Rifts rulebook pdf


















Each episode features a different movie and a new multitude of gaming options! I was pleasantly surprised with how smooth it writes, and its nice grip. I just ordered four more! We were taking on a team of super-intelligent mutant pig bikers in After the Bomb. We ended up securing the contract our team was trying to get by scraping through the finish line with our ice cream truck on fire and on top of the pigs' hot rod. We're still laughing and talking about it.

It may sound corny, but when I had some really nasty stuff going on in life when I was a younger person your games gave me a great escape to look forward to on the week ends when my friends would get together and we would roam north america as our favorite personas. The lore writing and mechanics of the game inspired me to start writing my own homebrew that I hope one day to publish.

Now if i can just find that 20 years of gaming bag I had when I was a teenager that got destroyed in a move I would be so happy. Again thank you for the years of gaming, the awesome lore, and helping me deal with some heavy stuff in a creative way. I support the decision for Savage Rifts. Uses the Savage Worlds rules published by Pinnacle. Savage Rifts works as an amazing translation and really allows players and GMs to get the same crazy gonzo Rifts feeling but uses a rules set that flows really well and works.

I'm going to be a player in a Savage Rifts game that will be starting soon and I'm super excited! Join Our Mailing List! See More. Merry Christmas! Surprise Packages have been extended till January 17 Tis the season for the best deal in gaming!

Rifts- World Book 1 Vampire Kingdoms. Rifts- World Book 2 Atlantis. Rifts- World Book 3 England. Rifts- World Book 4 Africa. Rifts- World Book 6 South-America. Rifts- World Book 7 Underseas. Rifts- World Book 10 Juicer Uprising. Rifts- World Book 12 Psyscape. Rifts- World Book 13 Lone Star. Rifts- World Book 14 New West. Rifts- World Book 15 Spirit West. Rifts- World Book 16 Federation of Magic. Gods and the Supernatural. An array of demigods, Elementals, deities from ancient mythology and alien worlds, demons, monsters and other supernatural beings walk the Earth.

Some help humanity, others seek to use and enslave it. Some are shape shifters able to walk among mortals disguised as one of them; others prefer their natural, superhuman form. They may seek adventure, knowledge, power, or treasure, but most represent trouble for mortals.

The question is, do these aliens use their powers for good or evil, and do you want to subject your character to their mad whims? Mystics are people with a natural, intuitive connection to magic and the psychic realm, thus they are able to cast spells as well as wield psychic powers.

The Vampires of Mexico. Vampires walk the Earth and it is said there are entire kingdoms of vampires who dominate the living and wait for the right moment to invade the rest of North America. The tears in reality are two-way doors in space and time. This brings a seemingly endless parade of inhuman visitors to Earth.

Some are curious adventurers and heroes in their own right, some are monstrous invaders or supernatural horrors who draw energy from the suffering of "mortal" life forms. Some are gods, some are explorers, some are villains, others are demons and monsters, but all contribute to making Earth a world of constant change and endless possibilities.

The entire planet Earth is very different from the world you think you know. And unique. Fabled Atlantis has returned as a domain of supernatural horrors known as the Splugorth.

It is a splintered land where humans wage war against nonhumans, technology is pitted against magic, secrets of the past wield dangerous power, and one never knows what lies around the next corner. There are dinosaurs, monsters, mutants, bandits, kingdoms of magic, empires of technology and much, much more.

South America is a land of alien magic and technology, mutant animals, weird beings, demons, monsters and strange dimensional phenomena.

Everywhere you turn is something amazing, magical or unearthly. As if that were not enough, the environment is constantly changing, new dangers can emerge from the Rifts at any time, and the dimensional portals themselves are doorways to endless adventure and discovery. Walk through one of these tears in reality, and you may find yourself on an alien world a million light-years away, or another dimension, or a parallel world, or an exotic place somewhere else on the planet.

It crosses and combines most game genres — science fiction, fantasy, horror, the supernatural, super-heroes, dimensional travel, magic, monsters, and more — in a wild, post-apocalyptic setting limited only by the imagination of the players.

Not only that, but the game lets you play any type of character and engage in any type of adventure. The trick was making that setting seem plausible and balancing the many diverse characters and story elements with dynamic game play. It took three years for Kevin to come up with the perfect blend and balance, and then six months of work writing, art directing and coordinating final production.

Our target number for success: Ten thousand in three months. We felt if the initial press run of 10, copies sold out in under three months, we had a bona fide hit.

We could hardly keep it in stock and sold approximately 45, copies in the first year; huge numbers for a pen and paper role-playing game. All of Palladium's games use the same basic or fundamental set of rules and game terms. That's right, any, because Palladium's game settings are all linked.



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