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SAKE vs Shadowrun

Compare SAKE and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.

SAKEShadowrun
GenreFantasyCyberpunk, Fantasy
Play StyleCrunchy, Modular, Domain Management, Sandbox, Ship-Based, Faction Play, Roll to Cast, Skill-BasedCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
Core MechanicRoll d20 + Skill Ranks + attribute modifier against a Difficulty Level. Characters are built with a point-buy system using Experience Points to purchase Skill Ranks, abilities, Health Points, and spells. In combat, the attacker rolls d20 + Attack against the defender's d20 + Parrying, with weapon damage reduced by armour's Damage Reduction. Sorcery uses Spellpoints and is divided into six schools, each with its own risks: failed casting rolls can trigger consequences from exhaustion to madness to summoning hostile spirits.Roll a pool of d6s equal to attribute + skill, counting 5s and 6s as hits. Meet or exceed a threshold to succeed. Situational advantages generate Edge points rather than modifying dice pools directly; Edge is spent on tactical effects like rerolling dice, adding successes, or imposing penalties on opponents.
Diced20d6 dice pool
ComplexityVery HighVery High
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseAll rights reservedNo open license
Cost$$$$$
PublisherSeventh Son PublishingCatalyst Game Labs
Year20252019
Best ForGroups who want a comprehensive sandbox toolkit that seamlessly blends traditional adventuring with domain-level strategy: managing kingdoms, trading across oceans, waging wars, and navigating a detailed early-modern caste society.Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.
HighlightsFour modular systems (Adventuring, Sorcery/Otherworld, Domain/Warfare, and Trade/Seafaring) each function independently and integrate with the others. Domain management operates through quarterly Domain Turns with taxes, construction, random events, espionage, and faction politics. Overseas trade system models supply, demand, and piracy across a mapped world with named trade regions and goods. Magic carries real consequences: learning spells risks madness, and failed castings can summon hostile spirits or damage the caster's soul.The setting fuses megacorporate intrigue with magic and metahuman races, so a single team mixes street samurai, mages, and deckers. Distinct subsystems model Matrix hacking, spellcasting, drone rigging, and astral space, each carrying its own rules depth. The Edge economy converts situational advantages into a spendable resource for rerolls, extra hits, or penalties on opponents.
Considerations590-page rulebook requires significant reading investment before play, even with modular adoption. Character creation can take several hours for first-time players. The default setting (Asteanic World) is deeply integrated into many rules: the caste system, trade routes, and political factions assume that setting.Matrix hacking runs on its own timescale and can leave non-decker players idle during a run. Character creation spreads across attributes, skills, magic or resonance, gear, and lifestyle, making the first build long. Dice pools grow large at high skill, so counting hits on a fistful of d6s slows resolution.