Rifts is a multi-genre role-playing game created by Kevin Siembieda in August 1990 and published continuously by Palladium Books since then. It takes place in a post-apocalyptic future, deriving elements from cyberpunk, science fiction, fantasy, Horror fiction, western, mythology and many other genres.
Rifts serves as a cross-over environment for a variety of other Palladium games with different universes connected through "rifts" on Earth that lead to different spaces, times, and realities that Palladium calls the "Rifts Megaverse". Rifts describes itself as an "advanced" role-playing game and not an introduction for those new to the concept.
Palladium continues to publish books for the Rifts series, with about 80 books published between 1990 and 2011. Rifts Ultimate Edition was released in August 2005 and designed to update the game with Palladium's incremental changes to its system, changes in the game world, and additional information and character types. The web site is quick to point out that this is not a second edition but an improvement and expansion of the original role playing game.
The Rifts world is Earth, but hundreds of years into the future. , lines of magic energy, criss-cross the earth forming supernatural geographic areas such as the Bermuda Triangle. Points where Ley Lines intersect, called a nexus, are places of powerful magic, such as the Pyramids of Giza and Stonehenge. If a Ley Line nexus energy surges or is purposely activated, the very fabric of space and time can be torn, creating a rift, or a hole in space-time leading to another place, time, or a new/parallel dimension. Ley Lines in most lower capacity "realities" have less Potential Psychic Energy or PPE to allow them to be visible, but in the magic or PPE saturated worlds like Rifts Earth, they become visible based on PPE intensity. Some are visible during the day as evident by a slight blue shift of the surrounding environment. Otherwise at night or from space the massive bands of blue-white energy can be as large as half a mile wide in some places, and stretching for many miles.
The Magic energy making up Ley lines as mentioned is Potential Psychic Energy or PPE. Found in various places, objects, and animals, one of the greatest sources of PPE is in young and prepubescent children. An adult's level of PPE can vary based on other factors. PPE also allows Psionics which uses energy known as Inner Strength Points or ISP. Psychic phenomenon (more commonly called psionics) can also vary from individuals, ranging from none at all to Master level abilities. Psychic abilities can manifest in virtually any way imaginable. Some psychics develop differently, such as psi-stalkers; human mutants that feed on psychic energy.
The cataclysm begins with unprecedented storms of all kinds, earthquakes and tsunamis, and volcanic eruptions including the Yellowstone Caldera.
What is already a huge release of mystical energy is multiplied as a result of several special conditions: a rare multi-planetary alignment, occurrence during the Winter Solstice, and all at midnight. The deaths of millions at this time amplifies these already high psychic energies, triggering many powerful natural disasters across the world, including the return of Atlantis.
The energy release from the deaths of millions more in turn releases even more mystic energy, causing more disasters in a vicious cycle. Ultimately, the total destruction brings an unprecedented energy release of billions. Ley Line networks that crisscross the globe are energized as never before, causing rifts to open both on Earth and throughout the Megaverse. Untold numbers of alien beings are pulled from their own home worlds, while Great Powers of the Megaverse are alerted of a new and valuable planet to conquer.
For hundreds of years after the holocaust, many creatures, both mythical beasts and alien beings, come through the Rifts – some of them now permanently opened – to wreak additional havoc. The old world gone, a new Dark Age dawns and humanity's shrinking population is reduced, due to catastrophe and domestic failure, immeasurably. This period is covered in Palladium's Rifts Chaos Earth spin-off series.
Rifts initially takes place in 101 P.A. (equivalent to the year 2387) 289 years after this event. The " Post-Apocalypse" calendar was established by the formation of the Coalition States in 2286.
While many different events that make up the world begin before and after this time, such as with the invasion of Chi-Town by the Federation of Magic (before) or as the Four Horsemen appear in Africa (after), this time frame is the setting for most "World Books" that describe a kind of snapshot in this phase (103-109 P.A). In the latest World Books, the current date is around 110 P.A. (2396).
