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Night's Black Agents vs Werewolf: The Apocalypse

Compare Night's Black Agents and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Night's Black AgentsWerewolf: The Apocalypse
GenreHorror, ModernHorror, Modern, Fantasy
TagsInvestigation, Espionage, Character-Driven, GrittyAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicGUMSHOE engine. Investigative abilities auto-succeed: if you have the skill and there's a clue, you find it. General abilities (combat, athletics) roll 1d6 + spent points vs. difficulty 4. Point pools refresh between sessions, creating resource-management tension. Four play modes (Burn, Dust, Mirror, Stakes) tune mechanics to your preferred espionage tone.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.
Diced6d10 dice pool
ComplexityMediumHigh
AccessibilityMediumMedium
RunnabilityHighVery High
LicenseGUMSHOE SRD (CC BY 3.0 / OGL)All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherPelgrane PressRenegade Game Studios
Year20122023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want spy-thriller action fused with supernatural horror: burned agents unraveling a vampire conspiracy through investigation, chases, and tradecraft.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.
HighlightsInvestigation never stalls: clues flow automatically, Conspyramid campaign structure is a well-designed GM tool, four tonal modes let you dial in the spy genre you want, highly modular vampire creation system, works stripped of vampires for pure espionageBrutal 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.
ConsiderationsNPC combat math can feel unbalanced against PCs, multiple point pools to track can bottleneck play, narrow genre focus limits reuse, requires significant GM prep for conspiracy networksA 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.