Combat Rules.   Posted by GM Erik.Group: 0
GM Erik
 GM, 109 posts
Sun 11 Oct 2015
at 03:33
Combat Rules
This thread will contain postings of combat-related rules, modifications, and clarifications we'll be using for this game.

Discussion should go under the General Discussion thread, so please do not post comments.

Currently, we are using a combination of the various Rifts rules pre-Ultimate Edition and some of the Ultimate Edition rules to get the best combination (Ultimate Edition has some good rules, but it also has a lot of mistakes and missing rules).
GM Erik
 GM, 110 posts
Sun 11 Oct 2015
at 03:40
Combat Rules
Combat Basics
(Rifts 34-37, Rifts: Ultimate Edition 339-347 & 354-359, Game Master Guide 27-35, Rifts: Conversion Book 10-11 & 13 & 16-18)

Essentials
     Initiative – 1d20 each melee
          Sneak attacks win initiative automatically and cannot be parried or dodged
     Strike – 1d20, minimum 5 to hit (exceptions under Ranged Combat)
          Rolls below Armor Rating hit Armor
          Natural 20 automatically hits and is a critical strike
     Defend – 1d20 for Parry, Dodge, Entangle, etc.
          must roll over attacker’s strike result, only work vs attacks within line of vision
          Parry is automatic if have combat training
               (see house rules for how many times you can parry in a round)
          Dodge uses 1 melee attack (unless it is autododge)
          Entangle defense pins or snares opponent’s weapon or arm (uses 1 attack)
               Must roll each round to keep arm/weapon pinned/snared (dodge to escape entangle)
          Only a natural 20 can defend against a natural 20
          Can parry an attack aimed at someone else, but uses up an action
          Can defend after attacks are used up by sacrificing attacks from next round
     Damage
          Normal damage chart on Rifts page 35
          Critical strike does double damage (2 combined criticals do triple damage)
               Add damage bonus before doubling or tripling
     Roll with Impact or Fall – 1d20, must beat attacker’s roll or 14 if falling
          reduces blunt impact/fall damage by half, uses 1 action
          roll with knockout means double damage, but no knockout
          roll with death blow means losing half of remaining SDC and HP instead

Phase Combat System [house rules]
     To eliminate the unrealistic way the original game handled combat between characters with 2 attacks versus characters with 10, we use a phase system which spreads out each person's attacks/actions evenly throughout the combat round.  The system uses 6 phases per round, but is handled entirely by the GM, so player tracking is not necessary.

Knockdown (Conversion Book 12-13)
     Impact from powerful hits can knock beings down causing the loss of one attack
     Knockdown tables in Conversion book page 13 (and Game Master Guide page 35)
     Vampires have their own knockdown table in World Book 1: Vampire Kingdoms
     Knockdown damage (including impacts in armor) in Ultimate edition page 346

Putting on Armor (Game Master Guide page 41)
     Putting on Body Armor takes 1d4+4 melees for practiced man of arms (1d4+4 minutes for others)
     Power Armor is the same, but practiced elite flyers can do it in 1 minute

Horror Factor (Rifts: Ultimate Edition 367)
     Roll 1d20 to save the first round of combat only
     Failure means loss of initiative, lose one attack/action, and cannot defend against source’s first attack

Penalties
     Blind – minus 10 to all combat moves, reduce speed by 30-50%

Saving Throws
     Disease 14+
     Lethal Poison 14+
     Non-lethal poison 16+
     Harmful drugs 15+
     Acids – dodge
     Insanity 12+

This message was last edited by the GM at 04:11, Sun 08 Nov 2015.

GM Erik
 GM, 111 posts
Sun 11 Oct 2015
at 03:45
Combat Rules
Ranged Combat
(Rifts 33-34, Rifts: Ultimate Edition 361-362, Game Master Guide 33 & 38-42, Rifts: Conversion Book 7-10 & 11-12 & 15-16, Rifter 11)

