Werewolf Game Bundle
"Werewolf: The Apocalypse, originally published by White Wolf Game Studio in 1992, was the second of Mark Rein-Hagen's landmark World of Darkness games using the Storyteller system. In Werewolf you become a lupine shapeshifter, a Garou. In the Gothic-Punk World of Darkness, the Garou are eco-warriors for Gaia (the Earth) fighting a two-front war against both urban civilization and supernatural corruption.
The Garou are Gaia's immune system. Hidden from the public eye, the Garou hunt and kill humans and supernatural creatures that are either bringing the Apocalypse or unwittingly contributing to it: vampires, evil spirits, fallen Garou, possessed humans, and the sinister megacorporation Pentex. Meanwhile, younger werewolves struggle with their identity and the rigid traditions of Garou society.
Ferocious in combat, attuned to the spirit world, werewolves are doomed heroes screaming defiance against impossibly powerful foes. The world is falling apart, poisoned by powerful corporations and spiritual evils alike, but each werewolf is determined to sell her life dearly. They cannot win, but they will never give up.
When we offer a game that has seen multiple editions, we prefer the best-regarded version. Our two past offers of White Wolf's World of Darkness games -- Vampire: The Masquerade (February 2015) and Mage: The Ascension (December 2015) -- presented the Second Editions of both games. These two Werewolf offers focus on its third edition, Revised, published in 2000.
We always knew we'd need two offers to adequately present Werewolf. White Wolf published a hundred books in the Apocalypse line, not counting novels, anthologies, comics, and the Rage trading card game. Our original plan was to compose one offer with the rulebook and major supplements, and a second with the 13 Tribebooks. But the Tribebooks fit awkwardly in the Bundle's divided format of core and bonus collections -- which Tribebooks would be "core"? Anyway, in the event, we filled both offers with just the supplements we desperately wanted to include, the highlights of Apocalypse. It was a terrific line! Ask experienced Werewolf players to list the books you need to play; they'll say "You only really need the core rulebook, but you might also want --" and then they'll name these two dozen books.
The offer on this page, straightforwardly titled Werewolf: The Apocalypse, is the ideal starting point for players new to the game. It includes the complete Revised rulebook and the essential supplements. Then, to fill out your collection, look into the companion Werewolf: The Apocalypse +2 offer, which presents the rest of the top-quality books from the voluminous Apocalypse support line.
We provide each ebook complete in .PDF (Portable Document Format). Like all Bundle of Holding titles, these books have NO DRM (Digital Restrictions Management), and our customers are entitled to move them freely among all their ereaders.
Ten percent of each purchase (after gateway fees) goes to this offer's designated charity, The Bodhana Group.
The total retail value of the titles in this offer at launch is US$99. Customers who pay just $11.95 get all three titles in this offer's Player's Collection (retail value $50) as DRM-free .PDF ebooks:
- Werewolf: The Apocalypse (Revised) (retail price $17): The complete 307-page rulebook in its acclaimed Revised Edition (2000). Includes the free introductory kit.
- Werewolf Players Guide (Revised) (retail $15): The 219-page sourcebook of the Garou, their 13 Tribes, and the other werecreatures of the world.
- Players Guide to Garou (retail $18): Much more about the Garou Nation, their septs and cairns, spirit lore, and new character options.
- Storytellers Handbook (Revised) (retail $16): Expanded systems for and information on Garou life that make it easier to run a Chronicle.
- Storytellers Companion (retail $9): Tons of extra information to enhance your game.
- A World of Rage (retail $12): A rundown of the Apocalypse War on all seven continents.
- Umbra (Revised) (retail $9): The spirit world, from the Realms to the Dark Umbra, and the hierarchy of its resident spirits.
Werewolf: The Apocalypse +2, presents some of the less essential but still useful books from the game's support line.
The total retail value of the titles in this offer at launch is US$108. Customers who pay just $9.95 get all four titles in our Player's Collection (retail value $54) as DRM-free .PDF ebooks:
- Players Guide to the Changing Breeds (Revised) (retail price $18): The world's many other werecreatures, from the mysterious Bastet to the insane Ratkin and many more -- tiger and dragon, raven and fox.
- Possessed: A Player's Guide (retail $12): About mortals inhabited by the spirits of the Triat and Gaia -- fomori, Drones, gorgons, and Kami.
- Book of Auspices (retail $12): The five roles assigned to the Garou according to the blessings of the Moon.
- Hammer and Klaive (retail $12): The guide to fetishes, magical weapons and tools empowered by spirits to do the impossible.
- Book of the Wyrm Second Edition (retail $11), Book of the Weaver (retail $9), and Book of the Wyld (retail $11): All the sourcebooks of the Triat, the threefold forces that shape the cosmos.
- Book of the City (retail $12): For creatures of the wild, werewolves venture into town a lot. This sourcebook tells how they handle it.
- Subsidiaries: A Guide to Pentex (retail $11): All the dirty doings of the evil megacorporation that serves the Wyrm.
I'll be honest, I'm not especially interested in these offers, but that's because I already own most of these books in dead tree format and haven't actually played in many years. I think it's a good deal, and if I wanted to take a look at the system and setting the first offer would be a very good way to start; a more experienced GM might be more interested in the second offer to fill in some gaps.
As usual I need to point out that I get this stuff free if I want it, which may bias my perception of its worth. YMMV.