Werewolf: The Apocalypse 5th Edition
Originally created by Justin Achilli, Basheer Ghouse, Christopher Gunning, Dylan Jennings, Sasanehsaeh Jennings, Khaldoun Khelil, Karim Muammar, Juhana Pettersson, Pam Punzalan, Bianca Savazzi
Gaia is dying. The ices melt, while the seas swell. The heat rises, while the forests wither. Extinction threatens millions, in favor of the few. The Garou — warlike shapeshifters torn between Rage and spirit, between Wolf and Man, and champions of the earth-mother — have failed. The Apocalypse is here. Yet, a new generation of Garou now call upon their Rage to confront the forces of destruction, avarice, and greed ravaging the earth-mother. With tooth and claw the Garou will wrest her from the brink of death — or follow her enemies to the grave. Will you answer their howl? What legends will the Garou sing of you? When will you Rage? In Werewolf: The Apocalypse, you play as the Garou, a creature of flesh and spirit, blessed and cursed with primal rage. Born to fight and die in a desperate war to protect Gaia — the very living earth — you engage in an unequal battle against the greed and power-hunger of human civilization that has trapped the world in a choking web of technology and corruption.
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Werewolf, like most World of Darkness Games, is about being a monster. But in Werewolf, you are monsters with a purpose. Creatures of legend who know that they are the last line of defense for a world that is dying. Its about staring down insurmountable odds, but standing strong with your Pack besides you. This leads to wonderful stories about standing together against great powerful threats, and not losing yourself in the fight against them. Its a story about Rage, but also about hope and fighting for what you believe in
At its core, Werewolf: The Apocalypse is a game about rage—but not mindless destruction. The 5th Edition refines this into a compelling narrative of environmental horror, spiritual warfare, and desperate resistance. You play as the Garou, werewolf warriors fighting a losing battle against the corruption of the Wyrm, an entity poisoning the world. The game masterfully balances fury with sorrow, making every victory feel hard-won and every loss devastating. I absolutely love this game and system! It might take a bit to wrap your head around the lore and mechanics but it is worthwhile!
Werewolf is the World of Darkness system with a cause. You play as a horrifying creature with the power that few could hope to stand against. Yet the world is poised against you, in the solid grip of those that wish to defile and destroy it. Can you find the rage within to fight back? This is the WOD game with heart, and I love it!
Alright, Werewolf: The Apocalypse 5th Edition—the game where you play rage-fueled eco-warrior werewolves trying to fight back against corruption, despair, and corporate scumbags, all while desperately avoiding complete existential collapse. At its core, W5 still delivers the primal fury, tragedy, and savage beauty that makes Werewolf stand out from other World of Darkness games. You’re a snarling force of nature, but guess what? Nature is already losing. And that brings us to the HaugIosk-Harano scale, which is simultaneously the best and worst thing about this edition. The HaugIosk-Harano Scale: AKA Why You Will Love or Hate This Game Instead of traditional Rage and Gnosis, W5 introduces HaugIosk (Determination) and Harano (Despair). "If you lean too far into HaugIosk, congrats! You’re an unyielding, self-righteous zealot who refuses to acknowledge defeat—even when charging forward will get everyone killed. Your war will never end, and your obsession with fighting means you might lose sight of what it means to be Garou." "If you fall too deep into Harano, welp—you’ve given up completely, lost all hope, and are basically one bad day away from walking into the woods and never coming back." The game is built around this balance, which is deep, narratively rich, and genuinely haunting… but also a huge reason why people bounce off this edition. If your players wanted a power fantasy about ripping through Pentex in glorious eco-terrorist catharsis, they are about to have a very bad time. If they wanted a story about existential dread and fighting for a doomed cause, well—grab some whiskey and let’s get tragic. Pros: ✔ The vibe is raw and visceral—this is Werewolf boiled down to its angriest and most tragic form. ✔ Combat is brutal and fast—no more endless dice pool bloat. You fight, you hit, things die. ✔ The updated lore is actually solid—the world feels more grounded, less “90s edgy” and more “modern horror.” ✔ Roleplay-heavy and deep—the HaugIosk-Harano scale is intensely thematic and forces big character decisions. Cons: ✘ The HaugIosk-Harano scale is polarizing. If your players want traditional werewolf badassery, they are in for a rude awakening. ✘ Rage has been toned down—it’s still there, but it doesn’t define gameplay the way it used to. ✘ Some classic tribes got axed or merged, which has made old-school fans real salty. ✘ Less focus on the Umbra—spiritual journeys and the mystical side of Werewolf take a backseat to personal and tribal struggles. Final Verdict: If you want a gritty, character-driven tragedy about struggling against an unwinnable war, this edition nails the tone and delivers deep roleplaying potential. If you just wanted to run through a Pentex lab, rip out spines, and scream about Gaia, this edition might frustrate you. 8/10 - Hope Is a Lie, But Fight Anyway.
How to play Werewolf: The Apocalypse 5th Edition
Werewolf: The Apocalypse 5th Edition utilizes the Storyteller system, found in many other World of Darkness games. The core mechanic in the Storyteller System is a pool of ten-sided dice (d10s), which are used to resolve conflicts.
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Explore Werewolf: The Apocalypse 5th Edition Auspices
Ahroun
Changed under the sign of the full moon, the ahrouns are the warriors of Garou society, the fighters of a people who are entirely disposed to ferocious violence. They are often looked at for leadership in times of war, and given the belligerence of many septs, this often means "until further notice".
Galliard
Changed under the sign of the gibbous moon, the galliards are the storytellers and lore-keepers of the Garou, and the auspice that maintains the oral record of the werewolves and upholds the spirit of the Litany.
Philodox
Changed under the sign of the half-moon, the philodoxes are the judges and arbiters of Garou society - the auspice with the responsibilities of mediating conflict by wisely interpreting the ways of the werewolves, and knowing the letter of the Litany.
Ragabash
Changed under the sign of the new moon, the ragabash are the tricksters of Garou society, the auspice given the greatest latitude to challenge traditions and question "the way things have always been done." Not least because "the way things have always been done" has resulted in Apocalypse.
Theurge
Changed under the sign of the crescent moon, the theurges are the mystics of Garou society and the auspice with the greatest aptitude for interacting with spirits.
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