RIFTS Earth

MEGA-DAMAGE SETTING // PALLADIUM BOOKS // SINCE 1990

What is RIFTS?

Imagine a world where nuclear apocalypse triggered something far worse. The deaths of billions released enough psychic energy to tear open dimensional rifts across the planet. Magic returned. Demons poured through. Atlantis rose from the ocean. Alien intelligences took notice.

Now it's 300 years later. Humanity clings to survival in fortress cities while dragons rule the skies, cyborgs march alongside mages, and power armor pilots fight demons from a dozen dimensions. This is RIFTS — a game where you can play a Glitter Boy pilot, a dragon hatchling, a cyborg, a wizard, or a dog-boy mutant... in the same party.

⚠ MEGA-DAMAGE CAPACITY (M.D.C.) — Where 1 M.D. = 100 S.D.C.

Major Factions

💀

The Coalition States

Human Supremacist Empire

A fascist empire built on anti-magic, anti-alien ideology. Their Dead Boy armor and SAMAS power suits enforce "humanity first" across North America. Chi-Town is their fortress capital.

🔮

Kingdom of Tolkeen

Magic Nation (Fallen)

Once a haven for mages, D-Bees, and dragons. Fell to the Coalition in 109 P.A. after a brutal siege. Their desperation led to summoning demons — a moral compromise that haunts survivors.

👁

Federation of Magic

Loose Magical Alliance

A fractured coalition of magical city-states in the former American midwest. Includes everything from benevolent councils to dark cults. Lord Dunscon plots from the City of Brass.

Northern Gun / Triax

Mega-Corporations

The arms dealers of RIFTS Earth. Northern Gun (Ishpeming) sells to anyone with credits. Triax (NGR/Germany) builds the finest tech in Europe while fighting gargoyles daily.

🏜

Pecos Empire

Bandit Kingdoms

Lawless territories in the former American southwest. Bandit kingdoms, mercenary companies, and warlords fight over scraps. Simvan Monster Riders raid from the wastes.

🦑

Splugorth of Atlantis

Alien Intelligence

Atlantis rose from the ocean — and it's ruled by the Splugorth, a tentacled alien god. Slavers raid the coasts. Bio-wizard horrors are grown in their flesh factories. Avoid at all costs.

📅

Campaign Timeline

2098 A.D. / 0 P.A.
The Great Cataclysm
Nuclear war triggers the Coming of the Rifts. Billions die. Magic returns. Reality shatters.
~12 P.A.
Rise of Chi-Town
The Prosek family consolidates power. The Coalition States begin to form.
~50 P.A.
Atlantis Rises
The Splugorth claim the risen continent. Slaver raids begin along the eastern seaboard.
~80 P.A.
Tolkeen Founded
Refugees establish a magical kingdom in Minnesota. Dragons and D-Bees welcome.
105 P.A.
Coalition-Tolkeen War Begins
Emperor Prosek declares war on Tolkeen. The Siege begins.
109 P.A.
Fall of Tolkeen
Tolkeen falls after summoning demons in desperation. Refugees scatter. Our campaigns begin here.
110+ P.A.
The Aftermath
Coalition consolidates. Demon infestation spreads. New threats emerge from the rifts...
📋

Sentinel House Rules (v2.5)

RULE 01

Missile Volleys & Dodging

Problem: In standard RIFTS, you can dodge 40 missiles as easily as 1.

Fix: When dodging a volley of 4+ missiles, the defender suffers a -1 penalty to Dodge for every 2 missiles in the swarm. Auto-Dodge bonuses do not apply to swarms larger than 8.

RULE 02

Armor Penetration (A.P.)

Problem: Glitter Boys are nearly invincible against small arms.

Fix: On a Natural 20 critical hit, the attacker may bypass half the target's M.D.C. armor and deal damage directly to internal structure (or pilot, if applicable).

RULE 03

Skill Consolidation

We've merged redundant skills: Radio: Basic, Scrambler, and Surveillance are now Comms/SigInt. Wilderness Survival includes basic Land Navigation.

RULE 04

Streamlined Combat Rounds

Problem: Tracking 6+ attacks per melee across multiple combatants is chaos.

Fix: We use a "2-action economy" per round: one Attack action, one Move/Defend action. Bonus attacks from high P.P. grant additional Attack actions.

👤

Custom O.C.C. / R.C.C. Database

Class Name Role Source Data
Cyber-Knight (Sentinel Variant)
Warrior / Psionic
Frontline / Support House Rule View PDF
N.U.N.S. Valkyrie Pilot
Pilot / Robot
Mecha Combat Macross Integrated Mecha Stats
Ley Line Sniper
Magic / Stealth
Recon / Striker Siege of Tolkeen View PDF
Techno-Wizard Fixer
Support / Engineer
Crafting / Utility Black Market View PDF
Glitter Boy Legacy Pilot
Heavy Armor / Artillery
Heavy Fire Support Core + House View PDF
📍

Key Campaign Locations

⚔ Tolkeen Ruins

The shattered remains of the magical kingdom. Demon-infested zones, buried artifacts, and Tolkeen resistance cells. Primary campaign setting.

🏙 Chi-Town 'Burbs

The industrial slums surrounding the CS fortress-city. Black market cybernetics, D-Bee ghettos, and Dead Boy patrols. Perfect for street-level campaigns.

🏭 Ishpeming (Northern Gun)

The weapons bazaar of North America. If you have credits, Northern Gun will sell you anything from a vibro-knife to a robot tank.

🌊 New Lazlo

A democratic city-state that welcomes all species. Tolkeen refugees flock here. The Coalition watches closely.