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Shadowrun vs Whitehack

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

ShadowrunWhitehack
GenreCyberpunk, FantasyFantasy
Play StyleCrunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban FantasyRules-Light, Narrative, Hackable, Mana Points, Freeform Magic
Core MechanicRoll 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.Roll d20 under your attribute to succeed; the face value of a success indicates quality. Positive double rolls (roll 2d20, pick best) and negative double rolls (pick worst) replace flat modifiers. Characters are defined by Groups — species, vocations, and affiliations — which grant advantage on relevant tasks. The Wise class casts miracles by spending HP, with effects triangulated by their groups and wordings.
Diced6 dice poold20 + 3d6
ComplexityVery HighLow
AccessibilityMediumMedium
CommunityHighMedium
LicenseNo open licenseProprietary
Cost$$$$$
PublisherCatalyst Game LabsChristian Mehrstam
Year20192023
Best ForGroups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.Experienced players who want a concise, elegant OSR system that rewards creative play — where freeform character groups replace rigid skill lists and miracles are flexible but costly.
HighlightsUnique cyberpunk-fantasy setting blending megacorporate intrigue with magic and metahuman races. Dedicated subsystems for Matrix hacking, magic, rigging, and astral space. Edge system replaces many situational modifiers with a spendable tactical resource. Decades of published lore spanning in-world history from 2011 to the 2080s.Concise yet deep (~136 pages), Groups system replaces both skills and feats, compatible with old-school modules from 1974 onward, Auction mechanic adds tension to extended contests, miracles system rewards creative description, four editions of refinement
ConsiderationsMatrix hacking runs as a parallel subsystem that can leave non-decker players waiting. Multiple supplemental rulebooks needed for full coverage of magic, Matrix, and rigging. Published books have documented editing and layout issues.Dense writing requires careful reading — not a quick-start game, assumes familiarity with old-school play, no bestiary or setting included, rare classes may feel underdeveloped