T. A sovºrcebook for Werewolf. TAe Ap ocalypse. Page 2. Page 3. Page 4. Page 5 . Page 6. Page 7. Page 8. Page 9. Page Page Page Page Mind's Eye Theatre and The. Apocalypse are trademarks of White Wolf, Inc. All characters, names, places and text herein are copy- righted by White Wolf, Inc. WTA: Werewolf: The Apocalypse Rulebook, WTA: Werewolf Storyteller's Screen, WTA: Rite of Passage, WTA: See also: Dark Ages: Werewolf books and Werewolf: The Wild West books WTA: Werewolf Players Guide · Bullet-pdf .
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APOCALESE. TM. TIME OF JUDGMENTA. The End Times sourcebook for Werewolf: The Apocalypse. Page 2. Page 3. Page 4. ŁHANK YOU. ŁO ŁHE. Werewolf the Apocalypse Revised Edition - Ebook download as PDF File .pdf), Text File .txt) or read book online. Werewolf: The Apocalypse (Revised Edition) - The Signs are upon us. The Earth PDF. $ Softcover B&W Book. $ Hardcover B&W Book. $
Werewolf the Apocalypse roared into hobby games in , inspiring a generation of fans to stand up and howl their defiance at a corrupted world in a battle they knew they were doomed to lose. WtA presented the Garou : creatures at once both man and wolf, and filled with a Rage against the evils that would destroy and corrupt both the natural and spirit worlds. 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. But what stories would be told and what songs sang of their exploits! This epic tragic story, combined with the unwavering dedication of an unparalleled fan base, is the reason this book is being published. Werewolf: The Apocalypse — 20th Anniversary Edition brings the entire World of Darkness experience full circle and will serve as the perfect anniversary milestone to celebrate two decades of gaming the epic sagas of the Garou. What's in it?
Tablet is a good option for this but searching through pages on a tablet is problematic and the book isn't formatted for that size screen. As for the printed version, carrying around a standard sized book that is 2.
I would rather have two small format books instead. I love you guys for giving us more bang for our buck I truly do, but I would prefer that using your books at the game made my life easier rather than harder.
On top of this for anyone thinking about it, do not download the hardback. They do not use a cloth binding and the book literally fell apart after the second time opening the book. I have over 20 years See more in this industry and maybe it is because I assumed you knew the industry as well but I have to ask.
Why did you offer a non-clothed backed binding for a page book? A book this size absolutely needs a cloth backed binding to hold together paper will not do.
It is too heavy. No where in the description or FAQ did this give me any clue that this would not be a cloth backed book and I trusted that you would have looked at the product before offering it to people. Anyone looking at this book after it was produced can see that it will not hold up to any amount of normal use let alone use at a LARP.
I trusted By Night Studios to make sure that the product you put your name behind, was good. I will be more cautious with your products in the future.
Will it ever happen? I can't seem to find an answer anywhere. William W. I've tried on multiple devices and it's always the same. Anyone else having this trouble? It finally came through. Any word on getting the hardcopy discounted as if we'd bought the bundle? That's kind of a requirement now, as your other MET book Vampire is really great to read on my kindle with the exception of the first dozen or two dozen pages that are simply empty; but that's probably the converter's fault.
That would be really awesome, folks. Matthew S March 31, am UTC I'm sure it's something they're working on and will get to once people get their hardcopies for backing the kick starter some reportedly are still waiting.
I'm a spoiled brat in that case. Book of Spirits Geist of those of you who don't want to use Geist. A good book for those who fall victim to the realm of spirits as well as those who try to conquer it. Asylum Horror stories set in insane asylums are very common, so it's logical that the World of Darkness jumps that bandwagon. Also includes an in-depth look at an example asylum: Bishopgate.
Reliquary Everybody knows that magical items are the Good Shit, even if they're cursed. There's a ton of premade items here as well as easy rules to make your own. Changing Breeds You know how Forsaken removed all the bad things from Apocalypse?
Now imagine if you take all those bad things, slap them together, double, triple and quadruple down on them and have "Satyros" Phil Brucato write it. One of the worst core WoD books. Innocents An add-on for the core book, you're just a kid who has to deal with the realities of the world revealing themselves to you.
If you survive you'll most likely either be institutionalized, a Hunter, or a serial killer. Or more than one. Or a monster, that works too. The book you'll want if you want to play a Stranger Things game.
Dogs of War The stories of black ops military units dealing with the supernatural.
Perfect for those times you want to go all Delta Green, including how normal soldiers deal with the supernatural, how armies work as well as the more Inferno Rules for old-fashioned demons or angels almost completely different from the fallen angels of both God himself and the God Machine.
As it was one of the earlier supplements, it is horribly incompatible with the GMC rules update, being focused on one half of the old morality system. Contains rules for both demons themselves and the Possessed, those unfortunates possessed by a demon and now have to deal with the perverse being living inside their head.
