Bite the Hand vs Cyberpunk RED
Compare Bite the Hand and Cyberpunk RED side by side. See differences in complexity, dice, genre, cost, and more.
| Bite the Hand | Cyberpunk RED | |
|---|---|---|
| Genre | Cyberpunk, Scifi, Horror | Cyberpunk |
| Play Style | Character Building, Deadly, Fast-Paced, Gritty, Hackable, Horror, Resource Management, Theater of the Mind | Combat-Heavy, Skill-Based, Gritty, Deadly, Corruption, Faction Play, Crunchy, Licensed IP |
| Core Mechanic | Roll d100 under a relevant stat or save. Equal or higher makes a check fail or succeed with a consequence, while an equal-or-higher save fails and incurs harm. Doubles trigger critical results based on success or failure. Advantage or Disadvantage rolls twice and keeps the better or worse result; uncomplicated actions usually work without a roll. | Stat + Skill + d10 against a Difficulty Value set by the GM (typically 13 for everyday tasks, scaling to 29 for legendary ones). Combat uses REF + weapon skill + d10 against a defender's active dodge or parry roll. Damage is rolled with d6s and reduced by armor at the hit location. Critical injuries are triggered when damage penetrates armor, rolled on a table with lasting mechanical effects. Humanity loss from cyberware installation tracks a character's slide toward cyberpsychosis. |
| Dice | d100 | d10 |
| Complexity | Medium | Medium |
| Accessibility | Medium | High |
| Runnability | Medium | Very High |
| License | Proprietary | Proprietary |
| Cost | $ | $$ |
| Publisher | Spellbook Gaming LLC | R. Talsorian Games |
| Year | 2026 | 2020 |
| Best For | Groups seeking lethal cyberpunk missions about vulnerable rebels, with room for hacking, social maneuvering, and direct action. | Groups who want a streamlined cyberpunk experience with lethal combat, deep character roles, and a setting that bridges the classic Cyberpunk 2020 era to the world of Cyberpunk 2077. |
| Highlights | Tiered cybernetics raise Minimum Stress as they expand a character's capabilities, linking augmentation directly to emotional resilience. Completing a mission against a corporation, harming law enforcement, corporate assets, or government officials, and every $2,000 of debt each raise Heat; after a day of noticeable crime, a secret d20 roll at or under the highest-Heat character's score produces a Heat consequence. Uncomplicated attacks hit automatically, reserving checks for dangerous complications and keeping firefights moving. | Ten roles each have a branching Role Ability that deepens as the character advances, not a one-time pick. Netrunning is rebuilt to resolve in real time alongside physical combat, so the netrunner acts on the same clock as everyone else. The Lifepath system generates backstory events, enemies, allies, and romances that hook a character into the Time of the Red. |
| Considerations | Random stats and unequal starting loadouts deliberately create uneven characters. Wounds and failed Death saves can remove characters abruptly. Several procedures rely on Warden judgment: hacking, social checks, cover, and carrying capacity. | Hit location and armor tracking remain from Cyberpunk 2020, adding bookkeeping to combat. Night Market equipment tables use randomized availability that can frustrate players looking for specific gear. The Time of the Red setting deliberately limits high-end technology compared to the 2020 or 2077 eras. |