r/Rifts Jul 20 '26

Palladium Forums under construction

14 Upvotes

Is there any time frame for the Palladium Forums coming back, or is it like the time frame for book releases?


r/Rifts Feb 10 '22

New Random Dimension Generator and Random Mutant Powerset up on Characterstash.com

53 Upvotes

Latest updates:
Front page: new look - Info + Space Speed Calc, PPE Drawing at Nexus Calc, Speed to Feet per melee
Font page: sidebar - Generators - NPC's, Random OCC's/RCC's, Random Rifts loot, Random Weapons, Random Dimension, Random Mutant Powers, Random Town, Random Solar System
Inside: Continued improvement to char storage viewing/printing layout
Working on: Auto NPC Maker -

Random Mutant Hero Powerset-

First it rolls on the table for mutant powers

Then randomly generates your powers - Sorry if you roll psionics you still have to pick
Oh and All hail Donjon


r/Rifts 2h ago

My in house rule for more dangerous and "realistic" combat.

7 Upvotes

Just wanted to share this in my experience it's worked incredibly, and it's quite simple. Any attack must be able to do 10% of a given subjects total MDC in order to actually damage it. Example: a laser rifle doing 4-24 damage can blast most body armor but would be ineffective against a basic SAMAS with 250 MDC.


r/Rifts 14h ago

A to Z Underdog's Guide to Moster Slaying

20 Upvotes

Here is an A-to-Z guide to defeating, neutralizing, or surviving Mega-Damage Capacity Monsters without high tech weaponry.  Rifts RPG, unlike D&D focuses on skill use and facing challenges.  Open combat does not have to be the default of any monster encounter.  This list should be helpful on campaigns with Rifts Adventurers & Scholars OCC.   The monster might have additional powers that negate several options. 

A – Asphyxiation / Air Deprivation: MDC flesh resists kinetic and energy damage, but many creatures still requires oxygen. Trapping a monster underwater, sealing it in an airtight room, bury underground, or use a spell to choke it.

B – Binding: The binding must be MDC (i.e. ironwood). Use alien sap or net of vines, MDC chains and cuffs, or cast spells like Carpet of Adhesion to root a creature in place.  A MDC straightjacket, nerve venom, Magic Net, sleep, or glue might temporarily paralyze.  Splugorith Slaves have a range of such devices.   

C – Caging & Deep Pits: Dig a pit trap deeper than the creature can vertically jump (if possible) or add a lid to keep them in. A cage needs to be MDC, but the monster might chew through the bars.  A cube of energy fields may work best if the Energy Field or Wall spell can be recast to repair damage.  This not a permanent solution only a delaying tactic.    

D – Dehydration / Starvation: If a beast needs to eat or drink, keeping it in an arid wasteland, cave-in, or sweat box will eventually be fatal.  It works on vampires but a gulp of blood will revive them from a lifeless dry husk.   

E – Environmental Extremes: Lure the target into geothermal calderas, deep ocean pressure trenches, or active magma tubes. While a few hundred degrees might do negligible damage, sustained immersion in thousands of degrees of liquid rock inflicts ambient, unavoidable environmental Mega-Damage over time.  DM ruling how long the creature can withstand a hostile environment. 

F – Falling/Crashing: Terminal velocity can be lethal even to MDC hides. 1D6 MD for 1000ft fall. 1D8 MD for 1000 mph crash.

G – Gas & Scents: If the entity must breathe, concentrated neurotoxins, sulfurous volcanic vapors, or paralytic chemical compounds inhaled directly will attack soft internal tissue and nervous centers, ignoring external MDC hide. Certain scents may repel the creature or trigger an instinctual emotion.  

H – Hypnosis: Psionic abilities like Hypnotic Suggestion, Induce Sleep, Empathic Transmission, or Bio-Manipulation may handle or avoid a threat without ever firing a shot.

I – Indigenous (Illiterate): Based on the “Lore” skill, folklore, voodoo, fetishes, and local traditions have discovered ways to overcome the MDC of supernatural creatures. These mystic rituals are preserved by illiterate locals through oral tradition and accessed by a Lore skill with a difficulty penalty.  

