FATE isn’t a particularly crunchy system and Lost Dominion isn’t a particularly crunchy game. Sometimes it’s good RP to be counting every last food ration. And sometimes it just gets in the way. Generally speaking we leave it up to our players to decide what their personal preference is and how much book keeping they […]
Fate Core
Uncategorized Extras
Uncategorized Extras find their way here because they don’t quite apply to any of our five gateway categories. As such none of them require a specific Gateway to use though they do generally have other requirements Cyber Armor (Requires a high concept involving being a Cyber Knight) (Cost 2) You have implanted cyber armor which […]
Robots, Powered Armor and Tech
By the time the Golden Age ended, conventional military and heavy civilian equipment was in the process of being replaced by a new generation of walking, articulated vehicles. The smaller of the two – powered armor – very much resembles something worn by the pilot. Movements by the person inside translate directly to the armor. […]
Creatures and Dimensional Beings
Rifts is full of different intelligent races, many of whom are playable characters or optionally playable characters in the original material. There are far too many for us to even attempt to list and define them all and those only scratch the surface. There are thousands, possibly hundreds of thousands of races represented somewhere on […]
Psychic Discipline Rules
Anatomy of a Psychic A character becomes a psychic when he or she purchases Gateway: Psychic, Minor Gateway: Lesser Psychic or either version of the Paranormal Ability for psychics available in the D-Bee extras list. This gives the character access to an exotic stress track and allows him to use his Will skill to activate […]
Psychics
When the coming of the Rifts unlocked the powers of magic, it also unlocked the powers of the mind. The two are related as it turns out, the mental energies that enable some beings to perform paranormal feats by willing them so are very similar to the mystical energies with with arcanists power their defiance of […]
Techno Wizard Rules
Techno-Wizardry Techno-Wizards (TW) and those who follow similar paths work a little bit differently. Firstly, if they attempt regular castings they always cast at low power, but never gain the benefit from it. Spellcasting simply isn’t their specialty and they’re actually kind of awful at it. What techno-wizards and other similar enchanters (eco-wizards and so […]
Spellcasting Rules
Anatomy of a Mage A character becomes a mage when he or she purchases Gateway: Mage, Minor Gateway: Dabbler or either version of the Paranormal Ability for magic available in the D-Bee extras list. This gives the character access to the Arcana skill and an exotic stress track which together form all the tools needed […]
Mages
It was the violent return of magic to Rifts Earth that overthrew the civilizations of the Golden Age and ushered in the present one. Three hundred years alter, Magic continues to be a controversial and divisive subject. No one disputes that it is a part of life now. So far as anyone can tell there’s […]
Augments
The fact of the matter is that humanity isn’t at the top of the food chain on its own world anymore and hasn’t been since the coming of the Rifts. Human beings are fragile, there’s a lot of things that are interested in their misery and not everyone is blessed with arcane talent, psychic ability or […]
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