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Rifts Ultimate Edition Rpg |  | Author: Kevin Sembieda Brand: Rifts Category: Book
List Price: $33.95 Buy New: $28.76 as of 7/31/2010 12:46 CDT details You Save: $5.19 (15%)
New (8) Used (12) from $28.76
Seller: Nerdvana Games Rating: 55 reviews Sales Rank: 181738
Format: Illustrated Media: Hardcover Edition: 1 Pages: 376 Number Of Items: 1 Shipping Weight (lbs): 2.8 Dimensions (in): 11.1 x 8.4 x 1.1
MPN: 800A ISBN: 1574571508 Dewey Decimal Number: 793 EAN: 9781574571509 ASIN: 1574571508
Publication Date: November 2005 Availability: Usually ships in 2-3 business days
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| Features:
| • | Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others | | • | Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts | | • | Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results | | • | Psychic powers are the source of the Burster, Mind Melter and Mystic's abilities | | • | Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combines magic and technology) |
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| Editorial Reviews:
Product Description Rifts is a multi-genre role-playing game that captures the imagination unlike any other. Elements of magic, horror, and the supernatural co-exist with science, high technology and the ordinary. The game spans countless dimensions, making anything and everything possible. Players are truly limited only by their imaginations!
Rifts Ultimate Edition is a completely rewritten and updated version of the original game played and enjoyed by an estimated 1.5 million gamers.
Not exactly a Second Edition, because most of the rules remain unchanged, Rifts Ultimate Edition is expanded and improved. There is more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal was to make Rifts more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts all brought to pulse-pounding life like never before. Of course, there are a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete.
CONTENTS: 376 pages; hard cover
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| Customer Reviews: KISS YOUR D&D GOODBYE!!!! January 27, 2009 OOOGA BOOGA (BANANA, CANADA) 1 out of 3 found this review helpful
This is the ULTIMATE RPG game because it includes all genres of sci-fi and fantasy. Its BIG, mabye so big that you'll never be able to play it all the ways available, but thats ok! You can play this game in the way you and your buds wanna play!
Wanna be strickly scifi with cyborgs and aliens? Mabye bring down an evil an empire of man? or vampires? Mabye you like magic? We got that too! A coworker introduced me to this game and Ive never been the same since.
You've played the rest now play the BEST. And even if you dont play, its a hell of a fun read.
Excellent Game, but Experience Required. January 13, 2009 Bobonfire (Muffin Mania) 1 out of 2 found this review helpful
I think that Rifts is one of the greatest role playing created. Kevin Siembieda is a genious. The combat system is very well done, the setting is unbelievable, and the characters are so awesome you want to create each one over and over again.
I would like to ask anyone buying this game to take a look at their track record. This game is great, but comes on a little strong. I was fairly new to the RPG society when I picked up my copy, and it sat there collecting dust for a number of reasons. However, once I got a few systems under my belt, I took another look at the game and decided that it was the thing for me. At first, I didn't feel that magic and psionics fit into the setting. I thought they were, frankly, stupid. But then I took a closer look. Now, I would personally crucify anyone who dares say that the magic and psychic characters do not belong. They are some of my favorite characters.
The background is also incredibly well thought out, and is a patchwork quilt of intriguing sub-plots that make you want to dish out your money on more books.
The combat system takes some getting used to, but once you do it's worth it. In addition, Rifts has some of the greatest non-combat roles I've ever seen. Second only to Call of Cthulhu, which is a non-combat game. The characters are unique, interesting, and can be tailored to your needs. You can make pretty much any kind of character you like using this system.
This game is one of the best I ever played, but it takes some getting used to. I would say you need to get the hang of RPGing in general before you pick up a copy, but it is certainately worth it. Happy gaming!
Kevin Siembieda, and anyone else who worked on Rifts, if for some reason you're reading this, thanks for making this game. It is amazing.
