While Lestat - have intercourse role - play gamers of the ‘ 90 were officious playing White Wolf’sVampire : The Masquerade , gamers who craved action were meddling playing Werewolf : The Apocalypse . Much like vampires and their kin , these werewolves were separate into tribes , each with its own powers , goals , and issues . Here they all are , ranked from best to sorry .

More than any other White Wolf secret plan — more than almost any other RPG ever , really — Werewolf : The Apocalypse is about combat . Even the weakest wolfman are horrify murder machines , who could tear most lamia aside like a dinner crescent roll in a unmarried turn . The Get of Fenris are effectively the combatant class of this RPG , with virtually all their wolfman powers devited to killing things more expeditiously and more violently . This meant not only were they most powerful at the biz ’s primary play mode , they were also terrifyingly strong — strong enough to take on the many , many other werewolf - detest monsters that dwell the game .

This may be a controversial pick . Because while all werewolves are fundamentally hippy , nature - hump warriors for Gaea , who detest humans for our universe - foul ways , Glass Walkers are the exception . They ’ve embraced humanity , to the point where they happily live inside metropolis , own figurer , hold down job , etc . Technically , they ’re supposed to be work inside the human organisation to bring it down the vicious Wyrm ( the unfixed entity that is corrupting the world , a.ka . Gaia ) , but most Glass Walkers are really just fans of sleeping in comfy beds , in room with cardinal air . Anyway , in a role - play game where 93 % or so of the characters detest cities , engineering , computers , and every other expression of New high society , having a Glass Walker in the mathematical group , offering his / her resources — like a railroad car , and/or access to the internet — is almost substantive to accomplishing anything .

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In this RPG , the Werewolves are fighting to keep the evil forces of the Wyrm from corrupting the planet and kicking off the apocalypse . Besides the whole “ turn - into - a - brute - or - a - man - or - a - wolf - man ” power , many werewolves gain other mystical top executive from accessing the spirit world , call the Umbra . Almost like whiz or mages , the Silent Striders have spent their time studying the Umbra — thus get word bizarre , unequaled power that no other loup-garou have , but also change state them into spooky , ego - steep drifters . The most herculean Silent Striders can do crazy stuff and nonsense , like traveling through mirrors , make themselves immense , and more , so they always make a alone donation to any game of Werewolf .

The Red Talons are almost the complete opposite of Glass Walkers ; not only do they loathe humanity , they ’re almost always Hugo Wolf , with the power to change state human ( as opposed to the other way around ) . In fact they dislike human so much , they dead hate being in human shape , and avoid it whenever potential . While some Red Talons are happy to murder any man they see ( and feel they can get aside with ) , most are a bit more sensible , which is usually how they get worked into campaigns . If you’re able to get by to create one of these guys , they often bring a entrancing character difference of opinion to any group . Also , they specially hate the bejeezus out of lamia , and that ’s always fun .

One of two Native American tribe of werewolves , the Wendigo have a splintering on their blurred shoulders about Europeans colonise their direction onto the continent and bringing the contamination of the Wyrm along with them ( this mistrust really offer to European - base werewolf federation of tribes , as well ) . However , most Wendigo agree that the Wyrm is a big menace than ashen masses , and take to focus on that … for now . The Wendigo are great fighters , but also have impressive stealth ability , which fundamentally make them werewolf ninjas . This is not even somewhat a tough thing in this biz .

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The Black Furies are first-class fighters , if not quite as excellent as the Get of Fenris ; on the other hand , they are n’t quite as homicidally violent as the Get of Fenris , either , which usually makes them better for the role - playing aspects of the biz . The Black Furies are also an all - female tribe of werewolves , who take to be descended from Amazons , but who — despite the beliefs of both wolfman and real - life Apocalypse players — aren’t homo - hater , so much as womanhood - supporters . They do , however , tend to slay most of the male babies bear to them , so that confine their game - play value in a few ways , unfortunately .

