

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. Werewolf the Apocalypse roared into hobby games in 1992, 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. Mystery-cult that teaches dangerous secrets that empower their whole pack on the hunt. Packs form protectorates & fragile alliances, cemented in rituals of honor or arranged marriage. Supernatural world, so accepts a mystic into their ranks. A pack cannot hunt without knowledge of the broader Tragedy drives werewolves apart, leaving the Wolf-Blooded to hold the pack together and herd the surviving Uratha in service to the Siskur-Dah. A pack is not a pack without a totem, a warden in the world of Spirit that watches over the entire pack.Ī pack is family and gang and club and cult, but some werewolves go further. Your pack needs grounding in the world, humans who provide their contacts, expertise, and support. Your hunting grounds and families need the watching eyes of those with the blood of the Wolf of the spirit of the Moon. Your hunts need the talents and instincts of other werewolves to slaughter the most dangerous prey. The wolf must hunt, but it cannot hunt alone.
