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.
Major Factions
The Coalition States
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
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
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
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
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
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
Sentinel House Rules (v2.5)
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.
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).
Skill Consolidation
We've merged redundant skills: Radio: Basic, Scrambler, and Surveillance are now Comms/SigInt. Wilderness Survival includes basic Land Navigation.
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.