Cyberpunk 2020 vs Tiny Cyberpunk
Compare Cyberpunk 2020 and Tiny Cyberpunk side by side. See differences in complexity, dice, genre, cost, and more.
| Cyberpunk 2020 | Tiny Cyberpunk | |
|---|---|---|
| Genre | Cyberpunk | Cyberpunk, Scifi |
| Play Style | Combat-Heavy, Skill-Based, Deadly, Lore-Heavy, Career-Based, Corruption, Faction Play, Crunchy, Grimdark | Rules-Light, One-Shot Friendly, Low-Prep, Fast-Paced, Theater of the Mind, Classless, Solo-Friendly, Random Tables |
| Core Mechanic | Stat + Skill + d10 against a difficulty value set by the GM (typically 15 for average tasks, scaling up to 30 for nearly impossible ones). Combat uses the same formula: REF + weapon skill + d10 against a target number modified by range. Hit location is rolled on a d10 table, and armor on each location absorbs damage separately. Cyberpsychosis tracks Humanity loss from cyberware installation, with characters losing Empathy as they augment. | Roll 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence. |
| Dice | d10 | d6 dice pool |
| Complexity | High | Medium |
| Accessibility | Medium | Medium |
| Runnability | Very High | Medium |
| License | Proprietary | All Rights Reserved |
| Cost | $$ | $$ |
| Publisher | R. Talsorian Games | Gallant Knight Games |
| Year | 1993 | 2024 |
| Best For | Groups who want a gritty, lethal cyberpunk setting with deep character roles, detailed cybernetics and gear, and a world where style matters as much as firepower. | Groups seeking quick cyberpunk missions where street-level jobs provoke escalating corporate retaliation. The included oracles also support solo campaigns. |
| Highlights | Nine character roles each grant a unique Special Ability, so a Solo, Netrunner, or Rockerboy plays mechanically distinct from the rest. The Lifepath system rolls out backstory, allies, enemies, and romances, tying a character into the world before play begins. Installing cyberware costs Humanity, trading raw capability for a measured slide toward cyberpsychosis. | Hacking uses Firewall difficulty and failure-triggered Kickbacks, giving digital intrusion distinct risks while reusing the core Test. Heat turns mission fallout into escalating corporate actions after rests, carrying consequences between jobs. A complete solo loop pairs scene procedures with oracles, supporting one-player campaigns without a Director. |
| Considerations | Netrunning runs on its own timescale and can sideline the rest of the table during a hack. Hit-location rolls and per-location armor add bookkeeping to every combat exchange. Lethality is high, so focused fire can drop a fully built character in a single exchange. | Most Tests resolve as binary success or failure, leaving unlisted consequences to the Director. Long campaigns require more Director worldbuilding than one-off missions. The Corporate Edition includes portions of Neodinium that the publisher identified as generative-AI text; an announced Hacker Edition will replace that material. |