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Beginner quickstart

How to play Werewolf: The Apocalypse 5th Edition

A fast, practical overview. Werewolf: The Apocalypse 5th Edition is a tabletop RPG where you play as Garou, werewolves fighting against the corruption of the Wyrm. As warriors of Gaia, you balance your human side with your wolf nature, tracking Renown, wielding Gifts, and maintaining your connection to the spirit world.

Quick answer

What you do in play

You describe actions, the table uses the system's core resolution mechanic when the outcome is uncertain, and the GM applies outcomes to keep the story moving.

Beginner checklist
  • Set your intent and approach (then pick the best dice pool).
  • Roll Attribute + Skill as a d10 pool; count successes on 6+.
  • Track Rage and when it pushes you toward losing control.
  • Track Renown and Gifts as your main progression and spotlight levers.
How rolls work (fast)

VTM V5 uses d10 dice pools: roll Attribute + Skill, count successes on 6+, and watch for criticals on 10s. Hunger dice add personal-horror volatility (messy criticals and bestial failures).

  • Build your pool (Attribute + Skill).
  • Roll d10s and count successes (6+).
  • Interpret 10s (critical) and Hunger outcomes (messy critical/bestial failure) as story-forward complications.
Example: If Hunger dice contribute to a critical, the success is messy: you win, but the Beast shows.
Copyable facts
  • 5 Auspices: Ahroun, Galliard, Philodox, Ragabash, Theurge
  • Tribe system: Cultural affiliations like Black Furies, Silver Fangs, Hart Wardens, Ghost Council, Galestalkers
  • Renown system: Glory (combat), Honor (tradition), Wisdom (spirit)
  • 5 Forms: Homid, Glabro, Crinos, Hispo, Lupus
  • Gift system: Auspice and Tribe-based powers
  • Derived stats in this system: Health, Willpower, Rage

Examples (success, failure, edge cases)

Example: Rage changes the scene

When you push hard in conflict, Rage is part of the cost. Track it like a pressure gauge: it fuels power, but it also pushes you toward losing control.

Example: Renown as spotlight

Renown rewards the kind of deeds the game wants. Use it as a guide for what scenes to seek (Glory/Honor/Wisdom depending on your pack's choices).

Common mistakes (and the smallest fix)

  • Mistake: Using Rage only as a combat stat. Fix: Treat Rage as pressure that changes decisions across scenes, not just damage.
  • Mistake: Ignoring Renown as a play signal. Fix: Use Renown to guide what 'heroic' looks like for your pack.
More mistakes for Werewolf

Character creation (what to decide)

Creation order (from this project's system data)
  1. Choose Concept, Auspice, and Tribe
  2. Distribute Attributes: Assign values across all 9 attributes — one at 4, three at 3, three at 2, one at 1 (not divided by category)
  3. Distribute Skills: Choose a distribution — Specialist (one at 4, three at 3, three at 2, three at 1), Balanced (three at 3, five at 2, seven at 1), or Jack of All Trades (one at 3, eight at 2, ten at 1)
  4. Choose 3 Skill Specialties
  5. Assign Advantages: 7 Background dots, 2 Merits, 2 Flaws
  6. Assign Renown: 3 dots total (max 2 per category)
  7. Choose 3 Gifts (1 Auspice, 1 Tribe, 1 free)
  8. Pick Touchstones and determine Rage
  9. Calculate derived traits: Health, Willpower, Rage
Attributes
StrengthDexterityStaminaCharismaManipulationComposureIntelligenceWitsResolve
Skills

See skills in the rules topics.

Open skills topic

What to track during play

Keep these visible
  • Rage
  • Willpower + health
  • Renown (Glory/Honor/Wisdom)
  • Gifts and forms used in scenes

FAQ

What are Auspices in Werewolf 5e?

Auspices are determined by the phase of the moon when you first changed. Ahroun (Full Moon) are warriors focused on combat, Galliard (Gibbous Moon) are storytellers and keepers of lore, Philodox (Half Moon) are judges and mediators, Ragabash (Crescent Moon) are tricksters and scouts, and Theurge (New Moon) are spiritual guides who commune with spirits. Each Auspice grants different Gifts and abilities.

How does Renown work in Werewolf 5e?

Renown comes in three types: Glory (for combat and heroism), Honor (for following Garou ways and traditions), and Wisdom (for spiritual understanding and guidance). You gain Renown through play by performing deeds that exemplify these values. Your total Renown determines your Rank (Cliath, Fostern, Adren, Athro, Elder). Higher Rank unlocks more powerful Gifts and abilities.

What are Tribes in Werewolf 5e?

Tribes are cultural affiliations and worldviews that define your pack's approach to the war against the Wyrm. Examples include the Hart Wardens (nature guardians), Ghost Council (spirit talkers), Galestalkers (northern hunters), Silver Fangs (leaders), and Bone Gnawers (urban survivors). Each Tribe has unique Gifts, cultural practices, and roleplay opportunities.

How does Rage work?

Rage represents your connection to the Beast and fuels your transformations. You spend Rage to shift forms, enter frenzy, and use certain Gifts. Rage can be gained through combat, witnessing corruption, or certain Gifts. Too much Rage makes you more likely to frenzy and lose control.

What are the five forms?

Garou can shift between five forms: Homid (human form, no bonuses), Glabro (near-human, +1 Strength), Crinos (war form, +3 Strength, +2 Dexterity, natural weapons), Hispo (near-wolf, +2 Strength, +2 Dexterity), and Lupus (wolf form, +1 Strength, +2 Dexterity, enhanced senses). Each form has different uses and advantages.

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