In The City That Never Sleeps New York - a state of extremes. From the lush upstate forests to the teeming streets of New York City, the Gauron wage their war against the despoilers of Gaia.
The Wyrm's coils slither under the Empire State, wreaking corruption upon the innocent and forgotten; the children A Nightmare Awakens From dark Adirondack caverns to the. $12.00 $9.99 The Fate of Nations The Garou and their Kin have always influenced the history of Russia, from the rise of the empire to the time of the tsars. Then the Revolution came, and vampires siezed the reins of power. The Purges began, and Garou were running for their lives.
The Apocalypse 20th Anniversary Edition. Scarred Lands, Werewolf: The Apocalypse Ian A. This is the new 20th Anniversary Edition of the classic White Wolf Publishing RPG Werewolf: The Apocalypse. It's the official full color PDF as found on various RPG. Werewolf: The Apocalypse 20th Anniversary Edition is now. The Apocalypse 20th Anniversary.
The Fall of Heroes Now the Iron Curtain has fallen, and a more sinister curtain is rising to engulf Russia. $15.00 $9.99 The Greatest Threat The Wyrm has made its move - Pentex Incorporated is behind the destruction of the Amazon Rain Forest. Bulldozers tear down ancient trees, leaving scorched wastelands behind. Factories vomit balefire into the rivers, poisoning Gaia's bloodstream. Banes screech through the jungle, maiming the spirits and Umbral glens. The hungry maw of the Wyrm opens wide to devour its feast. $15.00 $9.99.
The Path to Adulthood. The time has come to leave childish things behind and become adult Garou. But all pups must first pass a test: a rite of initiation into the harsh life of Gaia's defenders. Many fail this rite, and some do not survive.
Fraught With Danger The cubs begin their trial into adulthood. But something goes wrong. Forced into events dangerous to even grown warriors, the. $10.00 $6.00 The King of the Silver Fangs is dead— long live the King!
The tribe is torn by inner strife as two werewolves battle for ascension to the throne. Lord Albrecht has long been exiled from the court of his tribe, but he must return to claim the throne, lest his corrupt cousin gain the leadership of the Fangs—and deliver the tribe into the hands of the Wyrm. Albrecht must now embark. $5.99 $2.99. Man, Imperfect in his understanding of the Mother Born in Her grace, Jealous of Her power, Traps, rapes, enslaves Our sisters, our Mother.
We feel the pain, know the blood, Of childbirth, menstruation, humiliation, Ours is the power of life and death, Ours is the Rage of the Mother, Her will is your own. Let Man cower. Black Furies Tribebook includes: - The history and culture of Black Furies.
$10.00 $6.00 'To Lie Down with the Wolf and the Lamb, Such is the Will of Gaia' The most empathic of all the werewolves, the Children of Gaia believe that the Wyrm cannot be defeated with its own tactics of violence and destruction. Only by returning hate with understanding, by ever-forgiving one's enemy, will the Apocalypse be diverted. The third Tribebook looks at the Children of Gaia: their enduring history. $10.00 $6.00.
'To Lie Down with the Wolf and the Lamb, Such is the Will of Gaia' The most empathic of all the werewolves, the Children of Gaia believe that the Wyrm cannot be defeated with its own tactics of violence and destruction. Only by returning hate with understanding, by ever-forgiving one's enemy, will the Apocalypse be diverted. The third Tribebook looks at the Children of Gaia: their enduring history. $10.00 $6.00 The Fianna, Celtic werewolves, live life to the fullest, reveling in their passions and mocking their enemies in vicious satire-even the Wyrm gets embarrassed when they mock him. This complete book provides a history and culture of the Fianna, a 'Legends of the Garou' comic book, and five ready-to-play character templates.
$10.00 $6.00. The sixth tribebook looks at the Glass Walkers, their rich legends and society.
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This heavily illustrated book reveals the story of the city wolves, from the time of the first wheel to the present-day computer era. Includes an 8 page comic book and 5 character templates. $10.00 $6.00 $10.00 $6.00 In a world of growing darkness, the Shadow Lords believe they are the only true werewolves fit for survival. $10.00 $6.00 The history and culture of the Silent Striders A 'Legends of the Garou' comic book Five ready-to-play character templates. $10.00 $6.00 The majestic history and rich culture of the rulers of the Garou Gifts, fetishes, totems and more, all fit for the kings Five ready-to-play nobles, a 'Legends of the Garou' comic book, and more. $10.00 $6.00. Players and Storytellers alike can learn the secrets and ways of the purest of the Pure Ones.
