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M-SPACE vs OneDice Abney Park’s Airship Pirates

Compare M-SPACE and OneDice Abney Park’s Airship Pirates side by side. See differences in complexity, dice, genre, and more.

M-SPACEOneDice Abney Park’s Airship Pirates
GenreSci-FiPost-Apocalyptic, Sci-Fi
TagsToolkit, Modular, Skill-Based, Classless, Ship-Based, Tactical, Social Combat, Character-Driven, Faction Play, Random TablesPirates, Ship-Based, Licensed IP, Skill-Based, Cinematic, Pulp Action, Random Tables
Core MechanicRoll 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.Roll 1d6 plus one relevant ability and an applicable skill if any, then meet or beat the Gamekeeper’s target number. Opposed checks compare totals, while Doubloons can secure non-combat success, turn a hit into a miss, or power swashbuckling stunts.
Diced100d6
ComplexityHighMedium
AvailabilityPaidPaid
Runnability4 of 5 book tools3 of 5 book tools
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherFrostByte BooksCakebread & Walton
Year20202014
LanguagesEnglish, French, SpanishEnglish
Best ForGroups 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 who want fast, cinematic campaigns about a shared airship crew, with boarding actions and procedurally generated Skyloft destinations.
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.
  • Doubloons refresh each session and turn danger into player choices by averting harm or enabling cinematic stunts.
  • Airship combat uses abstract range bands to structure chases and boarding actions for the whole crew.
  • Random Skyloft tables generate aerial settlements with distinct economies and local customs.
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.
  • The Gamekeeper sets target numbers and many situational modifiers, so table consistency depends on shared expectations.
  • Player pirates reduced to zero Health by lethal damage die unless Medicine succeeds within three combat rounds; a Doubloon instead leaves them unconscious.
  • The setting includes authoritarian oppression and slavery.