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Scarlet Heroes vs Werewolf: The Apocalypse

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

Scarlet HeroesWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsSolo-Friendly, Sandbox, Dungeon Crawl, Low-Prep, Random Tables, Heroic, Ascending ACAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicChecks: roll 2d8 + attribute modifier + highest relevant trait vs. difficulty number. Attacks: roll d20 + attack bonus vs. AC 20. Unique damage conversion: each damage die reads individually (1 = 0, 2–5 = 1 point, 6–9 = 2 points, 10+ = 4 points), making a single hero viable against hordes. Heroes roll a Fray die each round to auto-damage lesser enemies.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.
Dice2d8 / d20d10 dice pool
ComplexityLowHigh
AccessibilityHighMedium
RunnabilityHighVery High
LicenseOGL 1.0aAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherSine Nomine PublishingRenegade Game Studios
Year20142023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForSolo players, duet groups (1 player + 1 GM), or anyone wanting to run classic old-school adventures without a full party: one hero can tackle any module.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.
HighlightsSolo and duet scaling makes any old-school module playable with one hero, Fray die and damage conversion solve the action economy, solo oracle and adventure generators included, compatible with B/X and OSR modules, Red Tide setting includedBrutal 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.
ConsiderationsSolo adventure tools require creative self-GMing, Red Tide setting is baked in (though easily reskinned), limited character options compared to full OSR games, older layoutA 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.