Rifts (role-playing game)
Rifts is a multi-genre role-playing game created by Kevin Siembieda in August 1990 and published continuously by Palladium Books since then. It takes place in a post-apocalyptic future, deriving elements from cyberpunk, science fiction, fantasy, horror, western, mythology and many other genres.
Rifts serves as a cross-over environment for a variety of other Palladium games with different universes connected through "rifts" on Earth that lead to different spaces, times, and realities that Palladium calls the "Rifts Megaverse". Rifts describes itself as an "advanced" role-playing game and not an introduction for those new to the concept.
Palladium continues to publish books for the Rifts series, with about 80 books published between 1990 and 2011. Rifts Ultimate Edition was released in August 2005 and designed to update the game with Palladium's incremental changes to its system, changes in the game world, and additional information and character types. The web site is quick to point out that this is not a second edition but an improvement and expansion of the original role playing game.
Background
The RPG had the tentative title Boomers, named after the original name for the Glitter Boy power armor until Kevin Siembieda changed the name after finding out it was in use for Bubblegum Crisis.Setting
The foundations for the Rifts world were originally developed in the Palladium game Beyond the Supernatural.The Rifts world is Earth, but hundreds of years into the future. Ley lines, lines of magic energy, criss-cross the earth forming supernatural geographic areas such as the Bermuda Triangle. Points where Ley Lines intersect, called a nexus, are places of powerful magic, such as the Pyramids of Giza and Stonehenge. If a Ley Line nexus energy surges or is purposely activated, the very fabric of space and time can be torn, creating a rift, or a hole in space-time leading to another place, time, or a new/parallel dimension. Ley Lines in most lower capacity "realities" have less Potential Psychic Energy or PPE to allow them to be visible, but in the magic or PPE saturated worlds like Rifts Earth, they become visible based on PPE intensity. Some are visible during the day as evident by a slight blue shift of the surrounding environment. Otherwise at night or from space the massive bands of blue-white energy can be as large as half a mile wide in some places, and stretching for many miles.
The Magic energy making up Ley lines as mentioned is Potential Psychic Energy or PPE. Found in various places, objects, and animals, one of the greatest sources of PPE is in young and prepubescent children. An adult's level of PPE can vary based on other factors. PPE also allows Psionics which uses energy known as Inner Strength Points or ISP. Psychic phenomenon can also vary from individuals, ranging from none at all to Master level abilities. Psychic abilities can manifest in virtually any way imaginable. Some psychics develop differently, such as psi-stalkers; human mutants that feed on psychic energy.
Earth
Rifts begins with two future-historical premises: first, a golden age of humanity occurs, with tremendous advances in science, technology, military, and society. Humanity as a whole is at peace as a majority of Earth's nations decide to cease world war and begin to share ideas and technology freely. Much of the Solar System is conquered, humanity's wars will end, and harmony will reign. Second, that this golden age is followed by an unknown cause near the winter solstice and a rare planetary alignment, causing a disaster that cascades into tremendous destruction via a ripple effect.The cataclysm begins with unprecedented storms of all kinds, earthquakes and tsunamis, and volcanic eruptions including the Yellowstone Caldera.
What is already a huge release of mystical energy is multiplied as a result of several special conditions: a rare multi-planetary alignment, occurrence during the Winter Solstice, and all at midnight. The deaths of millions at this time amplifies these already high psychic energies, triggering many powerful natural disasters across the world, including the return of Atlantis.
The energy release from the deaths of millions more in turn releases even more mystic energy, causing more disasters in a vicious cycle. Ultimately, the total destruction brings an unprecedented energy release of billions. Ley Line networks that crisscross the globe are energized as never before, causing rifts to open both on Earth and throughout the Megaverse. Untold numbers of alien beings are pulled from their own home worlds, while Great Powers of the Megaverse are alerted of a new and valuable planet to conquer.
For hundreds of years after the holocaust, many creatures, both mythical beasts and alien beings, come through the Rifts - some of them now permanently opened - to wreak additional havoc. The old world gone, a new Dark Age dawns and humanity's shrinking population is reduced, due to catastrophe and domestic failure, immeasurably. This period is covered in Palladium's Rifts Chaos Earth spin-off series.
Rifts initially takes place in 101 P.A. 289 years after this event. The "Post-Apocalypse" calendar was established by the formation of the Coalition States in 2286.
While many different events that make up the world begin before and after this time, such as with the invasion of Chi-Town by the Federation of Magic or as the Four Horsemen appear in Africa, this time frame is the setting for most "World Books" that describe a kind of snapshot in this phase. In the latest World Books, the current date is around 110 P.A..
By this time, most of the disasters have quieted down, though Earth is still bathed in the released PPE. The planet's mystical energy has added untold numbers of alien beings from other dimensions, who continue to arrive through the Rifts both accidentally and deliberately. The humanoid creatures that arrive on earth are referred to as Dimensional Beings. Some are familiar fantasy races, such as elves and dwarfs, while others have never been seen before. Non-humanoid creatures have also arrived, including monstrous creatures and mystical demons with hides as strong as tank armor. The most powerful are the Lovecraftian Alien Intelligences, living mountains of flesh with lidless eyes, wriggling tentacles, and great supernatural powers. In some rare cases, even the ancient gods of mythology have returned to reclaim their former lands.
