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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 RPGWerewolf: The Apocalypse
GenreModern, SuperheroHorror, Modern, Fantasy
TagsHeroic, Narrative, Superpowers, Combat-Heavy, Cinematic, Theater of the MindAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll 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.
Diced4–d12d10 dice pool
ComplexityMediumHigh
AccessibilityMediumMedium
RunnabilityVery HighVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherGreater Than GamesRenegade Game Studios
Year20222023
Best ForSuperhero 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.
HighlightsCaptures comic book pacing well, status system creates dramatic arcs, villain/environment turns keep things dynamic, developed published settingRage 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.
ConsiderationsTightly tied to the Sentinel Comics universe, status dice tracking requires careful bookkeeping, can feel constrained for freeform playersAfter 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.