Aether Nexus vs Rifts
Compare Aether Nexus and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Aether Nexus | Rifts | |
|---|---|---|
| Genre | Fantasy | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Mecha, Tactical, Collaborative | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | Roll d20 under an aspect (Stone, Flux, Aether, or Hearth) to succeed on tests. Favor and hindrance work like advantage/disadvantage (roll 2d20, pick better or worse). Knights pilot Apparatus (mechs) with resource dice: Armor Die reduces damage, Damage Die deals it, and Nexus Die represents the bond with allies: rolling max on the Nexus Die triggers a powerful Nexus Surge but downgrades the die. Battles play out on a span-based battlefield with tactical positioning. | Combat and saving throws use a d20 plus bonuses, with high results overcoming a target number or opposing roll. Skills use d100 and succeed when the result is at or below the character's percentage. |
| Dice | d20 + d4–d12 | d20, d100 |
| Complexity | Medium | Very High |
| Accessibility | Medium | Medium |
| Runnability | Very High | Very High |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Noncommercial only — Palladium Books Internet Policy limited license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Absolute Tabletop | Palladium Books Inc. |
| Year | 2025 | 2005 |
| Languages | English | English |
| Best For | Groups who want a fantasy mecha experience: knight pilots bonded to towering Apparatus through a shared Nexus, battling Oghdra horrors across the floating Fragments of a shattered world called Eskhara. | Groups who want long-form science-fantasy campaigns that move from a ruined Earth to other dimensions. The game suits tables whose GM will decide which parts of the broad setting a campaign uses. |
| Highlights | Fills a fantasy-mecha niche with detailed lore, 10 playable kin and 16 Apparatus frames offer character variety, Nexus Die creates risk-reward tension, span-based combat is tactical without requiring a grid, built on The Black Hack's proven core | Occupational and racial class packages assign distinct abilities and advancement tracks, giving each archetype a different role in the party. Mega-Damage places many supernatural creatures and war machines on a separate durability scale beyond the reach of ordinary Structural Damage Capacity attacks. Rifts and ley lines make dimensional travel a standing feature of the setting, letting campaigns move between devastated Earth and other worlds. |
| Considerations | Tightly bound to the Eskhara setting: hard to use outside it, moderate complexity with many subsystems (conditions, augments, boons, arsenal points), requires investment to learn unique terminology, combat-focused sessions may overshadow exploration and social play | Character creation combines rolled attributes with extensive skill selection, making first-time preparation lengthy. Combat asks each player to track an action economy, active defenses, and which damage scale applies. Magic and psionics use separate point pools and power procedures, adding class-specific rules to the shared system. |