CAIN vs Tenra Bansho Zero
Compare CAIN and Tenra Bansho Zero side by side. See differences in complexity, dice, genre, and more.
| CAIN | Tenra Bansho Zero | |
|---|---|---|
| Genre | Horror, Modern | Fantasy, Sci-Fi |
| Tags | Anime, Character-Driven, Corruption, Deadly, Fiction-First, Investigation, Mission-Based, Strong GM Support, Superpowers, Theater of the Mind | Drama, Character-Driven, Roleplay-Heavy, Corruption, One-Shot Friendly, Anime, Mecha, Cinematic, High-Power, Strong GM Support |
| Core Mechanic | Roll 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 number of d6 equal to an attribute. Each die showing the skill level or lower counts as a success. The GM announces how many successes are needed, usually between 1 and 6, before the roll. In an opposed roll, the defender's successes set the number the attacker must beat. Kiai points can add dice or raise a general skill before a roll, or buy extra successes after it. |
| Dice | d6 dice pool | d6 dice pool |
| Complexity | Medium | High |
| Availability | Paid | Paid |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | Proprietary | Proprietary |
| Third-Party Publishing | Commercial publishing allowed — Creator-published permission for original supplementary content | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | CHASM | Kotodama Heavy Industries |
| Year | 2024 | 2013 |
| Languages | English | English, Japanese, Spanish |
| Best For | Groups 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 a complete anime-style drama of samurai, sorcerers and mecha pilots in one long session, with the whole table rewarding memorable performances. |
| Highlights | Each 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. | Aiki chits awarded by the table for memorable in-character play convert into the Kiai that buys dice and successes. Spent Kiai builds up as Karma, which players pay down by rewriting or sublimating their character's Fates. The Zero Act gives each character an opening scene and a GM-assigned Destiny, setting up a story meant to finish in one 4 to 6 hour session. |
| Considerations | Investigations 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. | A character whose Karma is still above 108 at the end of an intermission normally becomes a GM-controlled Asura and leaves play. The book has no dedicated army-scale battle rules, though individual combat and Strategy rolls can still matter within a war. Scenes usually include only two or three PCs, so players spend much of the session as the audience or voicing NPCs. |