Essentials
     Strike roll of 5 or higher to hit within 50 feet / 8 or higher > 50 feet
     Called shot is needed to hit location smaller than main body
          Requires Weapon Proficiency, uses 1 attack
          Need 12 or higher, penalty to hit smaller locations than limb/head
               e.g. -3 to hit weapon in someone’s hand
          Hitting a target behind partial cover requires a called shot
     Aimed shot provides +2 bonus, but uses 2 attacks
          Requires Weapon Proficiency
          The Sniper skill provides an additional +2 to aimed shots
          Can be used for 3-round short bursts, but not longer bursts
     Sharpshooting
          “Aimed-shot” applies to one-attack shots, “Called-shot” applies to two-attack shots [house rule]
     Shooting Wild is done at -6 to strike
          Blind, moving (running, rolling, leaping), in a moving vehicle, terrified or in berserker rage,
          spraying an area with random gunfire, etc.
     Penalties to Strike (cumulative)
          No WP: -1 on single-shots (unless you have a similar WP) [house rule],
               -3 on short bursts, -5 with heavy weapons, long bursts are Shooting Wild
          Shooting Wild: -6
          Can’t see target: -10 (through smoke, behind cover, etc.)
          Moving Target: -1 for <20mph, -1 more per additional 20mph [modified rule]
               No penalty if using a burst vs a target moving at <20mph
          Evading Target: -1 (no penalty if shooting a burst)
          If in hand-to-hand combat: Lose all bonuses
          Range: For guns with a maximum range of 100 feet or less [house rule]
               -1 between 50% and 100% range
               -3 between 100% and 130% range
          Range: For guns with a maximum range >100 feet [house rule]
               -1 between 25% and 50% range
               -2 between 50% and 75% range
               -3 between 75% and 100% range
               -5 between 100% and 130% range
          Note: If the target is too far to accurately see, it counts as shooting wild -6
               If the target is not visible, it counts as can’t see target -10
     Reloading uses one action/attack (2 for manual loading revolvers with W.P., 4 without W.P.)

Weapon Proficiency Bonuses
     W.P. bonuses vary by weapon type as in Rifts: Ultimate Edition
          Full W.P. bonus only applies to single-shots
          Burst fire (including pulse fire) gets half the W.P. bonus (rounded up)

Burst Fire
     Aiming Bursts
          Can aim 3-round Short Bursts for the +2 bonus at 2 attacks, but not longer bursts [house rule]
     SDC weapons
          SDC Handguns (semi-automatic pistols only)
               Short burst is 3 rounds for x2 damage
          SDC Rifles (semi-automatic/automatic) or Submachine-guns
               Short burst is 3 rounds for x2 damage
               Long burst is 6 rounds for x3 damage, 2 attacks
          SDC Light/Medium caliber machine-guns
               Short Burst is 12 rounds for x2 damage
               Long burst is 36 rounds for x5 damage, 3 attacks
          SDC Heavy caliber machine-guns
               Short Burst is 10 rounds for x2 damage
               Long burst is 30 rounds for x5 damage, 3 attacks
     MDC-weapons currently have no rules in the books [house rules]
          We will use similar SDC-weapons for guides on MDC-weapon bursts
     No new rules exist for spraying an area to hit multiple targets [house rules]
          You can hit more targets with a spray and they cannot dodge/parry easily
          Damage from spraying is less per target than the equivalent burst
          Spraying forfeits normal W.P. bonuses (counts as wild if you don’t have the W.P.)

Parrying Bullets and Energy Blasts [house rules]
     Requirements
          Must be aware of the source
          Must be expecting to be shot at
          Must have a suitable object for parrying (energy weapons/shields cannot parry physical items)
          Cannot parry bursts or pulse-attacks
     Parry bonus
          Beings with supernatural or enhanced reflexes get to use full bonuses to parry
               e.g. Crazies, Juicers, some ‘Borgs, Dragons, Simvan, Power Armor, etc.
          Beings with normal reflexes get to use half their normal bonuses to parry
          Psychics get the penalty reduced by +4 with psionically-created shields/weapons
          Magic-users get the penalty reduced by +4 with magic or magically-created shields/weapons
          Deflect and Targeted Deflection (magic spells)
               Provide a +4 or +3 bonus respectively and eliminate penalties
          Arrows – reduce the penalty by +4
     Normal reflexes beings
          Can parry bullets/energy blasts with a shield at -10
          Can parry bullets/energy blasts with a weapon at -14
     Enhanced reflexes beings
          Can parry bullets/energy blasts with a shield at -5
          Can parry bullets/energy blasts with a weapon at -7

Dodging Bullets and Energy Blasts [house rules]
     Requirements
          Must be aware of the source
          Must be expecting to be shot at
     Dodge bonus
          Beings with supernatural or enhanced reflexes get to use full bonuses to dodge
               e.g. Crazies, Juicers, some ‘Borgs, Dragons, Simvan, Power Armor, etc.
          Beings with normal reflexes get to use half their normal bonuses
     Normal reflexes beings (-2 additional vs bursts)
          Within 50 feet – can dodge at -8
          Greater than 50 feet – can dodge at -4 (if aware enough)
     Enhanced reflexes beings (-2 additional vs bursts)
          Within 50 feet – can dodge at -4
          Greater than 50 feet – can dodge at -2 (if aware enough)

This message was last edited by the GM at 04:25, Sun 08 Nov 2015.

