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Rifts® Secrets of the Coalition States™ – Heroes of Humanity™

Rifts® CS Heroes of Humanity™ changes the landscape of Rifts North America and beyond, presents ways to upgrade and improve existing Men-At-Arms characters with Advanced Training, and includes new character classes, weapons, equipment, alliances and conflict to inspire epic new adventures.

Rifts® Heroes of Humanity™ outlines the battle for the soul of humanity. The Minion War™ has spilled onto Rifts Earth. At the epicenter of the invasion is North America. If either of the two rival demonic forces succeeds in conquering the continent, the rest of the world shall follow and Earth will be annexed to Hell. The demon hordes believe no one can stop them. The Coalition States has something to say about that.


For the first time in history, the Coalition States, Northern Gun, the Manistique Imperium, Lazlo, New Lazlo, Free Quebec, the Cyber-Knights, Lemurians, True Atlanteans, D-Bees, mages, mercs and many, many others stand together against a common enemy. Meanwhile, the Splugorth of Atlantis, Archie Three, the Republicans and the Vanguardengage in their own shadow war against the invading demon hordes, and each other.

SECRETS of the COALITION STATES: HEROES of HUMANITY is a RIFTS MINION WAR & MEGAVERSE in FLAMES CROSSOVER Book from the hyper-active imagination of Palladium Books CEO Kevin Siembieda with additional writing and inspiration from Carl Gleba, Matthew Clements, Alex Marciniszyn and Charles Walton II. It is augmented by some excellent artwork from a long list of superb artists.

RIFTS may be fiction (okay there's no "may be" it is fiction) and it may epitomise a world where humanity is fighting for its very existence, but it's also really good fun and that is the very essence of role-playing. In RPGs you can become an alter-ego and work out your frustrations on the many notable adversaries pitted against you by the system. In RIFTS those adversaries are aliens and monsters from other dimensions, arriving on Earth through great gaping holes (rifts) in the atmosphere that connect to different times and universes in a post-apocalyptic science-fiction/fantasy place known as the MegaVerse.

The Minion War is the major offensive of the demons from Hell against the Coalition and there are Palladium Books that cover this in full detail. This volume is the Coalition's response, how each faction responds, how you, as players, can respond. Will your characters be part of the Coalition and fight against the invaders and the evils of magic or will they use magic to fight against the invaders ? The book is a plethora of options for previously created and experienced characters but is easily useful for new characters. Speaking of which there is a new boy on the Coalition block - the Death Knight. Now being an (ex) World of Warcraft player I am already aware of the Death Knight as a character, in fact my Death Knight in WoW was the first that I leveled to 100, so it could be assumed that by naming this new character addition to RIFTS the Death Knight, is this some kind of homage or recognition to WoW, or perhaps a way towards bringing new players into the fantasy world of Megaverse from the fantasy World of Warcraft (and other electronic games).

The way I approach this book is similar to how I view many of the Palladium Books for RIFTS, and that is as history books; well to be fair, history and reference books. They are mostly written with the Game Master in mind with detailed references to battles, wars and campaigns, to the different factions, the enemies, the demonic invasion et al. Of course there are certain chapters for the players (such as the mixed player groups - never before have so many different factions put aside their differences to combat against the mutual enemy) but in the main this volume is another collection of GM aids to keep the campaign interesting and fluidly ever changing. 

GM's can put player characters through their paces in advanced training exercises, pit them against tough enemies, send them on secret missions, infiltrate other Earth based organisations and fight alongside their (chosen or historical) hated faction units. There is a lot of reading for the GM in these 160 pages but the voyage through this volume will be a journey of knowledge, understanding and game advancement if not improvement. 

GM's are lucky in having so many good and great Palladium Megaverse books to choose from that every RIFTS campaign can be totally different for each group of players. The core rules are there for everyone and then the Source books and World books expand and stretch them allowing GMs to mold games to fit their perception of RIFTS. Even though the Minion War is an ongoing campaign that has spread across every continent it is still possible to play and enjoy RIFTS without even knowing that it is going on simply by cherry picking the books for your game. RIFTS is as big or as compact as you/your GM wants it to be. It is, in a word, awesome.


In North America Humans and their allies (so mainly Humans) have formed the Coalition States and Fortress Cities to combat the forces coming through at them. All over the globe there are military groups either banding together, working independently or fighting as mercenaries, and there are lots of Palladium Books covering all those other countries conflicts but the main the USA (aka North America) is the focal point of the off-world conquest.

Throughout the RIFTS MegaVerse magic abounds, greater in some places and lesser in others, rather like Dyvals and Demons, and Vampires. The Heroes of the Megaverse Dimension Book is a tome that allows players to bring out the magic within them, developing their potential for greatness. It also introduces the Book of Heroes, a magical artifact listing 2000 of the Megaverse's greatest heroes which is also known as the hero maker.

© Chris Baylis 2011-2015