By this time, most of the disasters have quieted down, though Earth is still bathed in the released PPE. The planet's mystical energy has added untold numbers of alien beings from other dimensions, who continue to arrive through the Rifts both accidentally and deliberately. The humanoid creatures that arrive on earth are referred to as Dimensional Beings (called D-Bees). Some are familiar fantasy races, such as elves and dwarfs, while others have never been seen before (created specifically for the game setting). Non-humanoid creatures have also arrived, including monstrous creatures and mystical demons with hides as strong as tank armor. The most powerful (and a common theme in the Palladium Megaverse) are the Lovecraftian Alien Intelligences, living mountains of flesh with lidless eyes, wriggling tentacles, and great supernatural powers. In some rare cases, even the ancient gods of mythology have returned to reclaim their former lands.
To cope with these natural, supernatural, and alien menaces, the human race has adapted in a variety of ways, many of them borrowed from the technological developments of the lost Golden Age. Powered armor suits and giant robot vehicles are frequently used to combat the dangers of Rifts, but more invasive augmentation is common. This has three basic categories: "Juicers" do it chemically, the "Cyborg" do it mechanically, and "Crazies" make use of performance-enhancing brain implants. All such augmentations boost strength, speed, endurance, and dexterity to superhuman levels. However, all come at great cost. Chemicals cause the body to wear out faster, decreasing life span to a few years. Mechanical Borg augmentation causes a loss of humanity when those with multiple limb and organ replacements become more machine than human. Brain implants cause mental instability ranging from mild phobias to crippling neurosis or psychosis.
Dangerous augmentations are often necessary dangers for humans in order to keep pace with the world around them, and those that choose augmentation accept these risks for the power they bring. Still others are required to receive augmentations either for self-defense, work, or even against their will as the minimalistic, needy, and weak are forced or coerced to serve. Some aren't aware of the dangers, and accept the augmentation blind to the side-effects.
Some turn to other means to become "more" than human. As magic abounds on Rifts Earth, many people turn to the magical arts. Others form pacts with alien intelligences or deities in exchange for great magical knowledge, risking becoming a pawn of the beings they dared turn to for power. Still others discover that they have great natural psionic potential, and dedicate their lives to discovering the abilities of their own minds.
The Ley Lines, formerly invisible, now dominate the landscape, appearing as massive lines of bluish energy half a mile wide, some twice that tall, stretching thousands of miles, crisscrossing the globe. The largest can even be seen from space.
The second greatest power is "Free Quebec". At one time it was a Coalition State, but constant disagreement with Chi-Town over issues like Glitter Boy production, education level of the populace, and use of mutant animals, led to secession and eventually a short civil war. A cease-fire was signed (mainly due to the CS's bigger problem with Tolkeen), but distrust has remained.
Mexico is ruled by a group of vampire kingdoms, who treat humans as little more than cattle to feed upon. North of the Rio Grande, west of Texas and roaming most of the American Southwest are large nomadic bands/tribes of bandits who collectively form the "Pecos Empire" which incorporates the cities of El Paso, Los Alamos (formerly Austin) and "Houstown", its unofficial capital. Though the nation is not part of a cohesive power structure or political organization, "Emperor Sabre Laser" is attempting to unite the city-states under his banner. Much of the western United States has more or less willingly reverted to a mix of modern and past technology, and the days of the Wild West, where outlaws ride hovercycles into battle, cowboys are as likely to raise dinosaurs as they are cattle, cyborgs prospect for gold and other minerals, and wild buffalo, sent to another dimension to prevent their extinction, have returned to the plains in the millions. American Natives have divided into two groups. The Traditionalists, who were also taken by the spirit people and returned to Earth along with the Bison, refuse to use most items of technology, preferring the old ways. Then there is the modern camp, who have designed many technological marvels of their own. The pockets of civilization include the "Colorado Baronies", Hope, Testament, Wilmington, and Charity, a collective of small and a few large towns, founded by the survivors of the Denver area. In Arizona, the "Clarkdale Confederacy" (Clarkdale, Jerome, and Cottonwood), has managed to survive even as Flagstaff, Prescott and Phoenix have collapsed around them; there is also the town founded and run by mercenaries known as "Arzno".
The Royal Canadian Mounted Police managed to survive the great cataclysm, though Canada itself did not. The Mounties have become an independent law enforcement force called the Tundra Rangers, patrolling the northern wilderness.