Inmy ranking of Vampire : The Masquerade clans , I put the Ventrue at # 1 , because they ’re the nobleness of the vampire world . Similarly , the Silver Fangs are the nobility of the werewolf world — so why are they ranked so low ? Mainly because there ’s not much of a werewolf political bowl . Sure , every few century , the heads of the clans may get together and decree a few things , but mainly werewolves hang up out by themselves or in small packs . There ’s not much for Silver Fangs to do . However , this may be for the good , because for some reasonableness White Wolf decided that the Silver Fangs were also dispiritedly inbred , not only weakening them physically , but often making them varying degrees of insane . Stil , if you basically want to play a helter-skelter neutral lycanthrope , the Silver Fangs have become you covered .

https://gizmodo.com/all-13-vampire-clans-from-the-em-vampire-the-masquera-1622282920

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child of Gaia are peace - loving disarmer , which you might think would make them completely useless in the armed combat - heay world of Werewolf , except even werewolf pacifists still fly into murderous craze when they see the servant of the Wyrm . It ’s all about linear perspective ! Plus , the Children of Gaia are the self - appointed peacekeepers between the various werewolf tribe , most of whom hate each another for one grounds or another ; this is often a very utile eccentric to add to a Werewolf : The Apocalypse gaming mathematical group .

These Gaelic werewolves are , fundamentally , bard . They sing , they dance , they roam around and have a happy - go - lucky , deep amorous attitude that , fundamentally , does n’t match with the feel of the other wolfman — or even , really , the biz itself . About the best you could say for them is that if you do n’t play your Fianna as obnoxiously extroverted , you ’re basically playing a jolly normal wolfman . Please note that the Fianna are pretty terrible , but are still only ranked # 9 in this list .

The other aboriginal American werewolf tribe . The good news show is that the Uktena are the very best at run and destroying the Wyrm and its servants . The bad newsworthiness is that this has lend the Uktena in contact with the Wyrm a cracking deal , to the point where it seems to be infect them . The Uktena are trying to use the Wyrm ’s dark big businessman against it , but this freaks the other werewolf clans out . Then there ’s the other unfortunate newsworthiness : The Uktena are the “ primitive ” mysticism - obsessed aboriginal American kin . Imagine a crew of lycanthropic Johnny Depps as Tonto from Disney ’s terrible Lone Ranger film ( along with the upsetting racist overtones ) and you basically have the Uktena .

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Preserving Gaia is secondary to the Shadow Lords ; their first goal is to wrest the power of the Werewolf world from the Silver Fangs . These werewolf are very political , manipulative , and connive , which make them exceedingly unlike any other Tribe . Unfortunately , as I advert when line the Silver Fangs , werewolves do n’t really have much of a political bodily structure for the Shadow Lords to secretly plot to take over . In the ending , unless the game master has worked up a very specific story utilizing them , Shadow Lords do n’t end up being Machavellian plotter , as much as paranoid assholes .

As mentioned above , Werewolf is a game primarily about rage - fueled , fur - deal murder auto , shoot down all the vicious thing they can get their hook and fangs on . Werewolf also describes the Stargazer Tribe as “ tranquil ” and “ introverted , ” with a penchant for astrology — none of which makes you a good or more interesting werewolf . About the best you’re able to say about them is that they ’re not actively bad — just immensely boring .

These are wolfman that have given themselves over to the Wyrm . They are as evil as any D&D monster race , and Werewolf : The Revelation would n’t even discuss the possibility of a player - character choosing to be one until years after the plot ’s debut . That ’s because there ’s not a lot of subtlety to being a Black Spiral Dancer ; you are malefic as hell , and every other wolfman wants to murder you on vision . plough out it ’s hard to go on an adventure when you ’re getting murdered every 10 minutes of gameplay .

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Like the Glass Walkers , the Bone Gnawers have embraced humanity and their city . Unlike the Glass Walkers , however , the Bone Gnawers are really uncollectible at bosom humanity , and thus have all ended up as homeless people . gravely , this is a race of wolfman who spend their time sieve through the great unwashed ’s trash for food and sleeping in the streets . I do n’t require to blow your mind , but this is not as much fun to play as you might initially think . Basically , Bone Gnawers are Glass Walkers with none of the acquisition , technology or benefits , and also all the other characters think you ’re sorry at being a wolfman .

nontextual matter , from top to bottom : Matt Wagner , Steve Prescott , and Dan Brereton .

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