Rules Addendum

These are rules that are in place that may either be vague in the source material, or have been modified for the campaign  


Auto-Fail: Unless otherwise indicated, die-rolls of 1-4 are considered automatic failures, regardless of the bonuses added to them. (This is to keep things interesting/dynamic, even in the face of large bonuses that are possible when combining powers, abilities, equipment, etc)
  Skills: Unless otherwise noted, use the skill progression/description from Rifts Ultimate Edition, including for any mention of per-requisites. If a skill program explicitly gives you a skill (i.e. it is directly listed, and not one you get to choose from), you are assumed to also have any of the per-requisite skills required for the skills listed in the program, with the same education bonus.
  Duplicate Skills: If, through the course of skill program selection, you end up with duplicate skills, you may trade these duplicates for a skill in the same category or area appropriate to the skill program. In this case, you are still required to meet the per-requisites to be able to make this new selection - they are not granted outright.


Auto-Dodge: Cannot be used to evade area-of-effect attacks, unless the source of the Auto-Dodge allows complete movement outside of the affected area (such as Teleportation or Distort Space). Does NOT get the movement option that an ordinary Dodge gets (see above)
  Dodging: When performing a Dodge, you may take your movement after the attempt, as part of the Dodge Action; this may place you behind cover or out of the way for further possible attacks, depending on the circumstances. Uses up your very next attack/actions
  Grappeling / Holds: Due to the various powers, levels of strength, etcetera, the grappeling rules are a bit modified
  • Manuevers covered by these rules include: Pin, Crush/Squeeze, Choke Hold, all Holds (Arm, Body, Leg, Neck)
  • Maunevers available to any: Choke Hold, Crush/Squeeze.
  • All Holds are gained via skill: Wrestling at first level, H2H Martial Arts/Assassin at level 3, H2H Expert at level 4, and H2H Basic at level 5. Pin is specific to the Wrestling skill
  • Applying a manuever requires a successful Strike roll (Which normally does NOT require surpassing an AR; though if any damage is to be done, a roll above the AR must succeed first - getting the appropriate position to inflict damage through whatever protection exists). Maintaining a manuever is a contested roll of the attacker and victims, the default using their PS scores, + 1D20. Rolls to break out occurr on the DEFENDER'S action, while any attempt to change or do damage occurs on the ATTCKER'S action.
  • Attackers may add any "+X to Holds" bonus they have. If they knowledge of Holds, they may choose to use their PP score in lieu of the PS score.
  • Defenders may choose to use their PS or PP scores to escape a grappel. Those with the Escape Artist Skill can get a +1 bonus for every 15% they succeed in a skill check.
  • Different levels of Strength: for each cataorgy of difference in strength, the stronger character enjoys a +10 Bonus on the roll
  • While engaged in a grapple, a character cannot normally defend themslves from outside attacks, nor can they attack others, unless they have some form of attack that can be done at range, such as energy expulsion abilities or telekinesis. Any such attack is done "wild", though, as they are in the midst of struggling with the other person/people involved in the grapple
  • Applying Damage: Crush/Squeeze does base 1D4 damage. A Choke hold does 1D6 damage straight to HP*. Holds are not intended to do damage, but to immobilize the target; Arm holds allow the attcker to remove items from the hands, leg holds prevent land-based movement, Neck-Holds prevent speech.
* - Any HP lost to a Choke Hold returns after 1 full melee following the release of the hold. Characters who do not need to breath/can hold bretahe for extended periods of time are immune to this damage for as long as such an ability lasts, though they may be prevented from speaking while such a hiold is in place.   Knockdown / Maintain Balance: Rolled with a D20, like a Parry (does not use an attack for those with ANY H2H skill). Must beat the Strike roll of the attack/cause.
  • Base Bonus: Use PP Bonus
  • H2H Skill Bonus: +1 from Basic or Expert, +2 from any other H2H Skill (Martial Arts, Assassin, Commando, etc). an additional +1 is gained at levels 6 and 12 for all H2H skills
  • Other Skill Bonuses: +2 for EACH Acrobatics or Gymnastics; each skill will also add +1 at levels 4, 8, 12, and 15
  • Effects: If successful, the target takes the damage but remains on their feet. failure means becoming prone.
Movement during combat: Generally speaking, a character can move their speed attribute and still take an action for each of the melee attacks. for those with a listed MPH speed (often due to a power), convert the value into SPD (for easy reference, 15 MPH = 22 SPD)
  Power Attack: Includes punches, kicks, and even weapon strikes. Counts as 2 attacks, does DOUBLE DICE in damage (do NOT double the static damage bonuses from high PS, Hand to Hand training, or similar sources.) CANNOT be done with Energy or Ranged attacks unless otherwise noted.   Prone: Characters who have been knocked down or are otherwise on the ground/not on their feet are considered prone, unless a power or ability would negate this; -2 to all combat actions till they regain their footing (usually requires an action).
  Pull Punch: Standard difficulty is 10; CANNOT be used on a Power-Attack, unless otherwise specified. May also be used to lower the intensity of powers to do less- or non-damaging applications, such as providing electricity, a slow, controlled flame, or other such gimmick; the more intricate or fine-tuned the gimmick, the more difficult it is.
  Roll with Impact:
  • You have a number of "free" roll with Impact attempts equal to half your attacks per melee (rounded DOWN) ; These free attempts do not cost an action to use, but any further attempts would cost you an action each. This count resets at the start of every melee round.
  • Roll with Impacts can generally only be taken in response to physical trauma (punches, kicks, weapon attacks, explosions, hit by a vehicle, etc), not against energy attacks.
Simultaneous Attacks:
  • If a character involved in a simultaneous attack has the ability to make an auto-dodge, they are still allowed that defense when engaging in a simultaneous attack.
  • A character cannot declare simultaneous attack till their first initiative has come up in the encounter.