Slasher Despite being a Hunter book in all but name, Slasher can still be used on its own to create a whole bunch of serial killers to use as antagonists in a core WoD game. Armory Reloaded How do you stop a grisly tentacled horror from tearing you apart?
Use a gun. And if that don't work? Use more gun. Contains rules for fighting styles, high-tech weapons, blessed and cursed weapons and alternate rules for combat. Infamous for allowing the creation of some of the most powerful mortals the World of Darkness has ever seen. Immortals A supplement that was released for immortal characters that follow different ideas of immortality. Except out of the 3 Immortals in the book, the first jumps off the karma meter so fast its unplayable, primarily because its Immortality is powered by bathing in a LOT of blood, preferably virgin but any human will do.
The second, the Body Thief, is almost playable but again the karma meter gets in the way of anything involving the whole body swapping thing, resulting in the character becoming unplayable again. It's the only one that could be considered playable, and the authors must have realized this because its much better worked then the others which seem to have been intended as pure NPCs initially and then left as they are now.
Book of the Dead Think the Book of Spirits mixed with Geist and the result is poured into a sourcebook. The Mirrors supplements and Translation Guides Modifications for the Storytelling System itself as well as hints on adapting it for different genres the former while the latter guides allowed mix-and-match rules from the three main game-lines of oWoD and nWoD.
It's notable that the Guides not only go through the crunch but also have chapters with suggestions of how you might fluffwise justify having one nWoD Mage order here or an cWoD tribe of Werewolves there for both New and Classic World of Darkness games.
So if you for example really miss Clan Tzimisce in Vampire: The Requiem or think Requiem did the Nosferatu better but you still wanna run Vampire: The Masquerade, have a look in the Vampire Translation Guide and you'll get separate chapters covering both the fluff and the crunch for porting them over from Masquerade into Requiem or vice versa. Expect lesbian stripper ninjas, katanas and trenchcoats, magical gays, a more traditional XP system and loot drops from everyone you kill.
It's a good laugh and might make for the ideal supplement if you're into that sort of game. Unfortunately White Wolf started to take itself way too seriously since and we'll never see a supplement like this one again.
Since the advent of Chronicles of Darkness only a few core books have been released specifically for that ruleset: Dark Eras A page behemoth of a tome detailing a variety of historical settings in which you can play Chronicles of Darkness. From the advent of the world where you play werewolves babysitting humanity so that it won't get eaten by the monsters of the wild, all the way up to to werewolves in the New York of the 70s.
Contains settings for every gameline out there, but they are rather fixed: so if you want to play a Hunter during the Great War or a Mage during the fall of Constantinople you're out of luck.
Hurt Locker A book on pain and violence, as well as a half-dozen templates to make normal mortals a bit more attuned to violence. It takes a rather mature take on violence and injury You can defuse a violent situation by getting punched in the face then telling your attacker that he just hurt a fellow human being and that he must feel terrible about it. The Contagion Chronicle[ edit ] Formerly referred to as The Crossover Chronicle, this series will add a new set of chronicle hooks, potential settings, and cross-template factions geared specifically around allowing parties composed of multiple types of supernatural beings to cooperate without killing each other.
Details on the metaplot are fuzzy right now, but the basic premise seems to revolve around the various supernatural being forced to form new alliances with each other in the hope of fighting against the mysterious force known only as the Contagion, which is threatening to destroy the fabric of reality itself.
Vampire: The Requiem 13 Clans with fleshed out, restricting histories become 5 clans with vague, open-ended histories and multiple Bloodlines sub-clans. The Camarilla becomes 5 Covenants with mutually exclusive goals.
Arguably the biggest difference is that you can't just make someone a Vampire by draining them and feeding them your blood, now you have to permanently spend a dot of Willpower to do it. An alternate setting in ancient Rome also exists, which contains a history of the Carmarilla and how it collapsed with the rest of the Roman Empire. Additionally, a new set of antagonists in the form of the Strix, which are demonic owl-like creatures bent on purging every last trace of Humanity from vampire society to the point where even a Humanity 0 vampire is too human for them and can possess corpses and vampires to lash out at mortals and undead alike.
Werewolf: The Forsaken A slightly more "balanced" version of Werewolf. You can't run around in 8-foot tall invincible war-form all the time, and you see humans as a flock of idiotic sheep that you have to protect from malicious spirits due to a vow sworn by your ancient ancestors as punishment for divine patricide.
The "adjustments" resulted, possibly intentionally, in the average werewolf no longer being a match for the average vampire, a criticism invariably met with statements regarding the relative level of coordination between werewolf packs and vampire coteries. It is written in novel format for ease of reading, played over Skype.
Mechanically simplified and involving more magic usage than M:tAsc , M:tA's biggest criticism is that it doesn't have as compelling a plot — specifically, the revised political landscape is the most frequent target of attack.