TTRPG Wiki

Compare tabletop RPG systems to find your next game

Ashes Without Number vs Cities Without Number

Compare Ashes Without Number and Cities Without Number side by side. See differences in complexity, dice, genre, and more.

Ashes Without NumberCities Without Number
GenrePost-ApocalypticCyberpunk
TagsSandbox, Deadly, Gritty, Exploration, Survival, Faction Play, Ascending ACSandbox, Classless, Noir, Ascending AC, Gritty, Deadly, Mission-Based, Heist, Random Tables, Strong GM Support
Core Mechanic2d6 + skill + attribute modifier ≥ target for skill checks; d20 + modifiers for combat. Edges and Foci customize survivors. Enclave turn manages settlement-level play. Mutation system for mutant wasteland campaigns.Skill checks roll 2d6 plus the relevant attribute modifier and skill level against a difficulty. Attacks roll 1d20 plus base attack bonus, combat skill, and attribute modifier against Armor Class, and a melee miss can still inflict Shock. Lethal hits roll a Trauma Die, and a result at or above the target's Trauma Target multiplies damage.
Dice2d6 / d202d6 / d20
ComplexityMediumMedium
AvailabilityFree core rulesFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedCommercial publishing allowed — Cities Without Number System Reference Document (CC0 1.0)
Summary only, not legal advice. Check current terms before publishing.
PublisherSine Nomine PublishingSine Nomine Publishing
Year20252023
LanguagesEnglishEnglish
Best ForSandbox post-apocalyptic campaigns (nuclear wastelands, zombie deadlands, or societal collapse) with the same incredible GM tools as Stars Without Number.Groups who want a lethal cyberpunk sandbox where the players pick their own jobs and work for or against the city's factions.
HighlightsThree apocalypse flavors (mutant wasteland, zombie deadlands, after the fall), comprehensive sandbox GM tools with encounter site and enclave generators, mutations and cybernetics, compatible with other Without Number gamesThe complete core rules are free in a separate PDF, so a table can start play without buying the deluxe edition. Mission tags and one-roll tables generate patrons, jobs, and complications without long prep. Faction schemes and the Heat system give the city and the team's notoriety mechanical momentum between missions.
ConsiderationsOSR combat can feel flat, dense 294-page rulebook, requires GM comfort with sandbox playCombat stays on a light OSR frame, so groups wanting granular tactical combat will find it thin. The game expects a GM to build a city and improvise its consequences, and it offers little support for scripted story arcs. Hacking and cyberware add bookkeeping through Access pools and monthly maintenance.