The Midwest, both upper and central, is home to most of North America's population. The Manistique Imperium and Northern Gun in Michigan's Upper Peninsula, both Coalition allies, are among the biggest weapons manufacturing areas on the continent. "New Lazlo" is one of the largest cities in Michigan's southern portion. Chillicothe in Missouri is a large supplier of Coalition food processing and growing. However, Missouri's southern half, home to the city-states of "Whykin" (Poplar Bluff) and "Kingsdale" (West Plains) are in constant opposition to the CS and claim independence. North Dakota is home to the Wilk's firearms corporation, though not much else. Arkansas is home to the independent CS ally "El Dorado". Southern Illinois and the Ohio Valley is home to the "Federation of Magic". Also in the Ohio Valley is "Psyscape": a city-state founded by Psychics.
"Tolkeen" was a major city in the former Minneapolis region in early Rifts books; the city welcomed users of magic. A military campaign made by the Coalition States (which is the primary event of 109 PA) resulted in the magic-user kingdom being wiped off the map (this is covered in the highly debated six-volume series of source/storybooks "Coalition Wars: Siege on Tolkeen").
In the Northeast, the city-state of "Lazlo", named after the great 20th century supernatural researcher and writer Victor Lazlo (from another Palladium RPG, "Beyond The Supernatural"), was built upon the ruins of the Canadian city of Toronto. This major center of civilization is well known as a melting pot of humans, D-Bees and other, stranger beings, and is the home of Techno-Wizardry. "Mad Haven" is the name given to the ruins of Manhattan Island, although tectonic forces during the cataclysm have moved it into the coast creating a peninsula. It is seen by most denizens of Rifts Earth as a refuge of demons and madness.
In what was once Argentina, the "Silver River Republics" of Cordoba (the "South American Chi-Town"), Santiago (one of the most tolerant Human nations on Rifts Earth), Achilles (a nation founded by Mutants), and New Babylon, a nation where Humans and a race of Aliens live side by side) have thrived and created nations whose strength rivals that of the CS.
In what was once Bolivia freed Human and D-Bees slave soldiers, of the race called "Dakir", have formed the "Megaversal Legion": a mercenary company with one of the highest levels of technology on Rifts Earth (possibly even the Megaverse). Their Inertia Beam weapons are truly one of a kind, allowing them to keep the edge over all opponents they face.
Japan has become a mixture of tradition and technology. The Samurai and warrior monks of the New Empire battle Oni demons and high-tech raiders from the Otomo Shogunate. Despite their ardent anti-technology sentiments, one of the New Empire's closest allies is the Republic of Japan, an alliance centered on three pre-Rifts cities (Hiroshima, Iwakuni, and Kure) accidentally rifted off the planet at the exact moment of the Great Cataclysm, and sent hundreds of years into their future. The rest of the archipelago (which now has the pre-Rifts main island of Honshū divided into two islands from the risen sea levels) is dominated by smaller breakaway governments; a significant portion of the northern half of Japan is dominated by Oni and other denizens from Rifts called the Zone.
Korea - both North and South - has been completely overrun by demons with nothing remaining of the pre-Rifts nations.
In Egypt, the ley lines coursing through the pyramids have brought Rama-Set, an evil oriental-type Dragon who has conquered the locals and established the Phoenix Empire (with Rama-Set, in human form, leading it as Pharaoh).
Meanwhile, the Four Horsemen of the Apocalypse (the powerful supernatural beings legends named War, Famine, Pestilence, and Death) are traveling across the continent, seeking to reunite and combine their powers into an ultimate destroyer of a monster; but a group of powerful adventurers is hot on their tails, including the legendary rogue scholar Erin Tarn (marked for death by the Coalition States for her writings, which criticize the Coalition States), and the 20th century's most accomplished time-displaced expert on the paranormal, Victor Lazlo (whose writings were so popular among P.A. magic-users that they named a kingdom after him), and even the disguised (and unfortunately amnesiac) Egyptian Goddess Isis. (See Rifts: World Book 4: Africa)
Now controlled by the Splugorth, a race of Supernatural Intelligences, Atlantis is a land ruled by magic and monsters. An inter-dimensional marketplace where any number of creatures, including humans, are bought and sold as slaves, and often serve as fodder in gladiatorial arenas. Enhanced by parasites or other magic, they are then pitted against one another or bizarre, monstrous creatures.
