RIFTS: When Empires Collide

RIFTS: When Empires Collide

Build your mercenary company. Take the jobs. Earn your reputation. But something in the Rockies is quietly building an empire.

TYPE

Campaign

SYSTEM

Rifts
Palladium

LEVELS

1–15

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 SEATS LEFT
$20.00

/ Session

Details

4 players following this game

Weekly / Monday - 1:00 PM UTC

Oct 12 / Session 0

Session Duration / 3–4 hours

3 / 5 Seats Filled

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Schedule

Mon, Oct 12 | 1:00 PM – Session 0

Meet your party members

3/5

About the adventure

RIFTS: When Empires Collide The world ended centuries ago. Civilization shattered. Magic returned. Rifts tore open across the Earth, connecting our world to countless others. Monsters, aliens, demons, refugees and conquerors crossed through. Humanity survived. Mostly. Now old nations are gone, new powers have risen, and beyond their borders stretches a world where powered armor might share the road with a dragon, cyborg, gunslinger, psychic—or something that wasn't born anywhere on Earth. Welcome to Rifts Earth. And somewhere on its western frontier, you're going into business. You and the other players will create your own independent mercenary company. You'll decide why you're together, what work you'll take, what lines you won't cross, and what kind of reputation you want your name to carry. Then you'll have to earn it. Escort caravans. Hunt monsters. Recover stolen cargo. Explore places sensible people avoid. Take a contract from someone you don't trust because you need the money. Or turn the job down. There is no adventure path waiting for you. The world moves around your company. Opportunities come and go. Employers remember whether you delivered. Enemies remember what you did. Your choices determine what kind of campaign this becomes. At first, you may be worried about making payroll. But something has happened deep in the Rocky Mountains. Settlements farther west have stopped answering their radios. Refugees tell contradictory stories. Unfamiliar weapons are appearing on the black market. Mercenaries have gone looking for answers. Some haven't come back. Someone is taking territory. Someone is gathering resources. And someone is building something in the mountains. Sooner or later, somebody is going to pay very well to find out what. What you do when you find it is up to you. RIFTS: When Empires Collide is a sandbox campaign about building a mercenary company from the ground up and finding your place in the wonderfully dangerous insanity of Rifts Earth. Become explorers, soldiers, troubleshooters, bounty hunters, heroes, profiteers—or something none of us anticipated. New to Rifts? You're welcome here. You don't need decades of setting knowledge or a mountain of sourcebooks. We'll establish appropriate character options, and I'll help you create someone who belongs in this world. Experienced players will have plenty of room to dig deep into the setting. We'll build the company together. We'll put some credits in the account. And then we'll discover how long it takes before someone asks the question every mercenary eventually faces: How much are you willing to risk for a job that's gotten much bigger than the contract you signed?

Game style

Realm Building

Roleplay Heavy

Theater of the Mind

Meet the Game Master

5.0

(5)

Less than a year on StartPlaying

1 game hosted

Highly rated for: Beginner Friendly, Storytelling, Creativity

Average response time: 2 hours

Response rate: 100%

About me

I've been rolling dice, building worlds, and discovering just how badly plans can go wrong since 1987. My first RPG was Teenage Mutant Ninja Turtles & Other Strangeness. The friend who introduced me handed me a mutant rhino to play. I got him killed about twenty minutes later. Somehow, that didn't discourage either of us. About a year later, that same friend handed his Advanced Dungeons & Dragons 2nd Edition campaign over to me to run. I was 12 years old, sitting behind the screen and running a game for adults—and I've been playing and GMing ever since. More than three decades later, I still believe the best thing about this hobby is that there should be a place at the table for anyone who wants to be there. My table welcomes you. LGBTQ+ players are welcome. Neurodivergent players are welcome. First-time roleplayers are welcome. Lifelong gamers are welcome. You can arrive knowing the rulebook better than I do, or you can arrive having never picked up a set of funny-shaped dice before. I'll meet you where you are. You don't have to perform, know all the rules, do a voice, or be the loudest person at the table. You just need to be willing to share the table with everyone else. As a GM, I build living worlds where player choices matter. NPCs remember what you do. Factions pursue their own goals. Decisions have consequences. A person you helped six sessions ago may remember it when you desperately need a friend—and someone you crossed may remember that, too. I prepare deeply, but I don't prepare your decisions. I want to know the people, places, conflicts, and forces moving through the world well enough that when you do something I never expected, I don't need to force you back toward the story. We find out what happens instead. I love character-driven campaigns, difficult choices, mysteries, exploration, memorable NPCs, slow-burning storylines, and those wonderful moments when something seemingly insignificant from months ago suddenly matters. Combat can be dangerous and exciting, but some of the best sessions I've ever run have happened because the players found someone interesting and decided to talk. Your character's background isn't just decoration, either. Give me people they care about, things they regret, ambitions they haven't achieved, enemies they've made, or questions they haven't answered, and don't be surprised when some of those things become part of the world around them. But underneath everything I do as a GM is one principle: The game is bigger than any one person at the table—including me. The experience we're creating together is what matters. Every ruling I make, every storyline I introduce, every NPC I create, and every hour of preparation I put in is ultimately in service to that shared experience. The GM isn't above the game because they sit behind the screen. The most experienced player isn't above it because they've been playing for decades. The loudest personality isn't more important than the quietest. No character, storyline, clever idea, or individual moment matters more than the experience we're building together. The game belongs to all of us, and everyone at the table has a responsibility to make it better for everyone else. That's the social contract I bring to the table, and it's the standard I hold myself to first. I may create the world and set it in motion, but once we sit down together, what happens belongs to everyone. My job isn't to tell you my story while you roll dice inside it. My job is to give you a world worth entering, people and problems worth caring about, and the freedom to decide what your character does about them. I've been doing this since a mutant rhino met an unfortunate end in 1987. I'd like to think I've gotten a little better at it since then.

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Character creation

Creating your character

Like all of my games, this campaign will start with a dedicated Session Zero for character creation and designing the player's mercenary company. Character creation will be standard for the Rifts Palladium system. Available sourcebooks, RCCs, and OCCs will be discussed at Session Zero.

What to expect

Preparing for the session

Players will need join the Discord server for general communication, and the actual game on Roll20..

What Bryon brings to the table

Player agency will determine the pace and direction of the campaign. Combat intensity will vary, with the potential to be intense and tactical, especially as the campaign progreses. Rules will be mostly as written, but if we find something that we need to change, we will. I tend to deeply develop my NPCs, and the worlds I build are designed to be responsive to player actions.

Homebrew rules

None at character creation.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Bryon creates a safe table

Rifts games can be violent, but not particularly gory. The presence of a dead body, for instance, can described sufficiently without going into uncomfortable levels of detail. These concerns will be discussed as part of Session Zero, and Monte Cook's RPG Consent Checklist will be used. My games carry an open door policy, we will debrief and do aftercare at the end of each session, and breaks will be available at all times if anyone needs one.

Content warnings

Character Death
Death
Guns
Human Trafficking (adult only)
Kidnapping
Language/Cursing
Slavery
Talk of Superior Race
Violence
Warfare

Safety tools used

Frequently asked questions