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Werewolf Tribe Novel 4: Bone Gnawers & Star Gazers: WW11153: ISBN 1-56504-886-5: Werewolf Tribe Novel 5: Children of Gaia & Uktena: WW11154: ISBN 1-58846-812-7: Werewolf Tribe Novel 6: Silver Fangs & Glass Walkers: WW11155: ISBN 1-58846-813-5: Werewolf Tribe Novel 7: Black Spiral Dancers & Wendigo: WW11156: ISBN 1-58846-822-4: The Last Battle ...
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 become Werewolf: The Apocalypse – Earthblood around June 2019. [12] A fifth edition of the game was released in ...
World of Darkness is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing.It began as an annual line of five games in 1991–1995, with Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The Ascension, Wraith: The Oblivion, and Changeling: The Dreaming, along with off-shoots based on these.
Download as PDF; Printable version; In other projects ... Articles on elements of the Werewolf: The Apocalypse role-playing game. Pages in category "Werewolf: The ...
GURPS Werewolf: The Apocalypse is a supplement that converts the World of Darkness setting to GURPS rules. [1] There are seven chapters: Through a Glass Darkly: The World of Darkness, and an overview of lycanthropic society and its enemies. Characters: How to generate a werewolf player character; Permutations: New GURPS rules specific to ...
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.
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.
In the June 1996 edition of Arcane (Issue 7), Mark Barter was ambivalent about the book, saying it was "Recommended for hardcore Werewolf campaigns only." [1]In the November 1996 edition of Dragon (Issue #235), Rick Swan thought this book "goes out of its way to flaunt its eccentricity...