GM Erik
 GM, 112 posts
Sun 11 Oct 2015
at 03:52
Combat Rules
Hand to Hand Combat
(Rifts 34-37, Rifts: Ultimate Edition 344-351, Game Master Guide 27-37 & 44-48, Rifts: Conversion Book 13)

Automatic Parry Rules [house rules]
     *Some of these rules don’t apply to Juicers or similarly super-enhanced beings.
     Automatic parries per melee round
          # of attacks + # of available limbs for parrying + (P.P.-16)/4 rounded off
          Add 1 parry at levels 4,7,10, and 13
          So, if you have four attacks, two arms, and a P.P. of 23, you can parry 8 times in a round
     Paired Weapons skill allows one parry to count as two, but only if they are done at about the same time
     Attacking with a gun makes you lose one automatic parry.
     Parrying bare-handed
          -3 to parry weapons 6 inches or less.
          Parrying weapons over 6 inches damages your arm
     Parrying with a gun risks damaging the gun

Strength and Weapon Damage [house rules]
     P.S. bonus adds to SDC weapon damage (not energy melee weapons)
     Enhanced or Supernatural Strength Mega-Damage adds to physical MD weapon damage
          Not energy melee weapons
     Exceeding triple the normal maximum weapon damage may break the weapon
          25% each time (well-crafted weapons can exceed by 10 times, magical often unbreakable)

Hand to Hand Maneuvers
     Back Flip [skill bonus is house rule]
          Can be used as a dodge (only get PP bonus + skill% / 20)
               Failure to dodge means full damage with no chance to roll with impact
     Back Flip: Escape
          Used on your turn to move away from combat
          forces opponent to use action to move closer and gives user initiative on them
     Back Flip: Attack [skill bonus is house rule]
          Can be used to immediately approach someone behind you
          Can attack someone behind you with normal kick, karate kick, or backhand
               only use PP bonus and skill% / 20 (no death blows/knockouts)
     Body Block/Tackle
          Charge into opponent and knock them down – see Ultimate Edition p.344 for details
     Body Flip/Throw
          1d6 damage, opponent loses initiative and 1 attack, opponent can roll with impact
     Disarm
          Uses 1 action, PP Bonus+disarm, standard when used as attack, natural 19 or 20 as defensive
     Holds
          Arm hold, leg hold, body hold, neck hold
          No damage, neither combatant can attack/parry/dodge
          Contesting PP attribute rolls to see if held combatant escapes
     Knockout/Stun [Heroes Unlimited 2nd edition rules]
          If successful, victim rolls 16 or higher to avoid knockout (with PE bonuses)
          Avoiding knockout means dazed for 1d4 rounds with -2 attacks and half combat bonuses
     Paired Weapons
          If armed, an do two actions for every melee attack
          Twin strike sacrifices automatic parry
     Pull Punch
          Roll 1d20, need 11 or higher, can do half damage, quarter damage, 1 damage, 0 damage
     Simultaneous Attack
          Forfeit defense (unless using paired weapons) to attack forfeiting opponent’s defense

This message was last edited by the GM at 04:16, Sun 08 Nov 2015.

GM Erik
 GM, 113 posts
Sun 11 Oct 2015
at 03:54
Combat Rules
Hand to Hand Combat Advancement Tables
(modified from Game Master Guide, Heroes Unlimited 2nd edition, and Rifts: Ultimate Edition)

Hand to Hand: None
Each attack can be traded for 2 non-combat actions (up to the maximum available)
Level 1: 2 attacks per round; 2 non-combat actions per round
Level 3: +1 attack per round; +1 non-combat action per round; +1 dodge
Level 6: + 2 non-combat actions per round
Level 9: + 1 attack per round; +1 non-combat action per round

