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M-SPACE vs Rifts

Compare M-SPACE and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

M-SPACERifts
GenreScifiPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsToolkit, Modular, Skill-Based, Classless, Ship-Based, Tactical, Social Combat, Character-Driven, Faction Play, Random TablesCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll d100 at or below the relevant skill percentage to succeed. Difficulty changes the target percentage. Opposed tests compare success levels and then the highest successful 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.
Diced100d20, d100
ComplexityHighVery High
AccessibilityMediumMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNo verified route foundNoncommercial only — Palladium Books Internet Policy limited license
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherFrostByte BooksPalladium Books Inc.
Year20202005
LanguagesEnglish, French, SpanishEnglish
Best ForGroups who want to build a spacefaring campaign around a shared ship and conflicts between alien societies.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.
HighlightsModular 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.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.
ConsiderationsThe group must supply its campaign setting and adventures. Standard combat tracks injuries by body location and can leave permanent damage. Depleted conflict pools can impose skill penalties that persist into later scenes.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.