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Werewolf: The Apocalypse Hardcover – December 1, 1995


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Product Details

  • Hardcover: 304 pages
  • Publisher: White Wolf Publishing; 2 edition (December 1, 1995)
  • Language: English
  • ISBN-10: 1565041127
  • ISBN-13: 978-1565041127
  • Product Dimensions: 11 x 8.1 x 1.1 inches
  • Shipping Weight: 2.5 pounds
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (28 customer reviews)
  • Amazon Best Sellers Rank: #47,716 in Books (See Top 100 in Books)

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Customer Reviews

4.6 out of 5 stars
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See all 28 customer reviews
I will probably purchase a few more for each of my players.
K. Martin
The rules are easy to understand, the artwork can really make you feel the mood of the game, and the book is organized in a very intelligent way.
fianna2@hotmail.com
White Wolf's greatest RPG, this book tells about the history and culture of werewolf society.
looney4@netpci.com

Most Helpful Customer Reviews

1 of 1 people found the following review helpful By Heather on December 30, 2013
Format: Hardcover Verified Purchase
This is square-one for those wishing to play Garou (werewolves) in the old World of Darkness game system that is now technically retired. This is NOT the rulebook for the new Werewolf: The Forsaken that was released a few years ago. This rulebook is for the system that came out roughly 20 years ago.
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1 of 1 people found the following review helpful By A Customer on June 29, 1997
Format: Hardcover
This game offers both combat and spiritual/mystical exploration as options. The focus here is on the Garou, the Werewolves. They see themselves as the last real defenders of Gaia, battling to avert or delay the Apocalypse. Gothic Horror with a dark and gritty feel to it, set in the World of Darkness setting. Players take the role of Garou, choosing Tribe and Breed (Homids, born from human mothers, Lupus, born from wolf parentage or Metis, the deformed offspring of two Garou) and Auspice (the phase of the moon one was born under). There are some very good sections of historical and cultural information...the Garou are not human, have never been human. The Changing Breed stands apart, hiding from the masses of humankind and fighting a very deadly and silent war that they are slowly losing as they near extinction as a people
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Format: Hardcover
Of all the Storyteller Games from WW, Werewolf is the one with the most "feeling" to it. From the very first page you can feel the sorrow of the wolf people, crying to their mother for the mistakes from the past. The book has everything you could want. In it, you can find everything you need to start a very interesting story, no matter where in the world you want it. The only thing sad about this book is that every tribe could have had a little more detail, that's why I give it a 9. The rules are easy to understand, the artwork can really make you feel the mood of the game, and the book is organized in a very intelligent way. What else can you be looking for. Like every other book from WW, the presentation alone is the book's value, and you won't find missing paragraphs like other products from the Storyteller line. All in all, this is no ordinary game; because you play the part of the ultimate killing machine, it doesn't mean you will always be fighting. The spiritual side of the game (sort of shamanic ethos, with spirits and animal totems) is what makes the role playing a unique experience. For the past year I've been very tied to this game, and I made a whole story based on the spiritual world here in Costa Rica. I've enjoyed the game a lot, it has opened doors I never knew existed. But the best part is that my people and I have had a really good time, trying to tell the tale of the War for Gaia, the tale of the Apocalypse. From all the Storyteller games, I can say that Werewolf is the best. There's only one thing left I can say about this game. "...and a question hangs in the haze... When will you play it?"
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Format: Hardcover
The dark force known as the Wyrm stands poised to strike down all that is left good and decent upon Gaia, the Mother Earth. Now only the Garou, shapeshifting werewolves with mystical powers and deadly strength, can stand against their assault and prevent the Apocolypse. From the company that brought you Vampire: The Masquerade comes Werewolf: The Apocolypse, a storytelling RPG of the end times and the battle of survival. Play as a Garou from one of thirteen tribes who must battle against twisted, corrupted minions of the darkest force in existence, the Wyrm. Like Vampire, this game is based in the same World of Darkness that is a mirror of our own world. Unlike Vampire, Werewolf is a game of the brutal reality that the world is coming to an end. And with so few protectors left, will the Wyrm succeed in destroying everything?
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Format: Hardcover
Hey the other people that wrote before me did a good job of telling you why this book is a must for any roleplayer. And if you have done Vampire: the Masquerade and liked it then get ready to have your socks knocked off as this book is just as good (if not better :) and totally different for a serious change in flavor. I have played it since second edition came out over two years ago and will keep on going untill i run out of stories. And if you don't know what roleplaying is then this book is but a small envestment for hundreds+ of hours of fun and a way to channel your creativity. Finally if you just wanted something fresh on Werewolves but not a roleplaying book, don't turn this away, because it is 90% story, setting and background and 10% simple rules. Plain and simple this is a sharp book.
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Format: Hardcover
A role-playing game in the traditional White Wolf style, "Werewolf: The Apocalypse" takes the World of Darkness to a whole new level. You are the warriors of Gaia, the earth, who is threatened by the corruptive nature of the Wyrm. Werewolves, or the Garou, are her last line of defense against this malevolent force, yet they are far from perfect. The 13 tribes constantly vie for territory and control of the other tribes, rather than creating the united front needed to defeat the Wyrm. As they bicker over petty ideological differences, the Wyrm grows more powerful both without and within. It is a losing battle, but there may still be hope. The Apocalypse is approaching -- when will you Rage?
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Format: Hardcover
This has to be the most incredible book ever written... at least as far as rp books go. I spent some time playing Vampire and Changeling, but neither of those sucked me in and intrigued me like Werewolf does. There are those who bitch and moan about the werewolves being too powerful, and how they are not true to folklore and myth... as for the former: The Garou are MEANT to be the as-kickers of the world of darkness! It's that simple! THAT'S why any leech worth his corpse keeps his ass inside the city! Besides, who cares about historic accuracy? This is, quite frankly, much more interesting.
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