The Splugorth are evil, trans-dimensional conquerors that are reminiscent of supernatural entities described in the works of H. P. Lovecraft. They are huge, tentacled monstrosities with a giant eye atop their massive, amorphous bodies. The Splugorth rule through the use of subject races enslaved by Bio-Wizardry, a form of mysticism that involves the use of parasites and symbiotes to enhance one's abilities. The Splugorth are also masters of Rune Magic (such as the creation of the fabled rune weapons), an offshoot of Bio-Wizardry. They are an evil power that spans many dimensions and are the sworn enemies of the True Atlanteans who have been banished from Atlantis. The Splugorth minions are a particular threat on the coast lines of adjacent North and South America, conducting slave raids against human and D-Bee settlements to feed the insatiable hunger of the Atlantean slave markets, and in some cases, the hunger (often literal) of Atlantis' extradimensional visitors.
The most prolific weapons on Rifts Earth, in nearly all regions, are energy weapons. The most common are lasers, ion beams, plasma cannons, and particle beams. Also popular are railgun, and miniaturized rockets inappropriately called Mini-Missiles, as they have no guidance system. Due to the proliferation of supernatural monsters such as vampires, silver-plated melee weapons and silver-plated bullets have also risen in popularity. For more conventional opponents, vibro-blades (knives, swords, and other edged weapons whose edges vibrate very rapidly to increase cutting power) are the weapon of choice for hand-to-hand combat.
Rail guns are highly advanced in Rifts, and are used in a way similar to machine guns in modern times. However, the weapon, ammunition belts/drums/clips, and energy packs to power the weapon make most rail guns very heavy, and are usually restricted to Powered Armor, 'Borgs, and vehicles. One of the most famous rail guns on Rifts Earth is the RG13 Rapid Acceleration Electro-Magnetic Rail Gun known as the "Boom Gun" used famously by the USA-G10 Glitter Boy power armor. It is a weapon so powerful that it creates an immensely deafening sonic boom whenever it is fired that shatters glass for hundreds of yards around.
Ion weapons are also popular, presumably because they do provide sound and recoil unlike lasers.
Heavy weapons are generally Plasma or Particle-beam weapons, which have great stopping power, but also generally have a short range.
Alongside hover vehicles and Powered Armor, a common vehicle used in battle in Rifts Earth is the Mecha. In addition to their role as war machines, Giant Robots are also intimidating, and turned out to be good in combating very large supernatural creatures (such as dragons, demons, and giants).
An increasingly popular use of technology is Techno-Wizardry, which is a fusion of magic and technology. The aims of Techno-Wizardry are to use magic not only to power technology, but to make it more effective than it was prior to magic infusion. Techno-Wizardry also encompasses the creation of more traditional magic weapons, so a Techno-Wizard can make both a flaming sword or a plasma cannon, often with many of the same components and spells.
The ultimate in magic are Rune Weapons, indestructible, extremely powerful weapons with the life-force of an intelligent being driving them. Rune weapons are capable of communicating with their wielders, animating and fighting by themselves, casting magic, and may harm potential users if they don't like their motives and personality (based on the RPG tradition of assigning an "alignment" to a character of good, selfish or evil), and can bind themselves psychically to those they do. Some of the strongest Rune Weapons, reminiscent of Michael Moorcock's fictional sword Stormbringer, are Soul Drinkers, capable of tearing the soul out of their victims, irrevocably killing them with only the slightest scratch.
To accommodate this scale, Mega Damage Capacity or MDC is an important game concept. Each point of mega-damage is equal to 100 points of "Structural Damage" or SDC. Armor and vehicles of this power level have protection of equivalent levels. For example, most personal body armor in the Rifts setting has on average 40 to 80 MDC, comparable to a modern-day tank, and Rifts armored vehicles start around 100-200 MDC and go up from there. Exceedingly powerful beings such as , gods and alien intelligences have mega-damage bodies caused by the high levels of magic energy present in this game setting, and their MDC can soar into the thousands, if not tens of thousands.
