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Shadowrun vs Werewolf: The Apocalypse

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

ShadowrunWerewolf: The Apocalypse
GenreCyberpunk, FantasyHorror, Modern, Fantasy
TagsCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Classless, EspionageAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d6s equal to an attribute plus a skill, counting 5s and 6s as hits. Reach the required threshold to succeed, or compare hits in an opposed test. Situational advantages generate Edge points that can fund rerolls or extra hits. Dice pool modifiers still apply alongside Edge.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.
Diced6 dice poold10 dice pool
ComplexityVery HighHigh
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Community content programCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherCatalyst Game LabsRenegade Game Studios
Year20192023
LanguagesEnglish, German, French, Portuguese, RussianEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want cyberpunk-fantasy heists and enjoy mastering specialist rules together across a continuing campaign.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.
HighlightsSpecialist roles divide a heist across physical security, hacking, and magic, giving the team several ways into the same target. Edge turns situational advantages into a spendable resource for tactical choices. Reputation and Heat carry the consequences of conspicuous jobs into later missions.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.
ConsiderationsCharacter creation requires coordinating priority choices with detailed gear purchases. Cyberware reduces Essence, which limits magical development. Wireless equipment bonuses expose connected gear to hacking.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.