-Bill
Zerebus' List of Languages for Rifts Earth
Rifts Custom Character Sheet V.6-1
After years of trying to make a generic Palladium Megaversal character sheet, I've elected to customize my sheets for each game line. I've also moved away from including detailed notes on the different spells, powers, and abilities that a character might have. Instead I make a note of where the power's description can be found and recommend that players using my characters review them in detail before the game begins. This version of the sheet integrates a combat bonus grid, which should permit players to more quickly combine bonuses and keep multiple combat options all in one place for easy reference.
Colony Sheet
A form for use with the random colony tables from Dimension Book 14, Thundercloud Galaxy.
Rifts Houserules and Rule Variants
Actions
Your character has a number of actions available each melee round (15 seconds) determined by its class, equipment, and training. On your turn, you may declare one action that will resolve immediately. If for any reason you must declare more than one action in a turn (i.e. you choose to declare a power punch or that your character will make an aimed called shot against a target's hand) see the multiple action maneuvers rule below.
Multiple Action Maneuvers
Spells and other powers or actions that may be disrupted or interfered with resolve on the final action necessary to declare them. If your action is disrupted before it resolves, you may attempt a Mental Endurance Check (save vs insanity) to recover any unused actions. Failure indicates that you character is unable to refocus his or her mind quickly enough.
Armor Penalties for Casting Spells
Disregard the random interference table on p188 of RUE. A spellcaster covering more than 50% of his or her body with armor must spend an additional 20% of the P.P.E. cost to cast any given spell. Reduce the Spell Strength of all spells cast by this character by -2; reducing the saving throw roll for spells to a base 10+ at level 1. Damage, duration, and range are unaffected.
Dodging & Parrying
All characters with combat training may attempt to parry any melee attack as a free action, if they have a suitable weapon to do so with. A mega-damage creature's limbs are not a suitable weapon to parry mega-damage attacks with, but extra-long talons or horns may be if the creature possesses them. Many attacks may only be dodged though and dodging requires most characters to forfeit their next action. And if the Knock Down and Knock Back house rule below is in play, dodging may be the only way to avoid being sent sprawling by an opponent's attack. If you have spent all of your actions for the round and must dodge, you may forfeit an action from the next round’s allotment to do so.
Insanity
When rolling for a random insanity, roll 1D4 to determine the basic duration for that insanity in weeks. The character may control his or her behavior related to the insanity, and the player should look at this as an opportunity for creative roleplay; hinting that the character is troubled and struggling with something internally. For this duration, the character no longer rolls for further random insanities. Instead the player rolls an additional 1D4 and adds the result to the number of weeks that the insanity will last without treatment. When an insanity's total duration, including time passed, reaches 26 weeks the insanity becomes permanent until treated and severe enough that the character can no longer manage the symptoms. The player and GM should make an effort to include the impact of the character's insanity on most sessions without allowing it to take over the game. The character will roll for another random insanity when next prompted to.
Knock Back and Knock Down - untested
Substitute the following rules for the optional knock down tables appearing in CB1R, p14. Attacks that result in a target being knocked to the ground remain unmodified and knock back does not apply to them. Kicking a down opponent may cause them to roll or skid though.
Basic Knock Back
An attack that hits or is parried which inflicts 25 Mega-Damage or more will knock back a human-sized character (100-300 lbs) 1D4 yards. Each additional 25 M.D. inflicted by the attack will increase the distance by another 1D4. A character that is knocked back a number of feet greater than its P.P. bonus will fall (losing its next attack/action and initiative) unless it can maintain its balance. Note that characters performing simultaneous attacks can both generate knock back dice and both characters may be knocked away from each other by the force of their blows.
Maintaining Balance & Bracing for Attacks
The knocked back character may attempt to maintain their balance (using an appropriate skill check such as Sense of Balance from Acrobatics or Gymnastics) to avoid falling.