Taking Damage & Armor

  Body Armor: Unless called shots are made, all strikes hit the body armor/Main Body: the listed AR is the difficulty of a called shot to hit an exposed/uncovered part of the body AND when considering the possibility of penetration by armor-piercing weapons or ammo   Penetration Values: As a reminder, here is the table for Penetration values. Hiding behind objects may not entirely protect you from attack (though the interceding barrier will take half of the damage). As a general rule, AR will stop penetrations from attacks with a PV of up to half (Rounded Down) its value; the armor absorbs all the damage.   YES, this mean that some attacks will automatically pierce body armor, splitting the damage equally between the armor and being wearing it (Armor takes any odd point remaining), assuming the strike still hits - Natural/Robotic AR still deflects as normal, preventing all damage if the strike roll does not surpass the AR.
  • PV 1: Poor; Deflects off of bone. Penetrates objects with less than 30 SDC
  • PV 2: Fair; Deflects off of bone. Penetrates objects with less than 50 SDC
  • PV 3: Adequate; May lodge in bone. Penetrates objects with up to 75 SDC
  • PV 4: Good; May break bone. Penetrates objects with up to 100 SDC
  • PV 5: Very Good; Shatters bone, wood, goes through cinderblock. Penetrates objects with up to 170 SDC
  • PV 6: Excellent; Easily shatters bone, wood, goes through brick and thin metals (car doors). Penetrates objects with up to 225 SDC
  • PV 7: Superior; Easily shatters bone, wood, goes through brick and most sheet metals (car doors). Penetrates objects with up to 300 SDC
  • PV 8: .50 Caliber; Shatters anything less than concrete, goes through concrete, 1/2 inch armor plate steel, cars, and most walls. Penetrates objects with up to 400 SDC
  • PV 9: 20 mm and larger; Goes through anything less than thick military armor and damages anything else. Penetrates objects with up to 500 SDC
  • PV 10+: Each level above 9 adds another 100 SDC to the level at which the attack will penetrate.
  PV of Superpowers: The following is a general guideline of PV values for various Super-Abilities & Super-Strengths. Characters wishing to reduce the penetration/intensity of their NORMAL strikes may roll a Pull Punch to reduce the PV value of their attack in addition to or in place of any modification to the damage.
  • Extraordinary PS: Normal punch = PV 4, Power Punch = PV 6
  • Superhuman PS: Normal Punch = PV 5, Power Punch = PV 7
  • Supernatural PS: Normal Punch = PV 6*, Power Punch = PV 9
  • Most Energy Expulsion Powers: PV 5, or PV 4 when a divided attack
  • Super Energy Expulsion (Super-Blast): PV 9
* - Yes, this means that even normal strikes with Supernatural Strength will "penetrate" most half-suits/concealed armor; the body behind it getting crushed by this force, even if the armor itself is relatively intact. Characters with this level of strength would do well to either use Restrained strikes or pull their punches to keep from accidentally killing or critically injuring normal opponents, even if they are armored.   Targeted/Disabling Strikes: As a Called Shot, you may seek to strike specific portions/parts of your target in attempt to damage and/or disable them. If the target is armored, you would either need to destroy all the armor OR have a weapon suitably powerful enough to penetrate the current armor (as heavy armor takes damage, opportunities may open up for lighter weapons to find an opening due to the lower SDC threshold.).   Wounds & Blood Loss: Once a character loses all their SDC, further wounds come with the additional risk of blood loss. Wounds (defined as damage taken from cutting or piercing weapons, including bullets but NOT energy weapons/blasts) will cause bleeding and continued damage over time if not treated; 1 point per wound, per minute. A wound may also be applied prior to losing all SDC, at the GM's discretion; in this case, the damage will come off the SDC first. Any amount of immediate healing via a power (spell, psychic ability, super power, etc) will close all current wounds and stop further damage due to blood loss.   Critical Injury & Pain: For every 10% a character is down in HP due to wounds, they are at -1 on combat rolls, -5% to skills and -5% to speed. if you go below 50% of your HP, you will also suffer a Minor Injury related to your wounds (HU2 19). Hitting 0 or below in HP earns you a Major Injury (HU2 19). Powers or abilities that allow a character to ignore pain can be used to negate these penalties (though some Minor Injuries would still affect the character, as they may be physically limited by the wounds).   Coma/Death: Under normal circumstances, once a character gets to 0 or below in HP, they fall into a coma. So long as they remain no further than their PE in negative HP, they will remain in that coma for up to their PE in hours. At the END of each hour (until success or death), they may try to awaken by rolling under the limit on the following table 2 out of 3 times on percentile dice (don't forget to add any bonuses to save vs Coma/Death). Success brings them back to consciousness with a single HP. Restoring enough HP to a character to at least 1 HP through powers (Spells, psychic abilities, etc) will immediately awaken the affected character.
  • 0% No Treatment (only possible way is through bonuses)
  • 18% Treatment by non-professionals with medical skills (Secondary Skills)
  • 32% Treatment by an Intern or Nurse
  • 46% Treatment by a Doctor, but without the proper facilities
  • 56% Treatment by a Doctor at a clinic
  • 66% Treatment by a Doctor at a hospital
  • 70% Treatment by a Doctor at a large hospital

