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Rifts

Ultimate Edition
Dimensional rifts flood a shattered Earth with magic and super-technology
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post-apocalypticscififantasyhorrorsuperhero
Character BuildingCombat-HeavyCrunchyFear & Stress MechanicsGonzoHigh-PowerMana PointsMechaSuperpowersTactical
Languages: English
Diced20, d100
System FamilyStandalone
Cost$$
LicenseAll Rights Reserved
PublisherPalladium Books Inc.
Year2005
Complexity Very High
Accessibility Medium
Runnability High

Core Mechanic

Combat and saving throws use a d20 plus bonuses, with high results overcoming a target number or opposing roll. Skills use d100 and succeed when the result is at or below the character's percentage.

Best For

Groups who want long-form science-fantasy campaigns that move from a ruined Earth to other dimensions. The game suits tables whose GM will decide which parts of the broad setting a campaign uses.

Highlights

Occupational and racial class packages assign distinct abilities and advancement tracks, giving each archetype a different role in the party. Mega-Damage puts ordinary weapons on a separate scale from supernatural creatures and war machines, so appropriate gear determines which targets a character can harm. Rifts and ley lines make dimensional travel a standing feature of the setting, letting campaigns move between devastated Earth and other worlds.

Considerations

Character creation combines rolled attributes with extensive skill selection, making first-time preparation lengthy. Combat asks each player to track an action economy, active defenses, and which damage scale applies. Magic and psionics use separate point pools and power procedures, adding class-specific rules to the shared system.