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Cypher System vs Everywhen

Compare Cypher System and Everywhen side by side. See differences in complexity, dice, genre, cost, and more.

Cypher SystemEverywhen
GenreUniversalUniversal
TagsToolkit, Modular, Character Building, Player-Only Rolls, Theater of the Mind, Low-Prep, Strong GM Support, NarrativeRules-Light, Pulp Action, Heroic, Fast-Paced, Sandbox, Low-Prep
Core MechanicThe GM rates each task from 1 to 10 and multiplies that difficulty by 3 to set the target number. Players roll a d20 and succeed on a result equal to or above the target. Skills, assets, and Effort ease the task before the roll, with Effort paid from the relevant stat Pool after Edge reduces the cost.Roll 2d6 + attribute + career (or combat ability) vs. 9+ to succeed. Bonus/penalty dice add extra d6s, keeping the best or worst two. Hero Points let you bend the rules. Careers replace skill lists: your background defines what you can do. Mighty Successes and Calamitous Failures add dramatic swings.
Diced202d6
ComplexityMediumLow
AccessibilityVery HighMedium
RunnabilityVery HighMedium
LicenseCypher Open License 2026-07-15Proprietary
Third-Party PublishingCommercial publishing allowed — Cypher Open LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherMonte Cook GamesFiligree Forge
Year20262018
LanguagesEnglishEnglish
Best ForGroups building genre-spanning campaigns who want broad character customization, player-facing resource decisions, and little mechanical preparation for the GM.Groups who want a fast, career-based universal system with tons of optional rules switches: run weird westerns, cyberpunk, age of sail, high fantasy, or anything pulp and heroic.
HighlightsPlayer-only rolls keep the GM focused on adjudication and scene management. Descriptor, type, and focus choices support broad customization across multiple genres. One-use cyphers continually rotate situational abilities through play.Career system eliminates skill lists, fast-playing 2d6 core, large optional rules toolkit (resolve, psionics, arcana, vehicles, mass battles, investigations), two included settings with more published separately
ConsiderationsPlayers manage Pool spending for abilities and Effort, so pushing a roll competes with other resource uses. Abstract distances and level-based NPCs leave many tactical details to table rulings rather than map procedures. The broad toolkit asks the GM to select genre modules and character options before play.Requires GM comfort with rulings over rules, BoL veterans may find overlap confusing, no free quickstart