Black Star vs Rifts
Compare Black Star and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Black Star | Rifts | |
|---|---|---|
| Genre | Scifi | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Rules-Light, Pulp Action, Space Opera, Beginner-Friendly, Fast-Paced, Mana Points | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | Roll 2d6 + ability, 9+ to succeed. Ten abilities rated 0–5. Pick two archetypes from ten options (Commander, Engineer, Mystic, Scoundrel, etc.) to define your character's strengths. Resolve serves as both HP and hero points: spend it to boost rolls or fuel special abilities, but run out and you're down. Advantages and disadvantages modify the roll. | 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 | 2d6 | d20, d100 |
| Complexity | Low | Very High |
| Accessibility | Medium | Medium |
| Runnability | Low | Very High |
| License | All Rights Reserved | 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 | Lakeside Games | Palladium Books Inc. |
| Year | 2023 | 2005 |
| Best For | Groups who want fast, pulpy space opera with simple rules: pick two archetypes, grab some d6s, and blast off into adventure. | 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 | Simple to learn, dual archetype system creates unique combinations, Resolve as HP-and-hero-points is a clean design, fast character creation, suited for one-shots and pickup games | 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 | Limited advancement options, narrow space opera focus, lacks deep tactical combat | 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. |