Sentinel Comics RPG vs Werewolf: The Apocalypse
Compare Sentinel Comics RPG and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Sentinel Comics RPG | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Modern, Superhero | Horror, Modern, Fantasy |
| Tags | Heroic, Narrative, Superpowers, Combat-Heavy, Cinematic, Theater of the Mind | Atmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Roll three dice (from powers, qualities, and status) and use the middle result vs. difficulty. Your status zone (green/yellow/red) changes available abilities as you take damage. | 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. |
| Dice | d4–d12 | d10 dice pool |
| Complexity | Medium | High |
| Accessibility | Medium | Medium |
| Runnability | Very High | Very High |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Greater Than Games | Renegade Game Studios |
| Year | 2022 | 2023 |
| Best For | Superhero campaigns that feel like reading a comic book, with a unique status-shifting system and structured hero/villain/environment turns. | 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. |
| Highlights | Captures comic book pacing well, status system creates dramatic arcs, villain/environment turns keep things dynamic, developed published setting | 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. |
| Considerations | Tightly tied to the Sentinel Comics universe, status dice tracking requires careful bookkeeping, can feel constrained for freeform players | 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. |