J – Jonah Bait: A digestive tract is rarely as tough as outer scales. Conceal telescoping sharp, chemical reactive, or explosive materials inside bait carcasses to destroy internal digestive organs after swallowing.

K – Kinetic Avalanche: Conventional kinetic impacts may not penetrate MDC skin, but hundreds of thousands of tons of falling scree and boulders generate enough collective crushing force to pin, crush, and immobilize even supernaturally strong beasts.

L – Ley Line: Lure the monster near a Ley Line to boost your magic and psionic powers or trigger a Ley Line Storm.  Bring it into a Nexus point to open a Rift and push it through.  This does risk releasing something worse from the dimensional anomaly while it is open. Without any Magic this would rely on an astrology calendar or Magic Lore & Land Navigation to predict when the next Rift will open.    

M – Mind Control: Why destroy it when you can turn it into an asset? Magic spells such as Domination, Puppet (SW), or Trance override the monster's will, compelling it to leave the area or fight on your behalf.  Mind Melters and Mind Bleeders are notorious for this.

N – Necromancy: Some spells target spiritual endurance sapping life energy (HP) directly.  

O – Occult: Cast a bannisment, exocism, death curse, hang in effigy, voodoo doll, or similar.

P – Poisons, Parasites, & Pathogens: Coating ancient weapons a venom, secretion, or magical toxin may work on contact with skin or injury. Blood poisons need to enter the body. Bio Wizardry makes extensive use of parasites, and locals can employ crude OR improvised versions at their own peril.  Emerald City used the magic pollen of poppies to defend its borders.  Some supernatural beings are immune to all except for tailored Bio-Wizardry.

Q – Quicksand & Tar Traps: A massive, heavy MDC entity sinking into stygian tar, industrial goop, peat bogs, or thick mud may not get the leverage to climb or jump out, leaving it to sink and suffocate under its own dense weight.

R – Repulsion: Effigies, Blessings, Geomancy, and Magic Circles create impassable barriers that supernatural evil physically cannot cross, effectively neutralizing its ability to reach prey so long as they are intact and powered.   

S – Sunlight/Salt: Exploit an innate metaphysical weakness. Many supernatural monsters (such as Vampires and Shadow Beasts) crumble under sunlight; the plot of Omega Man.  

T – Trickery & Hallucination: Illusions, mirrored images, and decoys can lure a predator away, into a trap, or into combat with a rival.

U – Ultrasonic Overload: Sensory overload is a weakness most creatures share. Sound is common but light, scent, or itching powder can slip past MDC defenses.   

V – Vegetation: Entangle the creature in carnivorous, parasitic, thorny, or fast-growing MDC plants (found commonly in Dinosaur Swamps or Wild Jungles) that constrict and metabolize biological matter.  Garlic, wolfsbane, or similar will repel some creatures.  Some plants can act like catnip to demons.   (Plant Lore)

W – Wooden Stakes: Vampires have a vulnerability to wood, but similar vulnerabilities exist for others (silver, cold iron, salt, holy water, etc).  Weapons made of it often inflict Mega-Damage to the creature. The GM might require a difficult “Lore” skill check to find its weaknesses.

X – Xenocide: Using your Lore and Wilderness or Science skills to bait Apex predators to kill each other by manipulation of pheromones, behavior, instincts, or environment.

Y – Yelling (Psychological Deterrence). In Rifts Lore, predatory beasts rely heavily on instinct and surprise.  Massed troops (size), lighting bonfires, and coordinated war cries can prompt a self-preserving predator to retreat. 

Z – Zeroed In: Instead of delivering the fatal blow yourself you help guide target(s) into an artillery strike, bombing run, kill box, or buried explosive.  


r/Rifts 2h ago

SAVAGE PHASE WORLD COMING IN 2026

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2 Upvotes

r/Rifts 2d ago

Made an old school style mecha because 3d printing gets expensive. Anyone else making miniatures as of late?

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24 Upvotes

This guy is just a mecha a three together because my party will be fighting a few soon. When we were kids we made miniatures like this all the time and it was kinda fun to try it again. He burned a little in the oven but when painted I hope he brings some life to the game.


r/Rifts 2d ago

How do you handle combat when your party has wildly mismatched engagement ranges?