Hand to Hand: Basic
Starting Strikes: Punch, Elbow, Kick, Knee, Body Block/Tackle, Power Punch (not Power Kick)
Starting Maneuvers: Disarm, Entangle
Level 1: 4 attacks per round; +2 pull punch; +2 roll with impact
Level 2: +2 parry; +2 dodge
Level 3: kick attack for 1d8 damage
Level 4: +1 attack per round
Level 5: +1 strike; +1 initiative
Level 6:  Critical strike on natural 19-20
Level 7: +2 damage
Level 8: +1 disarm; Judo-style body throw – does 1d6 damage causes victim to lose initiative and one attack
Level 9: +1 attack per round
Level 10: +1 pull punch; +2 roll with impact
Level 11: +1 parry; +1 dodge
Level 12: +1 strike
Level 13: Critical strike or knockout from behind (double damage)
Level 14: +2 damage
Level 15: +1 attack per round

Hand to Hand: Expert
Starting Strikes: Punch, Elbow, Kick, Knee, Body Block/Tackle, Power Punch, Power Kick
Starting Maneuvers: Disarm, Entangle
Level 1: 4 attacks per round; +2 pull punch; +2 roll with impact
Level 2: +3 parry; +3 dodge
Level 3: +2 strike; +2 initiative; Karate Punch 2d4
Level 4: +1 attack per round
Level 5: Karate kick 2d6 and two kicks of choice
Level 6:  Critical strike on natural 18-20
Level 7: W.P. Paired Weapons; Backhand strike 1d4
Level 8: +2 disarm; Judo-style body throw – does 1d6 damage causes victim to lose initiative and one attack
Level 9: +1 attack per melee; +2 roll with impact
Level 10: +2 pull punch; +3 damage
Level 11: Knockout/Stun on natural 18-20
Level 12: +2 parry; +2 dodge; +1 disarm
Level 13: Critical strike or knockout from behind (triple damage)
Level 14: +1 attack per round
Level 15: Death Blow on natural 20

Hand to Hand: Martial Arts
Starting Strikes: Punch, Elbow, Kick, Knee, Body Block/Tackle, Power Punch, Power Kick
Starting Maneuvers: Disarm, Entangle
Level 1: 4 attacks per round; +3 pull punch; +3 roll with impact; +2 initiative; Judo-style body throw – does 1d6 damage causes victim to lose initiative and one attack
Level 2: +3 parry; +3 dodge; +2 strike; Karate punch and any hand strikes/punches
Level 3: Karate kick 2d6; all foot strikes (except Leap Kick)
Level 4: +1 attack per round
Level 5: Leap Kick 3d8 (2 attacks); Entangle +2
Level 6:  Critical strike on natural 18-20
Level 7: W.P. Paired Weapons; +2 disarm; can perform Holds
Level 8: Back Flip; back flip escape; +2 roll with impact
Level 9: +1 attack per round; +2 pull punch
Level 10: +2 disarm; Back Flip Attack; +1 initiative; Critical strike or knockout from behind (triple damage)
Level 11: +4 damage; +1 strike
Level 12: +2 parry; +2 dodge
Level 13: Knockout/Stun on natural 18-20
Level 14: +1 attack per round
Level 15: Death Blow on natural 20

Hand to Hand: Assassin
Starting Strikes: Punch, Elbow, Kick, Knee, Body Block/Tackle, Power Punch, Power Kick
Starting Maneuvers: Disarm, Entangle
Level 1: 3 attacks per round; +2 strike; W.P. Paired Weapons
Level 2: +2 attacks per round; +1 initiative
Level 3: +3 pull punch; +2 roll with impact; Karate Punch 2d4
Level 4: +4 damage; +1 initiative; Karate Kick 2d6
Level 5: +1 attack per round; +1 strike with thrown weapon
Level 6: +3 parry; +3 dodge; Entangle (+2); Backhand strike 1d6
Level 7: Knockout/Stun on natural 17-20; Leap Kick 3d8 (2 attacks)
Level 8: +1 attack per round; +1 initiative; +1 strike with guns (or bows)
Level 9: +1 initiative; Back Flip
Level 10: Critical strike on natural 19-20; Critical strike or knockout from behind (triple damage)
Level 11: +2 strike Hand to Hand; +1 strike with thrown weapons; +1 strike with guns/bows; Back Flip Attack
Level 12: +2 Pull punch; Death blow on natural 19-20
Level 13: +1 attack per round
Level 14: +2 damage; can perform Holds
Level 15: +2 strike Hand to Hand; +1 strike with guns/bows

Other Hand to Hand charts will be updated as necessary

This message was last edited by the GM at 04:13, Sun 08 Nov 2015.

