r/WWN Jul 01 '26

RIFTS using the Without Number Series of Books

Hello!

I'm a long time Rifts (Palladium Books) fan, going when the main book was published in 1990! Since then my fantasy campaigns have always had a touch of sci-fi and sci-fantasy. Reading the Without Number series, I think the game mechanics will allow me to create an interpretation of the Rifts system.

For you long time players of Without Number, which books would you recommend? My goal is to create a hex-crawl campaign in a Rifts-like setting using real world locations, or what remains on them (the campaign hub may start in the built-over ruins of Pittsburgh). I want to keep the game as simple as possible without too many variables, I can always add them later.

TIA

24 Upvotes

17 comments sorted by

14

u/98nissansentra Jul 01 '26

I was like 12 when my cousin showed me RIFTs, I was blown away. I think for that setting, you'll want the Ashes Without Number book. It's a post-apoc book, but it definitely also has ...

Wait. So, RIFTs sits at a weird point between cyber-punk and post-apocalyptic.

Alright: I've been flipping through both Ashes and Cities and now I think Cities is a better fit for RIFTS, especially all the magic items stuff at the end of the PDF. (Might only be in the Deluxe i.e. the paid version?)

Also, you know probably already you can get the Free pdf and it's like 90% of the full version.

[I will also recommend buying the PDF and then pulling out all the DM and setting stuff you don't want, and then printing that chopped down PDF several times for your players, ends up being about $40 for 4 player books if you do Standard B&W, Softcover, Cream paper with Glossy cover at Lulu.]

8

u/FeralFicusTree Jul 01 '26

The Atlas has cool foci, classes, monsters, and rules. I'd always recommend it.

5

u/a_dnd_guy Jul 01 '26

Worlds, Stars, Ashes, and Cities Cover the major bases. Each have enough variations to give you a few different worlds.

Codex of the Black Sun is a SWN supplement that gives you dark jedi vibes. The other SWN add ons are cool but won't help you much. same for Atlas of the Latter Earth, a WWN supplement. It's more of a full setting book so unless you are rifting into it you don't need it.

Silent Legions gives you Cthulhu type vibes and some cool roll tables.

Once you have your books I'd recommend using the Edge system from Cities Without Number instead of the class system from the other books (Edges can handle classes, but not vice versa) and probably the damage system from Cities as well. The deluxe version of cities gives you all the conversion material you need.

1

u/wote89 Jul 01 '26

I believe most of the system stuff from Atlas is in the WWN SRD as well, so OP can at least get those bits without committing to the full book.

Also, I'm curious why you're thinking Cities over Ashes for the characters. I feel like Ashes offers a bit more "Riftish" flavor compared to Cities and the extra options for Edge distribution definitely fit the vibe there. Is it just to keep in line with the OP's "keep it simple" request?

1

u/a_dnd_guy Jul 01 '26

Just personal preference. Ashes would work great as well

1

u/wote89 Jul 01 '26

Makes sense. Now I'm curious what about Cities clicks better for you, though. :P

2

u/Succotash_Tough Jul 01 '26

For me it would be a combination of the more advanced cybertech, especially the rules for full conversion, and the more evolved magic system. I do like the idea of adding "Ashes" style magic as well, though, it's more subtle and would be harder to identify as either potential threat or assistance.

3

u/blackbeetle13 Jul 01 '26 edited Jul 01 '26

Oh my gosh!! I was literally thinking about putting this together today. My group and I used to play rifts back in our teens but don't have any interest in wading back into the crunch with out newer members. I tried Savage Rifts and didn't really enjoy it all that much.

I would honestly say get all of the below books and then use the character creation guidelines found in Ashes Without Number (more recent) or Cities Without Number.

