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, Corruption, Drama, 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. Each pair of 10s counts as four 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 |
| Languages | English | English, French, German, Italian, Spanish, Polish, Portuguese |
| 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 | 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. |
| Considerations | Tightly tied to the Sentinel Comics universe, status dice tracking requires careful bookkeeping, can feel constrained for freeform players | 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. |