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Cyberpunk RED vs Tiny Cyberpunk

Compare Cyberpunk RED and Tiny Cyberpunk side by side. See differences in complexity, dice, genre, cost, and more.

Cyberpunk REDTiny Cyberpunk
GenreCyberpunkCyberpunk, Scifi
Play StyleCombat-Heavy, Skill-Based, Gritty, Deadly, Corruption, Faction Play, Crunchy, Licensed IPRules-Light, One-Shot Friendly, Low-Prep, Fast-Paced, Theater of the Mind, Classless, Solo-Friendly, Random Tables
Core MechanicStat + 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.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.
Diced10d6 dice pool
ComplexityMediumMedium
AccessibilityHighMedium
RunnabilityVery HighMedium
LicenseProprietaryAll Rights Reserved
Cost$$$$
PublisherR. Talsorian GamesGallant Knight Games
Year20202024
Best ForGroups 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.Groups seeking quick cyberpunk missions where street-level jobs provoke escalating corporate retaliation. The included oracles also support solo campaigns.
HighlightsTen 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.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.
ConsiderationsHit 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.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.