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Candela Obscura vs Rifts

Compare Candela Obscura and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Candela ObscuraRifts
GenreHorrorPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsInvestigation, Playbook-Driven, Corruption, Atmospheric, Mission-Based, Fiction-FirstCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll a pool of d6s equal to your action rating (0–3), take the highest result. A 6 is a full success, 4–5 is a mixed success, 1–3 is a miss. Spend Drive points (Nerve, Cunning, or Intuition) to add dice. Gilded actions replace one die with a special gilded die: choosing its result recovers 1 Drive. The GM sets stakes (low, standard, or high) and expectations before each 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.
Diced6 dice poold20, d100
ComplexityLowVery High
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseDarrington Press Community Gaming LicenseAll 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$$$$
PublisherDarrington PressPalladium Books Inc.
Year20232005
LanguagesEnglishEnglish
Best ForGroups who want atmospheric horror investigation with narrative-first mechanics, where supernatural corruption slowly erodes characters across a series of assignments.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.
HighlightsGilded dice create meaningful risk-reward tension on every roll, Drive system elegantly ties character resources to narrative themes, assignment structure gives the GM a clear framework for pacing, marks and scars make supernatural exposure feel consequentialOccupational 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.
ConsiderationsNo free core rules: only a free quickstart guide is available, setting is tightly bound to the Fairelands world, limited character customization compared to Blades in the Dark, combat is intentionally de-emphasized in favor of investigation and social playCharacter 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.