Bite the Hand vs Old Gods of Appalachia Roleplaying Game
Compare Bite the Hand and Old Gods of Appalachia Roleplaying Game side by side. See differences in complexity, dice, genre, and more.
| Bite the Hand | Old Gods of Appalachia Roleplaying Game | |
|---|---|---|
| Genre | Cyberpunk, Sci-Fi, Horror | Horror, Historical |
| Tags | Character Building, Deadly, Fast-Paced, Gritty, Hackable, Fear & Stress Mechanics, Resource Management, Theater of the Mind | Fear & Stress Mechanics, Player-Only Rolls, Theater of the Mind, Character Building, Character-Driven, Narrative, Resource Management, Low-Prep, Weird, Licensed IP |
| Core Mechanic | Roll d100 under a relevant stat or save. Equal or higher makes a check fail or succeed with a consequence, while an equal-or-higher save fails and incurs harm. Doubles trigger critical results based on success or failure. Advantage or Disadvantage rolls twice and keeps the better or worse result; uncomplicated actions usually work without a roll. | The GM sets a task difficulty from 0 to 10, with a target number equal to three times the difficulty. Players roll a d20 for tasks, attacks and defenses and succeed by meeting that target. Skills, assets and Effort ease the difficulty; a task reduced to 0 succeeds automatically. Effort costs points from Might, Speed or Intellect Pools, with Edge reducing the cost. |
| Dice | d100 | d20 |
| Complexity | Medium | Medium |
| Availability | Paid | Paid |
| Runnability | 4 of 5 book tools | 5 of 5 book tools |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Not yet researched | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Spellbook Gaming LLC | Monte Cook Games |
| Year | 2026 | 2023 |
| Languages | English | English |
| Best For | Groups seeking lethal cyberpunk missions about vulnerable rebels, with room for hacking, social maneuvering, and direct action. | Groups seeking community-centered folk horror in an alternate Appalachia of the 1920s and 1930s. It suits tables comfortable with personal goals driving advancement, spending health resources on tasks and discussing horror boundaries together. |
| Highlights | Tiered cybernetics raise Minimum Stress as they expand a character's capabilities, linking augmentation directly to emotional resilience. Completing a mission against a corporation, harming law enforcement, corporate assets, or government officials, and every $2,000 of debt each raise Heat; after a day of noticeable crime, a secret d20 roll at or under the highest-Heat character's score produces a Heat consequence. Uncomplicated attacks hit automatically, reserving checks for dangerous complications and keeping firefights moving. | Personal character arcs award XP for completed steps and climaxes, making chosen goals part of advancement. Single-use cyphers frequently replace spent charms and strange objects, encouraging players to use unusual tools. What Wakes Mode widens the natural-roll range for GM intrusions until a ten-hour recovery normally resets it, turning supernatural attention into escalating pressure. |
| Considerations | Random stats and unequal starting loadouts deliberately create uneven characters. Wounds and failed Death saves can remove characters abruptly. Several procedures rely on Warden judgment: hacking, social checks, cover, and carrying capacity. | Stat Pools pay for Effort and abilities as well as absorb harm, so spending them can reduce a character’s resilience. The GM chooses task difficulties and introduces complications, making consistent adjudication a substantial responsibility. The core centers on alternate Appalachia in the 1920s and 1930s, so a different setting requires adapting its lore and character connections. |