Loot and Scoot Incorporated vs Rifts
Compare Loot and Scoot Incorporated and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Loot and Scoot Incorporated | Rifts | |
|---|---|---|
| Genre | Scifi, Horror, Post-Apocalyptic | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Beginner-Friendly, Comedy, Deadly, Dungeon Crawl, Inventory Management, Mission-Based, Resource Management, Tactical | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | When an action is uncertain, roll 1d6: a 5–6 fully succeeds, a 2–4 succeeds with a minor complication, and a 1 fails with a major complication. Advantage or disadvantage adds dice and keeps the highest or lowest result. | 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 | d6 | d20, d100 |
| Complexity | Medium | 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 | Ultimate Hyper Games | Palladium Books Inc. |
| Year | 2025 | 2005 |
| Languages | English | English |
| Best For | Groups that want cooperative extraction missions built around real-time pressure, hazardous grid movement, and campaign bookkeeping. | 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 | Timed Mode uses a real countdown for salvage shifts, then converts the final escape into a 30-turn countdown. Encumbrance ties each recovered item's size and carrying method to movement, forcing the crew to balance profit against escape speed. Death triggers automated cloning that consumes organic material and CloneChips, keeping lethal hazards in play without ending the campaign. | 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 | The salvage phase is designed around mapped grid movement, and Timed Mode requires active timer management. Characters begin without mechanical build choices or an advancement track, so equipment and optional cloning mishaps carry most long-term differentiation. Campaign play centers on debt and hauling logistics, making economic bookkeeping part of every cycle. | 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. |