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Starving Folly vs Werewolf: The Apocalypse

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

Starving FollyWerewolf: The Apocalypse
GenreHorrorHorror, Modern, Fantasy
TagsFear & Stress Mechanics, Survival, Gritty, Resource Management, Character Building, Classless, Tactical, Combat-Heavy, One-Shot Friendly, CC-Licensed RulesAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll a d10, add the relevant ability score and any skill that applies, and meet or beat a Difficulty Class the GM sets on a scale from 4 for an easy task to 15 for an almost impossible one. A weapon attack rolls a d10 plus the weapon's ability score against the target's Evasion and, on a hit, deals the weapon's listed damage. Spending a Hunger Token rerolls a failed Body or Agility roll, and spending a Sanity Token rerolls a failed Mind, Senses, or Sociability roll.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.
Diced10d10 dice pool
ComplexityMediumHigh
AccessibilityVery HighMedium
RunnabilityLowVery High
LicenseCC BY-NC-SAAll Rights Reserved
Third-Party PublishingNoncommercial only — Open licenseCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherTheCappy01Renegade Game Studios
Year20262023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want a free, setting-agnostic horror game for one-shots or short campaigns, built around a gradual reveal of the threat and survival costs that reach beyond hit points. It fits tables that enjoy building characters from a wide menu of backgrounds and perks.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.
HighlightsScars land on specific body parts, and a permanent -5 Scar costs the character that part. Each time a character drops to 0 Sanity Tokens, the GM gives them a new Phobia that can drain a Sanity Token once per session. A character's base Actions equal Agility plus 1, and unspent Actions can be saved to act again later in the round.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.
ConsiderationsStandard rest clears Temporary Scars but leaves permanent Scars in place. Running out of Hunger or Sanity Tokens normally imposes -3 on rolls tied to that token's abilities, and a standard rest restores just one token of each type. Whether the six Doctrines of magic appear in a campaign, and how characters earn Affinity to use them, are left for the GM to decide.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.