Rifts vs Superpowered
Compare Rifts and Superpowered side by side. See differences in complexity, dice, genre, cost, and more.
| Rifts | Superpowered | |
|---|---|---|
| Genre | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero | Modern, Superhero |
| Tags | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical | Rules-Light, Superpowers, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character-Driven |
| Core Mechanic | 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. | Roll 2d6 + skill level vs. a difficulty number (4+ easy to 10+ formidable). Characters have 7 broad skills, Endurance (stamina), and Lifeblood (health). Superpowers are defined by a Power source (from 36 options like Fire, Cosmic, or Speed) that grants themed Abilities. Weaknesses grant bonus Abilities. D66 tables generate random powers and origins. |
| Dice | d20, d100 | 2d6 |
| Complexity | Very High | Very Low |
| Accessibility | Medium | Medium |
| Runnability | Very High | Low |
| License | All Rights Reserved | OGL 1.0a |
| Third-Party Publishing | Noncommercial only — Palladium Books Internet Policy limited license | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $ |
| Publisher | Palladium Books Inc. | Stellagama Publishing |
| Year | 2005 | 2020 |
| Languages | English | English |
| Best For | 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. | Quick superhero campaigns with a simple 2d6 engine: build any hero from 36 power sources, take a weakness, and leap into four-color action without heavy rules. |
| Highlights | 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. | Simple 2d6 rules, 36 diverse power sources with unique ability lists, quick character creation, OGL-compatible with Cepheus Engine material, includes heroes, villains, and creatures ready to play |
| Considerations | 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. | Very niche, limited advancement system, superhero genre only, lacks the depth of crunchier supers games |