Blue Rose vs Werewolf: The Apocalypse
Compare Blue Rose and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Blue Rose | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Fantasy | Horror, Modern, Fantasy |
| Tags | Character-Driven, Corruption, Tactical, Crunchy, Social Intrigue, Strong GM Support, High-Fantasy, Lore-Heavy, Heroic, Roleplay-Heavy | Atmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Roll d20 and add the relevant ability, skill, or arcanum modifier against a Difficulty set by the Narrator. Attacks use the same procedure against Defense. Successful damage forces a Toughness save that moves the target along an injury track instead of reducing hit points. | 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. Pairs of 10s add successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes. |
| Dice | d20 | d10 dice pool |
| Complexity | High | High |
| Accessibility | Medium | Medium |
| Runnability | Very High | Very High |
| License | Open Game License Version 1.0a | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Open Game License v1.0a | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | Green Ronin Publishing, LLC | Renegade Game Studios |
| Year | 2005 | 2023 |
| Best For | Groups who want hopeful romantic fantasy campaigns where personal motivations, political intrigue, and heroic service matter alongside tactical conflict. | 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. |
| Highlights | Acting on a Calling and either nature restores Conviction, turning personal motives into a renewable resource. Reputation and Influence give past deeds and changing attitudes mechanical weight in social scenes. Sorcery risks Corruption that erodes abilities and can culminate in madness or unlife, making forbidden magic a sustained consequence rather than a binary choice. | Rage dice make supernatural power volatile because Brutal results can redirect failed actions into destruction or magnify successful violence. 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. |
| Considerations | Character creation combines a background and role with several layers of customization, requiring choices across multiple chapters. Combat tracks actions, modifiers, saving throws, and damage conditions instead of a single hit-point total. Sorcery's Corruption rules attach moral consequences to forbidden magic, so groups must engage with the setting's Light and Shadow framework. | After a turn without a kill, Crinos requires Willpower each turn or frenzy follows, 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. |