Werewolf the apocalypse 20th edition free download pdf
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.
Because of printing requirements there is a small white border around the edge of the pages. This usually means the colors are less vivid, but it also means the price drops a bit per page in the production process.
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Password forgotten? Click here. Advanced Search. Werewolf: The Apocalypse 20th Anniversary Edition. From Onyx Path Publishing. Selected Option:. Hardcover, Premium Color Book. Hardcover, Standard Color Book. Average Rating ratings. All thirteen original tribes, tribe variants and Lost Tribes, with their signature Gifts and Rites updated from the Werewolf: The Apocalypse Revised tabletop rules.
Rules for character creation and advancement. Gifts from level one through six, including expanded lists. Updated setting to the modern nights. About the Now in Print editions: 1. Bundles containing this product:. W20 Umbra: The Velvet Shadow. W20 Skinner SAS. 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? All printed card orders are shipped from the US.
Thank you for your business and please let us know if we can be of any further assistance. Nathaniel C. This is a massive book, do not be fooled. You will be reading this for days and I love it. There is so much lore and hirtory in this book to get your setting right.
The art inside really captures the feel of the world of darkness and tone for the entir [ Philip H. I've been a fan of everything related to the World of Darkness since I opened a second hand copy of Werewolf the Apocalypse second edition and I've never looked back since.
Werewolf the Apocalypse 20th anniversary edition is everything I could have as [ John M. I bought the premium edition of this book, which is admittedly pricey, but is definitely worth it. The production quality is great, and there is so much content for someone wanting to break into the game Werewolf: The Apocalypse for the first time, or [ Linn H.
Premium version is totally worth it, even though it's expensive, if you want the book instead of just a pdf. The standard version is pretty crappy, with thin pages and fragile binding, while the premium book is as you expect it to be. As for the conten [ Brian S. Excellent craftsmanship, great rebuild of a classic. I would recommend this game for everyone. I have been playing it since I got the print on demand book. Love it! See All Ratings and Reviews. Browse Categories. Rule System.
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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. They live with the poor and the destitute of every culture.
Their tribal totem is Rat. Children of Gaia: While they don't claim a tribal homeland "all people are children of Gaia" they historically held territory in the Middle East. They see themselves as ambassadors of peace and justice.
Unfortunately in some of their books they've become literal pacifist hippies. Their tribal totem is Unicorn. Fianna: The best bards, the best drinkers, and the best warriors at least in their mind.
Originally Celtic, they're now very Irish. Almost to the point of parody. Their tribal totem is Stag. Get of Fenris: Scandinavian and Germanic warriors par-excellence. Though most people ignore the "Scandinavian" and focus on the "Germanic", probably due to some of the tribe's association with the Nazi Party during World War II.
They're unapologetic ally bloodthirsty and savage but they do their best to direct it to targets deserving of it. Their tribal totem is Fenris itself. Glass Walkers: The other 'city tribe' along with the Bone Gnawers, Glass Walkers are adaptable and one of the only tribes to embrace technology rather than see it as a bad thing.
They were historically centered in Italy and have had ties with the Mafia. Their tribal totem is Cockroach. They are strongly in favor of reinstating the ancient hunts against mankind, culling them back into a subservient position. Their totem is Griffin. They want to see themselves seated atop the throne of the Garou Nation but anyone who rises high enough almost invariably gets brought back down by the others.
Their tribal totem is Grandfather Thunder. Silent Striders: They were exiled from their ancient homeland of Egypt by the Vampires, now they roam the world. They run from place to place serving as messengers and scouts for the Garou. Silver Fangs: The leaders of the Garou nation, revered by all so they claim. They're a Russian tribe with a long history of pure breeding, nobility, and courage.
Unfortunately this has lead to some narrow family trees and histories of insanity. Their tribal totem is Falcon. Their tribal totem is Chimera. Their tribal totem is Uktena.
The Litany While the laws of the Garou may vary from tribe to tribe, the Litany is a constant. Passed down from ancient times by word of mouth, it is more an epic poem than a legal code. Each of the thirteen precepts has a practical basis, but not all of them are as universally upheld. Some Garou, particularly amongst the more liberal tribes and younger members, learn how to bend the rules without breaking them when it suits them.
This law forbids the creation of Metis because of their inherent deformities and insanity. As more Metis are born and allowed to participate in society, people see it as less of a problem. The Reality-Some jaded elders are more concerned with making sure that their time on this earth is comfortable and their political power is absolute. Few want to actually admit that the Apocalypse is happening as it would force them to abandon their dreams.
There are also concerns over what constitutes a victory, killing a human being influenced by a Wyrm Spirit kills the human but leaves the spirit alive. The Reality- In the modern world, howling and urinating on trees is impractical. Particularly in urban caerns. Emails, telephone calls, and GPS tracking have supplanted the ancient howls. Accept an Honorable Surrender Garou society typically settles its grievances with bloodshed.
With a long dueling tradition, stressing trial by ordeal and single combat. Many Garou have lost their lives to overzealous practices, and while they died honorably, their losses were felt keenly.
Any werewolf being attacked by another Garou can show throat to end the fight peacefully. They lose no honor in doing so, and the attacker is praised for their mercy and restraint. Theoretically they are all honor bound to accept surrender. There are also some Garou who go around openly antagonizing people and then showing throat to try and bait them into losing honor.
Submission to Those of Higher Station Garou society maintains a strict Hierarchy, as much as a worldwide society of human-wolf-brains can manage. A werewolf must always honor reasonable requests from higher-ranking Garou.
And ask requests of younger Garou that range from stupid to suicidal. Silent Striders and Children of Gaia respect personal choice, and prefer to earn respect rather than demanding it.
Get of Fenris only respect those that can best them in combat. Shadow Lords and Silver fangs, however, enforce this Tenet to the letter. In theory, the most renowned Garou has the right to the most powerful toys. Silver Fangs and Shadow Lords demand what they see as their due, other tribes accept grudgingly.
The Reality-The Alpha that takes everything for himself weakens the pack as a whole, or so the modern thinking goes. Trickle down theory only works when things actually get distributed downwards rather than hoarded by Elders who see it as their right.
Ye Shall Not Eat the Flesh of Humans In ancient times, shortly after the Concord, a group of Garou found that humans tasted really good, and gorged themselves often. Growing fat off of humanity they were unable to hunt the Wyrm Spirits that they should have been killing. So this law was implemented as a bit of practicality. Nowadays though, humans eat so many preservatives, drugs, and other Wyrm tainted filth that eating them is genuinely a bad idea. Humans have guns, lots of guns, and Werewolves are not invincible.
If they return to the days when they were the monsters in the shadows, humans will hunt them like the beasts they are. And the Delirium is not a magic shield, the stories that humans concoct to cover up their experiences can often be as damaging as a rampaging Wyrm Beast. In ancient times an infirm, aged, or mortally wounded Garou would be torn to pieces by his septmates. These days the merciful practice is to let such an Elder choose how to end their own life. In legends they would set out on a journey and never return.
The Reality-The Children of Gaia despise this law and care for their elderly until their natural death. If no immediate threat is nearby, any Garou of sufficient rank may challenge the pack leader for his position.
In a pack this might be a quick duel, battle of wits, or intimidation display. In a sept this can turn into high ritual. The Reality-Many tyrannical leaders rule by simply being too tough to defeat, requiring an entire pack to systematically wear them down. Others bend the rules so that the duels are always in a venue that favors them.
The Leader May Not Be Challenged During Wartime Ask any military leader what would happen if you decided to just shuffle the chain of command mid combat and see what would happen. Those who disobey usually have a chance to defend themselves at a tribunal, particularly if their actions saved a pack or a sept, or the Alpha was startlingly incompetent.
But any valor that would be won from the act is cancelled out by the insubordination. Whenever one is corrupted or destroyed, part of the Earth dies, along with it a part of the Garou. The Reality-The Garou have a special rite that slowly transforms a targets bones to silver, causing them to burn through their own flesh and die a slow, agonizing death.
They use it on people who violate this Tenet. Justice To keep the law, you need to be willing to enforce it. And the Garou code of punishment ranges from simple reprimands for minor crimes and mistakes to elaborate trials or ordeals for complicated transgressions. Loss of Renown is a common punishment, but when the Litany is violated, the consequences can become severe.
Each sept and tribe have their own customs. Get of Fenris and Red Talons prefer trial by combat. Shadow Lords prefer cunning, elaborate arguments, ensnaring with words and intimidating into silence those that try to circumvent the process.
Bone Gnawers hold a traditional trial by a jury of peers. Uktena summon spirits to discern the truth. Glass Walkers employ modern criminology. When two or more tribes are involves, the ones of highest rank or the elders of the offended tribe get to choose, either option can raise hackles. Once a sentence has passed, a sept enacts a formal rite to punish the offender. If a criminal escapes, the Garou may offer a bounty for his capture, or skin.
