Rifts GM Screen Total
Rifts GM Screen Total
Rifts GM Screen Total
Combat Zero points for fighting thats just to show off, too proud to stand down, gets the rest of the group in trouble, or any stupid or selfish reasoning. 25-50 points for killing or subduing a minor menace. 75-100 points for killing or subduing a major menace. 150-400 or more points for killing or subduing a great menace. Using skills or abilities 10-25 points for performing the right skill (successful or not), at the right time, for the right reason. At 4th level and up, this might apply only to skills performed when they are absolutely critical or under stressful conditions. Reasoning 25-50 points for a clever, but futile idea. 25-100 points for a clever, useful/helpful idea or action. 25-50 points for using good judgment or ones power or skill well. 50-100 points for insightful and helpful deductive reasoning or keen observation. 100 points for a quick thinking idea or action that was helpful 100-200 points for insight or deductive reasoning that plays a huge role in a critical plan or saving lives. 200 points for a critical plan or action that saves the characters own life and/ or a few comrades. 400-1000 points for a critical plan or action that saves the entire group and/or many innocent people. Role-playing 25-50 points for playing in character when it would have been easier not to. 50-100 points for avoiding unnecessary violence; self-restraint or talking, bluffing or intimidating out of trouble or danger. 50-100 points for a small act of self-sacrifice, or an act of kindness, mercy or compassion. 50-100 points for a successful daring or heroic action (whether it was clever or not). 75-100 points for playing in character or ones alignment when circumstance or powerful temptation begged otherwise. 100-300 points for endangering the characters own life to help or save others. 500-700 points for a genuine life and death self-sacrifice in a situation where the characters heroism seemed likely to cost him his life.
Rate of recovery: Non-Professional Treatment or one-self cures; 2 H.P. and 4 S.D.C. per day (24 h). Skills: First Aid, Paramedic, Field surgery and Paramedic. Rate of recovery: Professional Treatment; 2 H.P. per day for the first two days and 4 H.P. per each following day. 6 S.D.C. per day. Skills: Medical doctor. (Optional) When half the H.P. are losed, blood loss does an additional one H.P. of damage per minute (every four melee rounds). When all H.P. are reduced to 0, the character falls into a coma and hovers near death.
A character can take one point of damage below zero for each P.E. point. A character in coma will survive without treatment one hour per P.E. point. Coma recovery ratio (roll 2 out of 3); roll every hour until stabilized (1 H.P.) or dies. Treatment from unprofessional individuals with medical skills: 01-18% Treament from an intern or nurse: 01-32% Treament from a doctor without proper facilities: 01-46% Treament from a doctor at a clinic (fair facilities): 01-56% Treament from a hospital: 01-66% Treament from a major, large hospital: 01-70%
4+: An Easy Situation/Circumstance: loud noise, constrasted object, etc. 8+: Moderate. Slight noise, looking for smt/smb in a well-lit area, etc. 14+: Challenging. Poor light, fog, murky water; whispered conversation, etc. 17+: Difficult. Dark or loudy conditions; well hidden; great confusion, etc.
Speed Chart
Speed factor 5 11 22 27 33 44 50 kmph 5.6 12 24 29.7 36 48 56 m per round 25 55 110 135 165 220 250 Speed factor 55 58 66 77 88 110 132 kmph 60 64 72 85 96 120 148 m per round 275 290 330 385 440 550 660
Perceptions Rolls vs Stealh skills: Prowl, Detected Ambush, Detect Concealment, Camouflage and Concealment. Perception roll vs 1d20 (+1/10 Stealth Skill percentatge)
8+ if then evidence is plentiful and obvious. 14+ if the evidence is sparse or scientically inconclusive.
