TTRPG Wiki

Compare tabletop RPG systems to find your next game

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 GenerationRifts
GenreModern, SuperheroPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsNarrative, Rules-Light, Character-Driven, Drama, Beginner-Friendly, CC-Licensed Rules, SuperpowersCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicPbtA 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.
Dice2d6d20, d100
ComplexityLowVery High
AccessibilityMediumMedium
RunnabilityHighVery High
LicenseCC BY 4.0All 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$$$$
PublisherMagpie GamesPalladium Books Inc.
Year20162005
LanguagesEnglish, French, GermanEnglish
Best ForTeen 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.
HighlightsLabels system makes identity the core conflict, 10 distinct playbooks, low prep for GM, encourages drama and character growthOccupational 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.
ConsiderationsLabels 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 shiftsCharacter 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.