers & Wendigo Eric Griffin
Bill Bridges
White Wolf Publishing 2002 ISBN 1-58846-822-4
Time of Judgment series
The final battle
The Last Battle
Bill Bridges Feather & Sword
White Wolf Publishing
2002 ISBN 3-937255-00-1
ISBN 1-58846-856-9
This novel describes the downfall of the game world and has varying degrees of focus on some of the characters from previous novels, specifically the Tribe Novel series.
For the games Vampire: The Masquerade and Mage: The Ascension , which are set in the same game world, separate novels were published under the Time of Judgment logo, which thematize the end of the game world, but have no ongoing plot.
This novel has been translated into German.
W20
Houses of the Moon Mike Lee Onyx Path Publishing 2013 no ISBN Announced as part of the W20 Kickstarter.

The covers of Breathe Deeply and The Silver Crown identify both books as rage novels.

Rules of the game

Only the books that have been translated into German are listed here. For a complete list of English books, see List of Werewolf: The Apocalypse books on Wikipedia.

German ( feather & sword ) English ( White Wolf )
Surname year ISBN Surname year ISBN
Werewolf: The Apocalypse (Second Edition) 1995 ISBN 3-931612-00-7 Werewolf: The Apocalypse (2nd Edition) 1994 ISBN 1-56504-112-7
Werewolf - The Apocalypse. Screen for narrators ISBN 3-931612-05-8 Werewolf Screen (2nd Edition) 1995 ISBN 1-56504-113-5
Tribal book: descendants of Fenris ISBN 3-931612-18-X Tribebook: Get of Fenris (1st Edition) 1997 ISBN 1-56504-326-X
Tribal book: Fianna ISBN 3-931612-08-2 Tribebook: Fianna (1st Edition) 1995 ISBN 1-56504-325-1
Project: EOS 1998 ISBN 3-931612-27-9 Project Twilight 1995 ISBN 1-56504-310-3
Bastet 1999 ISBN 3-931612-82-1 Bastet 1997 ISBN 1-56504-335-9
Werewolf: The Apocalypse (Third Edition) 2001 ISBN 3-935282-04-4 (regular edition)
ISBN 3-931612-66-X (limited edition)
Werewolf: The Apocalypse (revised Edition) 2000 ISBN 1-56504-365-0 (regular edition)
ISBN 1-56504-366-9 (limited edition)
Werewolf, compendium for the narrator 2001 ISBN 3-935282-36-2 Werewolf Storytellers Companion (Revised Edition) 2001 ISBN 1-56504-323-5
The book of the wyrm 2001 ISBN 3-935282-17-6 Book of the Wyrm 2nd Edition 1998 ISBN 1-56504-356-1
World in anger 2002 ISBN 3-935282-27-3 World of Rage 2000 ISBN 1-56504-362-6
Apocalypse 2004 ISBN 3-935282-99-0 Apocalypse 2004 ISBN 1-58846-323-0
  • Project: EOS also contained Feder & Schwert's own material .
  • The Book of the Wyrm also contained Feder & Schwert's own material and was adapted to the revised edition.
  • The 13 Tribebooks of the 1st Edition have been reissued in 4 volumes under the title Litany of the Tribes .

credentials

  1. Product page of the source book [1] . Inclusion in the catalog is given as June 1, 2004.
  2. DriveThru RPG Feather & Sword Products [2] (as of November 18, 2011).
  3. Presentation of the company
  4. Query for 2nd Edition Werewolf Books in the DriveThru RPG Catalog
  5. Search query for revised edition werewolf books in the DriveThru RPG Catalog [3]
  6. DriveThru RPG White Wolf "Now in Print" Products
  7. White Wolf Release Schedule 2011–2012 ( Memento from September 10, 2011 in the Internet Archive )
  8. What is the Onxy Path? Panel from GenCon on YouTube
  9. Werewolf Translation Guide at DriveThru [4] (as of April 17, 2012)
  10. a b Kickstarter Update Page for the W20 Project
  11. W20 at DriveThru [5] (as of April 17, 2012)
  12. ^ Werewolf: The Wild West - 1997 - WW3700 - ISBN 1-56504-340-5
  13. Werewolf: The Dark Ages - 1999 - WW3800 - ISBN 1-56504-357-X
  14. Dark Ages: Werewolf - 2003 - WW2005 - ISBN 1-58846-284-6
  15. Werewolf Storytellers Handbook - 1994 - WW3205 - ISBN 1-56504-131-3
  16. a b c Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 30.
  17. Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 30.
  18. Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 32.
  19. a b c Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 63.
  20. a b c Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 64.
  21. a b c d Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 65.
  22. a b Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 66.
  23. a b Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 67.
  24. a b World of Darkness: Outcasts - Ronin Section.
  25. Werewolf Storyteller Companion revised - p. 8.
  26. Tribebook: Silver Fangs revised - p. 86.
  27. a b c d Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 124
  28. Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 182
  29. Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 164 - Rite of Accomplishment
  30. a b Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 185
  31. Werewolf: Storyteller's Handbook - revised Edition - engl. Edition - p. 51ff
  32. Werewolf The Apocalypse - 20th Anniversary Edition - engl. Edition - page 251
  33. Werewolf: Storyteller's Handbook - revised Edition - engl. Edition - p. 54
  34. a b c d Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 37
  35. Player's Guide to the Garou - 1st Edition
  36. ^ Silver Crown - Novel
  37. Werewolf: The Dark Ages - engl. Edition - p. 15 (not to be confused with the later revision Dark Ages: Werewolf )
  38. Kinfolk: Unsung Heroes. ISBN 1-56504-308-1 .
  39. Werewolf: The Apocalypse - revised Edition - engl. Edition - p. 192
  40. ^ Werewolf: The Apocalypse - page 234 - ISBN 1-56504-365-0
  41. Subsidiaries - A Guide to Pentex - page 119ff - ISBN 1-56504-358-8
  42. Link to W20: Changing Breeds

Web links