Mothership vs Werewolf: The Apocalypse
Compare Mothership and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Mothership | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Scifi, Horror | Horror, Modern, Fantasy |
| Tags | Rules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced | Atmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Roll d100 under stat/skill. Stress and panic mechanics escalate tension. | 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 | d100 | d10 dice pool |
| Complexity | Low | High |
| Accessibility | High | Medium |
| Runnability | Medium | Very High |
| License | 3rd Party License | 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 | Tuesday Knight Games | Renegade Game Studios |
| Year | 2022 | 2023 |
| Best For | Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments. | 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 | Rules-light, well-regarded module library, panic system creates mechanical tension | 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 | Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play | 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. |