Learn the special battle techniques of these fierce warriors, or listen to their tales of winter magic. This Tribebook closes out the series in fighting form! $10.00 $6.00 A Song of an Older Time Long ago, the world was One. Everything lived in harmony. All creatures revered the great mother, Gaia. Then the fabric of the world was rent.
Spirit was torn from matter by the claws of the Wyrm and the webs of the Weaver. From one world, two were born: the Earth and the Umbra.
A Memory Yet To Come The Garou still live between the two worlds. They have one. $15.00 $9.99. The Shatterred Mind.
The Garou cannot recover every cub. Those that suffer the First Change without the support of their tribe are lost. These lunatics run alone in a cruel world of madness - until the Valkenburg Foundation steps in. The characters are recruited to become the Questing Pack and hunt down the lost cubs, those who endanger themselves and the Veil with their madness. $12.00 $9.99 The Midnight Prowl Dark shapes lope across the moon-drenched fields, hard upon the scent of prey - wolves on the hunt. The wolves weed out the weak and the sick, keeping Gaia's children pure.
But the Wyrm plots against the predators, creating fear and scorn for Gaia's noble beast. What can long survive the hatred of humanity? The Forgotten Howl In the deep woods, a primordial. $10.00 $6.00 Tales of Legend Werewolf legends reach back to the Golden Age of Gaia. Garou still gather around the campfire today, even as tribe fights tribe and the Wyrm slowly devours the world. Now you can relive some of the greatest Werewolf legends with Werewolf Chronicles Volume 1, a compilation of the first Werewolf stories ever told.
Lived Again Werewolf Chronicles. $15.00 $9.99 The Wyrm is upon Us Werewolf legends reach back to the Golden Age of Gaia. Garou still gather around the campfire today, even as tribe fights tribe and the Wyrm slowly devours the world. Now you can relive some of the greatest Garou legends with Werewolf Chronicles Volume 2, a compilation of the first Werewolf stories ever told. This is a Good Day to Die Werewolf. $15.00 $9.99.
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Introduction The world trembles, and only a handful of determined warriors stand ready to defend her. The wolf howls, and you must answer the call. Man or monster? That is your burden, your curse—and your blessing. You are Garou, a monster made flesh, a creature of myth and legend born of ancient bloodlines that predate recorded history: werewolf. As a natural shapeshifter, you are caught between two worlds, a paradox of man and beast, and drawn into a struggle older and more vital than any other conflict the world has ever known.
When human, you are much like other people, no smarter, faster, or stronger; but when you change, you become monstrously, terrifyingly furious, capable of wreaking terrible violence on all those who oppose youand sometimes even on those who call you friend. And that is the question that plagues all your days and nights: When Will You Rage? Werewolf: The Apocalypse Werewolf: The Apocalypse (WTA) is a roleplaying game, in which everyone cooperates to tell stories in a shared world.
One player takes on the role of Storyteller, while the others create characters to portray in that world—vampires, living secretly within modern society. Players gather at games and act as their characters in a theatrical, play-like setting. The Storyteller describes the setting and controls the actions of any non-player characters. Werewolves are supernatural creatures, neither truly human nor wolf, and yet both. They are inhumanly powerful creatures and yet they are connected deeply to the spiritual world; they are strongly mystical in nature and philosophy, and yet possessed of a primal urge so deep and so terrible that they can sometimes rage out of control, becoming a danger to friend and foe alike.
And they are caught up in an epic conflict for the very survival of the world itself, against monstrously evil foesor so they claim. Mind's Eye Theatre: Werewolf: The Apocalypse “Howl, howl, howl, howl!
You are men of stones: Had I your tongues and eyes, I’d use them so That heaven’s vaults should crack!” — Shakespeare, King Lear (V.iii) Built from the ground up for the Live Action Roleplaying environment, Mind’s Eye Theatre: Werewolf The Apocalypse reinvents the classic game for the modern gamer. MET: WTA will bring Garou players new rules, new setting material, and new art unlike any LARP product previously released for the game line. This product will be compatible with Mind’s Eye Theatre: Vampire The Masquerade, allowing Storytellers to build robust chronicles like never before. For the first time ever, Storytellers can create crossover stories with ease, or include Werewolves and Vampires as antagonists in their chronicles without compromising the rich stories of these ancient enemies. This book will include a massive collection of tribes, gifts, rites, and more. This is a complete game, containing everything you need to enjoy Werewolf in one of its most thrilling formats. As with MET: VTM, it utilizes a streamlined character creation system that is quick, yet comprehensive.
It also includes a new cinematic yet mathematically-balanced rules system developed specifically to support the story and style of a live action environment for Werewolf: The Apocalypse.