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Rifts World Books
Series · 32
books · 1991-2014

Books in series

Rifts World Book 1 book cover
#1

Rifts World Book 1

1991

May have marks
Rifts World Book 2 book cover
#2

Rifts World Book 2

1992

Rifts® Atlantis is an alien civilization transplanted to Earth. It is a multi-dimensional kingdom inhabited by monstrous aliens dominated by the Splugorth. Ley lines are tapped by giant, mystic pyramids. Anything and anybody can be bought or sold at the Dimensional Market at Splynn, while the city of Dragcona serves as a haven for dragons and supernatural beings. Located in the southern mountains is the Gargoyle Kingdom and to the north is the Valley of Wonders. Alien creatures lay claim to the land and others are sold at the trans-dimensional slave markets. The Splugorth and their minions are described, complete with attributes and full statistics. They include the High Lords, Conservators (bio-borg), Overlords, Powerlords, Slavers, Sunaj Assassins and others. There are new magic O.C.C.s, new player character races, ancient Atlanteans, bio-wizardry, and much more. Highlights Include: Over 20 optional player characters, including Tattooed Men, True Atlanteans, Undead Slayers, Sunaj Assassins, Stone Masters, aliens, and others. Stone Magic: The manipulation of rock, drawing power from gems, and the wonders of pyramid technology. Tattoo Magic enables T-Men to bring their tattoos to life, creating mystic weapons, animals and monsters. Bio-Wizardry is the magic of the Splugorth. It is both incredible and horrible, using transmutation, microbes, parasites and symbiotic organisms to enslave, augment or mutate other beings. A truly unique and alien magic. Rune Magic revealed! Its history, how it works, general types of weapons and a dozen specific rune items of great power. Magic weapons, statues, gems, creatures and creations of all kinds. Complete stats on the Splugorth and their many minions. Atlantis, briefly described, including the Gargoyle Kingdom, The Asylum, The Refuge, Dragcona The City of Dragons, Splynn - the capital of Atlantis, The Demon Sea, ley line storms and more. Illustrated by Parkinson, Long, Ewell, and Siembieda. 160 pages - written by Kevin Siembieda.
Rifts World Book 3 book cover
#3

Rifts World Book 3

England

1997

this a book of England for rifts rpg & has some magic items, magic spells & fancy technology!
Rifts World Book Four book cover
#4

Rifts World Book Four

Africa

1993

This book outlines key places, people, customs, and societies located in the wilderness of Rifts Africa. The demonic Four Horsemen of the Apocalypse threaten to destroy all life on Earth. Once life has been obliterated on Earth, the monsters will use the dimensional Rifts to carry their destruction throughout the Megaverse! If they can be defeated one at time, the Earth and the entire Megaverse may be spared. Failure means oblivion.
Rifts World Book 5 book cover
#5

Rifts World Book 5

Triax & the NGR

1994

The New German Republic (NGR) is surrounded and besieged by the hostile Gargoyle Empire - an empire of giant monsters. Only the superior robotics and weapons technology of Triax keeps the monsters at bay, but for how long? This epic World Book presents the Triax robots, power armor, cyborgs, and world setting that is Rifts Germany and surrounding region.
Rifts World Book 6 book cover
#6

Rifts World Book 6

South America 1

1994

Explore the jungles of South America and discover the secrets of biomancy, living power armor, anti-monster cyborgs, bio-modified female super-warriors, reptilian D-bees, pincer warriors, voodoo priests, and dark conspiracies. Plus, pirates, insectoid D-bees, dragons, new weapons and equipment, magic, adventure and more!
Rifts Underseas book cover
#7

Rifts Underseas

1994

Rifts Underseas is a fabulous world as unique and expansive as any Rifts Dimension Book! Fans may be surprised at the scope of characters, abilities and adventure available to them, both undersea and on dry land.
Rifts World Book 8 book cover
#8

Rifts World Book 8

1995

Rifts is a multi-genre role-playing game created by Kevin Siembieda in August 1990 and published continuously by Palladium Books since then. Rifts takes place in a post-apocalyptic future, deriving elements from cyberpunk, science fiction, fantasy, horror, western, mythology and many other genres. Four pre-Rifts cities suddenly materialize from a pocket dimension. For them, three days have passed since the Great Cataclysm began, for the rest of humankind it has been 300 years! Pre-Rifts Glitter Boys, people, and technology clash with anti-technology traditionalists, magic, and Oni demons! Traditional O.C.C.s like the Samurai, Mystic Ninja, Yamabushi Priest and Warrior Monks, blend with high-tech marvels like the Dragon-Borg, Ninja Juicer, and Cyberoid.
Rifts World Book 9 book cover
#9

