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Rifts vs The Sprawl

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

RiftsThe Sprawl
GenrePost-Apocalyptic, Scifi, Fantasy, Horror, SuperheroCyberpunk, Scifi
TagsCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, TacticalMission-Based, Espionage, Heist, Noir, Gritty, Faction Play, Playbook-Driven, Fiction-First, Player-Only Rolls, One-Shot Friendly
Core MechanicCombat 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.When an action matches a move's fictional trigger, roll 2d6 plus Cool, Edge, Meat, Mind, Style, or Synth. A 10+ is a strong hit, 7-9 is a weak hit, and a 6 or less lets the MC make a move.
Diced20, d1002d6
ComplexityVery HighHigh
AccessibilityMediumMedium
RunnabilityVery HighMedium
LicenseAll Rights ReservedProprietary
Third-Party PublishingNoncommercial only — Palladium Books Internet Policy limited licenseNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherPalladium Books Inc.Ardens Ludere
Year20052016
LanguagesEnglishEnglish, French
Best ForGroups 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.Groups who want structured heist-style missions with a hacking minigame and a growing web of corporate rivals across a campaign. It suits players who enjoy risky planning and personal ties that complicate the crew's loyalties.
HighlightsOccupational 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.Countdown Clocks track legwork noise, mission alertness, and corporate attention on separate tracks, giving missions a visible pressure gauge instead of a single doom clock. Cyberdeck ratings and tiered ICE turn hacking into its own tactical minigame layered on the standard moves. The Legwork and Action phase structure lets intel and gear earned through investigation convert directly into narrated advantages during the mission itself.
ConsiderationsCharacter 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.Combat and infiltration rely on fictional positioning and MC judgment as much as dice modifiers, so groups who want tightly defined tactical rules may find some outcomes settled by table discussion. Running an ongoing campaign means the MC tracks separate Countdown Clocks for every corporation, threat, and mission in play at once. Choosing how a character paid for their starting cyberware can permanently tie that character to being owned or hunted by a specific corporation.