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Chuubo's Marvelous Wish-Granting Engine vs Rifts

Compare Chuubo's Marvelous Wish-Granting Engine and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Chuubo's Marvelous Wish-Granting EngineRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsCozy, Narrative, Diceless, Collaborative, Character-Driven, Worldbuilding, Drama, Fiction-First, Roleplay-HeavyCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicDiceless. Intention equals skill minus Obstacle; spend Will points to boost Intention above zero for success. Players drive play by selecting quests and earning XP through genre-specific actions (Pastoral, Gothic, Adventure Fantasy, etc.). Three XP types: Action XP (shared group pot), Emotion XP (earned by evoking specific emotions in other players), and Bonus XP (from quest tasks). Quests combine into eight color-coded Arcs. The GM is called the HG (Hollyhock God). Characters fade into the background after XP actions, rotating spotlight.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.
DiceDicelessd20, d100
ComplexityHighVery High
AccessibilityMediumMedium
RunnabilityMediumVery High
LicenseProprietaryAll 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$$$
PublisherEos Press (Jenna Katerin Moran)Palladium Books Inc.
Year20142005
LanguagesEnglishEnglish
Best ForGroups who want collaborative, slice-of-life storytelling in a whimsical Ghibli-inspired setting: where wishes, friendships, and personal growth drive play instead of combat.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.
HighlightsGenre modes shape play through XP incentives: different genres reward different player behaviors, Emotion XP ties advancement to evoking specific reactions from other players, player-driven quests shift narrative agency from HG to group, eight Arc types support stories from pastoral slice-of-life to cosmic fantasyOccupational 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.
ConsiderationsMultiple overlapping XP and quest tracking systems require bookkeeping throughout play, Will resource and Intention math replace dice but add calculation per action, characters have Skills Connections Perks and Arc Traits that interact across multiple subsystems, fading mechanic forces characters out of the spotlight after XP actionsCharacter 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.