Warhammer Fantasy Roleplay vs When the Moon Hangs Low
Compare Warhammer Fantasy Roleplay and When the Moon Hangs Low side by side. See differences in complexity, dice, genre, and more.
| Warhammer Fantasy Roleplay | When the Moon Hangs Low | |
|---|---|---|
| Genre | Fantasy | Horror, Fantasy |
| Tags | Career-Based, Corruption, Crunchy, Dark Fantasy, Fear & Stress Mechanics, Gritty, Investigation, Licensed IP, Strong GM Support, Tactical | Fear & Stress Mechanics, Dark Fantasy, Corruption, Investigation, Faction Play, Tactical, Solo-Friendly, Mission-Based |
| Core Mechanic | Roll d100 equal to or under a Skill or Characteristic. Success Levels are the target's tens digit minus the roll's tens digit. Difficulty modifies Success Levels and can change the outcome. Advantage lets you reverse the digits for a better result; Disadvantage requires the worse result. Opposed Tests compare Success Levels. | Roll a pool of d6 equal to the stat tied to the skill and count successes, with each die succeeding on 5–6 when Untrained, 4–6 when Trained, and 3–6 when Mastered. The number of successes must meet or beat a Difficulty Value set by the Gamemaster. Bonus and penalty dice adjust the pool. A penalty die that rolls 5–6 cancels a success. Opposed checks compare success counts instead of a fixed Difficulty Value. |
| Dice | d100 | d6 dice pool |
| Complexity | High | High |
| Availability | Paid | Paid |
| Runnability | 5 of 5 book tools | 3 of 5 book tools |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | No verified route found | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Cubicle 7 Entertainment Ltd. | Isolation Games |
| Year | 2026 | 2023 |
| Languages | English | English |
| Best For | Groups who want a career-driven grim fantasy campaign where investigation and consequential combat put precarious Old World adventurers under pressure. | Groups who want gothic-horror monster-hunting and investigation on a contract-driven mission structure, where characters carry a permanent curse that escalates as they lean on their powers. Also supports solo or GM-less play through the built-in Lone Hunter rules. |
| Highlights | Success Levels express degree of outcome in ordinary and opposed Tests. Career status influences social Tests and income, giving a character's occupation consequences beyond advancement. Between-adventure procedures make long-term projects compete with earning a living. | Each of the twelve Marks grants a supernatural Boon paired with a Curse that advances a stage every time the hunter runs out of Resolve, so power comes bundled with an escalating personal cost. Influence earned by bluffing, charming, or intimidating a faction accumulates as a spendable resource that buys concrete favors from four rival powers, turning social play into a persistent currency. A full Lone Hunter mode replaces the Gamemaster's difficulties with a success-tier table and twist tables, letting the same character and dice run solo without a separate ruleset. |
| Considerations | Critical wounds can cause lasting injuries even when a character survives a fight. Career progression requires filling an advancement tracker before spending XP during downtime. Downtime limits characters to a few undertakings and normally consumes any money they have not secured. | A hunter's Mark is chosen at creation and can never be changed, locking in both its Boon and the eventual monstrous transformation the character is fated toward. The setting leaves its central mysteries, including the nature of the Bitter Sacrament and the buried ympir, deliberately unanswered for each Gamemaster to resolve or not. Most antagonists are Minions that never roll to Parry, Dodge, or Counterattack, so rank-and-file fights reduce to attackers rolling against a fixed number instead of opposed checks. |