Rifts World Book 9

South America 2

1996

Rifts® South America is a hotbed of intrigue and conflict. There are the mysteries of the Nazca Lines (a magic, alien defense system), the return of ancient gods, alien invaders, mutants, Inca undead, trans-dimensional raiders, and more. Over 30 new O.C.C.s and R.C.C.s, including the Inca Sun-Priest, Mutant Capybara, Neo-Human and Larhold Barbarian. The Nazca line maker and line drawing magic. Larhold magic of the Blue Flame and 10 unique Blue Flame spells. The return of the Inca Empire led by the Inca gods. The Silver River Republic, conspiracies and war. The Arkhons, an alien invasion fleet that crash-landed on Earth. The Megaversal Legion, human and D-Bee mercenaries equipped with ultra-sophisticated alien technology.
Rifts World Book 10 book cover
#10

Rifts World Book 10

Juicer Uprising

1996

Book by Carella, C. J.
Rifts World Book 11 book cover
#11

Rifts World Book 11

Coalition War Campaign

1996

Book by Siembieda, Kevin
Rifts World Book 12 book cover
#12

Rifts World Book 12

Psyscape

1997

Book by Siembieda, Kevin
Rifts World Book 13 book cover
#13

Rifts World Book 13

Lone Star

1998

Book by Siembieda, Kevin
Rifts World Book 14 book cover
#14

Rifts World Book 14

New West

1997

At last, the Western Wilderness (a no man's zone forbidden to citizens of the CS) is outlined and explored. 17 new O.C.C.s, including the Cowboy, Gunslinger, Psi-Slinger, CyberSlinger, Bounty Hunter, and Justice Ranger. 9 R.C.C.s and 25 monsters of the New West. The history of Wilk's Inc. and a new array of weapons. Bandito Arms, the western arm of the Black Market. New body armor, robot vehicles and weapons. Techno-Wizard magic that turns ordinary gunpowder weapons into mega-damage weapons. Techno-Wizard weapons and devices. Cloud magic and the Golden Ones. Colorado Baronies and other notable places. "The Law" or what passes for it. Notable bandits, outlaws, D-bees & heroes. Overview of the New West, maps & world information. Written by Kevin Siembieda & Chris Kornmann.
Rifts World Book 15 book cover
#15

Rifts World Book 15

Spirit West

1997

An indepth look at the new American Indian, various tribes, cultures, magic, and gods. While the White Man wars with D-bees, sorcerers and his brothers in the East, the Red Man is quietly building new nations in the West. 11 new O.C.C.s, including several different Shamans, Totem Warrior and others. New magic spells and powers. Fetish magic powerful magic items. Kachina Dolls and the cult behind them. Animal Totems that help shape and empower characters. A slew of ancient Indian Spirits and Gods. Indian history, culture and beliefs in the New West. Notable Indian nations, places, maps and world information. A Wonderful exploration of another culture.
Rifts World Book 16 book cover
#16

Rifts World Book 16

Federation of Magic

1997

Step into the enchanting realms of the Federation of Magic with Rifts World Book 16. Crafted by the experts at Palladium Books, this guide is more than just a supplement; it's a portal to a world where magic reigns supreme. Whether you're a seasoned Rifts player or new to the universe, this book offers a treasure trove of lore, characters, and narratives that promise to enrich every campaign. From detailed descriptions of arcane arts to thrilling scenarios that challenge players at every turn, it's a testament to Palladium's commitment to quality and immersion. Add this to your collection and let the magical adventures begin!
Rifts World Book 17 book cover
#17

Rifts World Book 17

Warlords of Russia

1998

Rifts® Warlords of Russia™ is packed with world information about Western Russia, the Warlords who rule it, and their legions of incredible cyborg warriors. Other character classes include the Cossack, Wingrider, Ectohunter, Hero-Knight, Explorer, Smoke Soldier (super spy), Trapper-Hunter and others. \* The Warlords of Russia, their armies, politics, plans and enemies, which includes other Warlords. \* The sovietski, the last vestiges of a bygone era. \* Russian Cyborgs galore—different and powerful. \* New bionics, weapons, vehicles and equipment. \* Monster-ridden lands, heroes, war and madmen. \* Tons of world information, maps and adventure ideas. \* Written by Siembieda & Krueger. \* Cover by John Zeleznik. \* Art by Perez, Johnson, Breuax & others.
Rifts World Book 18 book cover
#18

