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Apocalypse Keys vs Rifts

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

Apocalypse KeysRifts
GenreHorror, ModernPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsPlaybook-Driven, Mystery, Investigation, Corruption, Drama, Fiction-FirstCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll 2d6 and spend Darkness Tokens (up to 3) to add to the result instead of a fixed stat modifier. 7 or less is a miss, 8–10 is a complete hit, and 11+ is a catastrophic success: you achieve your goal but your monstrous power causes collateral damage. Bonds with other characters add +1 or −1. Darkness Tokens accumulate through roleplaying triggers specific to each playbook; exceeding 5 tokens forces a crisis that costs either a Bond or advances your Ruin track toward becoming a Harbinger of the apocalypse.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
AccessibilityMediumMedium
RunnabilityHighVery High
LicenseCC BY-SA 4.0 (text)All 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$$$$
PublisherEvil Hat ProductionsPalladium Books Inc.
Year20232005
LanguagesEnglishEnglish
Best ForGroups who want emotionally intense, mystery-driven play as monstrous agents investigating apocalyptic threats: where the real tension comes from relationships and the risk of losing yourself to your own power.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.
HighlightsDarkness Token economy replaces static stats with a dynamic risk/reward resource that escalates tension throughout play. Catastrophic success mechanic means the strongest rolls carry the most dangerous consequences. Seven playbooks built around emotional wounds rather than combat archetypes. Five pre-assembled mysteries plus detailed guidance for creating custom ones.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.
ConsiderationsRequires buy-in for emotionally vulnerable roleplay: characters are designed to hurt and be hurt. No tactical combat system; conflict resolution is narrative. Mysteries have no pre-written solutions, which demands improvisational confidence from the Keeper. Mature themes including body horror, mind control, and moral degradation are baked into the core premise.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.