The World is already at War.Now the Veil has been torn.The Whispers promise you power.You may live long enough to lose your humanity.
Complete role-playing rules.
9 National Profiles
6 Magic Paths
Never Going Home is a party-focused role-playing game set in horror haunted... [click here for more]
The Others speak words of power.They are Corrupting your mind.They say you can do anything.You are starting to believe them.
3 Magic Paths
The Corruption Pool
Sourcebook for Never Going Home ... [click here for more]
Nightbane® Survival Guide™
You wake up one day and discover you are not human. You are one of the Nightbane and you have superhuman powers. Two problems with that: One, you must turn into something inhuman and monstrous to use your powers, and two, the government and law enforcement agencies – secretly controlled by demonic invaders known as the Nightlords – want all... [click here for more]
The Rifter® Number SeventyThe Rifter® #70 is about magic, monsters, and strange people and places. There is the Frost Mage and 60+ cold-based spells (all official source material), the Splicers® Technojacker explored in-depth revealing many new powers and abilities (official source material), the City of New Strawn, Kansas, on Rifts® Earth, monsters... [click here for more]
The Rifter® Number 50 celebrates twelve and a half years of publication as well as the Rifts® RPG’s Twentieth Anniversary, by presenting an issue filled with official and unofficial source material and adventures from Palladium guest writers.
The Rifter® is your doorway to unlimited imagination and numerous Palladium role-playing... [click here for more]
The Rifter® Number Sixty-NineThe Rifter® #69 is about realms of adventure, people and places. There is intrigue and combat on Rifts Earth; superhumans and mutants trying to find their place in the world; exotic settings and strange places. Source material for Heroes Unlimited™, After the Bomb®, Chaos Earth® and Rifts® top off another fun issue;... [click here for more]