Unknown Armies vs Werewolf: The Apocalypse
Compare Unknown Armies and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Unknown Armies | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Horror, Modern | Horror, Modern, Fantasy |
| Tags | Urban Fantasy, Weird, Noir, Fear & Stress Mechanics, Character-Driven, Sandbox, Worldbuilding, Freeform Magic, Strong GM Support, Lore-Heavy | Atmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Roll percentile dice against an identity or ability rating and succeed on a result equal to or under it. Doubles make a matched success or matched failure, 01 is a critical success, and 00 is a fumble. Rolls with an identity tied to a character's obsession can be flip-flopped, swapping the two dice so that 54 reads as 45. Each relevant passion normally allows one more flip-flop per session. | 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. |
| Dice | d100 | d10 dice pool |
| Complexity | High | High |
| Accessibility | High | Medium |
| Runnability | Very High | Very High |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Noncommercial only — Atlas Games Fair Use policy | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Atlas Games | Renegade Game Studios |
| Year | 2017 | 2023 |
| Languages | English, Spanish | English, French, German, Italian, Spanish, Polish, Portuguese |
| Best For | Groups who want occult horror in the present day, where each character's obsessions and trauma and the cabal's shared goal drive the campaign instead of a prepared plot. It suits tables comfortable with violence, madness, and transgressive magick, and with building their own local setting together in the first session. | 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. |
| Highlights | In ordinary play, each hardened notch on the shock gauge moves five points from an upbeat ability such as Connect to its paired downbeat ability such as Struggle. Adepts charge their school of magick through its own obsessive behavior and lose all the charges they are holding when they break its taboo. The cabal pursues a player-chosen objective tracked in percentiles, and intense milestones earn bigger rolls toward it than petty ones. | 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. |
| Considerations | Violence, madness, abuse, and transgressive magick are core subject matter, so the group needs to agree on limits before play. Many firearms can kill a character with the default wound threshold of 50 in one hit. Twenty-five or more hardened notches normally burn a character out, which shuts off passion flip-flops and avatar identities until the character gets treatment. | 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. |