Cypher System vs Storypath Ultra
Compare Cypher System and Storypath Ultra side by side. See differences in complexity, dice, genre, cost, and more.
| Cypher System | Storypath Ultra | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Narrative, Low-Prep, Exploration, Cinematic, Collaborative, Theater of the Mind, Roleplay-Heavy | Toolkit, Modular, Hackable, Cinematic, Heroic, Narrative, Character-Driven, Investigation, Social Intrigue, Skill-Based, Classless, GM-Friendly |
| Core Mechanic | GM sets difficulty 1–10, multiply by 3 for target number. Players spend Effort to reduce difficulty. | Roll a pool of d10s equal to Skill + Attribute. Each die showing 8+ is a hit; 10s count as two hits. Add Enhancement (bonus hits from gear, abilities, or circumstances). Spend hits to meet the difficulty, buy off Complications (side effects attached to the roll), or purchase Tricks (extra effects like knockdown or critical hits). Failed rolls generate Momentum, a shared pool players spend for bonus hits, to turn failures into successes, or to introduce story facts. |
| Dice | d20 | d10 dice pool |
| Complexity | Low | Medium |
| Accessibility | Medium | Medium |
| Community | High | Low |
| License | Cypher System Open License | Proprietary (third-party license pending) |
| Cost | $$ | $$ |
| Publisher | Monte Cook Games | Onyx Path Publishing |
| Year | 2019 | 2026 |
| Best For | GMs who want minimal prep and players who enjoy spending resources to shape the story. | Groups who want a genre-agnostic d10 dice pool engine with dedicated subsystems for action, investigation, and social intrigue — especially those building their own setting or adapting existing Storypath games. |
| Highlights | Very easy GM prep, flexible character descriptors, XP for discovery | Three distinct play modes — action-adventure, investigation, and influence — each with dedicated mechanics. Complications and Tricks give every successful roll narrative texture beyond pass/fail. Momentum turns failed rolls into a shared resource that keeps the story moving. Modular building-block systems (powers, heists, vehicles, crafting, large-scale combat) plug into any game. |
| Considerations | Players track most complexity, limited tactical combat, can feel same-y | No included setting beyond three short examples — groups must build or adapt their own world. No free quickstart or SRD available. The promised third-party publishing license is not yet live. Multiple interacting subsystems (Enhancement, Advantage, bonds, Complications) take several sessions to internalize. |