The Rifter 4 is the fourth issue of Palladium Games' quarterly magazine.
Besides the usual news and updates on Palladium, this issue has a couple lengthy articles on Palladium Fantasy RPG GMing, Rifts source material and adventures, and Steve Trustum's Werebeast OCC for Nightbane.
Includes continuing serialized fiction by David Haendler and James M. G. Cannon.
Cover art by Michael Dubisch.
From Behind the Desk of Kevin Siembieda
Publisher Kevin Siembieda tells what he did on his summer vacation — a cruise with some of the staff.
Palladium News, Info, & Coming Attractions
A report on the latest from Palladium, including news about Palladium's expanded web site, better
Palladium Fantasy RPG Hook, Line, & Sinkers for the Western Empire
A hunk of material that couldn\'t get squeezed into the big, 224 page Western Empire adventure sourcebook, so
Knights of the Dinner Table
Another hilarious installment of KoDT by creator Jolly Blackburn.
Palladium Fantasy RPG Long, Strange Trips (G.M. tips & ideas)
Bill Coffin offers some Game Master tips and ideas for Writing Epic Campaigns for Palladium Fantasy.
Palladium Fantasy RPG: Death is Not Always Final
Being the October issue of The Rifter, Randi Cartier, with a little help from Siembieda, whipped up some gruesome
Nightbane RPG: The Tribes of the Moon
In keeping with the Halloween spirit, Steve Trustrum presents werebeasts for the modern age. Optional source
Rifts: A.R.C.H.I.E. Three vs. The World
Mark Sumimoto gives us an epic Rifts adventure involving everybody\'s favorite insane computer intelligence,
Rifts: The Evolved
First time contributor David Ransom has written more optional Rifts adventure and source material involving the
The Siege Against Tolkeen
The next four chapters in David Haendlers Rifts saga.
Hammer of the Forge
The next chapter in James M. G. Cannon\'s Phase World story.
Electronic (PDF, DOC, eBook, HTML, etc.)
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Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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