Loot and Scoot Incorporated vs Werewolf: The Apocalypse
Compare Loot and Scoot Incorporated and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Loot and Scoot Incorporated | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Scifi, Horror, Post-Apocalyptic | Horror, Modern, Fantasy |
| Tags | Beginner-Friendly, Comedy, Deadly, Dungeon Crawl, Inventory Management, Mission-Based, Resource Management, Tactical | Atmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | 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. | 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 | d6 | d10 dice pool |
| Complexity | Medium | High |
| Accessibility | Medium | Medium |
| Runnability | Low | Very High |
| License | Proprietary | 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 | Ultimate Hyper Games | Renegade Game Studios |
| Year | 2025 | 2023 |
| Languages | English | English, French, German, Italian, Spanish, Polish, Portuguese |
| Best For | Groups that want cooperative extraction missions built around real-time pressure, hazardous grid movement, and campaign bookkeeping. | 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 | 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. | 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 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. | 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. |