GM Erik
 GM, 133 posts
Sun 8 Nov 2015
at 04:12
Combat Rules
Ranged Combat Advancement Tables
(modified from Rifter 11)

Ranged Combat: Rogue
Level 1:
Level 2:
Level 3: Imposed Dodge Penalty (-1 for target)
Level 4:
Level 5: Coldcock
Level 6: Critical strike on natural 19 or 20
Level 7: Imposed Dodge Penalty (additional -1)
Level 8:
Level 9: Rapid Reload
Level 10:
Level 11: Imposed Dodge Penalty (additional -1)
Level 12:
Level 13: Leading (+2 to offset moving target penalty); Critical strike on surprise attack
Level 14:
Level 15: Imposed Dodge Penalty (additional -1)

Ranged Combat: Infantry
Level 1:
Level 2: Coldcock
Level 3: Imposed Dodge Penalty (-1 for target)
Level 4:
Level 5: Rapid Reload
Level 6: Imposed Dodge Penalty (additional -1); Critical strike on natural 18-20
Level 7: Snap Shot
Level 8: Leading (+3 to offset moving target penalty)
Level 9: Imposed Dodge Penalty (additional -1)
Level 10: Speed Load
Level 11: Aimed Short Burst (use normal shot bonus for short bursts)
Level 12: Imposed Dodge Penalty (additional -1); Critical strike on natural 17-20
Level 13: Critical strike on surprise attack
Level 14: Called shot requires 10 or better
Level 15: Imposed Dodge Penalty (additional -1); Triple damage on natural 20

Ranged Combat: Special Forces
Level 1: Coldcock
Level 2: +1 initiative (for ranged weapons character has a W.P. for)
Level 3: Imposed Dodge Penalty (-1 for target)
Level 4: Rapid Reload
Level 5: Walking Aim
Level 6: Imposed Dodge Penalty (additional -1); Critical strike on natural 18-20
Level 7: +1 to strike with ranged weapons; Snap Shot
Level 8: +1 initiative (for ranged W.P.s); Leading (+4 to offset moving target penalty)
Level 9: Imposed Dodge Penalty (additional -1)
Level 10: +1 strike with ranged weapons; Critical strike on surprise attack
Level 11: Aimed Short Burst (use normal shot bonus for short bursts); Pinning Fire
Level 12: Imposed Dodge Penalty (additional -1); Critical strike on natural 17-20
Level 13: +1 strike with ranged weapons; Called shot requires 10 or better
Level 14: Speed Loading; +1 initiative (for ranged W.P.s)
Level 15: Imposed Dodge Penalty (additional -1); Triple damage on natural 20

Ranged Combat: Sniper
Level 1:
Level 2: Coldcock; Leading (+1 to offset moving target penalty)
Level 3: Imposed Dodge Penalty (-1 for target); +1 strike on aimed shots
Level 4: Double Tap
Level 5: Critical strike on natural 19-20
Level 6: Imposed Dodge Penalty (additional -1); Called shot requires 10 or better
Level 7: +1 strike on aimed shots
Level 8: Imposed Dodge Penalty (additional -1); Leading (additional +2)
Level 9: Rapid Reload
Level 10: Critical strike on surprise attack; Critical strike on natural 18-20
Level 11: Aimed Short Burst (use normal shot bonus for short bursts); Imposed Dodge Penalty (additional -1)
Level 12: Triple damage on natural 20; Leading (additional +2); Called shot 8 or better
Level 13: +1 strike on aimed shots; Imposed Dodge Penalty (additional -1)
Level 14: Head Shot
Level 15: +1 strike on aimed shots
GM Erik
 GM, 192 posts
Thu 23 Mar 2017
at 01:43
Combat Rules
Magic Combat Advancement Tables [house rules]

Magic Combat: Adept
Classes: Conjurers (when spell casting), Mystics, Techno-Wizards
Level 1: 3 Magic actions per round
Level 2:
Level 3:
Level 4: +1 strike on targeted spells
Level 5: +1 Magic Action
Level 6: Critical strike on natural 19 or 20
Level 7: +1 strike on targeted spells
Level 8:
Level 9:
Level 10: +1 Magic Action
Level 11: +1 strike on targeted spells
Level 12: Critical strike on natural 18-20
Level 13: Critical strike on surprise attack
Level 14:
Level 15: +1 Magic Action, +1 strike on targeted spells