As Rifts has no systematic method of designing weaponry, the game is criticized frequently for severe power escalation; often magic, equipment, and character classes from new books are more potent than those from an earlier one (sometimes even with the same character class), with the result of many thinking they are thus required to buy the most recent supplement to keep up with the power creep (This is parodied in an 8-bit Theater episode fittingly titled "Glitter Boy"). Rifts Conversion Books are designed to help facilitate the transition of magic and psychic characters and creatures from other Palladium game lines into this new landscape, for which many automatically gain increased benefits due to the magic-rich environment. But a pistol or rifle that fires projectiles in our time fires the same bullets with the same effects during Rifts times and is effectively useless in most combat situations. It does retain certain value as an antique, and from a survival standpoint can be desirable as a hunting weapon.
However, Combat is determined through the use of 20 sided dice. In its most basic form the combat system is an opposed roll of two dice, with additions and subtractions for character skills and environmental factors. One character will generally be offensive, the other defensive, and the highest dice roll will determine if the defender is struck by the offensive character's attack.
Siembieda has stated that he would like to see Rifts games developed for other consoles. However, he has stated that the niche nature of the role-playing game industry means it is hard to attract prospective developers to the property.
The game included artwork by Mark Evans, among others, that creator Kevin Siembieda's had a desire to reprint in an art book. It featured characters such as Fury Iron Juggernaut, General Ross Underhill, and King Victor Macklin. Eventually, the artwork was republished in the RIFTS Ultimate Edition RPG book. The book reproduced approximately 75 images from the CCG.
According to author Jane Frank, players thought the game artwork and game detail were excellent.
The Breaking Dads podcast reviewed the game and noted the company was hosting organized play events and gave retail support, when publisher support for the game immediately ceased as the company went out of business. They also remarked you couldn't play the full game with the starter packs alone but rather a "dumbed down" version of the game. Essentially, the game suffered from lack of expansions and felt "too basic", though they did mention the designer in an archived listserv addressed cards like Counter Attack, Event cards, as well as, adding new factions in future expansions.
Titles released in the series include:
Adventures:
Josh Timbrook reviewed Rifts in White Wolf #26 (April/May, 1991), rating it a 4 out of 5 and stated that "Overall, Rifts is an incredible roleplaying experience, and its setting seems to be as original and fun to play as the recent multi-genre games, Shadowrun and Torg. Those who are into bleak worlds, hi-tech magic, twisted rituals, fascist empires, brutal weaponry, mind-boggling power armor, and fantastic stories should really give it a try."
In Issue 13 of Arcane (December 1996), Lucya Sachnowski was disappointed in the Rifts World Book 11: Coalition War Campaign, saying that "There are just five pages of short adventure ideas which are usable and versatile - providing a good mixture of combat and moral dilemmas - but they aren't enough." She gave the book a below-average rating of 6 out of 10.
In a readers' poll conducted by the UK magazine Arcane in 1996 to determine the 50 most popular role-playing games of all time, Rifts was ranked 22nd. The magazine editor Paul Pettengale commented: "It's the ultimate in old-style high-energy RPGs. It uses a class-and-level system, and its supplements are full of new character classes, as well as weapons, robots and power armour. Fantasy-style creatures are a bit less common, and tend to be rather conventional elves and orcs - although it's perfectly possible to play a baby dragon. One of the key concepts is 'mega-damage', which is important when you're playing with giant robots and such. This is the game for people who want to have everything possible in their campaigns - and then to blow a lot of it up with cool super-weapons."
Scott Taylor for Black Gate in 2013 rated Rifts as #9 in the top ten role-playing games of all time, saying "Think about how many gaming groups have fallen apart, how many campaigns have turned to dust, all because people got tired of the same old story. Rifts changes all that, because one week your characters could be fighting aliens in giant mecha and the next they could be raiding a dragon's hoard with Vikings. Not bad, Mr. Siembieda, not bad at all..."
In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath noted, " Rifts is the RPG born out of dumping all of the toys out into the middle of the room and them fight — G.I. Joes in , He-Man fighting M.A.S.K., the rubber great white shark inexplicably flying through the air to hunt ThunderCats. The game aims to answer every variation of the comic book store question, 'Who would win?'"
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