TTRPG Wiki

Compare tabletop RPG systems to find your next game

Flying Circus vs Rifts

Compare Flying Circus and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Flying CircusRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsCrunchy, Combat-Heavy, Atmospheric, Character-Driven, SandboxCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll 2d10 + stat: 10 or less is a miss, 11–15 is a partial hit, 16+ is a full hit. Moves are triggered by fiction. Air combat uses energy management, altitude, and speed on instrument panels. Stress accumulated in missions is relieved between flights through vices and relationships.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.
Dice2d10d20, d100
ComplexityHighVery High
AccessibilityMediumMedium
RunnabilityMediumVery High
LicenseProprietary (PbtA)All 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$$$$
PublisherNewstand PressPalladium Books Inc.
Year20202005
LanguagesEnglishEnglish
Best ForGroups who want a deeply detailed aerial combat game wrapped in a rich, character-driven story about mercenary pilots in a post-war fantasy world.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.
HighlightsHighly detailed air combat, setting blends WWI aviation with Miyazaki-esque fantasy, character-driven downtime system, free aircraft builder tool, 10 diverse playbook backgroundsOccupational 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 and intimidating to learn, very niche aerial-combat focus, requires printing instrument panels and component cards, limited to its specific settingCharacter 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.