Rifts World Book 18

Mystic Russia

1998

Platinum books; Rifts World Book 18. 176 pages.
Rifts World Book 19 book cover
#19

Rifts World Book 19

Australia 1

1999

Informational paperback on specific game/role playing.
Rifts World Book 20 book cover
#20

Rifts World Book 20

Canada

1999

Eric Thompson and Kevin Siembieda team up to provide an overview of Rifts Canada, focusing on key people and places.
Rifts World Book 21 book cover
#21

Rifts World Book 21

Splynn Dimensional Market

1999

Rifts World Book 21: Splynn Dimensional Market
Rifts World Book 23 book cover
#23

Rifts World Book 23

Xiticix Invasion

1998

Book by Kevin Siembieda
Rifts China 1 book cover
#24

Rifts China 1

The Yama Kings

2003

Rifts World Books are back. And with the single most requested part of the world, China. We when sat down to plot the book, we quickly realized the vast amount of material that we wanted to cover, so we are releasing Rifts China One and Two. Rifts China, Book One presents the Hell on Earth setting, monsters, demons, villains and more. That says it all. The Yama Kings bring Hell on Earth, making China one of the weirdest places on the planet. The Yama Kings' Demon Legions and armies of human warriors and assassins. Weapons of magic and evil. The setting, conflicts and key people and locations.
Rifts China 2 book cover
#25

Rifts China 2

Heroes of the Celestial Court

2004

Palladium Books is known for being the House of Ideas, but every now and then we release a book that just sings. A book that is filled with one cool idea, character, gizmo and wow after another. Rifts® China 2 is such a book. To say that Wujcik, Siembieda and all the contributors, from writers to artists, were "inspired" is an understatement. Rifts® China 2 combines Oriental myth and mysticism, martial arts, Hong Kong Movie action, unique and powerful characters, magic, demons and science fiction as only Palladium Books can. And for you high-tech junkies, there are the warriors and wonders of Geofront with things like Demon Skin body armor, the Gun Dragon, Black Tiger power armor, Chi Demon Weapons, the Gun Master O.C.C. and more. 8 New, separate Martial Art Hand to Hand skills. 12 Mystic Martial Art Powers: Eight Trigrams (Create Ba Gua Map), Crane Style, Dragon Blade, Immortality Training, Cotton Fist, Animus Development, Snake Style, Touch Mastery, Praying Mantis Style, Drunken Style, Chi Manipulation, and the Gun Master's Tao Je Qiang (The Way of the Patient Gun). 12 Mystical Martial Art O.C.C.s; Warriors, Monks, Demon Quellers and Soothsayers. Demon Quellers include the Great Demon Catching Hero, Demon & Dead Slaver, and the Goblin Wrangler, plus Demon Queller Secrets and weapons. The Enlightened Demon R.C.C. and the phases of transition to enlightenment and humanity. The shape-changing Spirit Host: Half man, half animal spirit. The Blind Mystic and his unique abilities to dream the future and detect the supernatural. Many O.C.C.s have additional special abilities, insight, powers or weapons unique to them. 36 Magic Weapons designed for binding, enslaving, hunting, and slaying demons. 30 Chi-Gung Powers - Chi Manipulation. 11 Mystic Body Hardening Exercises. 12 Geofront Military O.C.C.s including the Gun Master, Geo-Borgs and Whack Job Scientist. The Arts of Invisibility, Tien-Hsueh Powers, Giant Mantis Animus and more. Geofront weapons, Chi Demon Weapons, Demon Skin Armor, Black Tiger power armor, Gun Dragon manned robot, vehicles and more.
Rifts Dinosaur Swamp book cover
#26

Rifts Dinosaur Swamp

2004

If you're looking for dinosaur and general weirdness . . . look no further. Mega-Damage Dinosaurs galore. Mutant Dinosaurs and Random Mutations. New O.C.C.s, including Wilderness Barbarians, Eco-Wizards, and others. The secret of the Swamps – Florida, Georgia, and the Carolinas all outlined. More world background, adventures and adventure ideas.
Rifts Adventures in Dinosaur Swamp book cover
#27

