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
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.
- 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.
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.
- 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)
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.
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.
Character creation (what to decide)
- Choose Concept, Auspice, and Tribe
- Distribute Attributes: Assign values across all 9 attributes — one at 4, three at 3, three at 2, one at 1 (not divided by category)
- 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)
- Choose 3 Skill Specialties
- Assign Advantages: 7 Background dots, 2 Merits, 2 Flaws
- Assign Renown: 3 dots total (max 2 per category)
- Choose 3 Gifts (1 Auspice, 1 Tribe, 1 free)
- Pick Touchstones and determine Rage
- Calculate derived traits: Health, Willpower, Rage
What to track during play
- Rage
- Willpower + health
- Renown (Glory/Honor/Wisdom)
- Gifts and forms used in scenes
What to open next
FAQ
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.
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.
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.
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.
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.