RPG

RIFTS: Machinations of Doom

Rifts® Machinations of Doom - Graphic Novel & Sourcebook

At long last, Palladium is collecting Ramon Perez's Lone Star comic strip from the pages of The Rifter®, and adding 30-40 pages of RPG sourcebook material. Includes stats on all the characters in the comic strip (villains, heroes and monsters), as well as ideas for new adventures.

72 page comic, plus pinups and concept sketches by Ramon Perez.

30-40 pages of gaming source material for Rifts® by Kevin Siembieda.

128 pages.

RIFTS: Lemuria

Rifts® Lemuria is packed with new magic, weapons, living power armor, monstrous war steeds, weapons, and gear suitable for landlubbers and aquatic adventurers alike.

The Lemurians are an amphibious people with floating cities and magic-based technology that allows for land and underwater adventures alike. Discover the secrets and people of this lost and forgotten civilization of magic and wonder. Add amphibious capabilities to your Rifts® campaigns and discover new menaces under the sea. Amphibious in nature, Lemurians wage war against the demonic on dry land and under the waves. Their exotic riding animals, weapons, armor and magic are suitable for use on land and underwater.

The Lemurians, their race, history and society.

5 aquatic races: Lemurians, Junk Crabs, Ichthyleans, Merans and Milu.
5 Sea Dragons.
5 Symbiotic Stone Vehicles (and a drone scout).
8 expansive, new O.C.C.s including the Serpent Hunter, Spouter, Oceanic Guardsman, Biomancer Gene-Mage, Birdman and others.
9 monstrous and wondrous Lemurian War Steeds.
10 suits of living Bio-Armor, plus the Wave Strider and Bio-Skins.
10 Biomancy plants and creatures from the Lemurian Gardens.
16 strange and exotic animals.
19 types of Lemurian weapons.
21 new Hydro-Psionic abilities for the Spouter and Hydros Sea Dragon.
50+ new Biomancy spells and a handful of new Ocean Magic spells.
Biomancer Gardens, herbs and magic.
The Stone Guardians of Easter Island and other mysteries.
Symbiotic creatures and Biomancy constructs; some that enable air-breathers to survive underwater indefinitely.
New dangers, new challenges, adventure ideas and more.
Written by Greg Diaczyk with additional material by Matthew Clements and Kevin Siembieda.
224 pages.

RIFTS: D-Bees of North America

A dozen freelancers contributed to create a book with 30+ new D-Bees along with updated stats and information on 60+ D-Bees of North America collected from other Rifts® World Books.

This will be a handy reference for players (especially those looking to play a particular D-Bee) and Game Masters.

35 new D-Bees, around 100 in all.

Written by Kevin Siembieda and others.
224 pages.

RIFTS: Book of Magic

This is the ultimate guide to magic for Rifts Earth. All the magic spells, magic tattoos, Techno-Wizard items, magic weapons, equipment, body armor, restraints, parasites, symbiotes, magic items, Automatons, Iron Juggernauts, and more from Rifts® World Books 1-23, Sourcebooks 1-4, and Siege on Tolkeen 1-6, collected into one big reference.

850+ spells of great variety.

370+ magic items, weapons and devices.

Elemental Magic, Temporal Magic, Ley Line Magic, Cloud Magic and Necromancy.

Tattoo Magic, Nazca Line Magic, Nature Magic, Whalesongs and Ocean Magic, and more.

Magic Songs, Chants, Biomancy, Magic Herbs, and Iron Juggernauts.

Techno-Wizard weapons and devices, Rune Weapons, Millennium Tree wands and other magic items.

Magic herbs, plants, components and Symbiotes.

Shamanistic magic, Fetishes, Talismans and more.

Comprehensive index of Practitioners of Magic.

Designer notes, comments, tips & hints for running magic characters.

Written by Kevin Siembieda and others.
352 pages.

RIFTS: Ultimate Edition

Rifts® is a multi-genre role-playing game that captures the imagination unlike any other. Elements of magic, horror, and the supernatural co-exist with science, high technology and the ordinary. The game spans countless dimensions, making anything and everything possible. Players are truly limited only by their imaginations!

Rifts® Ultimate Edition is a completely rewritten and updated version of the original game played and enjoyed by an estimated 1.5 million gamers.

Not exactly a Second Edition, because most of the rules remain unchanged, Rifts® Ultimate Edition is expanded and improved. There is more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal was to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there are a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete.

Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others.

Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts.
Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results.

Psychic powers are the source of the Burster, Mind Melter and Mystic's abilities.

Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combines magic and technology).

Super-technology with Mega-Damage™ body armor, energy weapons, rail guns, power armor, and human augmentation.

The Coalition States. Humankind's salvation, or its own worst nightmare?

Written and created by Kevin Siembieda.

376 pages, including color sections.