Professional Documents
Culture Documents
Coalition States
Step One: 01-25% Chi-Town
Step Two:
Faction/Region Megalopolis; Mage Genocide, Human
Supremacist (Genocide), Mutants &
Psychic 2nd Class. CS Tech.
Background
Characters in Rifts begin as either fiercely 26-50% Quebec Your background contributes much to who
independent wandering adventurers or as Megalopolis: Mage Genocide, you are. You can’t choose your parents, you
citizens of a major or minor political power. Psychic Genocide. Human can’t choose where you were born or how you
Most citizens are loyal follows their particular Supremacist (genocide). CS Tech were raised. More than anything else, your
51-75% Iron Heart
nation’s ideology, but those who are not are background contributes to what advantages
Megalopolis; Mage Shunned; Psychics
at least, in part shaped by the ideology that Shunned, Human Supremacist and disadvantages your character would have
was forced upon them during their childhood. (isolation). Modern & CS Tech mix. . in the world.
In either case this determines the character’s 76-85% Missouri
Megalopolis; Mage Shunned; Psychics
starting location.
Shunned, Human Supremacist Home Town Size
(isolation). Medieval & CS Tech Mix.
This is where you grew up; the following
01-20% Minor Kingdom 86-90% Lone Star
Megalopolis; Mage Shunned; Psychics charts are what it was like to live there. The
21-50% Coalition States (Ideal Minority), Human Supremacist style of community often affects, or is the
51-00% Independent (isolation). CS Tech or better. result of, its economics, attitudes and
91-00% Allied Nations: technology.
01-33% Old Bones; Golden Age Slums.
01-10% Megalopolis/Arcology
Minor Kingdoms 34-66% Whykin; Modern tech,
Kingdom (Human Isolation). +10% Econ, +10% Tech, -10%
Characters from a minor kingdom are used to 67-90% El Dorado Megalopolis; D-bee magic, +5% Psychic, +5% Ethnic,
a certain kind of lifestyle. Use the attributes Serfs, Golden Age/Modern. -10% Align
91-00% Texas Barony (roll)
below the kingdom name in place of rolling on 11-25% Slum Shanty City : -10%
the background charts. Roll a background Economic, +5% Tech +10%
where no attribute applies. Wandering Nomad ethnic, +10% Psychic, -5%
magic, -5% Align
01- Lazlo or New Lazlo 01-10% Chi-Town Burbs 36-55% Medieval-Style City
30% Mediaeval City, Mage Community; 11-20% Northern Michigan
Mutants Welcome, Open-Mixed or Military Base
(Human Numerical Majority). 21-30% Minnesota 56-70% Mining or Farming Town
Golden Age Tech. Rigid Pacifist 31-40% Greater Texas +5% Econ, -5% tech, -5% magic,
(Lazlo), Rigid Self Defense (N. Lazlo) 41-50% Old Chicago -5% psychic, +5% Align
31- Northern Gun 51-60% Southern Michigan 71-90% Small Farm Village
45% 01-80% Megalopolis or 21-80% Mining 61-65% New England/Quebec -10% econ, -10% tech, -10%
Town Quasi Magic, Psi-Second Class, ethnic, +5% mag, +10% Align
Open Mixed (Human Elite) Golden Age. 66-68% Pennsylvania/Virginia
Wild West. 69-70% Ohio Valley 91-00% Nomads
-20% Econ, +20% magic, +20%
46- Tolkien 71-72% Wisconsin psychic, -20% ethnic, -20% tech,
60% 01-80% Mining Town or 21-80% Small 73-74% Dakota & Kansas
Farm, Mage Community, Kingdom (Poor +20% Align
Serfs). Loose Self Defense 75-76% Montana & Idaho
61- Pecos Empire 77-78% South West
75% [No Megalopolis, No Medieval City] Quasi 79-80% Mexico Home Town Economics
Magic, Mutants Welcome, Open Mixed 81-83% Magic Zone/Devil’s Gate Your income level or class in society affects
(D-bee Majority) Armageddon
83-84% Deep South you attributes, your gender, and your starting
76- Manistique Imperium
Mining Town. Mages Shunned, Mutants 85-86% Kentucky & Tennessee equipment.
