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10,000 Swords Against Heaven vs Arrhenius

Compare 10,000 Swords Against Heaven and Arrhenius side by side. See differences in complexity, dice, genre, and more.

10,000 Swords Against HeavenArrhenius
GenreFantasy, Scifi, Horror, Post-Apocalyptic, CyberpunkScifi, Post-Apocalyptic
TagsMartial Arts, Tactical, Character Building, Classless, Fiction-First, Survival, Resource Management, Sandbox, Dark Fantasy, WeirdTactical, Survival, Resource Management, Inventory Management, Character Building, Classless, Crunchy, Strong GM Support
Core MechanicRoll a pool of d6s equal to the relevant Cultivation rating, adjusted for the circumstances. Each die showing 4–6 counts as a Strike. Meet or exceed the action's Demand to succeed; opposed checks compare Strike totals.For skill checks, roll a d20 and add the two relevant Talents plus the applicable Education score. A total of 21 or higher succeeds. Before a non-damage d20 roll, Luck Points can add +1 each to its bonus.
Diced6 dice poold20
ComplexityHighHigh
AvailabilityFree core rulesFree quickstart
Runnability2 of 5 book tools5 of 5 book tools
LicenseThird Party LicenseAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Core rulebook Third Party LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherJK SaavedraDungeonteller, LLC
Year20262025
LanguagesEnglishEnglish
Best ForGroups seeking cultivation campaigns with reactive tactical combat and open-ended exploration. The setting centers communist revolution against divine and capitalist rule.Groups who want a survival-focused science-fiction campaign where characters cross frozen ruins, manage limited equipment, and resolve fights on a tactical grid.
HighlightsTwo-stage Interrupt cascades let combatants spend Actions to respond before an opponent's declared action resolves. Licenses from fifteen Sects combine with limited Meridian slots to support changeable martial and magical loadouts. Magnetite is both currency and a source of XP, making cultivation compete with equipment purchases.Frost Points turn prolonged exposure to subzero conditions into resilience checks, so shelter and protective gear shape expeditions. The optional Tuning Session assigns Talent scores through a short character-memory scenario, tying early choices to the resulting build. Combat uses a 2-meter grid with optional Perks that award attack bonuses for flanking or high ground.
ConsiderationsCharacters start fragile by design; the book expects many to die at Stage 0 before cultivation takes hold. Casting Magick prevents Defense Checks, making positioning and allied protection important. The premise centers communist revolution, and the book warns of sexual violence and body horror.Exposure to subzero temperatures triggers a Resilience check every 20 minutes of real table time and failure costs one Frost Point. Broad equipment archetypes rely on the Dungeonteller to define the specific items characters encounter. Combat resolves each attack through opposed rolls before damage is rolled.