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Honey Heist vs Tiny Cyberpunk

Compare Honey Heist and Tiny Cyberpunk side by side. See differences in complexity, dice, genre, and more.

Honey HeistTiny Cyberpunk
GenreModernCyberpunk, Sci-Fi
TagsRules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the MindRules-Light, One-Shot Friendly, Low-Prep, Fast-Paced, Theater of the Mind, Classless, Solo-Friendly, Random Tables
Core MechanicWhen a bear acts and the outcome is in doubt, the player rolls 1d6 against the relevant stat, Bear or Criminal: a roll equal to or under the stat succeeds, and a roll over it fails. Using the bear type's skill or doing something covered by the character's role rolls 2d6 and keeps the lowest. When the lowest die rolled is a 6, the GM introduces a twist or unseen complication.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.
Diced6d6 dice pool
ComplexityVery LowMedium
AvailabilityFree core rulesPaid
RunnabilityBook tools not listed3 of 5 book tools
LicenseRR&D Community Licence v1.14All Rights Reserved
Third-Party PublishingCommercial publishing allowed — RR&D Community Licence (Grant Howitt's One Page RPGs)Not yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherRowan, Rook and Decard (Grant Howitt)Gallant Knight Games
Year20172024
LanguagesEnglishEnglish
Best ForGroups who want a silly, low-prep one-shot as a crew of bears pulling a heist at a honey convention.Groups seeking quick cyberpunk missions where street-level jobs provoke escalating corporate retaliation. The included oracles also support solo campaigns.
HighlightsGreed moves a point from Bear to Criminal when the plan goes off without a hitch, and Frustration moves one back when the plan fails and the bear runs into difficulty. A player can shift a point toward Criminal by playing a flashback scene of the bears planning the heist, or toward Bear by eating a load of honey. The GM sets up each heist from random tables, including two security features and a complication kept secret from the players.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.
ConsiderationsThere are no experience, advancement or campaign rules. Bear covers shrugging off damage, but the rules track no damage or injury. The sheet gives no rule for what a player does after their bear betrays the party or flips out at 6.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.