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In the game Werewolf: The Apocalypse, the Garou (werewolves)
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were made to defend the earth from the cosmic forces that threaten
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to tear it apart. The Garou fight against the Wyrm, the destroyer. It is
a struggle against nearly insurmountable odds, especially
considering the rivalry between many tribes. These rivalries make it
almost impossible for the werewolves to present a unified front
against a cosmic force that pervades reality.
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Game History
Werewolf: The Apocalypse Rulebook
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Cosmology
The three main spiritual forces in the World of Darkness are the
Wyrm, Weaver, and Wyld. The Wyld is raw unbridled creation. The
Weaver spins reality into patterns. The Wyrm is supposed to destroy
the excess order or the excess chaos. However, the Weaver went
insane and tried to spin all of reality into its web, including the Wyrm.
This drove the Wyrm mad so that it now seeks not to balance, but to
destroy everything. The Wyrm has many agents and many faces, all
bent on the utter destruction of Gaia, the Earth. The Garou are
fighting to keep the Apocalypse from coming, but they are dying out
and losing the war. Some tribes believe that the coming Apocalypse
will be the end of everything, and fight desperately for even the
smallest victory. Other tribes believe the side that wins at the final
battle will be able to reshape the world in its own ideal. Some Garou
blame the Wyrm for all evils and some blame the Weaver for spinning
the world into stasis. Thus the Garou can agree on nothing and will
not provide a unified front in the coming End Times.
The Garou
The Garou (werewolves) believe themselves to have been created by
Gaia as her defense against the Wyrm and Weaver. They are the
ultimate predators in the World of Darkness. They revere the Wyld but
are also steeped in millennia old traditions. They are fighting to
survive in the modern world, but cling to the old ways. Adding to
their troubles is the fact that only one in ten offspring of a Garou
turns out to be Garou themselves.
Worse still, their kin, the wolves, have been nearly hunted to
extinction, leaving them with very few wolf mates. Thus they have
had to make do with humans, thinning the primal instincts of the
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Garou so that a Homid Garou may never have seen a forest until after
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his First Change. There is one way to guarantee Garou offspring, and
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this is to mate with another Garou. However, due to an ancient curse
laid on the Garou, any offspring produced this way are deformed and
sterile, marking them as obviously different. Their birth can put the
life of their mother in jeopardy. Thus the Garou need to take their
chances with humans and wolves to continue the line.
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The Breeds
Homid: These are Garou who were raised in human society, and often
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never know their heritage until their First Change. They often have
trouble dealing with the wilderness and the spirit world. They are,
Metis: These are the deformed and sterile offspring of two Garou.
They are perhaps the best balanced of the breeds being equally likely
to understand the wilderness or human technology. Additionally,
their natural form is Crinos, the man-wolf form, granting them great
battle prowess. If accepted into the pack, they have the advantage of
being raised in Garou society and thus know its often quirky ins and
outs. Once they were the rarest of the breeds. It's a sign of how
desperate things have become that in some tribes, they are more
common than Lupus.
Lupus: These are born of wolves and have a deep primal connection
to Gaia. However, they are sadly out of place in the human world,
having little understanding of human society. Some never even learn
to speak a human language. Most hate technology and often blame
humans for all that is wrong in the world.
Auspices
Ragabash: Those born beneath the new moon are the tricksters and
fools of Garou society. They challenge the Garou's traditional ways in
order to help discard traditions that are outdated. Their tricks and
pranks teach wisdom and humility to those who would listen.
However, most Garou have little respect for the role of the Ragabash
and consider them little more than pranksters. In addition, they also
tend to be the assassins of the Garou, using Gifts to help them
remain undetected.
Theurge: Those born beneath the crescent moon are the mystics and
seers of the Garou. They have a natural affinity with the spirits and
can speak with them, either persuading them to join their cause or
forcing them to do their bidding like sorcerers. They are often
associated with healing as well.
Philodox: Those born under the half moon are the arbitrators and
judges of the Garou. They are charged with keeping the traditions of
the Garou. However, they also strive for balance and harmony amidst
the hot tempers of Garou. They are often jacks of all trades and can
speak with the spirits almost as well as a Theurge, yet fight just as
well as an Ahroun. The Philodox are the traditional leaders of the
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Galliard: Those born beneath the gibbous moon are filled with
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passion that bursts forth in glorious song and hot tempers. They are
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the warrior-bards of legend taking time out from their art to fight and
from their fighting to sing rousing tales or weave intricate stories.
They are often joyous and make good company.
Ahroun: Those born beneath the full moon are the natural warriors of
GAMES the Garou. No Garou is incompetent at fighting, but the Ahrouns
excel at it. They often lead the Garou during times of war or when
there are no Philodox in the pack.
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Tribes
Black Furies: Composed almost entirely of female Garou, the
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Furies are staunch defenders of the Wyld. They rage against
slights done them by male society. For all their battle prowess,
the Furies are a deeply mystical tribe and their rituals are
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mysterious and hauntingly beautiful. The only males among the
Furies are Metis.
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Bone Gnawers: The Gnawers are mangy dog-like Garou who live
in the poorest, burnt out parts of the cities. They live literally
paw to mouth. However, the Gnawers are supremely informed
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WIKI about anything and everything that goes on within their cities.
The other Garou consider them mange-ridden dogs however
and have no respect for their urban skills. They are known for
taking excellent care of their families, both human and Garou,
and in times past were considered to be the most loyal friend
one could have.