Saving throws
Lethal Poisons (14) Non-Lethal Poisons (16) Harmful drugs (15) Acids (no save possible - dodge!) Insanity (12) Psionics (15-normal/animal, 12-minor/major, 10-master, 6-Psi-Stalker) Magic spell - Invocations (12) (see spell strengh; Animals -4) Ritual Magic (16) Magic circles (16) Magic protections (14) Faerie magic (16) Infernal/Demonic magic (14 - Demonic lords could require 15/16) Divine/Inmortal/Dragon magic (16) Magic breath (14 to dodge) Horror/Awe Factor (8-16) Unconsciousness (15) Unconsciousness - being strangled (14) Disease (14) Pain (16) Electrocution (18) (14 - Supernatural criatures) Shrapnel (14 to dodge) Extreme temperatures (14/16) Soul absorption (14) Curse (16) Stunning - falling inside MDC armor (40% above 30.5 m, 79% 61 m or higher) Stunning - crashing inside MDC armor (30% >80 km/h, +5% for +16 km/h) Stunning - Explosion inside MDC armor (60% >40 MDC damage)
Short Range Missiles Warhead High Explosive (light) High Explosive (medium) Fragmentation (light) Armor Piercing (medium) Plasma/Napalm (medium) Tear Gas Knock-Out Gas Smoke (colors available) Fire Retardent M.D. 2D4x10 2D6x10 2D4x10 2D6x10 2D6x10 None None None None Speed 804 kmph 804 kmph 724 kmph 1045 kmph 804 kmph 321 mph 321 kmph 482.7 kmph 321 kmph Max. Range 8 km 8 km 4.8 km 8 km 4.8 km 0.8 km 0.8 km 1.6 km 0.8 km Blast radius 3m 1.6 m 6.1 m 1.5 m 4.6 m 3m 3m 6.1 m 6.1 m M.D.C. 5 5 5 5 5 5 5 5 5
Skill Penalties
Advanced, Unknown or Alien Machines and Technologies: -30 to -40% Bionics & Cybernetics: Operator recieve -10% to -20% to figure out hardware function, and -20% to -40% to manipulate some aspects (cannot install them). Military Technology: -15% to -25% to civilian engineers and Operatots. Pressure situations: Booby-trap: -10% to -40%. Cheap, faulty and/or unfamiliar tools: -5% to 1-15%. Confused/uncertain or distracted: -10% to -20%. Countermesures, traps and alarms are in place: -10% to -15%. Difficult, complex or infamiliar task: -10% to -15%. Distracted by outside forces: -10% to 20%. Encryped data or firewall: -20% to -40%. Frightened, nervous or jumpy: -5% to -10%. Lack of sleep/exhausted: -10%; +50% longer to perform (24-36 hours without sleep), -15%; x2 longer to perform (48-72 hours without sleep), -30% to -50% and x3 longer to perform (>80 hours without sleep). Panic situation: -50%, to strike, Perception bonus reduced to zero and shooting a gun is wild. Pressure situation, low: -5%. Pressure situation, moderate: -10%. Pressure situation, serious: -15% to -20%. Pressure situation, deadly: -25% to -30%. Scared: -30% to -50% (-75% if related to a phobia). Seriously wounded: Below 50% H.P. -20%; Below 25% H.P. -30%. Illness: -10% to 50%. Time sensitive: -10% to -30%. Trying to do something while moving: -5% to -40%. Exhaustion penalties: -2 Spd., -2 Init., -2 damage, -1 strike, parry and dodge.
Medium Range Missiles Warhead High Explosive (light) High Explosive (medium) High Explosive (heavy) Fragmentation (light) Armor Piercing (medium) Plasma/Napalm (medium) Multi-warhead* Smoke (colors available) M.D. 2D4x10 2D6x10 3D6x10 2D6x10 3D6x10 4D6x10 5d6x10 None Speed 1929 kmph 1929 kmph 1929 kmph 1608 kmph 2571 kmph 2251 kmph 1929 kmph 1608 kmph Long Range Missiles Warhead High Explosive (medium) High Explosive (heavy) Fragmentation (light) Armor Piercing (medium) Plasma/Heat (medium) Plasma/Heat (medium)* Proton Torpedo (heavy)* Nuclear (medium)* Nuclear (heavy)* Nuclear Multi-warhead* M.D. 3D6x10 4D6x10 2D6x10 3D6x10 4D6x10 5D6x10 6D6x10 1D4x100 1D6x100 2D4x100 Speed Mach 3 Mach 3 2251 kmph Mach 3 2251 kmph 2251 kmph Mach 3 Mach 3 Mach 3 Mach 3 Max. Range 804 km 804 km 643 km 1286 km 804 km 804 km 1928 km 1608 km 1608 km 2893 km Blast radius 9.1 m 12.2 m 24.4 m 9.1 m 12.2 m 15.2 m 15.2 m 15.2 m 15.2 m 15.2 m M.D.C. 20 20 20 20 20 20 25 20 20 25 Max. Range 80.4 km 64.3 km 64.3 km 64.3 km 96.5 km 64.3 km 128.7 km 64.3 km Blast radius 6.1 m 6.1 m 9.1 m 12.2 m 6.1 m 12.2 m 6.1 m 12.2 m M.D.C. 10 10 10 10 10 10 10 10
Mini Missiles and Special Armaments Warhead High Explosive Fragmentation Armor Piercing Plasma/Napalm (medium) Smoke (colors available)
*Available as smart bombs. +5 to strike.
Speed 804 kmph 804 kmph 2251 kmph 1929 kmph 804 kmph
M.D.C. 1 1 2 1 1
Ley Line wide: 1d4x1000 feet. Ley Line lengh: 3.2 - 16 km.
P.P.E. Sources
Drawing P.P.E. from magic ariafcts. Varies. Drawing P.P.E. from other living beings. Freely Given; 70% of the current P.P.E. offered by each person within 6.1 m radius. Unwilling subject; 1% of the P.P.E. after a failed saving throw vs. magic at +4. Blood sacrifice; x2 current victim P.P.E. Ley Lines & Nexus Points. 10 P.P.E./melee round on a ley line, 20 P.P.E./ melee round on a Nexus Point. (x2 Ley Line Walkers and Shifters). See special times that increase P.P.E. available from Ley Lines and Nexus at pg. 186 RUE.