Kids on Bikes vs Rifts
Compare Kids on Bikes and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Kids on Bikes | Rifts | |
|---|---|---|
| Genre | Horror, Modern | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Mystery, Worldbuilding, Collaborative, One-Shot Friendly, Drama, Beginner-Friendly, Cinematic | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | Six stats (Brains, Brawn, Fight, Flight, Charm, Grit) each get a single die from d4 (terrible) to d20 (superb), with the assignment determined by a chosen Trope (Brilliant Mathlete, Loner Weirdo, Popular Kid, etc.). Roll the relevant stat die against a GM-set difficulty; rolling the die's maximum 'explodes' and the die is rerolled, adding the values together. Failed rolls grant Adversity Tokens, each spendable for +1 on a future roll. Combat is fully narrative: there are no hit points; the margin between attacker and defender rolls determines injury severity and who narrates the outcome. Age (child, teen, or adult) grants +1 to two relevant stats and unlocks a free Strength. Each campaign also features a Powered Character co-controlled by all players through shared Aspect notecards and a pool of Psychic Energy tokens. | 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 | d4–d20 | d20, d100 |
| Complexity | Low | Very High |
| Accessibility | Medium | Medium |
| Runnability | Medium | 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 | Hunters Entertainment / Renegade Game Studios | Palladium Books Inc. |
| Year | 2018 | 2005 |
| Best For | Groups who want collaborative small-town supernatural mystery in the vein of Stranger Things or Stand By Me, where character relationships and tropes matter more than mechanical complexity. Especially well suited to one-shots, short campaigns, and tables that include players new to TTRPGs. | 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 | Pre-built Tropes turn character creation into a five-minute step, Setting Boundaries safety tools are integrated as the very first step before play, collaborative world-building constructs the town and seeds rumors before the first session, the Powered Character mechanic distributes shared narrative control of the supernatural element across the table via Aspect notecards | 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 | Combat is fully narrative with no hit points or initiative, which can frustrate groups who want tactical structure, difficulty setting is entirely GM judgment with example anchors but no formulas, the shared-control Powered Character can confuse players new to collaborative narration, long-campaign play requires the GM to invent advancement and pacing because the rules are tuned for one-shots and short arcs | 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. |