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OneDice Abney Park’s Airship Pirates vs Rifts

Compare OneDice Abney Park’s Airship Pirates and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

OneDice Abney Park’s Airship PiratesRifts
GenrePost-Apocalyptic, ScifiPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsPirates, Ship-Based, Licensed IP, Skill-Based, Cinematic, Pulp Action, Random TablesCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll 1d6 plus one relevant ability and an applicable skill if any, then meet or beat the Gamekeeper’s target number. Opposed checks compare totals, while Doubloons can secure non-combat success, turn a hit into a miss, or power swashbuckling stunts.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.
Diced6d20, d100
ComplexityMediumVery High
AccessibilityMediumMedium
RunnabilityHighVery 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$$$
PublisherCakebread & WaltonPalladium Books Inc.
Year20142005
LanguagesEnglishEnglish
Best ForGroups who want fast, cinematic campaigns about a shared airship crew, with boarding actions and procedurally generated Skyloft destinations.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.
HighlightsDoubloons refresh each session and turn danger into player choices by averting harm or enabling cinematic stunts. Airship combat uses abstract range bands to structure chases and boarding actions for the whole crew. Random Skyloft tables generate aerial settlements with distinct economies and local customs.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.
ConsiderationsThe Gamekeeper sets target numbers and many situational modifiers, so table consistency depends on shared expectations. Player pirates reduced to zero Health by lethal damage die unless Medicine succeeds within three combat rounds; a Doubloon instead leaves them unconscious. The setting includes authoritarian oppression and slavery.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.