Bite the Hand vs Vampire: The Masquerade
Compare Bite the Hand and Vampire: The Masquerade side by side. See differences in complexity, dice, genre, cost, and more.
| Bite the Hand | Vampire: The Masquerade | |
|---|---|---|
| Genre | Cyberpunk, Scifi, Horror | Horror, Modern |
| Tags | Character Building, Deadly, Fast-Paced, Gritty, Hackable, Fear & Stress Mechanics, Resource Management, Theater of the Mind | Social Intrigue, Faction Play, Urban Fantasy, Corruption, Drama, Character-Driven, Resource Management, Superpowers, Social Combat, Lore-Heavy |
| 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. | Roll attribute plus skill in d10s, counting 6+ as successes against a difficulty. Paired 10s add extra successes. Hunger replaces ordinary dice in most pools: a winning critical containing a Hunger 10 becomes messy, while a failed test containing a Hunger 1 becomes a bestial failure. |
| Dice | d100 | d10 dice pool |
| Complexity | Medium | High |
| Accessibility | Medium | High |
| Runnability | Medium | Very High |
| License | Proprietary | Community Content Agreement for the Storytellers Vault |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Community content program |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | Spellbook Gaming LLC | Renegade Game Studios |
| Year | 2026 | 2018 |
| Languages | English | English, French, German, Italian, Spanish, Polish, Russian, Portuguese, Japanese |
| Best For | Groups seeking lethal cyberpunk missions about vulnerable rebels, with room for hacking, social maneuvering, and direct action. | Groups who want campaigns about vampire coteries balancing political ambition, predatory hunger, and relationships with the humans they still care about. |
| 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. | Using supernatural powers can increase Hunger, making the next hunt harder to postpone. Convictions and human Touchstones make moral compromise carry consequences beyond winning the immediate conflict. Coteries share hunting territories and social assets, giving political ambitions a foothold in the city. |
| 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. | Messy criticals and bestial failures can put predation or compulsions into scenes where players hoped to stay in control. Character creation requires choices across clans, powers, feeding habits, advantages, and human ties. Establishing the chronicle’s relationships and boundaries for mature themes takes group preparation even when using a published city. |