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Delta Green vs Rifts

Compare Delta Green and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Delta GreenRifts
GenreHorror, ModernPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsInvestigation, Deadly, Roleplay-Heavy, Character-Driven, GrittyCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll d100 under your skill percentage to succeed. Matched doubles (11, 22, etc.) are critical successes or failures. Six stats (STR, CON, DEX, INT, POW, CHA) derived from percentile rolls. Bonds represent personal relationships and can be damaged as agents lose SAN. Sanity tracks Breaking Points: cross enough and you develop disorders.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.
Diced100d20, d100
ComplexityMediumVery High
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll 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$$$$
PublisherArc Dream PublishingPalladium Books Inc.
Year20162005
LanguagesEnglishEnglish
Best ForGroups who want modern-day investigative horror where federal agents sacrifice everything (careers, relationships, sanity) to protect humanity from threats that should not exist.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.
HighlightsBonds and sanity mechanics create personal drama, Need to Know quickstart is free and complete, strong atmospheric design, profession-based characters feel grounded, well-regarded published scenariosOccupational 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.
ConsiderationsDense investigative scenarios require significant GM prep, limited character advancement between operations, bond deterioration can feel mechanically punishing, SAN loss mechanics can remove player agencyCharacter 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.