TTRPG Wiki

Compare tabletop RPG systems to find your next game

Pathwarden vs Werewolf: The Apocalypse

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

PathwardenWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsTactical, Classless, Character Building, Exploration, Sandbox, Character-Driven, Mana Points, Strong GM SupportAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d20 + the relevant Proficiency and modifiers and meet or beat a difficulty. Beating or missing it by 10 produces a critical result, while a natural 20 or 1 shifts the degree one step. Benefit and Detriment change the difficulty by 5.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.
Diced20d10 dice pool
ComplexityHighHigh
AccessibilityMediumMedium
RunnabilityMediumVery High
LicenseORC LicenseAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherGhost SparkRenegade Game Studios
Year20242023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want classless tactical fantasy with grid combat, build experimentation, and campaigns that alternate between exploration, conflicts, and long-term projects. It suits a Lorewarden comfortable preparing a regional sandbox.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.
HighlightsFast and Slow Turns let players trade one action for acting before enemies, turning initiative into a round-by-round tactical choice. Three classless Paths open Boons and Feats that let characters combine martial, magical, and skill-focused abilities. Exploration and Horizon procedures connect regional travel, threat clocks, and long-term Projects to the consequences of each adventure.Brutal 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.
ConsiderationsGrid combat asks players to track action costs, positioning, conditions, and multiple-attack penalties each round. Character advancement spreads options across Boons, Feats, Skills, and magical Disciplines, so players compare abilities drawn from several chapters. The campaign structure expects the Lorewarden to prepare an Adventure Map of regions and threats before play.A 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.