Rifts Adventures in Dinosaur Swamp

2006

Kevin Siembieda joins forces with the intrepid Todd Yoho to present more descriptions, dinosaurs, and adventure in Dinosaur Swamp.
Arzno book cover
#28

Arzno

Vampire Incursion

2006

Book by Richards, Jason
Rifts World Book 29 book cover
#29

Rifts World Book 29

Madhaven

2006

PAL0869 Rifts World Book 29 Madhaven Role Playing Game by Palladium Books The ruins of Manhattan, better known as Madhaven, are a place of madness, ghosts and monsters. For some the ruins offer the promise of ancient secrets, power or treasure. For the mutants who inhabit the shattered landscape, it is truly a haven. For the Knights of the White Rose it is a hiding place. For many others, however, Madhaven is their doom. - The ruins of Manhattan, its history, its curse and its inhabitants. - The Mutants of Madhaven; 7 new optional player characters or villains. - The ghosts and monsters of Madhaven and their weird powers. - The Knights of the White Rose, their secret and their redemption. - The magical White Rose, the greatest healing power on Rifts Earth. - Techno-Wizard weapons and devices, plus M.D.C. bone weapons. - Adventure setting, ideas and more. - Page Count 128 pages
Rifts D-Bees of North America book cover
#30

Rifts D-Bees of North America

2007

A dozen freelancers contributed to create a book with 30+ new D-Bees along with updated stats and information on 60+ D-Bees of North America collected from other Rifts® World Books. This will be a handy reference for players (especially those looking to play a particular D-Bee) and Game Masters. 35 new D-Bees, around 100 in all.
Rifts World Book 32" Lemuria book cover
#32

Rifts World Book 32" Lemuria

2012

Rifts World Lemuria Rifts Lemuria is packed with new magic, weapons, living power armor, monstrous war steeds, weapons, and gear suitable for landlubbers and aquatic adventurers alike. The Lemurians are an amphibious people with floating cities and magic-based technology that allows for land and underwater adventures alike. Discover the secrets and people of this lost and forgotten civilization of magic and wonder. Add amphibious capabilities to your Rifts campaigns and discover new menaces under the sea. Amphibious in nature, Lemurians wage war against the demonic on dry land and under the waves. Their exotic riding animals, weapons, armor and magic are suitable for use on land and underwater. The Lemurians, their race, history and society. 5 aquatic Lemurians, Junk Crabs, Ichthyleans, Merans and Milu. 5 Sea Dragons. 5 Symbiotic Stone Vehicles (and a drone scout). 8 expansive, new O.C.C.s including the Serpent Hunter, Spouter, Oceanic Guardsman, Biomancer Gene-Mage, Birdman and others. 9 monstrous and wondrous Lemurian War Steeds. 10 suits of living Bio-Armor, plus the Wave Strider and Bio-Skins. 10 Biomancy plants and creatures from the Lemurian Gardens. 16 strange and exotic animals. 19 types of Lemurian weapons. 21 new Hydro-Psionic abilities for the Spouter and Hydros Sea Dragon. 50+ new Biomancy spells and a handful of new Ocean Magic spells. Biomancer Gardens, herbs and magic. The Stone Guardians of Easter Island and other mysteries. Symbiotic creatures and Biomancy constructs; some that enable air-breathers to survive underwater indefinitely. New dangers, new challenges, adventure ideas and more. Written by Greg Diaczyk with additional material by Matthew Clements and Kevin Siembieda. Cover by John Zeleznik. Tons of interior art by Chuck Walton, Mike Mumah, Brian and Allen Manning, Kent Burles, Nick Bradshaw and Amy Ashbaugh. 224 pages
Rifts World Book 33 book cover
#33

Rifts World Book 33

Rifts Northern Gun

2013

rvive and prosper. Located in Michigan's Upper Peninsula, NG has been the premier outfitter of mercenaries, adventurers and upstart kingdoms for generations. Now, for the first time ever, learn Northern Gun's history, goals and plans for the future. Of course, that means new weapons, robots, power armor, vehicles and gear. In-depth look at Northern Gun, its robots, stores, politics and operations. 70+ NG weapons; old and new. 27 NG giant combat and exploration robots. Described in detail. Many new robot weapon systems and features, including alternative power supplies, anti-monster gear and experimental weapons. Northern Gun freighter ships and hovertrains. Random Cargo tables too. Notable cities and people of the Ishpeming Republic/Northern Gun. NG O.C.C.s, police, specialists and NG Mercenary army. The NG Mercenary army and police. The NG Bounty Board, the largest collection of bounties and mercenary contracts anywhere on Rifts Earth. Key locations, people and dangers around Northern Gun. NG mercenary defenders, groups and pirates. Northern Gun's relationship with the CS and other nations. Interior Artwork by Chuck Walton, Mark Dudley, Amy Ashbaugh, and others. Wraparound cover by Chuck Walton. Written by Matthew Clements, Kevin Siembieda and others. 224 pages - Cat. No. 887.
Rifts World Book 34 book cover
#34

