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The lunar phase under which the Garou is born determines their Auspice (class) and their spiritual power: The Trickster Ragabash (New Moon), the spiritualist and crafty Theurge (Crescent), the well-balanced Philodox (Half), The Bard Galliard (Gibbous), and Blood Knight Ahroun (Full). Garou are born into one of three breeds: Homid (werewolf & human parents), Lupus (werewolf & wolf parents), or a Metis (a forbidden union of two werewolf parents, which is sterile has an inherent flaw of either a physical, psychological, or spiritual nature) non-Garou children of at least one Garou parent are mundane Kinfolk (who themselves have a rare chance of having Garou children).
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But no matter how dim your chances of victory you must fight on, and therein lies the game. Only the heroes of mythic proportions can have any hope of limiting it to merely The End of the World as We Know It instead of annihilation of all existence. And the titular Apocalypse is inevitable. You can't stop fighting with your allies. As Garou (as the werewolves call themselves), you have the power to fight against an enemy that the mundane humans cannot even perceive. The Earth itself is threatened on two fronts: choked by human evil and callous indifference and crumbling under the unseen but relentless assault of an insane embodiment of destruction and corruption from the Spirit World named the Wyrm, a primordial force of entropy driven insane by the machinations of the Weaver's stagnating order and the indifference of the Wyld's creative chaos. The big thematic difference between the two games is that while in Vampire the main source of angst and tragedy is your character's personal condition, in Werewolf it is the condition of the world. Even so, they are still very often monsters in their own right. In the morally-gray area that was the World of Darkness, Werewolf's protagonist faction (the Garou Nation) was one of the more outright heroic-after all, fighting to save the world from the corrupted personification of entropy is difficult to put a negative spin on. First published in 1992, it was initially supposed to exist in the same universe as its predecessor, Vampire: The Masquerade, but their vastly incompatible cosmologies, histories and themes were among major factors that forced authors to make crossovers between the Old World of Darkness games entirely optional. Camazotz werebats, and Grondr wereboars.The second tabletop roleplaying game in the classic World of Darkness line and the second or third most popular. – New information on three Lost Breeds: the Apis wereaurochs, Camazotz werebats, and Grondr wereboars. – Character creation information for each Breed, including brand new Gifts, rites, fetishes, and more.
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– Updated details on eleven Changing Breeds present in modern times: Ajaba, Ananasi, Bastet, Corax, Gurahl, Kitsune, Mokolé, Nagah, Nuwisha, Ratkin, and Rokea. Eleven extant Changing Breeds are described in detail, along with three long-extinct Lost Breeds. This book brings the Changing Breeds right up to date, giving both players and Storytellers all of the tools needed to integrate shapeshifters other than werewolves into the World of Darkness. The Changing Breeds have their own crucial parts to play in these End these End Times, and must work together or Gaia will surely fall. Bloody-handed serpents kill swiftly, and then vanish into shadow and myth. Shapeshifting spiders spin webs as deftly as they manipulate those around them. Other shapeshifters hunt in places where wolves do not tread, from sun-lost seas to the darkest jungles, or seek out hidden truths, using the secrets they uncover in the battle against the Wyrm. The Garou are not the only changing creatures to stalk the world. Changing Breeds for Werewolf 20th Anniversary Edition is here!Įverything you need to play any of the other werecreatures of the World of Darkness, including the Lost Breeds.