Chronicles of Darkness vs Loot and Scoot Incorporated
Compare Chronicles of Darkness and Loot and Scoot Incorporated side by side. See differences in complexity, dice, genre, cost, and more.
| Chronicles of Darkness | Loot and Scoot Incorporated | |
|---|---|---|
| Genre | Horror, Modern | Scifi, Horror, Post-Apocalyptic |
| Tags | Atmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM Support | Beginner-Friendly, Comedy, Deadly, Dungeon Crawl, Inventory Management, Mission-Based, Resource Management, Tactical |
| Core Mechanic | Build 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 an action is uncertain, roll 1d6: a 5–6 fully succeeds, a 2–4 succeeds with a minor complication, and a 1 fails with a major complication. Advantage or disadvantage adds dice and keeps the highest or lowest result. |
| Dice | d10 dice pool | d6 |
| Complexity | Medium | Medium |
| Accessibility | Medium | Medium |
| Runnability | Very High | Low |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | Commercial publishing allowed — Storytellers Vault | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $ |
| Publisher | Onyx Path Publishing | Ultimate Hyper Games |
| Year | 2015 | 2025 |
| Languages | English | English |
| Best For | Groups who want modern supernatural horror built around investigating mysteries, navigating personal consequences, and confronting threats before they overwhelm an ordinary life. | Groups that want cooperative extraction missions built around real-time pressure, hazardous grid movement, and campaign bookkeeping. |
| Highlights | The 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. | Timed Mode uses a real countdown for salvage shifts, then converts the final escape into a 30-turn countdown. Encumbrance ties each recovered item's size and carrying method to movement, forcing the crew to balance profit against escape speed. Death triggers automated cloning that consumes organic material and CloneChips, keeping lethal hazards in play without ending the campaign. |
| Considerations | The 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. | The salvage phase is designed around mapped grid movement, and Timed Mode requires active timer management. Characters begin without mechanical build choices or an advancement track, so equipment and optional cloning mishaps carry most long-term differentiation. Campaign play centers on debt and hauling logistics, making economic bookkeeping part of every cycle. |