Apocalypse Second Edition

Werewolf The Apocalypse Second Edition - These are the final days-The signs are clear:Even our pups knowThat this is the age of the.
Table of contents

If you have any questions or comments regarding grading or anything else, please send e-mail to nobleknight nobleknight. Werewolf - The Apocalypse 2nd Edition. Storyteller System World of Darkness. The Storytelling game of the Garou and their endless battle against the minions of the Wyrm, updated and revised for the second edition storyteller system.

Werewolf: The Apocalypse (2nd Edition) | RPG Item | RPGGeek

Home Back to Results. Fair Very well used, but complete and useable. Poor Extremely well used and has major flaws, which may be too numerous to mention. When only one condition is listed, then the box and contents are in the same condition. A "plus" sign indicates that an item is close to the next highest condition. A "minus" sign indicates the opposite. Hx assignment has been made somewhat simpler, with each player only filling their own character's sheet instead of telling other players what values of Hx to mark.

While in 1st edition characters would spend roughly 1-barter per in-game month for living, 2nd edition instead ties lifestyle to sessions.

Players can choose to have their characters pay 1-barter for stingy living or 2-barter for secure comfort at the beginning of each session to cover for their lifestyle, for most playbooks. This change tends to cause more barter getting spent for lifestyle - in 1e, a single point of barter would suffice for roughly a month, which could translate to dozens of sessions, but in 2e, the steady expense per session makes sustenance a more pressing issue for most playbooks.

Tying the barter to sessions instead of in-universe time reduces the need for timekeeping, which simplifies play in longer campaigns. If PCs need jingle during the sessions, their players can ask the MC to let them work gigs. Most playbooks have suggestions for gigs for the character to work. Working gigs is the player's own call, giving them more control over their character and providing something easy to do in downtime - but they're also a way for the MC to provide them with new kinds of challenges and trouble. The MC can decide how much to "zoom in" on a gig - things may go quite well without an incident, or the gig could go totally south and get the PC in serious trouble that becomes the new focus of action.

Characters in 2nd edition no longer have the option to accept debilities exchanging all incoming harm to a permanent -1 to one stat. However, they're not fully subject to death either, anymore. When a character's harm reaches Prosthetics are implemented as a flavor mechanic, without readymade moves. Players can ask the MC to have their characters start out with prosthetics, or may wind up having one after being treated by an Angel when their life was untenable. For example, d-harm food causes irritability, hunger, weakness, lethargy et cetera when inflicted on an individual.

When inflicted on a population, it causes rationing and hoarding, desperation, infighting, eventually cannibalism.


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Essentially, d-harm gives the players an idea on how different types of scarcity impact people, and also helps the MC roleplay these needs appropriately. Psi-harm has the ability to wrench NPCs into total lunacy and put the PCs out of player control for brief moments. Psi-harm is a pretty solid option as a hard move for PCs opening their brains. V-harm for Vehicle harm describes effects from having one's car hit by something substantial enough to cause loss of control.

Werewolf - The Apocalypse (2nd Edition)

Possible effects range from minor swerves to full-blown crashes. Unusually for Apocalypse World, V-harm suffered is rolled by NPCs too and is computed based on two stats, the vehicle's massive and handling. Building harm , also from 1st edition limited edition playbooks, has descriptions of larger-scale harm on structures, up to 9-harm and more. This makes it clearer on how a fortified position in a structure protects the people within, and for how long can it last. Fronts have been replaced by a threat map, a rough visualization of where the different threats are in relation to the players.

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    New and changed playbooks

    Core Rules min needed to play. Dice Pool Roll multiple dice vs target. Point Based allocate points to get skills, powers, etc. Progression Tree Skills, professions, magic abilities, etc. Skill Based buy or gain skills. White Wolf Entertainment AB. The Apocalypse 2nd Edition. The Apocalypse Second Edition.