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Mutants & Masterminds vs Werewolf: The Apocalypse

Compare Mutants & Masterminds and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Mutants & MastermindsWerewolf: The Apocalypse
GenreModern, SuperheroHorror, Modern, Fantasy
TagsSuperpowers, Heroic, Crunchy, Character Building, Tactical, CinematicAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d20 + modifier against a Difficulty Class. Heroes are built from a Power Points budget capped by a series Power Level (usually 10), which limits paired trait totals (attack bonus + effect rank, dodge + toughness) to twice the level. Damage is resisted with Toughness checks that escalate conditions (bruised, staggered, incapacitated) instead of tracking hit points. Hero Points let players reroll, edit scenes, or recover from conditions; complications coming into play earn them back.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.
Diced20d10 dice pool
ComplexityHighHigh
AccessibilityVery HighMedium
RunnabilityVery HighVery High
LicenseOGLAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherGreen Ronin PublishingRenegade Game Studios
Year20132023
Best ForGroups who want unlimited freedom to design any superhero concept (from masked vigilante to cosmic powerhouse) with a flexible point-buy build system and tactical combat that emphasizes power-level balance.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.
HighlightsModular power-construction system builds any superpower from effects, modifiers, and flaws; Power Level caps enforce balance even when individual traits vary widely; Hero Points reward roleplaying complications with mechanical benefits; conditions track damage progression instead of using a hit point poolRage 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.
ConsiderationsCharacter creation requires significant rules mastery to navigate the point-buy power construction; resolving an attack involves multiple checks per action: attack roll, Toughness resistance, condition tracking; Power Level caps can frustrate players who want to push paired-trait limits like attack and effect rankAfter 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.