Cypher System vs Ishanekon: World Shapers
Compare Cypher System and Ishanekon: World Shapers side by side. See differences in complexity, dice, genre, cost, and more.
| Cypher System | Ishanekon: World Shapers | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Toolkit, Modular, Character Building, Player-Only Rolls, Theater of the Mind, Low-Prep, Strong GM Support, Narrative | Character Building, Crunchy, Tactical, Toolkit, Hackable, CC-Licensed Rules |
| Core Mechanic | The 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. | Skill Check: roll d10, add your level in the relevant Skill plus half the matching Stat Bonus (a stat's value minus 10), and meet or beat a difficulty from 1 (Very Easy) to 19 (Nearly Impossible). Attacks instead roll d20 plus a weapon's hit bonus against the target's Evasion. Combat runs in rounds where each character spends three Action Points per turn, with an attack costing two and a natural 20 adding bonus damage. The GM awards Narrative Momentum for inventive roleplay, which players spend together with Action Points on Cinematic Actions: freeform stunts resolved at the GM's discretion. |
| Dice | d20 | d4–d20 |
| Complexity | Medium | High |
| Accessibility | Very High | Very High |
| Runnability | Very High | High |
| License | Cypher Open License 2026-07-15 | CC BY 4.0 |
| Third-Party Publishing | Commercial publishing allowed — Cypher Open License | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | Free |
| Publisher | Monte Cook Games | Blaze Reason |
| Year | 2026 | 2022 |
| Best For | Groups building genre-spanning campaigns who want broad character customization, player-facing resource decisions, and little mechanical preparation for the GM. | Groups who want maximal character customization in a free, setting-agnostic system: players who enjoy assembling a bespoke concept from a huge option pool and a GM willing to supply the world the rules deliberately leave blank. |
| Highlights | Player-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. | Characters are assembled from ten Archetypes, more than 210 Sub-Archetypes, over a thousand Abilities, plus Paths, Talents, and Traits, giving a single concept many independent axes of mechanical customization. Abilities draw on a Willpower pool, and spending extra Willpower upcasts them on the fly (scaling effects like damage, area, targets, or duration up to a per-tier limit), so one ability flexes to the moment instead of being a fixed effect. Every feature carries a complexity rating from 1 to 4, and Beginner Traits, a Cinematic Rules mode, and thirteen alternative-rule modules let a group run the same engine as a rules-light game or a dense tactical one. |
| Considerations | Players 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. | Character creation draws from over a thousand abilities plus hundreds of talents and traits, so building a character means selecting from a very large catalogue rather than a curated short list. The system is setting-agnostic and ships with no default world, so a group must supply or adapt a setting before the customization options mean anything in play. Skill checks and attacks resolve on separate scales (d10 plus half a Stat Bonus for skills, d20 plus full bonuses against Evasion for attacks), so the two halves of the system use different math players must keep straight. |