METTLE Core vs Werewolf: The Apocalypse
Compare METTLE Core and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| METTLE Core | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Universal, Modern | Horror, Modern, Fantasy |
| Tags | Pulp Action, Toolkit, Hackable, Rules-Light, Classless, Fast-Paced, CC-Licensed Rules | Atmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Roll a pool of d6s equal to the Attribute being used. Dice showing 1, 2, or 3 are summed as the Score; dice showing 4, 5, or 6 are counted as Edge. The Check succeeds if Score meets or exceeds the Difficulty (Routine 1 to Nigh Impossible 15), and Edge measures how well it went. On a failure with Edge, the player may call for a Twist: accept a complication proposed by the rest of the table, then reroll the Edge dice for a second chance. Initiative passes from the acting character to the target of their Action, who becomes the next to act. Mettle (Motive + Nature) acts as a combined morale and damage track, and characters may Surge by spending Mettle for bonus dice on critical Checks. | 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. Pairs of 10s add successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes. |
| Dice | d6 dice pool | d10 dice pool |
| Complexity | Low | High |
| Accessibility | Very High | Medium |
| Runnability | Very High | Very High |
| License | CC BY 4.0 | 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 | Free | $$ |
| Publisher | Planarian Games | Renegade Game Studios |
| Year | 2021 | 2023 |
| Best For | Groups who want fast pulp action-adventure in the vein of Indiana Jones, James Bond, or Tales of the Gold Monkey, with a hackable toolkit they can bend toward detective stories, wild-west gunfights, post-apocalyptic survival, or grounded science fiction. | 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 | Score-and-Edge dice pool reads two outcomes from the same roll: whether the action succeeds (Score meets Difficulty) and how well it went (count of 4–6 dice). Player-invoked Twists let a failed roll be reframed as a messy success in exchange for a fictional complication chosen by the rest of the table. Six-attribute character sheet (Calling, Culture, Frame, Motive, Nature, Poise) replaces classes and skills with player-written Descriptors that justify which Attribute applies to a given task. Initiative passes from the acting character to the target of their Action, eliminating turn-tracking and tying combat order to who is acting on whom. | Rage dice make supernatural power volatile because Brutal results can redirect failed actions into destruction or magnify successful violence. 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 | Toolkit framing means the book provides scaffolding (factions, NPC seeds, sample castaway adventure) rather than a fleshed-out setting: groups expecting a defined world will need to build or borrow one. Mettle does triple duty as morale, hit points, and a spendable resource for bonus dice, which can take a session to internalize. Twist resolution depends on the rest of the table proposing complications, which slows play if the group is hesitant to add fiction. | After a turn without a kill, Crinos requires Willpower each turn or frenzy follows, 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. |