85% 01-10% Slave Class or Spartan
Untouchable. Kingdom D-bee Serfs. 87% Wyoming
Modern Tech. Rigid Self Defense -2 I.Q. +1 M.E. -1 M.A., +2 PS, -2 PE, -
88% Pacifica/West Cost 2 PB. +3d6 SDC -15% equipment;
86- Federation of Magic 89% Alberta/Calgary +20% gender
90% Mage Guilds, Mutants Second Class. 11-35% Poor & Simple
90% Northern Wastelands
Armageddon -1 I.Q. +1PS, -1 PE, -1 PB. +3d6 SDC -
91- Kingsdale 91% Atlantic/Atlantis 10% equipment, -10% gender
95% Mutants Welcome, Mage Guild. 92% British Iles 36-40% Poor, Criminal Class
93% France or Spain -1d4 I.Q, +1d4 ME, +1 PP, +1d4 Run.
Wild West
+1D6 SDC, -5% equipment, +5%
96- Minor Barony 94% Middle East gender
97% 01-30% Mining Towns 95% Central & Eastern Europe 41-60% Working Class; Dirty/Honest
31-00% Small Farms 96% China or Japan 61-75% Middle Class & Sublime
98- American Republic +1 I.Q. -1 PS, +1 PE, +1 PB.
Russia -1d6 SDC +10% equipment +5%
99% Megalopolis [Underground], Mages
shunned, psychics-ideal minority, human
98% Africa gender
supremacy [isolation]. Golden Age. Loose 99% Central/South America 76-90% Professional Criminals Class
Self Defense -2 I.Q, +2 ME, +2 PP, +2 Run. -2D6
00% Earth Orbit/Mars SDC, +20% equipment. -10% gender
00% Psi-World 91-00% Upper Class & Plush
Slums, Quasi Magic, Mutant Enclave, +1 I.Q. -1 M.E. +1 M.A., -2 PS, +2 PE,
D-bee Majority, Modern Tech. Wild +2 PB. -3d6 SDC
West +30% equipment -20% gender
RIFTS CHARACTER GENERATOR
Home Town Attitudes Home Town Weapons Control Roll Personal Alignment
The prejudices of your home town aren’t The more civilized a society, the less it desires Write down your alignment score (%). Your background
armed citizens, which affects the character’s affects what kind of a person you’ll end up as. Minions slide
necessarily yours, but affect your chances of one align toward their PC/heroic leader. Retainers slide two
becoming certain OCCs. This applies to starting weapons & armor. Law abiding alignments toward their PC; or one align to their minion.
unmentioned minor kingdoms or rural characters will not own an illegal weapon or 01-20% Principled. Obeys the Law, Favors
community. The culture of a named minor bring one into a society that does not permit Peaceful Protest. Wants to help people
them (reroll). Otherwise, assuming the without rocking the boat.
power takes precedence over this chart. 21-33% Scrupulous; Obeys ‘good’ laws, favors
character acquired the weapons illegally, action. Wants to save the world.
apply the % mod to the Armor and weapon
Home Town Magic Level random roll. The bonus applies to Era, as well
34-50% Unprincipled. Obeys most
indifferent to politics. Seeks fun and
laws,
Level Two
1 Befuddle (3)
2 Chameleon (6)
3 Climb (3)
4 Concealment (6)
5 Detect Concealment
(6)
6 Fear (5)
7 Heavy Breathing (3)
8 Levitation (5)
9 Mystic Alarm (S)
10 Tum Dead (6)
Level Three
1 Armor of Ithan (10)
2 Breathe Without Air (5)
3 Energy Bolt (S)
4 Fingers of Wind (S)
5 Float in Air (5)
6 Fuel Flame (5)
7 Ignite Fire (6)
8 Impervious to Fire (5)
9 Invisibility: Simple (6)
10 Negate Poisons/Toxins
(S)
11 Paralysis: Lesser (S)
12 Telekinesis (6)
RIFTS CHARACTER GENERATOR
Skills DOMESTIC
If a duplicate roll occurs in this category the
Roll as many D10s as elective or secondary skill is professional quality +10%. Stone Age
skills. Reroll if a category is not available for characters get +10% amateur quality,
selection. mediaeval characters are considered pro.
