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Rapscallion vs Rifts

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

RapscallionRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsNarrative, PiratesCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll 2d6 + trait (Blood, Vinegar, Polish, or Spitfire). On 10+ you succeed cleanly, 7–9 with a cost, 6– and things go wrong. Players choose from 6 character playbooks and 2 ship playbooks. Luck can be spent to Twist Fate (reroll), and the Ante system tracks escalating combat advantage. The Fates (GM) use worldbuilding moves to create a living fantasy pirate setting with magic rooted in Death, Demons, the Sea, and Books.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.
Dice2d6d20, d100
ComplexityLowVery High
AccessibilityHighMedium
RunnabilityLowVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedNoncommercial only — Palladium Books Internet Policy limited license
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherMagpie GamesPalladium Books Inc.
Year20242005
LanguagesEnglishEnglish
Best ForGroups who want a narrative pirate RPG with dramatic character relationships: where your ship has its own playbook, magic comes from dark pacts, and the dice swing between daring success and messy complication.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.
HighlightsShip-as-character with its own playbook adds group dynamics, Ante system makes combat escalation feel cinematic, worldbuilding tools (World With Laws vs World Without Laws), Magpie Games pedigree, free quickstart to try before buyingOccupational 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.
ConsiderationsOnly a quickstart: full game not yet released, limited to 6 playbooks, pirate fantasy genre is narrow, requires buy-in from the whole table for PbtA-style play, light on crunchCharacter 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.