Chronicles of Darkness vs Shifters
Compare Chronicles of Darkness and Shifters side by side. See differences in complexity, dice, genre, cost, and more.
| Chronicles of Darkness | Shifters | |
|---|---|---|
| Genre | Horror, Modern | Horror, Modern |
| Tags | Atmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM Support | Atmospheric, Character-Driven, Corruption, Deadly, Fear & Stress Mechanics, Gritty, Superpowers, Survival, Urban Fantasy, Weird |
| 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. | Roll an attribute die and usually a skill die, each sized from d4 to d20 by the character's rating. Read each die separately: 5–9 gives one success, 10–14 two, 15–19 three, and 20 four. A 1 adds a complication even when the other die succeeds. Meet the Referee's required success count or beat an opponent's successes, with extra successes adding Harm or other effects. Each player gets one Nudge per session to shift a single die by one point after the roll. |
| Dice | d10 dice pool | d4–d20 |
| Complexity | Medium | Medium |
| Accessibility | Medium | Medium |
| Runnability | Very High | Low |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Storytellers Vault | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $ |
| Publisher | Onyx Path Publishing | Late Gaming Company |
| Year | 2015 | 2026 |
| 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 who want modern occult horror where hunting haunted objects risks eroding their characters' identities. |
| 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. | Harm steps attribute dice down directly, so damage weakens the dice used for later actions. The otherworld called the Gloom drains an attribute step at each scene's start and end unless resisted through sacrifice, weakening the dice needed to escape. Haunted objects called Residues have destruction conditions tied to their emotional origins, turning hunts toward memorials or exposing abuse rather than combat alone. |
| 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 core provides no advancement procedure, leaving the group to decide how skills or abilities improve over a campaign. The colossal beings called Infadha take no Harm from attacks, so ordinary combat cannot defeat them. Several sample Residues are built on suicide, child abuse, and domestic abuse, with safety guidance limited to brief advice during character creation. |