Prerequisite skills: If a skill with a prerequisite 1 Cook
comes up, substitute that skill with a prerequisite
2 Dance
skill instead. If Laser Communications is rolled, sub
Electrical Engineer, but that requires advanced 3 Fishing
math, so take advanced math, but that requires 4 Play Music
basic math, so take basic math. If Laser is rolled 5 Sewing
again, you get advanced math etc. 6 Sing
Min Skill: All characters may select at least the most
basic skill; Basic Mechanics, Basic Electronics, Basic ELECTRICAL
Mathematics, Radio: Basic, First Aid (i.e. medical- These skills apply only to characters from a
basic), Horsemanship or Car (depending) Modern or better background; otherwise roll
Duplicate Skills: If the same skill is rolled more than
on the wilderness skill table.
once there are several possibilities
1. Reroll. 1 Basic Electronics
2. Accept the duplicate skill and apply 2 Computer Repair
‘Professional level’ if that is an option 3 Electrical Engineer
3. Accept the duplicate roll and add a level to the 4 Robot Electronics
skill depending on the quality of the skill
a. Elective Skills add 2 levels ESPIONAGE
b. Secondary skills add 1 level 1 Detect
c. X2 levels if already an OCC skill. 01-50% Ambush
51-00% Concealment
1 Communications 2 Identity
2 Domestic 01-33% Disguise
3 Repair 34-66% Impersonation
01-50% Electronics 67-00% Forgery
51-00% Mechanics 3 Escape Artist
4 Knowledge
4 SUBTERFUGE
01-60% Wilderness Survival
01-33% ESPIONAGE 61-80% Interrogation (No morals)
34-66% ROGUE 61-00% Intelligence (No stone agers)
67-00% Military 5 Circumvention
01-50% Demo 01-50%Pick Locks (No Stone Age)
51-00% EOD 51-00% Pick Pockets
5 PHYSICAL 6 Combat
6 Pilot 01-33% Sniper (No Stone Age)
34-66% Tracking
01-70% Pilot
67-00% Prowl
71-00% Related
7 Science & Medical
01-50% Medical MEDICAL
51-00% Science Tech levels: Stone Age characters are limited
8 Technical to Holistic Medicine. Mediaeval are limited
9 Weapon Proficiency #1,2&3. Modern is limited to Medical Doctor
01-33% Ancient (no cybernetics).
41-66% Modern 1 Holistic Medicine
67-00% High Tech 2 First Aid
10 Wilderness 3 Paramedic
4 Pathology
COMMUNICATIONS 5 Criminal Sciences & Forensics
6 Medical Doctor
These skills apply only to characters from a
7 M.D. in Cybernetics
Modern or better background. Otherwise roll
on the Language Sub-table.
1 Cryptography MECHANICAL
2 Laser These skills apply only to characters from a
3 Radio Modern or better background; otherwise roll
01-50% Basic on the wilderness skill table.
51-00% Scramblers 1 Aircraft Mechanics
4 Surveillance 2 Automotive Mechanics
01-33% Optic Systems 3 Locksmith
34-66% Surveillance 4 Mechanical Engineer
67-00% T.V. Video 5 Robot Mechanics
RIFTS CHARACTER GENERATOR
6 Weapons Engineer
PHYSICAL
If Hand to Hand is rolled, Untrained becomes,
basic, basic becomes expert, and expert
becomes martial arts or assassin. Must be
Anarchist or less for Assassin.
