Inspirisles vs Rifts
Compare Inspirisles and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Inspirisles | Rifts | |
|---|---|---|
| Genre | Fantasy | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Collaborative, Beginner-Friendly, Family-Friendly, Narrative, Rules-Light, Low-Prep | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | Leader rolls 3d6 against target 11. Party members assist by describing how they use elemental Shaping (sign language-based magic), adding bonuses. Roll 17–18 is automatic success; 3–4 is automatic failure. | 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 | 3d6 | d20, d100 |
| Complexity | Very Low | Very High |
| Accessibility | Medium | Medium |
| Runnability | Low | 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 | $ | $$ |
| Publisher | Hatchlings Games | Palladium Books Inc. |
| Year | 2021 | 2005 |
| Languages | English | English |
| Best For | Groups wanting a family-friendly cooperative fantasy RPG that introduces sign language (ASL/BSL) and Deaf awareness through an enchanting Celtic-inspired setting. | 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 | Teaches real sign language (ASL and BSL) through play, strong safety tools and consent framework, inclusive and family-friendly, unique cooperative focus where every player contributes to tests | 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 | Very narrow appeal, minimal mechanical depth beyond the core roll, tightly bound to its specific setting, sign language component may not suit all groups | 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. |