Children of Gaia: The Children believe that all Garou are really
Children of Gaia who have not realized this yet. They strive for
harmony between all the tribes and shun unnecessary
violence. The Garou see their peace-loving ways as utter
foolishness and consider the Children weak. However, when the
Children do strike in battle, they do so with the deep conviction
that they are truly Gaia's chosen and fight with the madness of
religious zealots.
Get of Fenris: The Get are harsh warriors who embody the
Norse ideals. They value battle prowess above all else, but also
put great stock in personal honor and cleverness. Most Get of
Fenris hail from the Norse homelands of Sweden, Norway,
Finland, Denmark, and Scandinavia but have seeped into more
Germanic countries like Austria and Germany over the centuries
via migration. Some Get have embraced the concept of white
supremacy and National Socialism in both past and present and
have since given the rest of the tribe a reputation that is riddled
with misconceptions and stereotypes.
Glass Walkers: The lords of the cities, the Walkers are always on
the cutting edge of technology. They are deeply involved in
human society and control much of the human business world
as well as the Mafia. They love the toys of the Weaver and are
often associated with computers and guns. Some are even
partially cybernetic. Many Garou hold the opinion that Walkers
serve the Weaver, which is considered just one step above
serving the Wyrm. However, this is not the case; Walkers do
maintain unusually good relations with Weaver spirits, but serve
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only Gaia and police themselves against Weaver corruption. The
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tribe has changed names many times, the most well known
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prior names being the Warders of Men (Dark Ages and
Renaissance) and the Iron Riders (Industrial Revolution and Wild
West).
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The Red Talons despise humans with a passion and have been
known to attack humans on sight, even going so far as to
devour their flesh. Their participation in the devouring of
Silver Fangs: The ancestral leaders of the Garou, the Fangs are
slowly rotting from within. By breeding with only the noblest of
humans and by breeding with their own family members, they
have bred weakness into their house. Many have mental
disorders of some sort and more than one Metis has come
about from a Silver Fang's incestuous habits. The rest of the
Garou consider the Fangs doddering kings who should be
overthrown. The Fangs will not let such a thing happen.
Younger Fangs have been trying to fix what's wrong with the
tribe and bring in fresh blood, though they haven't had much
success as of yet.
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Uktena: Originally Native American, the Uktena have taken in
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every minority that has come to the Americas. The Uktena
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delve into dark secrets, from vampires to ghosts to things that
go bump in the night. These dark mystics are often feared by
other Garou who think they walk too close to the Wyrm.
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dislike most of the other tribes. They particularly loathe the
Gnawers, Get, Walkers, Lords and Fangs.
Some Garou are not part of a tribe, either from expulsion or their own
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deliberate choice, thus becoming Ronin (WTA).
VIDEO Abilities
Garou have several special abilities. They heal damage incredibly
WIKIS fast, and can be killed by little but silver or the claws and fangs of
other supernaturals. They can change shapes at will and step into
the Umbra, the spirit world. They are granted Gifts by the spirits;
START A these are special magical abilities or spells. They are generally
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instantaneous effects. This can be anything from being untrackable
to conjuring a fireball to the ability to speak with animals. Each
Breed, Auspice, and Tribe has its own set of Gifts. Common to all
Garou are Rites, magic that requires specific things to be done to
invoke them and have oft-bizarre effects. A common Rite is that
which allows you to change form without shredding your clothing,
while a rare and potent rite allows a group of Garou to build a caern, a
gate between the physical and spirit world. Rites take time to learn
and to enact.
Rage
It is a gift of madness from Luna (the Moon) that allows the Garou to
do truly spectacular things. Too much Rage is extremely dangerous
and will result in frenzy, a maddened state where the Garou can lose
all control. There are two forms of Frenzy that commonly occur:
Berserk and Fox. In a Berserk frenzy, the Garou will attack everything
in sight regardless of allegiance, if their spiritual side, Gnosis, is weak.
In a Fox Frenzy, the Garou will flee in terror and will do anything to
get away. Truly horrible frenzies are known as going into the Thrall of
the Wyrm. The details surrounding as to what will happen when a
Garou enters the Thrall of the Wyrm frenzy is dictated by a Garou's
Breed. Thralled Homids will cannibalize fallen enemies (or
packmates), Metis will do perverse and twisted sexual things to
enemies and packmates (regardless of whether they are alive or
dead), and Lupus will attack and destroy anything and anyone who
can't defend themselves, particularly packmates. The Thrall of the
Wyrm is one of the most dangerous, destructive, and twisted forms
of frenzy known amongst the Garou, which may be the reason why
some Garou vent their Rage regularly, lest they endanger their allies.
Gnosis
Gnosis is similar to the Polynesian concept of mana, or the Eastern
concept of chi. While all creatures have some spiritual component,
Garou can consciously control and use it. Garou are quite literally
half-spirit already and Gnosis reflects how connected they are to
their other half. Gnosis can't be precisely measured, but if you think
of it like water, it makes comprehending the difference between a
Garou and a human easier. A human has a cupful to last a lifetime, a
Garou has access to an endlessly replenishing river.
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Gnosis can be used to bribe spirits, activate fetishes (magical
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artifacts) and Gifts, and to enter the Umbra. Creatures without
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The Umbra
Main article: Umbra
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The Umbra is the spirit world, a land filled with spirits, sometimes
friendly, but more often hostile in these dark days. It is divided into
several layers around the earth (frequently called The Realm, or the
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Gaia Realm), like an onion. Closest is the Penumbra, the reflection of
the real world. In the Penumbra, things are revealed as they are in
spirit. Technological items such a computers, or even buildings, are
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covered in the webbing of the Weaver, while objects of the Wyrm are
covered in a thin film of slime and foulness.
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