Masks: A New Generation vs Rifts
Compare Masks: A New Generation and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Masks: A New Generation | Rifts | |
|---|---|---|
| Genre | Modern, Superhero | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Narrative, Rules-Light, Character-Driven, Drama, Beginner-Friendly, CC-Licensed Rules, Superpowers | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | PbtA moves: roll 2d6 + Label. 10+ = strong hit, 7–9 = hit with complications, 6− = miss (GM makes a move). Five shifting Labels (Danger, Freak, Savior, Superior, Mundane) represent how the hero sees themselves, and others can shift them. Influence and team mechanics drive interpersonal drama. | 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 | High | Very High |
| License | CC BY 4.0 | 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 | Magpie Games | Palladium Books Inc. |
| Year | 2016 | 2005 |
| Languages | English, French, German | English |
| Best For | Teen superhero drama where identity, relationships, and emotional stakes matter more than punching villains. | 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 | Labels system makes identity the core conflict, 10 distinct playbooks, low prep for GM, encourages drama and character growth | 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 | Labels shifting can frustrate players who want a stable character identity, Influence mechanic requires careful tracking, adult moves can overshadow teen PCs, limited mechanical growth beyond Label shifts | 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. |