1 01-50% Gymnastics
51-00% Acrobatics
2 01-33% Athletics
34-66% Body Building
67-00% Running
3 Climbing
4 Prowl
5 Swimming
SCUBA (swimming required)
6 Combat
01-20% Boxing
21-80% Hand to Hand
81-00% Wrestling
PILOT
Piloting education is limited by the technology
of the parent society. Sub Skills are listed in
logical order of progression. If the same
category is rolled twice the player may select
the first two types in order.
Tech levels: Apply -20% Stone Age, -15%
Mediaeval, -5% Modern, +10% Golden Age,
+15% CS to random skill & type.
01-20% Horsemanship
21-30% Boat
01-45% Sail Type
41-90% Motor & Race
91-00% Freighter/Ship
31-50% Motorcycle
51-60% Ground
01-60% Automobile
71-90% Truck
91-00% Tank
61-70% Aircraft
01-60% Air Plane
71-90% Cargo Jet
91-00%Jet Fighter
71-80% Hover
01-60% Hovercraft (ground)
61-90% Helicopter
91-00% Rocket Cycle
81-90% Jet Pack
91-00% Robots
01-60% Pilot
61-80% Robot Combat: Basic
81-00% Elite
PILOT RELATED
These skills apply only to characters from a
Modern or better background.
1,2 Navigation
3-5 Sensory Equipment
6 Weapon Systems
RIFTS CHARACTER GENERATOR
ROGUE WEAPON PROFICIENCIES
1 Computer Hacking Characters generally start with weapons they
2 Concealment have been trained (or self-taught) how to use.
3 Palming Thus, such training may be limited by their
4 Pick Locks starting location etc.
5 Pick Pockets Tech levels: Apply -20% Stone Age, -15%
6 Prowl Mediaeval, -5% Modern, +10% Golden Age,
7,8 Streetwise +15% CS to random skill & type.
01-33% Ancient
1 W.P. Archery and Targeting
SCIENCE 2 W.P. Sword
Stone age characters are -30%, Ancient -20%, 3 W.P. Chain
Mediaeval -10%. 4 W.P. Knife
1 Social
5 W.P. Blunt
01-50% Anthropology
51-00% Archaeology 6 Fencing
2 Life 01-25% Knife
01-50% Biology [Zoology] 26-00% Sword
51-00% Botany Axe uses the Knife throwing bonuses, but
3 Chemistry blunt strike & parry.
Basic Spear uses Archery bonuses and includes the
Advanced (Basic required) ability to strike & throw
4 Physical Science
Pole Arm & Staff uses blunt bonuses, but
Math Basic
Math Advanced (basic required)
cannot be thrown (no throw bonus).
Astrophysics (Advanced required) 34-66% Modern
1 W.P. Revolver
TECHNICAL 2 W.P. Automatic Pistol
3 W.P. Rifles
Stone Age and ancients cannot select
4 W.P. Shotgun
computers; roll for Lore instead.
5 W.P. Machinegun
1 Art
6 W.P. Sub-Machinegun
2 Computer
7 W.P. Heavy Weapons
Operation
8 W.P. Special Guns*
Programming (Op required)
Special Guns Shoot darts, paintballs, fire,
3 Language/Literacy*
water and other not-bullet things.
4 Lore
01-50% Demon 66-00% High Tech
51-00% Faerie 1,2 W.P. Energy Pistol
5 Photography 3 W.P. Energy Rifle
4 W.P. Heavy Energy Weapons
6 Writing
Equipment-Other
Electronics: Depending on the tech level of the
character’s society, some devices are generally
unavailable, or are considered rare artifact of
unknown use. Mediaeval peoples may have ancient
equivalents (a sexton instead of a navigation
program) which generally take 2-3 times longer to
use and work only ½ as well. Modern Age electronics
are unreliable and have ½ the SDC of Golden Age
items due to built-to-fail 20th century capitalism.
Many modern and Golden Age devices may seem as
‘wondrous artifacts’ or even religious icons to more
primitive peoples.