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Beam Saber vs Rifts

Compare Beam Saber and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Beam SaberRifts
GenreScifiPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsMecha, Playbook-Driven, Fiction-First, Narrative, Faction Play, Mission-Based, Character-Driven, CollaborativeCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicForged in the Dark: roll a d6 dice pool based on action rating and take the highest: 6 is a full success, 4–5 is a partial success, 1–3 is a bad outcome. Position (controlled/risky/desperate) sets consequences. Pilots and vehicles have separate action sets and stress tracks. Vehicles have Quirks: narrative traits that grant bonus dice when invoked. Progress clocks track complex obstacles. Missions follow a structured cycle of planning, engagement roll, action, and downtime.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.
Diced6 dice poold20, d100
ComplexityMediumVery High
AccessibilityHighMedium
RunnabilityHighVery High
LicenseForged in the DarkAll Rights Reserved
Third-Party PublishingNot yet researchedNoncommercial only — Palladium Books Internet Policy limited license
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherAustin Ramsay GamesPalladium Books Inc.
Year20222005
LanguagesEnglishEnglish
Best ForGroups who want a mecha war drama where the pilot relationships, beliefs, and moral compromises matter as much as the vehicle combat: think Gundam meets Band of Brothers.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.
HighlightsDual pilot/vehicle layer gives each character two distinct mechanical identities. Vehicle Quirks reward narrative creativity with mechanical bonuses. Faction system with supply points, trust, and entanglements models the politics of war. 10 pilot playbooks and 8 squad playbooks provide extensive starting variety. Includes a full default setting with factions, regions, and 24 vehicle models.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.
Considerations438-page rulebook is dense for a FitD game and takes time to absorb. Vehicle and pilot systems are deeply intertwined, requiring players to track two character sheets. Setting-agnostic in theory but the default setting material is substantial and may overshadow custom worlds.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.