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Werewolf: The Apocalypse vs Wyld

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

Werewolf: The ApocalypseWyld
GenreHorror, Modern, FantasyFantasy
TagsAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban FantasyRules-Light, Classless, Dark Fantasy, One-Shot Friendly, Roll to Cast, Inventory Management, CC-Licensed Rules
Core MechanicBuild 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.Roll 2d6 plus the relevant ability point (Strength, Dexterity, Intelligence, or Empathy, each rated 0–4) for any risky action: 10+ is a Success, 7–9 a Partial Success that lands with a complication, 6 or less a Failure. Double 6 is a Critical Success that grants the player a Fortune Point (spendable to boost any later roll, max 3); double 1 is a Critical Failure that hands the GM a Misfortune Point (spendable for out-of-turn foe actions, max 5). Physical attacks bypass the test: the attacker rolls the weapon's damage die, adds STR (melee) or DEX (ranged), subtracts the target's Armour Protection, and applies the remainder to Hit Points. Spellcasting reuses the 2d6 test against INT (Primordial utility) or EMP (Elemental damage), with a partial success triggering a d20 Wyld Flare table for unintended magical chaos.
Diced10 dice pool2d6
ComplexityHighLow
AccessibilityMediumVery High
RunnabilityVery HighMedium
LicenseAll Rights ReservedCC BY 4.0
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherRenegade Game StudiosQuest Giver Games
Year20232026
LanguagesEnglish, French, German, Italian, Spanish, Polish, PortugueseEnglish
Best ForGroups 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.Small groups who want a short, classless fantasy zine for anthropomorphic animal-folk in a pastoral world that gradually darkens: built for the tonal slide from cozy Wyld Folk daily life into encounters with corrupted Ravenous, Carrion undead, and ascending Mythics.
HighlightsBrutal 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.Weapons strike without a roll: physical attacks resolve as damage die plus STR or DEX minus Armour Protection, removing the to-hit layer that slows similar 2d6 systems and reserving the test mechanic for risky non-attack actions, spellcasting, and contests. Magic splits into Elemental spells (EMP: damage with element-specific riders such as Air pushing the target, Earth knocking them prone, Fire bypassing armour, Light blinding, Dark dropping Strength) and Primordial spells (INT: non-damage utility from 25 paired opposites like Repel/Attract, Heat/Cool, Shrink/Grow, Slick/Friction), with a partial success on either rolling on a d20 Wyld Flare table for chaotic side-effects instead of a wasted turn. Hitting exactly 0 HP triggers the Scars table: rather than wound penalties, every entry pairs a permanent cosmetic mark (a limp, coloured-vein blood poisoning, lingering green spots, an inner-child episode) with a chance to raise an ability score or add to maximum HP, so near-death consistently bends toward leaving the Wyld Folk marked and more capable.
ConsiderationsA 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.Combat is one-way damage (attackers roll, defenders don't, with no dodge, parry, or active defensive reaction beyond Armour Protection), so player agency in defense is limited to wearing or removing armour rather than mid-combat maneuvering. The world of Sunder is sketched in broad strokes: its history, factions, geography, and the nature of the encroaching darkness are conveyed across a few paragraphs and bestiary entries, leaving the GM to fill in most lore at the table. Character growth caps at level 10 with a hard ceiling of 4 in any ability score: numerical advancement runs out quickly, with later gains limited to extra Martial Foci or additional spells slotted within those existing caps.