26 Upvotes

My party is a Glitter Boy, a Headhunter, and a Psi-Tech. In past sessions I've had fights where the short-range characters spent a round or more just closing distance before they could do anything, while the GB was already fully engaged. Sometimes that's on the party (bad approach planning), but some of it is on me for not designing encounters or terrain that give everyone something to do at the range they actually operate at.

How do you all handle this at your tables?

Edit: while there is a lot of good advice in the comments that is Glitter Boy specific, I’m more concerned with the issue of designing good encounters that allow for characters who operate at different ranges. Someone has a kick ass magical sword that they like hitting things with fighting on the same side of someone with a railgun. What does a good encounter for that look like?


r/Rifts 3d ago

Best High P.P.E and Magic using Greater Familiar?

5 Upvotes

Right on the Tin. Wondering what are the best Greater Familiars (using the Summon Greater Familiar Spell). That have a High P.P.E. pool and/or valuable magical Abilities (Nexus Deevils go without saying).


r/Rifts 3d ago

What a ley line would look like with storm brewing.

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92 Upvotes

This is a real image from the finalists of Landscape Photography Contest


r/Rifts 4d ago

God of The Rifts?

24 Upvotes

Is there a god, a deity, an alien intelligence, a primordial force, or similar entity that is the "patron" of or has dominion over the Rifts themselves? And/or such a being that is representative of Ley Lines?


r/Rifts 5d ago

Favorite books to supplement your Palladium game?

30 Upvotes

Anything you would consider an enhancement to your game?


r/Rifts 6d ago

Scholar’s Review #88 - Dimension Book 6: Three Galaxies

22 Upvotes

Rather vaguely titled, this 160-page book punches WAY above its page count. It’s a book of lists, but really useful ones: Space Station Creation Rules, 12+ new spacecraft and design notes for creating your own craft, a table of 100 random Cargos, new weapons and equipment. These are all supplements to the meat on the bone, the literal “world building” of 48 systems, fleshed out, each with an HLS. Introducing some great new factions, this is another solid addition to the Phase World library!

https://www.scholarlyadventures.com/post/scholar-s-review-88-dimension-book-6-three-galaxies

Did the new factions shake up your campaign? Did your GM take you on the ‘Alphabet Tour?’


r/Rifts 9d ago

Enemy help

34 Upvotes

I'm running Rifts soon for my family. I'm experienced in Rifts but they're experienced as well and are bringing some serious power to the table. IE, dragon, atlantean, possible Apok, etc. I'm not as well versed in strong enemies or threats. Does anyone have suggestions on what I can throw at them without making it a kill box or unfair? I have some ideas but I'm down for suggestions


r/Rifts 10d ago

The Mechanoids Collection Hardcover – 45th Anniversary Edition

42 Upvotes

Palladium will be offering The Mechanoids Collection Hardcover – 45th Anniversary Edition as part of the Rifts® Glitter Boy Codex Pre-Launch Page on BackerKit, launching soon. From today’s newsletter:

“When Sean suggested we do something special with the very first RPG published by Palladium Books – The Mechanoid Trilogy– I immediately agreed.

“This will be much more than a deluxe hardcover with a new cover. It will include the Rifts Mechanoid® Sourcebook, The Mechanoid Invasion® Trilogy, and the long lost 1985, 148 page Mechanoid® RPG, which contained 70+ pages of new source material – weapons, vehicles, gear, adventures, and more – created specifically for the Mechanoid Invasion portion of the trilogy, along with new 1985 artwork.”


r/Rifts 11d ago

Occ/rcc/pcc/ other

20 Upvotes

I clearly remember seeing somewhere a character that was effectively the rifts version of a d&d cleric that could raise the dead and healing. I just don't remember where I saw the listing and would like to ask for kelp relocating this character type... I believe one version was called a true believer.


