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CAIN vs Hunter: The Reckoning

Compare CAIN and Hunter: The Reckoning side by side. See differences in complexity, dice, genre, cost, and more.

CAINHunter: The Reckoning
GenreHorror, ModernHorror, Modern
TagsAnime, Character-Driven, Corruption, Deadly, Fiction-First, Investigation, Mission-Based, Strong GM Support, Superpowers, Theater of the MindInvestigation, Mystery, Character-Driven, Gritty, Deadly, Atmospheric, Social Combat, Strong GM Support, Lore-Heavy, Urban Fantasy
Core MechanicRoll a pool of d6s from a skill rated 0–3 plus up to +3D of ordinary advantages; each 4+ is a success, and one success achieves the goal. The Admin judges difficulty and risk separately, so a roll can be both hard and risky. A hard roll scores successes only on 6s. A risky roll adds the Admin's risk die, which sets how much better or worse the outcome goes. A straight roll omits that die. Complex tasks use talismans, segmented trackers that take one slash per success.Roll a pool of d10s, usually an Attribute plus a Skill. Each 6 or higher is a success. Meeting the Storyteller's Difficulty wins. Each pair of 10s counts as four successes. On tests within their creed's Field, Hunters may choose to add Desperation Dice equal to the cell's shared Desperation rating. A 1 on any Desperation Die turns a win into a choice: keep it and raise the cell's Danger, or fail and enter Despair. A failed test with a Desperation 1 always causes Despair.
Diced6 dice poold10 dice pool
ComplexityMediumMedium
AccessibilityMediumMedium
RunnabilityVery HighVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Creator-published permission for original supplementary contentCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherCHASMRenegade Game Studios
Year20242022
LanguagesEnglishEnglish, French, German, Italian, Spanish
Best ForGroups who want short monster-of-the-week campaigns where uncovering a sin's traumas makes the final confrontation easier. It suits tables ready to handle abuse, self-harm, and trauma themes with characters treated as expendable weapons.Groups who want investigation-heavy modern horror in which a cell of ordinary people researches, plans, and confronts a monster at real personal risk.
HighlightsEach trauma question answered during investigation can be invoked once in the final fight to reduce stress and slash the sin's execution talisman. Exorcists can pay for powers with 1d3 sin instead of scarce psyche bursts, a shortcut that builds toward overflow, mutation, or becoming an enemy Imago. Every rest raises pressure, and each pressure tick lengthens the sin's execution talisman, making recovery a direct trade against the final fight.Desperation rises after the cell's setbacks, so mounting trouble adds both dice and risk to later Field tests. Overreach lets a player keep a win by raising the cell's Danger, which escalates the quarry's response against the whole cell. Monsters have weaknesses Hunters can discover, so research pays off as concrete advantages in the final confrontation.
ConsiderationsInvestigations engage with abuse, self-harm, trauma, and mental health crises, so the book directs the Admin to discuss intentions and boundaries with players beforehand. Harm taken with three injuries, or 7 or more stress from one event after reductions, causes instant death unless the exorcist defies fate and suffers sin overflow instead. The author expects campaigns of about ten sessions or fewer, and Category advancement reaches its normal cap after seven missions survived.Desperation Dice apply only to tests within a Hunter's creed Field, so a character's signature boost sits idle outside that specialty. The book recommends ending most conflicts after about three turns, which leaves little room for extended tactical combat. The content warning covers themes such as sexual violence and torture, so groups should calibrate boundaries before play.