Rather than defend itself with a parry or dodge, a character may spend its next attack action to brace itself against the attack and resist being knocked back. Subtract a number of feet from the final distance equal to the character’s Physical Endurance statistic. Each foot resisted in this fashion causes 1 normal damage to the character’s personal S.D.C. or Hit Points, bypassing its armor. If the knock back distance is reduced to less than a yard, the character will not fall. Mega-Damage characters suffer no additional damage by bracing for an attack, but it still costs their next action to do. Characters that have supernatural endurance (not just Mega-Damage Capacity) may attempt to resist knock back as an automatic effect in this fashion, without spending an action.
Modifiers
Multiply and divide before adding and subtracting; always round down. Apply the doubling rule for damage to knock back as well; a flying character caught in an explosion would triple the number of knock back dice rather than quadruple it. Note: Changes in gravity do not alter a being's mass, but may have an affect on how far a character will be thrown before gravity's pull brings them to a stop. The GM can add or subtract as many knock back dice as he or she deems appropriate to reflect this effect. Characters in microgravity are effectively flying and should be subject to the modifier below.
- Characters with normal strength inflict an additional 1D4 yards of knock back per 25 points of P.S. (round down).
- Characters with augmented and robotic strength inflict an additional 1D4 yards of knock back per 20 points of P.S.
- Characters with supernatural strength inflict an additional 1D4 yards of knock back per 15 points of P.S.
- For each doubling of the defender's mass (ie 600lbs, 1200lbs, 2400lbs), reduce the knock back dice by 1D4.
- Defenders with less than normal human mass increase the knock back dice by 1D4 per time halved (ie 50lbs, 25lbs, 12lbs).
- Characters that Roll with Fall/Impact to reduce the damage they take add 1D4 to the knock back dice.
- Explosive attacks double the number of knock back dice they generate.
- Cutting and piercing (such as claw attacks and edged weapons) attacks halve the number of knock back dice they generate.
- Bite attacks, grabs, holds, and other crushing attacks generate no knock back dice and no other modifiers are applied that would add knock back dice.
- Incorporeal and intangible characters are immune to knock back.
- Quadrupeds and targets in a similarly wide stance, including ones lying on the ground after being knocked down, reduce the knock back dice by 1D4.
- Characters anchored to the ground cannot be knocked back unless the attack is strong enough to pull the anchor free (G.M. fiat, not usually less than 4D4 knock back after other modifiers and pulling anchors free will negate several of those dice as well).
- Flying characters double the number of knock back dice generated, and must make an appropriate skill roll (piloting, maneuverability, etc.) to avoid losing their next attack action and initiative. Depending on the character’s altitude and the origin of the knock back effect, it may crash into the ground and take damage based on its speed.
To accelerate using this knock back rule, make a note of each character's knock back modifier. Follow the normal combat sequence until after the defender rolls his or her dice. If the attack was parried or if the defender failed to prevent the damage, determine the base number of knock back dice and apply all pertinent modifiers. If the defender failed or chose to take the damage, damage is applied as normal before the knock back dice are rolled. The total knock back dice (if any) are then rolled and the distance in yards that the defender is knocked back determined. If the defender is knocked back a number of feet greater than its P.P. bonus, and the defender is still conscious, it may attempt to maintain its balance with an appropriate skill check to avoid falling.
Layering Armor
Most environmental body armor is similar to an armored wet-suit and wearing armor under, or much more than close fitting underwear, is impossible. Adding heavier armored plates over a standard suit can be done, but it will rapidly compromise the mobility of the armor. Increase the mobility penalty of the suit by 1% for every two additional M.D.C.
Typical power armor suits are also not constructed with an armored pilot in mind. However, suits that may be classed as miniaturized robots like the Glitter Boy or Ultimax have enough room in their cockpit to allow the pilot to wear armored clothing or light environmental body armor (less than 50 M.D.C.).
Full conversion cyborgs are designed to have specialized armor attached to their frame. While very few suits of environmental body armor or power armor are designed to accommodate the additional bulk of a combat cyborg's frame, cyber-humanoids (SB5, p74) may use them. Note that it is incredibly rare for a cyborg to be trained to operate giant robots and power armor; it is seldom even an option for full conversion borgs to do so. Custom built suits are prohibitively expensive, costing two to ten times as much as mass-produced models.
Perception
The perception rules appearing on page 367 of Rifts Ultimate Edition do not mesh well with the skill mechanics for the game. In lieu of those, add the following skill to the Espionage, Rogue, and Wilderness skill categories.
Awareness
A character with the awareness skill has honed his or her ability to notice things in their environment, providing additional insights and offering them some protection from concealed attacks. When selecting Awareness, a character should select an environment that the skill specifically applies to (cities, forests, space, etc.). Awareness may be taken multiple times; add a new environment each time the skill is selected. Apply a -20% modifier when attempting to use Awareness outside of the character's selected environments. Characters without the Awareness skill will notice only obvious aspects of a scene while those making a successful Awareness skill check will be able to find less obvious or hidden clues and details. Apply the character's Awareness skill as a penalty to skills like Prowl, Disguise, and Palming attempts against the character.
Magic users and psychic characters can also use Awareness to sense the presence of magic and the supernatural, including concealed or invisible sources, in their immediate vicinity; 50ft +10ft per level of experience. All other characters may attempt to notice magic and the supernatural, but do so at -20%. Characters that are unaware of magic or have never encountered it before may not recognize it as magic, but will instead experience it as a spooky or weird feeling.
Add a +5% bonus to Awareness for each +1 to Perception that the character may have. Characters with Perception bonuses that do not select Awareness gain a base skill equal to 5% per +1 they may have that applies to their native environment; this skill does not improve with experience. At the GM's discretion, character classes that are described as having superior senses, such as vision or hearing, may also gain a +5% to +10% bonus to Awareness. Characters that select Awareness as a skill gain a one-time bonus of +5% to Appraise Goods, Crime Scene Investigation, Detect Ambush, Detect Concealment, Find Contraband, I.D. Undercover Agents, Interrogation, Recognize Weapon Quality, Surveillance, Tracking (humanoids and robots), Tracking (animals), Wilderness Survival and any special senses that the character may possess; such as the Undead Slayer's ability to sense vampires and the Dog Boy's ability to track by scent. Taking Awareness multiple times does not increase this bonus.
Awareness may be selected as a secondary skill. Base Skill: 20% +2% per level of experience.
Movement
Your character’s speed attribute represents in feet per second how far your character may move. This does not map well to the action system though. As a compromise, observe the following rules.
- As part of any action, your character may travel a distance in feet up to the character’s speed attribute
- The character may move twice this distance as part of any action, incurring a -6 penalty to strike and inflicting a -2 penalty against any strikes by your opponents
- The character may move up to four times this distance as an action unto itself (you may not attack); your opponents still take a -2 to strike your character
- A character may not exceed its normal maximum movement distance per melee round (SPD*15) through any combination of movement and action
Leaping
A full speed running start (four actions) allows a normal character to leap four inches for every point of P.S. long/across and half that vertically, reduced by 40% for a standing start (no actions). Characters with augmented strength increase the distance by 50%, those with robotic strength double the distance and characters with supernatural strength triple it, unless otherwise indicated in the RCC or OCC of the character. Characters skilled in Acrobatics or Gymnastics may execute a running leap for one fewer actions and increase their standing leap to 80% of a running leap. This rule is modified from the Heroes Unlimited Game Master's Guide.
Swimming
A character trained in the Swimming skill has a swim speed equal to 60% of its Physical Strength. Swimming otherwise follows the rules for movement above. Untrained characters may attempt a Physical Prowess check, see Untrained Skills below, to remain afloat. Apply a -5% penalty for every 10 pounds that a character is carrying in addition to any penalties due to the character's armor. The GM may apply additional penalties if the character is restrained or attempting to do anything but remain afloat.
Shooting Into Melee
Firing into melee is dangerous for friendly characters. You may attempt to fire wildly into the melee, at a -6 penalty, hoping to hit an enemy. To improve your chances you may call a shot, reducing the penalty to -2, using an additional action. A player may also elect to take the aim action, for a total of three actions, to offset the penalty entirely. On a successful roll, the desired target is hit. On a miss, roll a D20. If the roll is 11+, the shot is randomly assigned to one of the characters in the melee; possibly your ally.
