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Cairn 1st Edition vs Werewolf: The Apocalypse

Compare Cairn 1st Edition and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Cairn 1st EditionWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsRules-Light, Classless, Deadly, Attacks Always Hit, Random Character Creation, Inventory Management, Dark Fantasy, Fiction-First, Sandbox, CC-Licensed RulesAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d20 equal to or under STR, DEX, or WIL to pass a save; 1 always succeeds and 20 always fails. Attacks always hit: the attacker rolls a damage die, subtracts the target's Armor, and applies the remainder to Hit Protection. When HP reaches 0, damage spills into STR and triggers a critical damage save; reaching 0 STR means death. Characters have 10 inventory slots, two for hands, with bulky items occupying two slots. Fatigue from spellcasting or deprivation fills slots like gear. Spells are cast by holding a Spellbook in both hands and reading aloud, adding one Fatigue per cast.Build 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.
Diced20, d4–d12d10 dice pool
ComplexityVery LowHigh
AccessibilityVery HighMedium
RunnabilityHighVery High
LicenseCC BY-SA 4.0All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherYochai GalRenegade Game Studios
Year20202023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want a free 24-page toolkit for fae-haunted woodland adventure where character creation takes minutes, equipment defines the character, and any fight can kill you. Especially well suited to one-shots, hacking into custom settings, and learning rules-light fantasy.Groups 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.
HighlightsEntire game fits in 24 pages, released under CC BY-SA 4.0 with full rights to remix and republish commercially, the ten-slot inventory unifies equipment and Fatigue into one resource, character generation rolls on d20 tables for names, traits, backgrounds, and starting gear plus a d100 spellbook table, a Scars table produces lasting consequences when HP is reduced to exactly 0Brutal 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.
ConsiderationsAlmost no setting detail beyond a vague mysterious Wood, only five creatures in the core bestiary, no structured procedures for exploration turns or dungeon rounds (added later in 2nd Edition), classless design offers no character build mechanics for players who enjoy optimizationA 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.