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Tales of the Valiant vs Werewolf: The Apocalypse

Compare Tales of the Valiant and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Tales of the ValiantWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsHeroic, Character Building, High-Fantasy, TacticalAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d20 + modifier against a target number or opposed check. Uses the core 5e framework: six ability scores, proficiency bonus, advantage/disadvantage. Adds a Talent system for additional character customization, reorganizes spells into numbered Circles, and introduces new Heritages and Lineages for character creation.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.
Diced20d10 dice pool
ComplexityMediumHigh
AccessibilityVery HighMedium
RunnabilityHighVery High
LicenseCreative Commons CC BY 4.0 (Black Flag Reference Document)All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherKobold PressRenegade Game Studios
Year20242023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want to continue playing 5e-style fantasy with backwards-compatible adventures but prefer an independent publisher with new heritages, talents, and spell circle organization.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.
HighlightsFully backwards-compatible with 5e adventures and supplements, Talent system adds character customization beyond subclass choice, spell Circles streamline spell level organization, backed by Kobold Press's extensive monster and adventure catalogBrutal 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.
ConsiderationsVery similar to 5e: groups satisfied with existing 5e rules may not find enough differentiation, still building its own identity separate from D&D, Monster Vault sold separatelyA 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.