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Canes Belli vs Coyote & Crow

Compare Canes Belli and Coyote & Crow side by side. See differences in complexity, dice, genre, cost, and more.

Canes BelliCoyote & Crow
GenreScifiScifi, Fantasy
TagsCC-Licensed Rules, Cinematic, Combat-Heavy, Fast-Paced, Mission-Based, Resource Management, Rules-Light, Strong GM Support, Tactical, Theater of the MindCharacter Building, Character-Driven, Classless, Skill-Based, Tactical, Theater of the Mind, Lore-Heavy, Heroic
Core MechanicRoll a d6 pool equal to one attribute plus one skill. Each 5 or 6 is a success, and the GM sets difficulty by the successes required. In combat, matching Armor Value scores a hit, and each excess success adds to the weapon's base damage.Build a d12 pool from Skill Rank, the applicable related Stat, and modifiers. Trained Skills use the higher related Stat, while Rank 0 uses the lower. Each die meeting the Success Number, usually 8, adds one success. Each 1 subtracts a success, while each 12 creates a Critical die. A positive total succeeds, 0 fails, and a negative total is a critical failure.
Diced6 dice poold12 dice pool
ComplexityLowHigh
AccessibilityVery HighHigh
RunnabilityLowVery High
LicenseCC BY-SA 4.0All Rights Reserved
Third-Party PublishingCommercial publishing allowed — CC BY-SA 4.0Not yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherSebastian HahnCoyote & Crow Games
Year20252021
Best ForGroups who want focused military-science-fiction missions where cinematic one-liners and mission generators extend play beyond the included starter scenario.Groups that want character-driven exploration and protection in an Indigenous science-fantasy future. It suits tables that prefer consequential choices and tactical conflicts resolved through abstract range bands.
HighlightsArchetype abilities spend the same Energy that absorbs damage, so every use reduces the reserve against later attacks. One-liners grant once-per-session effects such as full-party healing or extra actions, reinforcing the game's action-movie tone. Mission and sidequest generators pair goals with complications to frame assignments beyond the included starter scenario.Player-authored Goals turn character ambitions into advancement, keeping campaign development tied to choices made in play. Chosen Initiative makes turn order a recurring tactical decision instead of a one-time roll. The Three Path Concept turns non-linear scenario design into a concrete prep tool, so major obstacles support meaningful alternatives to combat.
ConsiderationsAll four archetypes are fixed military roles with preset abilities and equipment, so character concepts stay within the elite-soldier premise. Each combat round permits either an action or movement, so crossing from Long range to Close range takes two rounds. Advancement grants one attribute point and three skill points at GM-chosen intervals, keeping progression to numerical increases.The unified check is consistent, but character options and interlocking encounter procedures create substantial rules overhead. Success Numbers and critical Story Events depend on Story Guide judgment, so consistent difficulty and consequences require steady table rulings. The setting leaves much of its metaphysics deliberately open, requiring the group to establish what is real before play.