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Ultraviolet Grasslands and the Black City vs Werewolf: The Apocalypse

Compare Ultraviolet Grasslands and the Black City and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Ultraviolet Grasslands and the Black CityWerewolf: The Apocalypse
GenreFantasy, Scifi, Post-ApocalypticHorror, Modern, Fantasy
TagsJourney, Exploration, Sandbox, Resource Management, Inventory Management, Random Tables, Improvisation, Strong GM Support, Gonzo, WeirdAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d20 + the relevant stat + a trained skill bonus to exceed a target number. A natural 1 fails and a natural 20 succeeds. Advantage adds a die and keeps the better result; disadvantage keeps the worse result, and the two cancel. Some tests instead read the total on an outcome table.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
ComplexityHighHigh
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — When Time Fades compatibility licenseCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherExalted Funeral PressRenegade Game Studios
Year20192023
LanguagesEnglish, PortugueseEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want a long science-fantasy caravan campaign centered on exploration, trade, and survival across an open-ended world.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.
HighlightsWeekly travel procedures connect supplies and setbacks to the time available for exploration. Discoveries award experience for reaching and investigating unfamiliar places. Market research and trade-route investments let a caravan turn geographical knowledge into income.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.
ConsiderationsThe included SEACAT rules are an excerpt rather than the complete engine, and most spells are omitted. A week of rest normally restores only one damaged attribute or condition. The setting includes slavery, drug addiction, and body horror.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.