To cope with these natural, supernatural, and alien menaces, the human race has adapted in a variety of ways, many of them borrowed from the technological developments of the lost Golden Age. Powered armor suits and giant robot vehicles are frequently used to combat the dangers of Rifts, but more invasive augmentation is common. This has three basic categories: "Juicers" do it chemically, the "Borgs" do it mechanically, and "Crazies" make use of performance-enhancing brain implants. All such augmentations boost strength, speed, endurance, and dexterity to superhuman levels. However, all come at great cost. Chemicals cause the body to wear out faster, decreasing life span to a few years. Mechanical Borg augmentation causes a loss of humanity when those with multiple limb and organ replacements become more machine than human. Brain implants cause mental instability ranging from mild phobias to crippling neurosis or psychosis.
Dangerous augmentations are often necessary dangers for humans in order to keep pace with the world around them, and those that choose augmentation accept these risks for the power they bring. Still others are required to receive augmentations either for self-defense, work, or even against their will as the minimalistic, needy, and weak are forced or coerced to serve. Some aren't aware of the dangers, and accept the augmentation blind to the side-effects.
Some turn to other means to become "more" than human. As magic abounds on Rifts Earth, many people turn to the magical arts. Others form pacts with alien intelligences or deities in exchange for great magical knowledge, risking becoming a pawn of the beings they dared turn to for power. Still others discover that they have great natural psionic potential, and dedicate their lives to discovering the abilities of their own minds.
The Ley Lines, formerly invisible, now dominate the landscape, appearing as massive lines of bluish energy half a mile wide, some twice that tall, stretching thousands of miles, crisscrossing the globe. The largest can even be seen from space.
North America
The strongest power in North America is the Coalition States. The governing body of the Coalition States is based in the arcological city of Chi-Town and lays claim to northern Illinois and all of Iowa. Other member states consist of "Lone Star", formed from the Texas Panhandle, who specialize in mutating animals into talking servants considered by many players as cannon fodder but is one of their primary weapons against the supernatural as without them they would have to rely solely on human psychics; Missouri; and Iron Heart which consists of the eastern half of Ontario, Canada. The Coalition States are most often described as technologically advanced fascist human supremacists with a totalitarian government, restrictive internal media, restrictive education, and a massive military. The Coalition is ruled by Emperor Karl Prosek, and is genocidally opposed to all aliens, D-bees, human mutations, and Magic. His ultimate goal is to control the Earth by humans and for humans, and do so by attacking anything and everyone that is foreign to Earth as it was before the cataclysm. Nevertheless, Prosek allows some of the less threatening non-humans to live alongside lesser-privileged humans in the burbs surrounding Chi-Town. Most of these poor souls think that they may eventually gain citizenship so they can live within the protective walls of the arcology.The second greatest power is "Free Quebec". At one time it was a Coalition State, but constant disagreement with Chi-Town over issues like Glitter Boy production, education level of the populace, and use of mutant animals, led to secession and eventually a short civil war. A cease-fire was signed, but distrust has remained.
Mexico is ruled by a group of vampire kingdoms, who treat humans as little more than cattle to feed upon. North of the Rio Grande, west of Texas and roaming most of the American Southwest are large nomadic bands/tribes of bandits who collectively form the "Pecos Empire" which incorporates the cities of El Paso, Los Alamos and "Houstown", its unofficial capital. Though the nation is not part of a cohesive power structure or political organization, "Emperor Sabre Laser" is attempting to unite the city-states under his banner. Much of the western United States has more or less willingly reverted to a mix of modern and past technology, and the days of the Wild West, where outlaws ride hovercycles into battle, cowboys are as likely to raise dinosaurs as they are cattle, cyborgs prospect for gold and other minerals, and wild buffalo, sent to another dimension to prevent their extinction, have returned to the plains in the millions. American Natives have divided into two groups. The Traditionalists, who were also taken by the spirit people and returned to Earth along with the Bison, refuse to use most items of technology, preferring the old ways. Then there is the modern camp, who have designed many technological marvels of their own. The pockets of civilization include the "Colorado Baronies", Hope, Testament, Wilmington, and Charity, a collective of small and a few large towns, founded by the survivors of the Denver area. In Arizona, the "Clarkdale Confederacy", has managed to survive even as Flagstaff, Prescott and Phoenix have collapsed around them; there is also the town founded and run by mercenaries known as "Arzno".
The Royal Canadian Mounted Police managed to survive the great cataclysm, though Canada itself did not. The Mounties have become an independent law enforcement force called the Tundra Rangers, patrolling the northern wilderness.
The Midwest, both upper and central, is home to most of North America's population. The Manistique Imperium and Northern Gun in Michigan's Upper Peninsula, both Coalition allies, are among the biggest weapons manufacturing areas on the continent. "New Lazlo" is one of the largest cities in Michigan's southern portion. Chillicothe in Missouri is a large supplier of Coalition food processing and growing. However, Missouri's southern half, home to the city-states of "Whykin" and "Kingsdale" are in constant opposition to the CS and claim independence. North Dakota is home to the Wilk's firearms corporation, though not much else. Arkansas is home to the independent CS ally "El Dorado". Southern Illinois and the Ohio Valley is home to the "Federation of Magic". Also in the Ohio Valley is "Psyscape": a city-state founded by Psychics.
"Tolkeen" was a major city in the former Minneapolis region in early Rifts books; the city welcomed users of magic. A military campaign made by the Coalition States resulted in the magic-user kingdom being wiped off the map.
In the Northeast, the city-state of "Lazlo", named after the great 20th century supernatural researcher and writer Victor Lazlo, was built upon the ruins of the Canadian city of Toronto. This major center of civilization is well known as a melting pot of humans, D-Bees and other, stranger beings, and is the home of Techno-Wizardry. "Mad Haven" is the name given to the ruins of Manhattan Island, although tectonic forces during the cataclysm have moved it into the coast creating a peninsula. It is seen by most denizens of Rifts Earth as a refuge of demons and madness.