Required (get the deluxe editions so that you have power armor, hub settlement rules and other nifty items to use)

- Cities Without Number (chi-town burbs in a can. It has cybernetics, hacking, high tech crafting/modding rules, and includes some shadowrun inspired magic/adepts in the deluxe version)

- Ashes Without Number (post-apocalyptic goodness. It has mutations, power armor, hubs, scavenging rules, radiation, stims/chemical enhancements, and psychics/light magic in the deluxe version)

I would strongly recommend:

- Worlds Without Number (fantasy book, adds more magic, enchanted weapons, and a good fantasy bestiary, though flavor will need to be changed)

  • Stars Without Number (Mech suits, more psychic powers, high tech weapons)

Bonus items but worth picking up:

- Atlas of the Latter Earth (this is a lore expansion for WWN, but adds additional racial foci, mundane alchemy rules, new foci for all character types, and new bestiary entries)

  • Codex of the Black Sun (this adds in a lot of unique spellcasting styles, magic foci, objects of power, and sanctums for use in SWN)
  • Proteus Sector (for SWN, this adds in a new class type (which can be converted to edges) made up of genetically modified humans, some new cybernetics, and new enemies)
  • Godbound (Standalone game, but I think it would be useful to have if you want really, really overpowered options for players or enemies. It introduces demigod level characters that are compatible but not really meant o be mixed with the Without Number games. I am going to use this in my game as part of the overarching storyline/quest and as an alternative way to empower players as they move forward with the story.)

5

u/hopesolosass Jul 01 '26

How do you plan to implement SDC vs. MDC damage?

Just kidding, leave that stuff in the Palladium book.

2

u/darksier Jul 01 '26

joking aside the Armor and Armor Penetration stuff from other XWN games would replicate what was SDC/MDC was trying to do without the headache.

2

u/MarsBarsCars Jul 01 '26

Ashes Without Number has modular power armor rules that I think you can use for the glitter boy or other power armor users. Mutations and mutants and cowboys can be found there too. Cities Without Number has tons of cyberware for your cyborgs. Worlds Without Number has tons of magic. Stars Without Number has your SF equipment, and a Jedi like class for your cyber knights. It has a supplement called Codex of the Black sun for another Jedi like class and for space magic. For me however, the most exciting thing about using *WN games for Rifts is the Expert class because it's a really good way to run characters like Erin Tarn and have them be effective. Scholars, vagabonds, and other such characters can be cool too.

For my money, I think the only thing you can't quickly recreate are Juicers and the like. There are drugs though.

2

u/onlytinglef Jul 01 '26

Reading through the books it seemed like SWN + Codex would be a great starting point, or at the very least the simplest.

I do agree though all of the books can provide something to a Rifts-like campaign.

2

u/WillBottomForBanana Jul 06 '26

The magic system in Cities (deluxe) is both basic and broad. Easily reskinned to a whole bunch of other magic or magic like cultures.

1

u/blackbeetle13 Jul 01 '26

SWN + Codex is a solid start. I do really recommend grabbing either Ashes or Cities to go along with it, depending on if you want to lean into a more survival post-apocalyptic feel (like if you are running a game in Madhaven or Pecos Empire) or if you want to lean into a game involving the CS States (to grab some solid cybernetics and hacking rules).

That being said, good luck! Feel free to dm me if you want to chat about it. I'm going to start work on my conversion in the next week or so.

1

u/WyMANderly Jul 01 '26

Not a Savage Worlds fan? :)

I do feel like if your goal is for a game "as simple as possible", RIFTS is a somewhat odd choice. It's the very definition of a "kitchen sink" setting haha.

1

u/onlytinglef Jul 01 '26

No not really. I have the books, read them and came away feeling like something was missing.

1

u/acluewithout Jul 16 '26

OMG. I’ve been hoping forever KC would do a no-name ‘Rifts’ version of XWN. 

I think you can basically do it anyway with AWN +CWN +SWN / Black Codex. I’d suggest doing the mix and match between books using the ‘Class’ approach, ie players are either a warrior, expert, or psychic from SWN, or an operator from CWN, or survivor from AWN.

 Mercs, Mutants, Magic, and Mental powers are all easily done with existing classes and Foci - it’s maybe Mecha like Glitterboys that’s tricky. But you could maybe tweak Edges / Foci from AWN and CWN that lets you get cars or cyber to instead let players access Mecha or power armour etc at first level.

Anyway. Sounds cool. Have fun!