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Outrunners vs Werewolf: The Apocalypse

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

OutrunnersWerewolf: The Apocalypse
GenreHorror, Cyberpunk, FantasyHorror, Modern, Fantasy
TagsRules-Light, One-Shot Friendly, Narrative, Fiction-First, Collaborative, Survival, Atmospheric, Character-Driven, Worldbuilding, Strong GM SupportAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicEach character assigns one die from a d20, d12, d10, d8, d6, and d4 set across six stats, then rolls the relevant stat's die against a difficulty number; if half that die's maximum already meets the DC, the action succeeds without a roll. Rolling a die's maximum value without beating the DC triggers a Twist of Fate, exploding up to the next larger die. Fate Points, earned mainly by failing rolls, are spent to reroll, sway outcomes, or invoke the Hands of Fate at a narrative cost.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.
Diced4–d20d10 dice pool
ComplexityLowHigh
AccessibilityHighMedium
RunnabilityHighVery High
LicenseORC 1.0 (free SRD)All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherEinsol's RazorRenegade Game Studios
Year20252023
Best ForGroups who want a rules-light, emotionally charged one-shot or short campaign about doomed characters racing to outrun a foreseen death, and GMs who want a portable fate-and-survival horror premise they can drop into almost any setting with little prep.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.
HighlightsEvery character begins with a prophesied glimpse of their own death, which seeds concrete clues into the story and ties each session's tension to a deadline the player already knows is coming. Rolling a stat die's maximum without meeting the difficulty explodes it up to the next larger die, turning desperate long shots into escalating last-second reversals rather than flat failures. Fate Points are earned mainly by failing rolls and then spent to reroll, sway outcomes, or invoke the Hands of Fate, so setbacks bankroll later comebacks and every intervention carries a narrative cost.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.
ConsiderationsThe default Adamah setting is sketched in only a few pages and the game expects the table to invent most of the world at session zero, so groups wanting a prepared, detailed setting must supply it themselves. Equipment grants only narrative permission rather than mechanical bonuses, so players who enjoy itemization or tactical loadouts will find nothing to optimize. The foreseen-death premise is built to resolve at the Vision's deadline, making the game strongest as a one-shot or short arc and harder to sustain across a long, open-ended campaign.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.