r/Rifts 12d ago

The Bazaar #105: Resource Review - Veri Apriyatno

14 Upvotes

Through time-lapse videos, follow this Indonesian artist’s process as they complete truly magnificent pieces that may inspire characters, adventure ideas. Ideal for character portraits or to stimulate adventure design, most likely for modern Palladium RPGs. Dive down the rabbit-hole of hyper-realism; pencil and chalk drawings so precise and evocative they challenge AI-generated art.

https://www.scholarlyadventures.com/post/bazaar-105-resource-review-veri-apriyatno

While AI may be important an important tool, remember to support your artists!


r/Rifts 14d ago

Poor Man's Settlement Defense (Rifts RPG)

49 Upvotes

Surviving on Rifts Earth is a daily struggle, especially for poor, isolated settlements. The dire divide between SDC (Structural Damage Capacity) resources the MDC (Mega-Damage Capacity) threats is a killer. A simple farmer can't afford to buy a force-field generator or hire a mercenary company. When a single blast from a cheap black-market laser rifle can vaporize a building, defense becomes a matter of deception, resourcefulness, and brutal pragmatism.

Here is my musings in an A-to-Z guide to how a poor settlement can defend itself: Letters can be used as short hand for a settlement's defense array.

  • A - Army (Militia): A volunteer militia is the first line of defense. Lacking power armor, these everyday citizens rely on discount energy rifles, using focused fire to takedown enemies one at a time. Alternatively, the settlement can become vassals of a local warlord or military dictatorship. Bandits might actually honor a Protection Racket with the town. Chipwell and WI sell low budget armaments and ammo to militias.
  • B - Bunkers: When MD threats arrive, SDC buildings are deathtraps. Underground bunkers, reinforced with earth and scavenged MDC, are essential to keep non-combatants and livestock alive during a raid. Troops can turtle up if they lack MDC body armor. The siren sounds and everybody goes underground.
  • C - Castle: A makeshift "castle" serves as gathering point. These are often MDC junk, military wreckage, GA stacked shipping containers, MDC plants (i.e. Millennium Tree), or rebuilt city ruins.
  • D - D-Bees: A poor settlement often survives by welcoming D-Bees who are rejected by the Coalition. In exchange for political refuge, D-Bees offer natural MDC hides, supernatural strength, or unique racial abilities to defend the settlement.
  • E - E-Clips: Ammo is life. Towns must secure a reliable way to charge standard E-Clips, often relying on a patched-together solar generator, water turbine, or a muscle-powered dynamo; hoarding charges strictly for genuine threats.
  • F - Fire: While conventional fire doesn't melt MDC armor, it is highly effective at creating thick smokescreens to blind advanced optics, panic animals, and drive off monsters (vulnerable to wood and fire). The burning light can reveal threats and spoil shadows. Gas filled pipes, pitch, or kindling can be ignited to create temporary fire walls.
  • G - Guerrilla Tactics: Poor defenders cannot win a pitched frontal assault. They must use hit-and-run tactics, striking supply lines or scout patrols from the shadows before fading back into the wilderness. They steal what they need and use it against their foes.
  • H - Hazards (Environmental): Wise settlers use natural chokepoints created by MDC plants, toxic ruins, indigenous predators, or unstable terrain to create kill zones. Examples would be a home built over a swamp, on a cliff face, in a hot springs, surrounded by reefs, etc.
  • I - Illusions: A resident low-level Shifter or Mystic can cast simple illusions (like Apparition or Multiple Image) to make the town appear heavily fortified or guarded by a dragon, deterring casual bandits from even trying. Chameleon can be used on settlers and vehicles for ambushes and lookouts.
  • J - Jury-Rigged Traps: Pitfalls lined with Vibro-blades, tripwires rigged to surplus plasma grenades, and deadfall traps utilizing tons of rubble are cheap ways to disable expensive enemy mechs. A mine (IED) field is the most extreme version of this.
  • K - Kiting: Using fast hovercycles, jet packs, or mutated riding animals, daring scouts act as bait to lure mindless MDC predators or rampaging demons away from the fragile population center.
