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Rifts vs Thrive to Survive

Compare Rifts and Thrive to Survive side by side. See differences in complexity, dice, genre, cost, and more.

RiftsThrive to Survive
GenrePost-Apocalyptic, Scifi, Fantasy, Horror, SuperheroHorror, Modern, Post-Apocalyptic
TagsCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, TacticalSurvival, Tactical, Crunchy, Resource Management, Base-Building, Character Building, Simulation, Skill-Based
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.Roll d20 + skill ranks + the related attribute and meet or beat a difficulty set by the Apocalypse Master. An untrained skill adds half its attribute, while opposed checks compare totals.
Diced20, d100d20
ComplexityVery HighHigh
AccessibilityMediumMedium
RunnabilityVery HighHigh
LicenseAll Rights ReservedProprietary
Third-Party PublishingNoncommercial only — Palladium Books Internet Policy limited licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherPalladium Books Inc.Caden Humpherys
Year20052026
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 a long-form modern zombie-survival campaign built around tactical grid combat, body-location injuries, detailed crafting, and turning scavenged materials into a defended settlement. It suits an Apocalypse Master who wants tools for custom infections, encounters, and campaign goals.
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.Attacks pair maneuver-specific hit numbers with 2d10 location rolls, so armor, crippling injuries, and targeted strikes make each body part matter. Crafting links designs, material types, construction, generators, and storage, turning scavenged supplies into weapons and a working refuge. The Apocalypse Master chooses an infection model and modifies zombie templates, allowing campaigns to shift from base defense to a cure hunt without changing the core rules.
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 resolves attacks through hit checks, location rolls, armor reduction, location health, and injury effects, creating multiple steps for every successful strike. Characters track food, water, sleep, fatigue, carry weight, ammunition, and ten crafting materials, making resource bookkeeping a central part of play. The system assumes a modern zombie apocalypse, so adapting it to other settings requires replacing much of its equipment, infection, and campaign material.