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Chronicles of Darkness vs Honey Heist

Compare Chronicles of Darkness and Honey Heist side by side. See differences in complexity, dice, genre, cost, and more.

Chronicles of DarknessHoney Heist
GenreHorror, ModernModern
TagsAtmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM SupportRules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the Mind
Core MechanicBuild a d10 pool from an Attribute plus a Skill and count each 8, 9, or 10 as a success. Tens reroll, five successes are exceptional, and a pool reduced below one die becomes a chance die that succeeds only on a 10.When a bear acts and the outcome is in doubt, the player rolls 1d6 against the relevant stat, Bear or Criminal: a roll equal to or under the stat succeeds, and a roll over it fails. Using the bear type's skill or doing something covered by the character's role rolls 2d6 and keeps the lowest. When the lowest die rolled is a 6, the GM introduces a twist or unseen complication.
Diced10 dice poold6
ComplexityMediumVery Low
AccessibilityMediumVery High
RunnabilityVery HighMedium
LicenseAll Rights ReservedRR&D Community Licence v1.14
Third-Party PublishingCommercial publishing allowed — Storytellers VaultCommercial publishing allowed — RR&D Community Licence (Grant Howitt's One Page RPGs)
Summary only, not legal advice. Check current terms before publishing.
Cost$Free
PublisherOnyx Path PublishingRowan, Rook and Decard (Grant Howitt)
Year20152017
LanguagesEnglishEnglish
Best ForGroups who want modern supernatural horror built around investigating mysteries, navigating personal consequences, and confronting threats before they overwhelm an ordinary life.Groups who want a silly, low-prep one-shot as a crew of bears pulling a heist at a honey convention.
HighlightsThe investigation system can reveal an Incomplete clue on a failed roll, preventing a mystery from stopping at one check. Conditions, Aspirations, and Beats link consequences and personal goals to character advancement. Horror Anchors create investigative inroads for supernatural threats.Greed moves a point from Bear to Criminal when the plan goes off without a hitch, and Frustration moves one back when the plan fails and the bear runs into difficulty. A player can shift a point toward Criminal by playing a flashback scene of the bears planning the heist, or toward Bear by eating a load of honey. The GM sets up each heist from random tables, including two security features and a complication kept secret from the players.
ConsiderationsThe core contains detailed procedures for combat, chases, investigation, social maneuvering, and supernatural threats, so groups need to decide which rules to emphasize in a campaign. Damage, Integrity breaking points, and Persistent Conditions create lasting consequences. Social Maneuvering includes sexual goals and hard leverage, so players should back away from uncomfortable concepts.There are no experience, advancement or campaign rules. Bear covers shrugging off damage, but the rules track no damage or injury. The sheet gives no rule for what a player does after their bear betrays the party or flips out at 6.