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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 SystemIshanekon: World Shapers
GenreUniversalUniversal
TagsToolkit, Modular, Character Building, Tactical, Theater of the Mind, Low-Prep, Strong GM Support, Narrative, Character-Driven, Resource ManagementCharacter Building, Crunchy, Tactical, Toolkit, Hackable, CC-Licensed Rules
Core MechanicThe GM sets a difficulty from 1 to 10. Skills, assets, and Effort ease that difficulty before players roll a d20 against three times the final rating. Effort costs points from the relevant stat Pool, reduced by Edge.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.
Diced20d4–d20
ComplexityMediumHigh
AccessibilityVery HighVery High
RunnabilityVery HighHigh
LicenseCypher Open License 2026-07-15CC BY 4.0
Third-Party PublishingCommercial publishing allowed — Cypher Open LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherMonte Cook GamesBlaze Reason
Year20262022
LanguagesEnglishEnglish
Best ForGroups building their own fantasy, science fiction, or modern campaigns who want varied character builds and meaningful resource choices with 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.
HighlightsDescriptor, type, and focus choices combine into characters with distinct abilities across different genres. Character arcs award experience for pursuing personal goals and resolving their stories. One-use cyphers rotate situational abilities through play and encourage spending them freely.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.
ConsiderationsEffort and special abilities draw on the same Pools, making stronger rolls compete with other resource uses. Blocking reduces wounds while dodging avoids them, requiring players to weigh armor benefits against mobility penalties. Genre options and focus abilities require the GM to decide which character choices fit the campaign.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.