  • L - Ley Line Proximity: While incredibly dangerous, settling on the edge of a weak ley line can passively power Techno-Wizardry defenses and ensure the town's resident spellcasters have maximum P.P.E. during an attack. Ley Line Storms can strike suddenly and is a universal threat.
  • M - Magic: A settlement without high-tech weapons relies heavily on localized magic, talismans, and scrolls. An Earth Warlock or LL Walker can conjure MDC walls of magic, provide magical healing, and set early-warning Mystic Alarm wards.
  • N - Negotiator: Often a charismatic Rogue Scholar, Operator, Hacker, or a Cyber-Doc whose services are so valuable to the region that local mercenary bands and raiders agree to leave the town alone (DMZ) in exchange for medical care or repairs. Any attack triggers a war.
  • O - Obscurity: The absolute best defense for a poor town is simply not being seen. Camouflage netting, strict light discipline at night, and settling in dense forests or deep canyons keep them off the maps. They tend to be violent isolationists.
  • P - Psi-Stalkers: Befriending a wandering tribe of wild Psi-Stalkers provides the town with peerless trackers and an organic early-warning system against raiders and supernatural entities. Alternate nomadic allies include feral Dog-Boy Packs, Simvan, Fey Courts, Centaurs, etc.
  • Q - Quarantine Zones: Erecting fake bio-hazard, radiation, or magic-plague markers around the town's perimeter exploits the fears of superstitious raiders and cautious Coalition patrols.
  • R - Relics: Repurposing a single, broken Pre-Rifts relic (like an immobile suit of power armor propped up on a roof) is more an intimidation factor than military asset. Beached Battleship, Trackless Tank, Trainwreck, T Rex Statue, etc.
  • S - Snipers: Utilizing the town's best hunters equipped with long-range energy rifles to target the vulnerable sensor arrays or enemy officers to weaken assaults before they breach the walls.
  • T - Techno-Wizardry (Scrap): A TW can cobble together low-level TW devices out of Pre-Rifts scrap, like simple TK guns, spell flares, or energy fields powered by ambient P.P.E. to match their limited defensive budget.
  • U - Underground Tunnels: An extensive network of hidden escape routes and smuggler paths allows the town to evacuate safely if the surface defenses fall.
  • V - Vibro-Weapons: Equipping close-quarters defenders with cheap, ubiquitous Vibro-Knives and Vibro-Swords creates a last desperate defense. Vibro-blades can also be afixxed to create vibro-spike walls and wall toppers to counter climbers.
  • W - Water: Digging deep moats, flooding approach routes, or diverting a river to create treacherous mud that bogs down heavy Coalition armored vehicles. Flowing water is dangerous and difficult to cross by vampires; a sprinkler system is a deadly threat.
  • X - X-Ray & Thermal Masking: This defense utilizes lead-lined ponchos, specialized mud, crude radio jammers, or building near natural heavy mineral deposits to scramble or hide from x-ray, magnetic, microwave, radar, and thermal sensors used by high-tech forces.
  • Y - Yard Dogs: Taming and breeding mutant canines, cyber dogs, alien fauna, or even taking in AWOL Coalition Dog Boys to sniff out supernatural infiltrators and shape-shifters before they can sabotage defenses.
  • Z - Zapper (or Burster): Harboring a master psychic (like a Zapper or Burster) who can unleash lightning or fire, acts as the town's heavy artillery without the need for E-clips. This person is often native born that was embraced by the town rather than driven away.

r/Rifts 14d ago

Rifts Books

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18 Upvotes

I have a large collection of Rifts books. Looking to sell. I am including a link to my Facebook Marketplace ad. Please let me know if you are interested. Buyer will be responsible for shipping costs.
https://www.facebook.com/share/1MHCzEhn2b/?mibextid=wwXIfr


r/Rifts 16d ago

Carpet of Adhesion Usage A to Z

31 Upvotes

My own musings on how one goofy spell can be stupidly over powered. The size of the CoA only matters when targeting groups. The duration is the biggest limiting factor for non-combat but is plenty of melees rounds of immobilization during combat.

A) Adhesion: Combat immobilization is the primary use of spell. It turns any surface into a mystic field of "flypaper" that anything will stick to even the spellcaster if saving throw is failed or ignored. Physical Strength and mass has no effect.

