NUKED! vs Rifts
Compare NUKED! and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| NUKED! | Rifts | |
|---|---|---|
| Genre | Post-Apocalyptic | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Rules-Light, Survival, Classless, Resource Management, Deadly, Random Character Creation, CC-Licensed Rules | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | Roll d20 equal to or under the relevant ability score to succeed. Six abilities (Muscle, Agility, Guts, Brains, Sense, Weird) range from 8 to 18. In opposed tests, both sides roll and the highest successful result wins. Advantage and disadvantage modify rolls based on situational factors. Combat uses an action economy of one move and one action per turn; defenders choose to counter-attack or dodge. Damage dice explode on their maximum value. Usage dice (Ud4 to Ud12) track item durability, rations, water, and gasoline: roll after use, and on a 1 or 2 the die steps down one size until the item breaks. | 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. |
| Dice | d20 | d20, d100 |
| Complexity | Low | Very High |
| Accessibility | Medium | Medium |
| Runnability | Low | Very High |
| License | Creative Commons Attribution 4.0 International | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Noncommercial only — Palladium Books Internet Policy limited license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | Harsh Realm Press | Palladium Books Inc. |
| Year | 2023 | 2005 |
| Languages | English | English |
| Best For | Groups who want a fast, streamlined post-apocalyptic game with OSR sensibilities where classless scavengers explore irradiated ruins, manage dwindling supplies, and customize characters through perks and mutations rather than class levels. | 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. |
| Highlights | Classless system where character identity comes from carried equipment, perks, and mutations rather than predetermined roles. Usage dice track item durability, rations, water, and gasoline, making resource management central without complex bookkeeping. 50 level-less perks and mutations allow character customization at any stage of advancement. Creative Commons Attribution 4.0 license allows free modification and redistribution. | 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. |
| Considerations | 40-page core book means limited depth in any individual subsystem. No structured social encounter mechanics beyond ability tests. Vehicle rules are brief and cover basic chases and ramming but lack detailed options. | 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. |