M-SPACE vs Modos 2
Compare M-SPACE and Modos 2 side by side. See differences in complexity, dice, genre, and more.
| M-SPACE | Modos 2 | |
|---|---|---|
| Genre | Scifi | Universal |
| Tags | Toolkit, Modular, Skill-Based, Classless, Ship-Based, Tactical, Social Combat, Character-Driven, Faction Play, Random Tables | Toolkit, Modular, Hackable, Classless, Character Building, Tactical, CC-Licensed Rules |
| Core Mechanic | Roll d100 without adding a modifier to the roll and succeed at or below the skill's percentage after difficulty adjusts that target. Critical successes fall within one tenth of the adjusted skill, rounded up. Opposed tests compare success levels and break successful ties with the higher roll. | When an outcome is uncertain, roll a d20 and add the relevant Physical, Mental, or Metaphysical attribute bonus, any applicable skill points, and difficulty. The Guide rolls for an opponent or the difficulty. The higher total earns a Pro result, and the lower earns a Con. A tie may be neutral or rerolled. A player can take half instead of rolling or spend a hero point for an extra d6 when their character concept applies. |
| Dice | d100 | d20 |
| Complexity | High | High |
| Availability | Paid | Free core rules |
| Runnability | 4 of 5 book tools | 4 of 5 book tools |
| License | All Rights Reserved | CC BY 4.0 (Rules Catalog only); all other material all rights reserved |
| Third-Party Publishing | No verified route found | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | FrostByte Books | Michael Terlisner |
| Year | 2020 | 2018 |
| Languages | English, French, Spanish | English |
| Best For | Groups who want to build a science-fiction campaign around a starship crew and competing organizations. Optional extended conflicts give negotiations and chases the same round-by-round attention as fights. | Groups wanting a genre-flexible, classless campaign toolkit that can scale from simple contests to structured action scenes. It suits a Guide comfortable choosing campaign assumptions and assembling rules modules rather than running a fixed setting. |
| Highlights | Modular ship construction connects crew space and equipment choices to handling and damage in combat. Extended Conflicts use depleting pools to make withdrawal a meaningful choice during negotiations and chases. Passions turn personal loyalties into skill bonuses and conflicts between competing commitments. | The same opposed d20 contest resolves physical, mental, and metaphysical uncertainty, letting a campaign change genres without replacing its basic procedure. Acting on a character's flaw against their goal can earn hero points, turning complications into bonuses for later contests. Numbered rule dependencies and interchangeable modules give groups an explicit process for changing the game instead of relying on unsupported house rules. |
| Considerations | The core supplies creation tools rather than a ready-made campaign setting or playable adventure. Default combat tracks hit points by body location, and a Major Wound incapacitates immediately and can kill outright on a failed Endurance roll. Starship motion uses an abstract Speed value that mostly ignores conservation of momentum. | Building a campaign asks the Guide to select its theme, curate option lists, set difficulties, and decide which modules apply. Default positioning uses abstract postures and range, so exact measured tactics require the optional Combat Crunch module. Broad skills, custom perks, and reskinnable powers rely on table agreement to keep character options comparable. |