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BLACK SEVEN vs Werewolf: The Apocalypse

Compare BLACK SEVEN and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

BLACK SEVENWerewolf: The Apocalypse
GenreModernHorror, Modern, Fantasy
TagsEspionage, Mission-Based, Rules-Light, Theater of the Mind, Fast-Paced, One-Shot Friendly, Beginner-Friendly, Cinematic, CC-Licensed RulesAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll 2d6 + Trait, 11+ succeeds. Characters have 12 Traits organized into three categories, each with four Traits linked to Body, Speed, Mind, or Communication: Infiltrate (stealth and access), Force (open combat), and Mob (silent takedowns). An abstract positioning system tracks agent status through Exposed and Noticed states rather than using maps. Threat escalates from 3 to 5 as agents are detected, with guards only returning fire at Threat 5.Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Each pair of 10s counts as four successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes.
Dice2d6d10 dice pool
ComplexityVery LowHigh
AccessibilityMediumMedium
RunnabilityLowVery High
LicenseCC BY-NC-SA 3.0All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherZero Point InformationRenegade Game Studios
Year20112023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want fast, low-prep espionage one-shots inspired by stealth video games like Deus Ex and Splinter Cell, with abstract facility infiltration and no maps required.Groups who want long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences.
HighlightsAbstract facility infiltration system replaces maps with positioning actions and escalating Threat levels. Three tactical approaches to every encounter: sneak past, ambush silently, or go loud. Character creation fits on an index card and takes minutes. Optional cybernetics and psionics modules expand the near-future setting.Brutal outcomes can force destructive failures or add four successes to actions the Storyteller judges can benefit from Rage. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community.
Considerations47-page rulebook with limited content beyond the core loop of facility infiltration. No advancement or campaign mechanics: designed for one-shots and short arcs. No bestiary or NPC variety beyond guards and researchers. Sample adventure is the only published scenario.A Crinos-form Garou who did not kill in the previous turn must spend Willpower at the start of the next turn or enter frenzy, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries.