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NewEdo vs Rifts

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

NewEdoRifts
GenreCyberpunk, FantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsCinematic, Character Building, Crunchy, Classless, Faction Play, Heroic, High-Power, Urban Fantasy, TacticalCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicContests use a dice pool combining Core Trait d10s plus Skill dice (d4, d6, d8, or d12 depending on Focus) against a Target Number, with d10s exploding on 10s. Before each contest, the player Rolls their Fate on a d100 and resolves any matching lines on their personal Fate Card, which fills up with triggered effects as the character develops through Path abilities and in-game choices. Legend is the character's reputation and acts as a resource pool: spending up to 5 points of Temporary Legend per Round adds that total to a dice pool for cinematic stunts, and Legend is regained by doing memorable things.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.
Diced4–d12 dice poold20, d100
ComplexityHighVery High
AccessibilityMediumMedium
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$$$$
PublisherSalty GamesPalladium Books Inc.
Year20222005
LanguagesEnglishEnglish
Best ForGroups who want deep character customization across magic, cybernetics, and skills in a near-future city drawn from Japanese folklore and samurai fiction, with heavy factional politics and larger-than-life heroes fueled by their growing reputation.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.
HighlightsPriority Buy character creation distributes uneven resources across Backgrounds, Magic, Augmentations, Skills, and Core Traits so that no two builds share the same shape. Ten playable Lineages are drawn from Japanese folklore (bakeneko, kappa, karasu, kitsune, oni, saru, tanuki, usagi, human, and the cybernetic half-machine hisanaka), each with two Cultures. Seven Factions and their Paths tie every character to a political stance in the Empire. Magic is built around Shinpi and Rotes granted by tiers of kami: casters negotiate with spirits rather than memorizing spell slots.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.
ConsiderationsDense interlocking subsystems (Legend, Fate Card, Trait Noise, Shinpi, Priority Buy, Derived Traits, Wound tiers, and four Soak types) take significant time to internalize before first play. Core rulebook runs over 300 pages and is paid only, with no free quickstart or SRD. The setting mixes cyberpunk, samurai fiction, and yokai folklore in a single package, which may not suit groups looking for a pure take on any one genre.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.