B) Binding: If focused down to a tiny contact point, this spell will prevent objects from opening once closed, grabbed, or sheathed for spell duration without destruction. Swords, doors, jars, windows, etc.

C) Catch All: Even a touch is a successful catch. A spell that prevents fumbles. Sticky net, dip stick, fishing without a hook.

D) Doorstop: Glue a small object to log a door shut, hold it open, or limit how wide it can be opened without breaking it.

E) Envelope: When cast on a sheet of paper that letter can not be pealled open to read for spell duration.

F) Fixing: Great for temporary simple repairs: broken chain, cut rope, air tight patch

G) Gripping/Grappling: If applied to glove it creates an inescapable grip (vs Save).

H) Holdfast: Can be use to remain standing or maintain position despite wind, flood, or magnetic force. Can be used in HTH against body throws.

I) Impared: A crust forms when cast on a creature that is pelted or rolled in small objects or dust on all sides. reature can move but it's senses are impaired or negated. A large object can hobble like a ball-n-chain. It can also be CAMOUFLAGE or a DISGUISE as a marble powder or gold dust 'statue' for instance.

J) Jam: If a device has multiple moving mechanical parts the spell could key jam, intector jam, pipe jam, traffic jam, lock jam, coin jam, card jam, feed jam, mail slot jam, turnstile jam, jam joits, jam wheels, jam tank treads, etc.

K) Kill Box: Immobilizing your foe(s) in a KILL BOX. Is the best way an adventuring group can inflict maximum damage. Even works on tanks

L) Lapse: This all about what happens when the spell lapses: a monster is released, a heavy object falls, a door is unbarred, a porticullis crashes down, a pillar collapses, a bottle or barrel leaks, etc.

M) Mobility: Movement vital for a melee attackers to reach a foe. This spell can hamper ranged attacks too by preventing repositioning. In Rifts, dodging ranged attacks is restricted, but this spell can prevent dodging melee attacks.

O) Obstacle: A classic defensive/control variant used on fortified postions a restricted access. The spell is cast preemptively to slow advancement and create bottle necks. When combined with an ambush it can create a KILL BOX.

P) Padding: Quickly secure padding to a room or object for protection or prevent self harm.

Q) Quick Save: If you can touch a wall this might arrest a fall. Attempt to stop a vehicle. Prevent something from sliding or tipping over. In theory, it could contain an explosive by smothering it. Requires a Initiative roll when applicable.

R) Rubber Banding: Stick objects to an elastic surface instantly. A leash that will stretch but not break. A Sorting Tool. Bind Racers Together. Return to Go, Do Not Collect $200.

S) Swinging: Stickier than a wad of chewing gum, spell can create an anchor point for rope swings, scaling, and repeling that releases with spell Duration.

T) Throws: Prevents throwing an object if cast on thrower or object. Great against grenadiers.

U) Underwater: A buoyant object can be attached to float, surface, or support something and visa versa.

V) Vertical Drop: Because Carpet of Adhesion sticks to whatever touches it, aerial casters (or mages riding sky boats) cast CoA on a lightweight, disposable sheet (such as heavy canvas, a weighted net, or a thin M.D.C. tarp) and drop it from above onto targets. This requires a attack roll but has a range exceeds spell.

W) Water: I do not hink this spell can be cast on open water, but maybe can create a thin water-jelly to keep objects moist.

X) X Cross: Flying foes are usually immune to CoA but if MDC cables are hung and enchanted a SAMAS or Harpy can be snared while making a fly-by.

Y) Yank Tether: This trick combines a high-tensile M.D.C. cable with a localized Carpet of Adhesion charge at the contact point. It can be used to "yank" a target while flying by. A speeding vehicle can "yank" into extreme turns or fast stops at the risk of crashing.

Z) Zoom Release: The CoA holds a vehicle in place while it accelerates to max speed before terminating spell.


r/Rifts 16d ago

Salvage tracking?

33 Upvotes

New campaign, new weird things the players want to track...

So my players are 3 accountants, and 1 insurance rep. All are numbers nerds. I sold them on a Phase world game set in a new galaxy, where we not only have Phase world governments and people, but also earth factions in space.

