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Vampire: The Masquerade vs We Can Be Heroes

Compare Vampire: The Masquerade and We Can Be Heroes side by side. See differences in complexity, dice, genre, cost, and more.

Vampire: The MasqueradeWe Can Be Heroes
GenreHorror, ModernSuperhero, Modern
Play StyleSocial Intrigue, Drama, Roleplay-Heavy, Atmospheric, Faction Play, Investigation, Collaborative, Character-Driven, Urban Fantasy, Corruption, Lore-Heavy, NoirHeroic, Superhero, Combat-Heavy, Cinematic, Character Building, Faction Play
Core MechanicRoll a pool of d10s (attribute + skill), count successes (6+). Hunger dice replace regular dice in the pool — their 10s trigger Messy Criticals and their 1s trigger Bestial Failures, making the Beast an ever-present threat.Roll d20 + Talent Modifier vs. GM-set threshold for Talent Checks. Superpowers use Target Die (d12 at levels 1–9, d20 at levels 10–20) + Superpower Die + Moxie. Superpower Attacks always hit — damage is the variable. Hero's Favor points fuel superpowers and creative power use. Action Points govern turns with Primary (3 AP) and Secondary (2 AP) actions. Public Merit tracks faction reputation for favors, intel, and gear upgrades. Hero's Moment rewards critical failures with one-per-level power-ups.
Diced10 dice poold4–d20
ComplexityMediumMedium
AccessibilityMediumMedium
CommunityHighVery Low
LicenseProprietaryProprietary
Cost$$$$
PublisherRenegade Game StudiosBudStuff Games
Year20182024
Best ForDrama-heavy campaigns exploring themes of addiction, power, and losing your humanity.Groups who want crunchy superhero campaigns with detailed character builds, tiered superpowers, and a reputation system that ties heroism to community relationships.
HighlightsHunger system mechanically integrates the vampire's predatory nature into every dice roll. Detailed social and political frameworks with clan-based faction play. Humanity and Stains system tracks moral erosion with narrative consequences.Public Merit system ties heroism to community impact through faction reputation, six superpower archetypes with five-tier progression and Auxiliary Powers for build variety, Hero's Moment turns critical failures into one-per-level power-ups, Hero's Favor points enable out-of-combat power use (freezing locks, creating barriers, boosting checks)
ConsiderationsHunger dice introduce high randomness at critical moments, dense lore spanning 30+ years can overwhelm new players, predator type and clan choice during character creation require setting knowledge to make informed decisionsCharacter creation requires multiple derived calculations (Moxie, DT, HP, Vigilance, Initiative), 20-level progression has many repetitive incremental steps, combat-heavy with limited non-combat mechanical support