Ashes Without Number vs Rifts
Compare Ashes Without Number and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Ashes Without Number | Rifts | |
|---|---|---|
| Genre | Post-Apocalyptic | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Sandbox, Deadly, Gritty, Exploration, Survival, Faction Play, Ascending AC | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | 2d6 + skill + attribute modifier ≥ target for skill checks; d20 + modifiers for combat. Edges and Foci customize survivors. Enclave turn manages settlement-level play. Mutation system for mutant wasteland campaigns. | 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 | d20, d100 |
| Complexity | Medium | Very High |
| Accessibility | Very High | Medium |
| Runnability | Very High | Very High |
| License | Proprietary | 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 | Free | $$ |
| Publisher | Sine Nomine Publishing | Palladium Books Inc. |
| Year | 2025 | 2005 |
| Best For | Sandbox post-apocalyptic campaigns (nuclear wastelands, zombie deadlands, or societal collapse) with the same incredible GM tools as Stars Without Number. | 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 | Three apocalypse flavors (mutant wasteland, zombie deadlands, after the fall), comprehensive sandbox GM tools with encounter site and enclave generators, mutations and cybernetics, compatible with other Without Number games | 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 | OSR combat can feel flat, dense 294-page rulebook, requires GM comfort with sandbox play | 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. |