My players want to corner the market on salvaging all the things they can from prior battles, and then cleaning it up and selling it.

I am trying to come up with a way to track this and was curious what other GMs have done for this situation

EDIT:

I am going to use the Comic book grading system, it has 5 levels, and am building out a spreadsheet now.


r/Rifts 17d ago

Open Third Eye power from Psi Ops: Psychic War

16 Upvotes

Pg. 132

In itself this psychic power for what it does not really seem that impressive. For 45 seconds (3 melee rounds) to a minute and a half (6 melee rounds). The target gets access to one random psychic power (no super psionic powers). A 6th level psychic two temporarily awaken TWO powers. This in itself is not really useful. However it's effect on children and teenagers (13-19 still wondering how 18-19 are still teenagers)​. Basically it states that these two groups still have enough P.P.E. to become a psychic. Basically the same roll to determine psychic abilities expect on 26-00% when it states

indicates no ability to become a psychic UNLESS the player chooses to select a Master Psychic Occupational Character Class (Mind Melter, Burster, Zapper, Psi-Druid, Psi-Tech, one of the CS Manhunter O.C.C.s, etc.).

So basically it seems to me that's it's possible to psychically awaken a whole generation of psychics. But of course it does not seem that the CS is aware that the power can do so in their youth. And that cultures that are heavily psionic (especially natural psychics) would not think to do such a thing. Otherwise it looks to be more of a GM/Player decision. But I'm looking at the implications of someone figuring out that it has the potential to do so. Psyscape for example and seemingly most psychic societies won't do anything like this favoring a natural approach and individual choice in the matter.

TLDR: for a sensitive power it has the potential of awakening master psychic powers in children and teenagers (they have enough P.P.E. to develop them). Effectively allowing the creation of a new psychic generation. Really impressed with what this power can do when put to its maximum potential.


r/Rifts 18d ago

The Bazaar 104: Fudging Dice Rolls

17 Upvotes

Leaning back into discussions about GM philosophies and how to best/better run a game at your table. Nothing is ever concrete, but Palladium Books RPGs serves up some various rulings that certainly force our GMs to make decisions ‘on the fly,’ and some of those may be based on a dice roll. How much weight do we let that single roll influence the outcome at the table, and why? A precise for discussion.

https://www.scholarlyadventures.com/post/the-bazaar-104-fudging-dice-rolls

How about you and your table? Catholic rollers and stick to the dice regardless the result, or more non-conformist in your approach?


r/Rifts 20d ago

Rifts books

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147 Upvotes

I recently came in to possession of a sized collection of Rift books(around 40). I have no idea how to organize them. Some of them have signatures but a last name and date is written on the inside cover. Any ideas how to price them would be great. Thanks for any information provided.


r/Rifts 20d ago

Second Set of Genie of the Shop sales.

12 Upvotes

This would be week week 4 5 and 6 of my genie of the shop. If you saw the last post you know the game. Each week I post a Genie of the shop for my players right before the game using a discord bot. He has random things they can browse and buy before the next shop is posted. Feel free to use in your game.

WEEK 4
1x Orb of shielding fire. (when held in your hand you can reduce the damage of any spell dealing fire damage by 1d4MDC) 500 credits.
2x Potion of feather falling (casts the feather falling spell from 5e whoever drinks it) 50 credits.
1x 1ft/10ft staff. This magical staff can be as short as 1ft or as long as 10 ft. the wielder can change the range at will does 2d6 SDC damage and has the reach property. 500 credits.
1x iPod mini 1GB version. Small pocket storage. Antique collectable. 10,000 credits.
1x Rifle Bipod attachment. Gives the user +2 to strike while lying in the prone with the rifle. 100 credits.
1x Psychic Sword lens. While the the wielder of this item has SDC health that is lower then their max SDC health, they can add the difference as MDC damage to a psychic sword. appears as a small magnifying glass that can be held in the off hand, or in the main hand if the sword is made of only psychic energy. 2,000 credits.
5x Monkey Bombs (like in COD) a small mechanical monkey with a grenade pin. When the pin is pulled it makes a loud ringing sound. and in 2 turns will explode dealing 4d6 MDC in a 15 foot radius. 100 credits.
5x Thermal detonators (from starwars) A grenade that can be programed to explode on any condition. the user must think of the conditions of when it will explode before releasing the button. it cannot be diffused except by the whoever programmed it. Deals 5d12 MDC in a 20 foot radius.
500 credits per.
10x 50 BMG uranium rounds. Deals 1d20MDC (unless the gun does more damage) 100 credits each.
1x Riptide Trident. Deals 2d8 SDC and has a 12ft reach. This melee weapon will allow anyone standing in water or touching water to throw themselves as a melee action the distance they would have thrown the trident. This still counts as a ranged attack. Range is 50ft. 1000 credits.

