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Belly of the Beast vs Rifts

Compare Belly of the Beast and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Belly of the BeastRifts
GenrePost-Apocalyptic, HorrorPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsSurvival, Weird, Player-Only Rolls, Grimdark, Resource Management, Faction PlayCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll 1 base d6 plus up to 5 Instinct Dice spent from a refillable pool plus any Advantage Dice, capped at 10 total. Each die is a success on a face value set by your relevant Skill Rank: Rotten (6), Acceptable (5+), Capable (4+), Brilliant (3+). Tasks have a Difficulty (successes needed), Severity (how much failure hurts), and optional Threshold (successes removed before counting). Players roll for everything; the GM never rolls. Spent Instinct Dice are gone until earned back by acting in line with your two Instincts.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.
Diced6 dice poold20, d100
ComplexityMediumVery 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.
Cost$$$
PublisherSigil Stone PublishingPalladium Books Inc.
Year20162005
LanguagesEnglishEnglish
Best ForGroups who want grim survival horror in a confined weird-fiction setting where character Instincts and a scavenging mission cycle (not heroic combat) drive every session, and who are comfortable with a GM who never rolls and tunes threats by feel.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.
HighlightsInstinct Dice tie character drives directly to dice pool depth: acting on your two Instincts earns dice you spend to survive future rolls, so leaning into your character's flaws is how you stay mechanically competent. Tasks have three independent dials (Difficulty, Severity, and Threshold), letting the GM build a D1/S4/T0 assassin or a D5/S1/T2 vault door that feel mechanically distinct without an enemy stat block. Succumb and Transcend let any player auto-resolve a Task or Scene by embracing or permanently renouncing an Instinct: Succumb leaves the character Ashamed and unable to Advance until they atone, while Transcend removes that Instinct and its dice income from the sheet forever.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.
ConsiderationsPlayers roll for everything and the GM never rolls, so every Enemy, Hazard, and Sickness is a Difficulty, Severity, and Threshold the GM sets by feel during play rather than reading from a stat block. Combat uses abstract Hand/Arm/Reach/Near/Far ranges with no grid, no movement tracking, and no initiative: the GM calls turn order from the fiction. Setting material includes normalized slavery, frenzy-mad cannibals, and an in-fiction gender framing where women are treated as more 'precious' than men due to reproduction: the book flags the last point in a sidebar and suggests GMs skip it if uncomfortable.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.