The worst punishment is formal ostracism, exile. Garou believe that their great heroes are reborn, some even have visions of their past lives to prove it. Those that are outcast are Ronin, shut out forever from this cycle, and from their brothers and sisters. Unless they perform a great deed to prove their valor, they will live out their lives and die mistrusted and alone. Some fatalistic Ronin believe there is no hope and form packs of Ronin, rejecting the Litany entirely.
Hierarchy In small gatherings, a leader can prove their dominance by brute force if it is necessary. In larger groups, an Alpha that is forced to defend themselves against every challenger will soon be too weak to govern properly.
Infighting wounds and weakens a sept, but this system channels those energies in a positive direction. While it might seem abusive and unequal to modern Garou, putting those who display honor and wisdom in positions of power tends to encourage those traits in those beneath them.
Based on their renown, each werewolf also holds a certain Rank in Garou society, and they are often addressed by their proper title. Cub - the bottom of the pecking order, treated as little more than children.
Eager to learn and prone to confusing questions. After completing their Rite of Passage, a cub becomes Cliath , and they are enlisted to perform tasks for their sept and sometimes the nation as a whole.
Eventually they progress to Fostern. They have enough rank to act as emmisaries between septs, and sometimes packs of Fostern undergo periods of fosterage in other Caerns to learn different ways of doing things.
Packs of Adren usually limit their travel to a few septs as political rivalries emerge. Athro are typically swept up in the most perilous tasks the Garou nation can offer. High enough in rank to be valuable, but not high enough to be too valuable to lose.
When two Garou of differing rank interact things usually go smoothly, the Litany dictates how they should act. If heroes of equal status disagree they can quickly come to blows, which is why the complex system of challenge and tests of dominance has been developed to keep them from killing each other.
There are three main forms of testing dominance, Facedown, Gamecraft, and Duel. Facedown is basically a staring contest. The challenger growls and locks eyes with the opponent, first one to back down loses. Gamecraft is a test of skill, cunning, or wits. It might be a riddle contest, a game of chess, a test of knowledge, or some similar mental exercise. The Duel is straightforward single combat, rarely to the death unless frenzy takes over.
Leadership can pass from one Werewolf to the next depending on immediate need, if a battle in the physical world gives way to negotiations with wronged spirits, an Ahroun may find themselves supplanted by a Theurge after a quick riddle contest.
Social Divisions The Pack Packs range in size from two to ten werewolves. Preferably each of the five auspices have at least one representative but necessity may require otherwise. Frequently packs are just thrown together out of whatever young packless Garou are at hand and thrown at a task, those that come back might get put into other Packs or have surviving members reinforced.
They may perform other tasks in the meantime but their cohesion comes from a unity of purpose. Packs often quickly realize where their strengths lie, and focus in that area. Some are better at monkeywrenching than others. Others are spirit world explorers.
Elders quickly realize where a packs strengths lie and direct them down those paths Totems Each pack also dedicates themselves to a particular totem once they are formed. Most of these are animal spirits, such as Raven or Bear. Others are elemental spirits like Grandfather Thunder or mythic spirits like Pegasus or Chimera.
They may also follow an animistic incarnation of an ideal like the Muses or the Almighty Dolla. Totem spirits guide their pack and guard them, even lending a bit of their spiritual power.
When the pack disbands, they release their pack spirit in a ceremony and with it their bond. The Sept Septs are the societies that form around Caerns, usually for the purpose of defending them. The oldest septs are dominated by one or two tribes and are not found far from their homelands. Modern septs are increasingly multi-tribal, hoping that the strength of diversity will compensate for dwindling numbers.
The primary task of a sept is guarding the caern. Using the power of Luna, Moon Bridges can be formed between the largest caerns, allowing for instantaneous transport from one sept to another.
Because of this, septs are often gathering places for travelers. The elders of a sept may welcome a wandering pack, allowing them a place to rest and perhaps granting some resources for their errand. In return they ask for Chiminage, usually in the form of a story of their journey, but sometimes as esoteric as bringing back something valuable from the nearby spirit world, or performing a task for the septs benefit. Older Garou usually settle down in one sept that they favor, assuming a political position there.
The highest ranking Theurge becomes the Master of the Rite. They perform the day to day rituals that maintain the sept, and care for the spiritual center of the Caern where werewolves meditate. The Caern Warder protects the area surrounding the Caern, known as the Bawn, and keeps an eye out for trouble.
Some larger septs may have a Den Father or Mother that cares for all the cubs. The Tribe The most overarching social unit is the Tribe. Each one has a very different hierarchy, from the nobility of the Silver Fangs to the meritocracy of the Glass Walkers.
Young werewolves serve their pack first and their sept second, but when matters of tribal importance arise elders sometimes tap Cliath to serve, bringing their packs along for the ride.
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