Aurora vs Rifts
Compare Aurora and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Aurora | Rifts | |
|---|---|---|
| Genre | Scifi | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Crunchy, Combat-Heavy, Skill-Based, Mission-Based, Base-Building, Deadly, Random Character Creation, Superpowers | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | Roll d100 equal to or under skill value for a standard success. Degrees of success scale with the margin: standard (full value), difficult (half value), very difficult (quarter value), legendary (01 only). Misfortune triggers on rolls of 96+ (99+ for skilled characters). Combat uses initiative based on Dexterity, with major actions, minor actions, and reactions (number limited by Dexterity / 30). Defenders choose to dodge, parry, counterattack, or maneuver as reactions. Superpowers cost energy points and risk destabilizing the dimension when used in front of witnesses. | 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 | d100 | d20, d100 |
| Complexity | High | Very High |
| Accessibility | High | Medium |
| Runnability | Medium | Very High |
| License | All Rights Reserved | 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 | GrubyBang | Palladium Books Inc. |
| Year | 2024 | 2005 |
| Languages | English | English |
| Best For | Groups who want a crunchy BRP-based sci-fi game where superpowered agents travel to other dimensions on tactical missions, build up a shared base between operations, and face detailed combat with location-based wounds. | 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 | Dimension-hopping premise supports any genre or historical period within a single campaign. 16 superpowers with leveled upgrades and a risk-reward discretion system. Base-building expands Facility 13 with modules like the Isomer Forge (iconic weapons) and Nanite Workshop. 120+ weapons spanning primitive, modern, and futuristic eras. Detailed wound tables by body location and weapon type. | 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 | 11-step character creation process is detailed but lengthy. Translated from Polish: occasional language inconsistencies. No free rules or SRD available. | 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. |