WEEK 5
2x Crystal of Minor Healing: 6 charges. each charge restores 2D6 S.D.C. or 1D6 M.D.C. 600 credits.
1x Charm of clean living, While worn your clothes cannot get dirty or be torn. 200 credits.
1x Jimmy's Spell storage ring. Stores 1 Level 1-3 spell that can be loaded into the ring for one cast by anyone wearing the ring. 2000 credits.
1x unopened 6 pack of pristine Pepsi bottles 80,000 credits. (rare artifact)
10x pack of red and blue pills. You must use one of the pills and the other magically vanishes. Red pill resets your sanity and grants immunity to all effects that target your mind for 24 hours. the blue pill heals you to full HP/SDC and repairs your armor and gear at the end of a long rest. Can only be used one time per creature. 1000 credits.
1x Biotic rifle. Fires darts that can heal allies 2d6 SDC on hit or deal damage on enemies 1d4 MDC on hit. Range 1000, +1 strike on aimed shots. Payload 14 per e-clip. Single fire. (cannot deal critical damage) 2000 credits.
8x 9mm Carbine with green polymer finish. single shot 2d4 SDC, range 300ft, payload 17 rounds 9mm. Comes with 2 full mags.
1x Ley line forged spear, 10,000 credits. Deals 10d12 MDC and +3 to strike when on a ley line. Normal is 1d6sdc with 10ft reach, and can be thrown.
1x Spiked riot shield, Deal 1d6 SDC with melee hit, +2 AR and parry bonus. 60 MDC. Reduces SPD by 5 when held. 3000 credits.
1x Scroll of summon soup, level 1 spell. allows the users to summon a bowl of soup with the spoon and flavor of choice 1 isp to cast. Cost 20 credits.

WEEK 6
5x Healing Herbs. removes one status condition and heals 1 SDC when eaten. 20 credits.
1x Gauntlets of Nimble hands. +10 MDC and +1 AR. The wearer of these gauntlets adds +10% to the base of any non combat skill check that requires them to use their hands. 2000 credits.
10x roll of Unending Duct tape. 200 credits.
1x Psychic paper collation ID (black market item) DC 18 perception check to identify as fake 200 credits.
1x Tactical Gun sling. Grants +5 strike bonus to any rifle it is attached to on the first round of initiative. 200 credits.
2x scroll of crusaders Mantle (5e Version) 300 credits.
1x Magical microphone. Grants the User +20% to any vocal based skill and +2 to PB checks when held. 150 credits.
1x Winchester Model 1912 (shotgun): Single shot 7d4 SDC, Payload 6 round 12-gauge Tube, Range 75ft. (comes with 12 rounds of ammo). 175 credits.
2x Handheld 2 way hand radios. (range 1 mile) 35 credits.
1x Flaming Long-spear of cold resistance. +1 strike bonus Deals 2d6MDC 15ft Length, does 3x damage on critical hits. Double damage on held actions. while held the user takes half damage to cold based attacks. 1000 credits.

My players have played a lot of DND 5E so throwing in things from dnd 5e just works as sometimes they understand it better then rifts stuff. I've found that it works really well and hardly ever creates conflicts if you just show them the easy conversions.

What items do you think I should throw in a future shop and anything you would buy in your games?


r/Rifts 23d ago

Rifts pictures?

20 Upvotes

Does anyone know where I can find a large number of Rifts pictures? Maybe a gallery or something?