Rifts World Book 34

Rifts Northern Gun 2

2014

This book is huge and filled with page after page of new, exciting source material. More than 80 pages are dedicated to NG power armor, plus there are section on hovercycles, body armor, robot drones, amphibious vehicles, combat vehicles, ground vehicles, and other gear, plus gladiators of the Robodome and more. Including some hints about things to come and NG’s relationship with the Coalition States. 30+ NG power armor suits; an expansive range. 30+ suits of M.D.C. body armor. 20+ types of “armored clothing.” NG robot haulers and drones. NG combat vehicles. NG amphibious vehicles and watercraft. NG hovercycles, aircraft and Commercial vehicles. NG combat gear and other equipment. NG Robodome – Robot Gladiatorial Arena. Robot Gladiator O.C.C. and robot gladiators. Pirates and more. Written by Matthew Clements and Kevin Siembieda. Interior artwork by Walton, Bradshaw, Manning, Mumah and others. Wraparound cover by John Zeleznik.

Authors

C.J. Carella
C.J. Carella
Author · 37 books
C.J. discovered his obsession with making up crap and writing it down at the age of 6, when he wrote his first short story, back in the days when the Cold War was still on and the only mobile devices were the wrist watch and the walkie-talkie. He's been making up crap and writing it down for fun and profit ever since.
Kevin Siembieda
Kevin Siembieda
Author · 64 books

Kevin Siembieda (born April 2, 1956) is an American artist, writer, designer, and publisher of role-playing games, as well as being the founder and president of Palladium Books. Palladium Books, founded in southeast Michigan, claims to be the first to implement a role-playing system intended to work for all genres and to introduce the perfect-bound trade paperback format to the RPG industry. Some of the role-playing games Siembieda helped produce include Teenage Mutant Ninja Turtles & Other Strangeness (1985), Robotech RPG (1986), After The Bomb (1986), and Rifts (1990). Siembieda is also an artist, best known for occasionally illustrating Palladium Books' products. In 1978, he started the now-defunct Megaton Publications in Detroit, publishing a digest style title called A+ Plus and several other titles. He also contributed art and cartography to several early Judges Guild products (for both their Traveller and Dungeons & Dragons lines).

Erick Wujcik
Erick Wujcik
Author · 15 books

Erick Wujcik (January 26, 1951 – June 7, 2008) was an American designer of both role-playing games and computer role-playing games, and co-founder of Palladium Books. Wujcik started off as head of the gaming society at Wayne State University, and then as a computer columnist for The Detroit News from 1979 to 1981, where he wrote their weekly Computer Column. That served to be a springboard for him to co-found Palladium Books and work on developing numerous role-playing games and supplements for such gaming settings as Teenage Mutant Ninja Turtles & Other Strangeness, Palladium Fantasy Role-Playing Game, Amber Diceless Roleplaying Game, Paranoia, Robotech, Rifts, and many others. Wujcik was also the director of the Detroit Gaming Center, and founder of the gaming conventions known as Ambercon. In 1997 he went to work for Sierra Studios, and was lead game designer on the game Return to Krondor. He also served as a game designer at Outrage Entertainment for the game Alter Echo. Wujcik served as Chief Editor of Amberzine, a fanzine for the Amber Diceless Roleplaying Game, which has published the work of such notables as Ray Bradbury, Henry Kuttner, and Roger Zelazny, and which published its last issue in 2005. He has also been an editorial contractor for the Detroit Historical Museum, and gives seminars on a wide range of topics related to the writing, design and development of role-playing games. From 2004 to 2006, Wujcik was Game Design Studio Manager for UbiSoft China, in Shanghai. Until his death, in June 2008, Wujcik was Senior Game Designer / Writer for Totally Games, north of San Francisco.

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Rifts World Books