Coyote & Crow vs Werewolf: The Apocalypse
Compare Coyote & Crow and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Coyote & Crow | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Scifi, Fantasy | Horror, Modern, Fantasy |
| Tags | Character Building, Character-Driven, Classless, Skill-Based, Tactical, Theater of the Mind, Lore-Heavy, Heroic | Atmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | 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. | 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. Each pair of 10s counts as four successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes. |
| Dice | d12 dice pool | d10 dice pool |
| Complexity | High | High |
| Accessibility | High | Medium |
| Runnability | Very High | Very High |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Coyote & Crow Games | Renegade Game Studios |
| Year | 2021 | 2023 |
| Languages | English, Italian | English, French, German, Italian, Spanish, Polish, Portuguese |
| Best For | 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. | 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 | 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. | Brutal outcomes can force destructive failures or add four successes to actions the Storyteller judges can benefit from Rage. 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 | 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. | A Crinos-form Garou who did not kill in the previous turn must spend Willpower at the start of the next turn or enter frenzy, 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. |