Aurora vs Cyberpunk RED
Compare Aurora and Cyberpunk RED side by side. See differences in complexity, dice, genre, and more.
| Aurora | Cyberpunk RED | |
|---|---|---|
| Genre | Sci-Fi | Cyberpunk |
| Tags | Crunchy, Combat-Heavy, Skill-Based, Mission-Based, Base-Building, Deadly, Random Character Creation, Superpowers | Combat-Heavy, Skill-Based, Tactical, Gritty, Deadly, Corruption, Mission-Based, Heist, Crunchy, Lore-Heavy |
| Core Mechanic | Roll d100 equal to or under skill value for a standard success. Degrees of success scale with the margin: standard (full value), difficult (half value), very difficult (quarter value), legendary (01 only). Misfortune triggers on rolls of 96+ (99+ for skilled characters). Combat uses initiative based on Dexterity, with major actions, minor actions, and reactions (number limited by Dexterity / 30). Defenders choose to dodge, parry, counterattack, or maneuver as reactions. Superpowers cost energy points and risk destabilizing the dimension when used in front of witnesses. | Roll d10 + the relevant Stat + Skill and exceed a Difficulty Value or an opponent’s total. Ties favor the defender. |
| Dice | d100 | d10 |
| Complexity | High | High |
| Availability | Free quickstart | Free quickstart |
| Runnability | 3 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Noncommercial only — Official fan-content policy |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | GrubyBang | R. Talsorian Games |
| Year | 2024 | 2020 |
| Languages | English | English, French, Italian, Spanish, Polish, German, Japanese, Portuguese |
| Best For | Groups who want a crunchy BRP-based sci-fi game where superpowered agents travel to other dimensions on tactical missions, build up a shared base between operations, and face detailed combat with location-based wounds. | Groups who want mercenary capers in a troubled city, with tactical firefights and distinct professional specialties. Campaigns follow a crew balancing dangerous jobs against the cost of staying alive. |
| Highlights | Dimension-hopping premise supports any genre or historical period within a single campaign. 16 superpowers with leveled upgrades and a risk-reward discretion system. Base-building expands Facility 13 with modules like the Isomer Forge (iconic weapons) and Nanite Workshop. 120+ weapons spanning primitive, modern, and futuristic eras. Detailed wound tables by body location and weapon type. | Ten Roles provide specialized abilities that grow independently of ordinary skills. Netrunners hack nearby networks on the same initiative clock as the crew’s firefights. Lifepath tables supply personal connections that the GM can turn into job complications. |
| Considerations | 11-step character creation process is detailed but lengthy. Translated from Polish: occasional language inconsistencies. No free rules or SRD available. | Armor ablation and critical injuries require tracking throughout a firefight. Most cyberware reduces Humanity and can eventually put a character under GM control. Buying expensive equipment usually requires a Fixer or access to a Night Market. |