Think of Setting Rules as the physics of Rifts Earth - they're the fundamental laws that make this world different from others. Just as gravity works differently on the moon than on Earth, heroism, death, and survival work differently on Rifts Earth than in other Savage Worlds settings.
In most settings, you start as a novice and work your way up. In Rifts, you start as someone who's already survived the unsurvivable. You're not a farmhand who picked up a sword - you're a warrior who's already faced demons and lived to tell about it.
What This Means: When creating your character, ignore Rank requirements for Edges. Want to start with Improved Trademark Weapon? Go for it. This represents your pre-game experiences in this harsh world.
Real Example: Sarah is making a Cyber-Knight. Normally, she'd need to be Seasoned to take the Improved Cyberkinetic Awareness Edge, but with Born a Hero, she can start with it, representing years of training before joining the Tomorrow Legion.
Sometimes, in the heat of battle or the depths of despair, heroes find an inner strength they didn't know they had. Conviction represents these pivotal moments when fate itself seems to take notice.
Earning Conviction: Your GM awards Conviction Tokens when:
Rifts heroes aren't just tough - they're skilled. With 15 skill points instead of 12, you can be good at fighting AND know how to repair your gear, or be a scholar who can also survive in the wilderness.
Even in a world of Mega Damage, there's a limit to how much punishment one attack can inflict. No single attack can cause more than 4 Wounds - apply this before Soak rolls.
Why This Matters: That dragon's breath that would normally deal 8 Wounds? Capped at 4. You're still probably dying, but at least you have a chance to Soak and survive.
This is perhaps the most powerful and thematic rule in Rifts. When death comes calling, heroes can choose to make it mean something.
Real Example: Marcus the Glitter Boy is overwhelmed by a Brodkil horde. Instead of rolling to die ingloriously, he declares Blaze of Glory. He gets 3 Bennies and tells the GM: "I want to hold the bridge until the refugees escape, then bring it down with my last Boom Gun shot." The GM agrees, and Marcus plays out his heroic last stand.
Blaze of Glory isn't about avoiding death - it's about making death meaningful. Your character WILL die, but they'll die as a hero, not a statistic.
Mega Damage doesn't just hurt - it obliterates. This rule makes combat visceral and reinforces why MDC armor is essential.
When you're trying to patch up someone who took a rail gun burst, it's not easy. Healers subtract the patient's Wound levels from their Healing rolls. This makes combat medics and healing powers incredibly valuable.
Not everyone chooses Blaze of Glory. Sometimes fate decides. The Death & Defeat table provides varied outcomes when characters would die, keeping stories interesting even in defeat.
The Table Explained:
| Roll (d20) | Result | What It Means |
|---|---|---|
| 1-4 | The End | Death claims you. Time for a new character. |
| 5-8 | Mangled | Alive but forever changed - physically and mentally. |
| 9-12 | Coma | Out of action for days, maybe weeks. |
| 13-16 | Hard Recovery | Beaten down but not out. Long recovery ahead. |
| 17-18 | Down But Not Out | Injured but still fighting! |
| 19 | Not Today | Superficial wounds. Lucky you. |
| 20 | Near Death Experience | Changed by the experience in mysterious ways. |
Magic isn't just personal - it can be shared, stolen, or sacrificed. This rule creates a magical economy where power flows between beings.
Practical Example: The party's Ley Line Walker is out of PPE but needs one more spell. The Cyber-Knight (Size 0) has 4 ambient PPE and freely gives it. The Walker now has 4 PPE to cast with, but must use it this turn or lose it.
Blood sacrifice doubles a being's remaining PPE when killed during a ritual. This is ALWAYS an evil act. The Tomorrow Legion fights against those who use such methods.
High-tech gear is powerful but not perfectly reliable. When you roll a Critical Failure (snake eyes) while using advanced technology, something goes wrong.
What Can Malfunction:
Story Impact: A glitch in your laser rifle during a firefight isn't just a mechanical penalty - it's a moment of drama. Does your character have a backup weapon? Can the Operator jury-rig a fix mid-combat?
Vehicles in Rifts Earth traverse hellish landscapes. This rule simulates the toll that takes.
The Breakdown:
When Vehicles Get Tired: Failed rolls mean the vehicle gains Fatigue. Too much Fatigue and it breaks down. Smart groups carry spare parts and have someone with Repair.
While not listed as a specific Setting Rule, ley lines fundamentally alter how the world works. Understanding their effects is crucial.
The Setup: Your team is ambushed by Coalition forces. Sarah (Cyber-Knight) is badly wounded.
After Combat:
These Setting Rules work together to create the Rifts experience:
Setting Rules aren't limitations - they're the physics that make Rifts Earth unique. They create moments of drama (Technical Difficulties), epic endings (Blaze of Glory), and force creative solutions (Siphoning PPE). They're not obstacles to fun; they're the building blocks of unforgettable stories.
Embrace them. Use them. Let them shape your legend in the Tomorrow Legion.