Sniping
Per the standard combat rules for Rifts, a character making a ranged attack that the target is unaware of automatically gains initiative and the target is unable to parry or dodge the attack. A character may gain a +2 strike bonus by performing an aim action and an additional +2 strike bonus from the aim action if they have the Sniper skill. Equipment such as an energy rifle designed for sniping or cybernetic eyes may grant additional bonuses to strike. A character may attempt to hit targets at ranges up to the effective range of his or her weapon at no penalty, and may increase the range of their weapon by up to 30% if they take a -5 penalty to the strike roll. It may be advantageous to attempt a called shot against an unarmored or vulnerable portion of the opponent; doing so will incur a penalty on the strike roll based on the size of the intended target (heads are typically -4, hands or feet -6 to hit). Performing a called shot costs an additional action; aiming, then performing a called shot to snipe a target is a total of three actions.
House Rule
In addition to the bonus to aim, the sniping skill grants an additional combat action per melee round that may only be used to aim or declare a called shot and increases the long range of any weapon used by the character to 50% more than the effective range. Using this action counts as one of the two actions that a player may declare in a round (see Actions, above). Successful called shots against vital areas (the head or heart of a human being) are critical strikes. A successful Lore skill check appropriate for the target will reveal any vital areas that it may possess. The relative rarity of certain D-Bees, monsters, demons, and creatures of magic may impose a penalty on the Lore check.
Suppressive Fire
Any weapon that may fire in bursts may be used to lay down suppressive fire on an area up to five feet in diameter for every round in the burst. (i.e. a three round burst affects up to a 15 foot area while a 30 round burst may be spread across a 150 foot area.) Suppressive fire is not specifically intended to hit anybody, instead it is used to pin down an opponent and prevent them from effectively shooting back. That said, persons in an area under suppressive fire can be injured or killed by it. Note: Firing into a crowd of civilians is not suppressive fire. The GM should decide how many people are killed when a character turns his or her weapon on a crowd.
After declaring suppressive fire, randomly select one target in the area to execute a wild shot against (-6 to strike) for every 10 rounds in the burst (minimum 1). If the target is hit, inflict the damage for a single shot from the weapon. If a critical is rolled, inflict the damage for a single shot (not double damage) and randomly select a target to execute a wild shot against again. The same target may be hit more than once. Repeat the process if another critical is rolled until all shots are accounted for. It is highly improbable that a player will roll more than a single critical, but it is possible. Targets behind full cover are exempt from randomized hits. Note: Only M.D.C. cover can protect a character from Mega-Damage attacks.
In addition, any character in the area under suppressive fire or attempting to cross it must save vs Horror Factor to move or shoot without penalty. The base Horror Factor of suppressive fire is 10; add +1 for every 10 rounds in the burst (i.e. a 30 round burst has a H.F. 13). If the character fails their save, they must spend their next action to take cover and they lose initiative. Characters that save versus Horror Factor may attempt to return fire, but doing so is considered a wild shot (-6 to strike). Suppressive fire remains in effect on an area until the end of the current initiative round.
Weapons that fire clouds of projectiles, such as shotguns loaded with pellets rather than slugs or explosive shells are more effective for suppressing an area. Multiply the number of rounds fired by three to determine how many strike rolls to make and the effective horror factor that targets in the area must save against. Suppressive fire is only effective against characters that can be harmed by the attack. A hail of S.D.C. bullets will not perturb characters that are invulnerable to that type of damage.
Untrained Skill Checks
Skills that may be learned without formal training (those defined specifically as secondary skills on page 300 of Rifts: Ultimate Edition) may be attempted with a skill percentage equal to an appropriate attribute selected by the GM. No other skills may be attempted without training.
W.P. Polearm
Instead of receiving a bonus to damage at levels 2 & 8, characters gain +2 initiative with Polearms at levels 2 & 8.