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Werewolf: The Apocalypse – Earthblood is a third-person, single-player action role-playing game in which the player takes the role of an eco-terrorist werewolf. [1] [2] [3] The player explores various areas in the American Northwest, in the form of large hub worlds.
The Werewolf Players Guide is a 1993 role-playing game supplement published by White Wolf Publishing for Werewolf: The Apocalypse. ... Reviews. SF Site [3]
Werewolf: The Apocalypse is among the White Wolf properties licensed to be developed by Onyx Path Publishing. [8] In 2017-01-19, Paradox Interactive AB announced the a video game adaptation of the franchise with Focus Home Interactive, [9] under the title Werewolf: The Apocalypse – The Official Video Game. [10] [11] The release title would ...
Caerns: Places of Power is a 160-page softcover book designed by Emrey Barnes, Steven C. Brown, Phil Brucato, Alan Bryden, Sam Chupp, John Gavigan, Harry Heckel, Christopher Howard, Sam Inabinet, Izumi Hideo, David Key, Kenneth Meyer, James A. Moore, George Neal, Roderick Robertson, Ryk Strong, and Teeuwynn Woodruff.
Werewolf Translation Guide-April 10, 2012: Exclusive at DriveThruRPG: Werewolf: The Apocalypse (20th Anniversary Edition)-March 6, 2013: Core Rulebook (abbreviated W20) Since the Kickstarter ended exclusive at DriveThruRPG: W20 Skinner-November 21, 2013: Adventure/Module - Exclusive at DriveThruRPG: W20 Changing Breeds-November 21, 2013
Freak Legion is a 112-page book that was created for White Wolf's "Black Dog Game Factory" label, which produced content labelled for mature audiences due to explicit descriptions of death, disfiguring illness, and violence.
"Werewolves" is your basic everyday lean-and-mean dystopian werewolf-as-zombie action thriller, with elements lifted from the pandemic and the "Purge" films. It’s not a good movie, but it’s a ...
Axis Mundi: The Book of Spirits is an expansion to the rules of the role-playing game Werewolf: The Apocalypse.Topics covered include Axis Mundi (the World Tree), where werewolves must gather for their rituals; and the many spirits that werewolves are likely to encounter — elementals, enigmatics, epiphlings, naturae, and tribal totems.
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