Excellent Version of Rifts October 4, 2008 Azune (Bedfordshire United Kingdom) Just a quick review of this version of rifts. I think that it is very good indeed and I have been running it since it came out, I have to say that it improves on the original game in so many ways it defies description. Many of the changes are small but they have far reaching consequences. However there are two bug bears...as the old DM used to say. The magic system is unbalanced and completely ridiculous there are spells that should be first level and cost almost nothing which are considered powerful (shape bones) and there are lots of spells in the first few levels (agony is a good example) that are completely overpowered instantly incapacitating an opponent and spelling his doom.
Secondly the thing where you have to flick here there and everywhere when someone goes up a level to check what plus he has gained on melee and and some where completely different for what he has gained for another aspect of combat is quick frankly these days (in the time of WOD and AD&D 3.5 etc) farcical. However if you are experienced you can get past these things and then you can basically have any type of adventure ranging from horror (Event Horizon style or otherwise) to Roadwarrior style or any japanese manga inbetween and ultimately there is no other game that can do this with as much style as this one.
Overall I wouldn't have given it 4 stars if I didn't think you should buy it. Buy it now!
Kaylec February 8, 2008 Kaylec (Tampa FL) 1 out of 3 found this review helpful
I used to play Rifts way back when it first came out in High School, I became disillusioned with the out of balance characters and over the top MDC system and sought out more physics friendly games. After all this time, I've decided to return to my role playing roots, mainly because too much realism isn't fun anymore, and that imbalance is good. I haven't read the entrie book yet, but a few negative things that are different from the original, everyone seems a lot faster in combat now, at least 2 more attacks for everybody, and then there are the mdc rules. If you have armor with 1 mdc left and are hit by a weapon causing 1 or 100,000,000,000 mdc damage you still live, you just lose your armor?!?!?! Okay, that's simple enough, I'll just pretend I didn't read that rule, and go by the old system. Also, all of the body armor has now undergone massive upgrades, the urban warrior armor used to be 50 mdc total, now it's 212 MDC?!?!? I don't know if the original book had it misprinted, but that's a serious change for the same armor. I always thought the enemies in Rifts had way too much armor and firepower, maybe this is their way of giving the players a fighting chance....but then the bad guys get some of these benefits too, so it doesn't even out. Again, I'll have to do some more reading, I'll try all of the new changes except the unlimited 1 mdc armor rule, that's just crazy. If the new body armor is just too imbalanced, I can always use the main body as the overall mdc of the armor. Despite these oddities, the book is well laid out, more streamlined and extra stuff from other books are added that should have been in the book in the first place. The few items that were removed aren't sorely missed. I realize you can't have a book with everything in it. It would have been 5 stars, but it's not a perfect gaming system, but that's what makes it good. I wanted imbalance again, and boy I sure got it.
A great game, still going strong... December 26, 2007 James D. Reichstadt (Dallas, Texas, USA) 2 out of 5 found this review helpful
The Rifts role playing game was first published in 1990 and has been continuously published since then in spite of changes in the hobby, the economy and various business oriented road bumps suffered by the company. As of the writing of this review there are a large number of books concerning all aspects of the Rifts game and background information about the game world.
Rifts is a science fiction game that incorporates elements of fantasy and a post apocalyptic future world. One of its premier strengths is the variety of opportunites for different kinds of adventure and fun.
Why Rifts?
1) Consistency: This game, though improving continuously, has maintained the same rule set, the same level of editting and the same high quality material since its inception. Under the guidance of the games creator, Rifts has maintained the same direction since day one while so many other games find it necessary to reinvent themselves every few years.
2) Completeness: Though there is infinite room for individual creativity, the author has provided us with broadstroke background information, ever growing back story for the world, and detailed information about the lands and peoples of the Rifts world.
3) Value: In an age of super-expensive games, Palladium Book has kept its prices fair and accessible to all. Unlike some of its competitors you never have to fear for wasting your money on a book simply to discover it is devoid of useful information.
Obviously this book is necessary when playing Rifts... Additionally I would suggest the "Rifts Game Master Guide" as well as the "Rifts Book of Magic" and the "Rifts Adventure Guide". With these four books in hand you have all you need to not just play the game but plan your next purchases in an intelligent fashion.
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