Shadowrun vs Wyld
Compare Shadowrun and Wyld side by side. See differences in complexity, dice, genre, cost, and more.
| Shadowrun | Wyld | |
|---|---|---|
| Genre | Cyberpunk, Fantasy | Fantasy |
| Tags | Crunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Classless, Espionage | Rules-Light, Classless, Dark Fantasy, One-Shot Friendly, Roll to Cast, Inventory Management, CC-Licensed Rules |
| Core Mechanic | Roll d6s equal to an attribute plus a skill, counting 5s and 6s as hits. Reach the required threshold to succeed, or compare hits in an opposed test. Situational advantages generate Edge points that can fund rerolls or extra hits. Dice pool modifiers still apply alongside Edge. | Roll 2d6 plus the relevant ability point (Strength, Dexterity, Intelligence, or Empathy, each rated 0–4) for any risky action: 10+ is a Success, 7–9 a Partial Success that lands with a complication, 6 or less a Failure. Double 6 is a Critical Success that grants the player a Fortune Point (spendable to boost any later roll, max 3); double 1 is a Critical Failure that hands the GM a Misfortune Point (spendable for out-of-turn foe actions, max 5). Physical attacks bypass the test: the attacker rolls the weapon's damage die, adds STR (melee) or DEX (ranged), subtracts the target's Armour Protection, and applies the remainder to Hit Points. Spellcasting reuses the 2d6 test against INT (Primordial utility) or EMP (Elemental damage), with a partial success triggering a d20 Wyld Flare table for unintended magical chaos. |
| Dice | d6 dice pool | 2d6 |
| Complexity | Very High | Low |
| Accessibility | High | Very High |
| Runnability | Very High | Medium |
| License | All Rights Reserved | CC BY 4.0 |
| Third-Party Publishing | Commercial publishing allowed — Community content program | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | Free |
| Publisher | Catalyst Game Labs | Quest Giver Games |
| Year | 2019 | 2026 |
| Languages | English, German, French, Portuguese, Russian | English |
| Best For | Groups who want cyberpunk-fantasy heists and enjoy mastering specialist rules together across a continuing campaign. | Small groups who want a short, classless fantasy zine for anthropomorphic animal-folk in a pastoral world that gradually darkens: built for the tonal slide from cozy Wyld Folk daily life into encounters with corrupted Ravenous, Carrion undead, and ascending Mythics. |
| Highlights | Specialist roles divide a heist across physical security, hacking, and magic, giving the team several ways into the same target. Edge turns situational advantages into a spendable resource for tactical choices. Reputation and Heat carry the consequences of conspicuous jobs into later missions. | Weapons strike without a roll: physical attacks resolve as damage die plus STR or DEX minus Armour Protection, removing the to-hit layer that slows similar 2d6 systems and reserving the test mechanic for risky non-attack actions, spellcasting, and contests. Magic splits into Elemental spells (EMP: damage with element-specific riders such as Air pushing the target, Earth knocking them prone, Fire bypassing armour, Light blinding, Dark dropping Strength) and Primordial spells (INT: non-damage utility from 25 paired opposites like Repel/Attract, Heat/Cool, Shrink/Grow, Slick/Friction), with a partial success on either rolling on a d20 Wyld Flare table for chaotic side-effects instead of a wasted turn. Hitting exactly 0 HP triggers the Scars table: rather than wound penalties, every entry pairs a permanent cosmetic mark (a limp, coloured-vein blood poisoning, lingering green spots, an inner-child episode) with a chance to raise an ability score or add to maximum HP, so near-death consistently bends toward leaving the Wyld Folk marked and more capable. |
| Considerations | Character creation requires coordinating priority choices with detailed gear purchases. Cyberware reduces Essence, which limits magical development. Wireless equipment bonuses expose connected gear to hacking. | Combat is one-way damage (attackers roll, defenders don't, with no dodge, parry, or active defensive reaction beyond Armour Protection), so player agency in defense is limited to wearing or removing armour rather than mid-combat maneuvering. The world of Sunder is sketched in broad strokes: its history, factions, geography, and the nature of the encroaching darkness are conveyed across a few paragraphs and bestiary entries, leaving the GM to fill in most lore at the table. Character growth caps at level 10 with a hard ceiling of 4 in any ability score: numerical advancement runs out quickly, with later gains limited to extra Martial Foci or additional spells slotted within those existing caps. |