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CAIN vs Warhammer Fantasy Roleplay Fourth Edition

Compare CAIN and Warhammer Fantasy Roleplay Fourth Edition side by side. See differences in complexity, dice, genre, and more.

CAINWarhammer Fantasy Roleplay Fourth Edition
GenreHorror, ModernFantasy
TagsAnime, Character-Driven, Corruption, Deadly, Fiction-First, Investigation, Mission-Based, Strong GM Support, Superpowers, Theater of the MindCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed IP
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 d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests.
Diced6 dice poold100
ComplexityMediumMedium
AvailabilityPaidPaid
Runnability5 of 5 book toolsBook tools not listed
LicenseProprietaryNo open license
Third-Party PublishingCommercial publishing allowed — Creator-published permission for original supplementary contentNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherCHASMCubicle 7
Year20242018
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 dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter.
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.The career system structures advancement around trades, moving a character through jobs that shape both skills and story. Success Levels measure how far a d100 test beats or misses its target, turning every roll into a degree of result. Advantage accumulates during a fight, rewarding momentum with stacking bonuses to attack tests.
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.The rules assume the Old World setting, so moving WFRP elsewhere means reworking its careers and tone. Comparing tens digits for Success Levels on every test adds a math step that can slow combat. Advancement is career-gated, so a character often must finish or leave a career before branching into new skills.