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RIFTs

This is a RIFTs game that uses Rifts: Ultimate Edition Rules as Written (RAW) with a healthy amount of optional rules from various sources and a number of house rules in favor of balance, common sense, and realism. The game has a heavy focus on roleplaying rather then roll playing, with most sessions having less then 5 dice rolls total. Our average session runs anywhere between 4 to 8 hours, with games currently scheduled to take place on Thursdays at 3 PM Pacific until as late as 9 PM Pacific. This game has been running since July of 2014 with consistant weekly games, though the days have shifted to meet the needs of the players and real life.

Our current power curve does NOT include high end power armor or high end Magic / Psycic skills. New players would come into the game at 1 level below party average; as of March 12th, a new player would start at a total level of 4.

The game is currently set in and around harbor city of Melborune, Australia, with a current game date of mid-to-late Winter of the year 114 PA. Unlike the RAW setting of Melborune being a secluded island, the city is instead still on the mainland. Currently, much of the game is focused around political intrigue and a realistic view of the struggles of humanity and justice, with a healthy dose of action movie and chaos thrown in for good measure. This isn't a throw away adventure, this is a living, breathing world where actions have consiqunces.

Please be aware, this setting may change with little notice, either by player action, inaction, or a simple roll of the dice; Rifts are fickle that way.

Soruce Materal / RAW in use:
Rifts: Ultimate Edition
Rifts: Book of Magic
Rifts: Bionics Source Book
World Book 19: Australia
World Book 30: D-Bee's of North America
Rifter 07, pg 52 - Extra physical skills, with some limitations / requirements - GM Approval required
Rifter 11, pg 17 - Ranged Combat rules
Rifter 19, pg 38 - Going Mental skills and bonuses; of note, we are not using the changes to running, nor the 'limited returns' rules.
Rifter 21, pg 15 - Channeling rules for spell casting
Rifter 51 / 52, a lot of pages - Custom Vehcile Creation, on an as needed basis.

Player access to other source materal is given on a case by case basis, including OCCs / RCCs not listed in the above books. As a GM, I make every effort to be accomidating to what my players want to play. If you're a new player who doesn't know what's avalable, give me an idea and I will find something to fit your vision. If you're an experenced player who knows exactly what they want to play, run it by me.

In addition, there are a number of house rules that are in place.
A custom "PC Only Bonus" table to roll from at character creation.
Full PPE / ISP recovery between sessions, unless a game ends mid combat or in a place where such a recovery wouldn't make sense.
Changes to the spell Carpet of Adhesion
Changes to Multi-classing; It is possible, and has some impact on skill growth. Keep in mind, a backstory fitting of such multi-classing is required.
Various changes to items for reasons of balance / sanity / realism (Sorry Kevin, but some of your rules just don't make any sense).
Settings may differ quite heavily from settings listed in the books; This is done for flavor and story. Take any granular details of a place's RAW with a grain of salt.

Want to join this game? Make a post in the discussion forum below and let the GM know!

5 Players (0 Open Slots)

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