Ancient Weapons:

Thrown Weapons: Add the PS Damage bonus of the thrower.  

Modern Weapons & Ranged Combat:

  Strike Bonuses: Only use the WP bonuses, the Sniper skill, and any bonuses form associated equipment/systems. Do NOT add in H2H, PP, or other bonuses unless specifically told to do so. Bows and crossbows count as Ancient Weapons, and benefit from PP and H2H bonuses as other Ancient Weapons.   Aimed, Burst, Shooting Wild:
  • Aimed: Character has moved less than half their base SPD before taking the shot can make an aimed shot. This includes any movement taken as a dodge between their last action and their current one. +2 Strike, takes 1 Action (must have the appropriate WP)
  • Burst: Applies when making more than a single, aimed shot, whether it is a ballistic, energy weapon (pulse), or any similar firing mode. Half your bonus (Rounded down). -3 for those without the appropriate WP
  • Shooting Wild: Covers situations where the shooter is rapidly moving (more than half their speed before taking the shot), bursts to cover an area with fire, and other situations where proper aiming or view of the target is not taken/possible. Note that the -6 to strike is applied along with any other applicable bonuses.
  Dodging/Parrying Modern Weapons & Natural Energy Blasts: -4 to dodge, -8 to parry. Defender RETAINS any bonuses to dodge or Parry. Any attempt to parry these must either use a shield or the defender must have some form of heightened speed or reflexes, or a power or ability that enables them to do so (may still require an object/weapon to absorb/deflect the beam/bullet). Any attempt to parry a burst MUST use a shield, unless a power or ability says otherwise.   Massive/dispersed attacks And Blast Radius: Attacks which, by their nature, involve a large area and/or mass, may not be able to be parried without a suitable shield or other source suitably large enough to counter it; Dodge or get hit. Such instances include a gout of raging fire/water/other liquid, the fist of a giant water- or air-being, Sonic blasts, etc.  Also not that, in attacks that have a blast radius, only the main target(s) of the attack will take double damage in the event of a critical strike;  others in the blast radius would take the regular amount of damage listed. (this is because the extra damage from a critical strike comes from hitting critical/vulnerable areas, and does not increase the power of the hit itself).  If the attack includes multiple zones for the blast radius/damage, then only those in the inner-most zone receive the doubled damage.


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