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Kids on Bikes vs Werewolf: The Apocalypse

Compare Kids on Bikes and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, and more.

Kids on BikesWerewolf: The Apocalypse
GenreHorror, ModernHorror, Modern, Fantasy
TagsMystery, Worldbuilding, Collaborative, Narrative, Character-Driven, Fear & Stress Mechanics, Superpowers, Rules-Light, One-Shot Friendly, Beginner-FriendlyAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicAssign a different die from d4 to d20 to each stat. Roll the relevant die against a GM-set difficulty. A maximum result lets you reroll and add the new result only while the unmodified total remains below the difficulty. Resolve these explosions before adding bonuses or spending Adversity Tokens to meet or beat the difficulty. Failed checks earn Adversity Tokens that can boost later rolls or activate strengths. Planned actions can use half the die’s maximum instead of rolling.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.
Diced4–d20d10 dice pool
ComplexityLowHigh
AvailabilityFree quickstartPaid
Runnability4 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNo verified route foundCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
PublisherHunters Entertainment / Renegade Game StudiosRenegade Game Studios
Year20182023
LanguagesEnglish, Italian, SpanishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want to build a small-town mystery together and share control of its supernatural companion alongside their own everyday characters.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.
HighlightsShared town-building and relationship questions give the GM player-created hooks for the mystery. Each player controls aspects of a shared supernatural character, distributing its choices across the table. Failed rolls earn tokens that can turn later setbacks into successes.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.
ConsiderationsCombat can kill a character outright when the attack roll greatly exceeds the defense roll. Players must help narrate outcomes beyond their own characters under the default shared-control approach. Character growth is negotiated from events in play rather than governed by levels or an experience-point track.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.