Magic Combat: Sorcerer
Classes: Ley Line Walkers, Temporal Wizards
Level 1: 3 Magic actions per round
Level 2:
Level 3:
Level 4: +1 strike on targeted spells
Level 5: +1 Magic Action
Level 6: Critical strike on natural 18-20
Level 7: +1 strike on targeted spells
Level 8:
Level 9: +1 Magic Action
Level 10 +1 strike on targeted spells; Critical strike on surprise attack
Level 11:
Level 12: Critical strike on natural 17-20
Level 13: +1 strike on targeted spells
Level 14: +1 Magic Action
Level 15: Triple damage on natural 20

This message was last updated by the GM at 01:43, Thu 23 Mar.

GM Erik
 GM, 193 posts
Thu 23 Mar 2017
at 01:44
Combat Rules
Damage and Recovery
(Rifts 10-11, Game Master Guide 35-37, Rifts: Ultimate Edition 354-359, Heroes Unlimited 2nd edition 18-20, Palladium Fantasy 2nd edition 19-20)

Normal Damage Recovery
     Non-professional treatment (first aid by self, treatment by others without training)
          2 Hit Points and 4 S.D.C. per day
     Professional treatment (doctor, clinic, hospital, psionic healer)
          2 Hit Points per day first two days, 4 Hit Points per day after, and 6 S.D.C. per day

Immediate Treatment of Wounds
     Minor Wounds (cuts/stabs) require First Aid (or professional training: Paramedic, Doctor, etc.)
          Failure to treat causes loss of 1 Hit Point per minute
     Major Wounds (gunshot wounds/broken bones/internal injury) require professional treatment
          Lose 1 Hit Point per minute per major wound until professionally treated
          Treatment by First Aid will slow loss to 1 Hit Point per hour [house rule]

Minor Injury Table
     You incur one each time you suffer a fall, an explosion, or 10% of your Hit Points from one attack
     Selection will be first based on what makes sense or a random roll, 1d4 days to recover
       01-14 Minor bruises and lacerations (-2 Spd;-1 dodge)
       15-29 Bruised and battered (-1d4 Spd, -1 PP, -1P S)
       30-44 Damaged (sprain, pulled, cut, etc.) arm or shoulder (-3 PP, -2 parry, 3d4 days to recover)
       45-59 Damaged leg or hip (speed halved, -2 dodge, 3d4 days to recover)
       60-74 Damaged hand and/or wrist (-1 PP, -2 PS, can only lift 10 lbs with hand, -10% skills)
       75-89 Head Injury (-5% all skills, -1 Spd)
       90-00 Damaged back or pelvis (-1 PE, -1 attack, speed halved, cannot lift/carry more than 10 lbs
                 without excruciating pain – double pain penalties, 3d4 days to recover)

Major Injury Table
     You may suffer one effect from this table each time you lose 50% of your Hit Points
     Selection will be first based on what makes sense or a random roll, 1d6 weeks [modified] to recover
       01-10 Severely bruised and battered (Speed halved, -2 all combat rolls, -3 dodge)
       11-20 Torn arm muscle (-3 PP, -2 PS, -1 attack, -2 strike/parry, cannot carry more than 10 lbs without
                 excruciating pain – double pain penalties)
       21-30 Torn leg muscle (Speed halved, -2 dodge)
       31-40 Fractured arm bone (-40% PP/PS, -5 strike/parry, cannot lift/carry more than 1 lb without
                 excruciating pain – double pain penalties)
       41-50 Fractured leg bone (halve speed in cast, -80% Speed without cast, -4 dodge)
       51-60 Fractured ribs or pelvis (-2 PE, -1 attack, -50% Speed, cannot lift/carry more than 5 lbs without
                 excruciating pain – double pain penalties)
       61-70 Broken ribs or pelvis (-4 PE, -50% attacks, -80% Speed, cannot lift/carry more than 5 lbs without
                 excruciating pain – double pain penalties, double time to heal)
       71-80 Punctured lung (-4 PE, -50% attacks, -80% Speed, fatigues 3 times faster)
       81-90 Weakened immune system; fever; viral illness (-50% PE/attacks/combat rolls, -25% PS/PP, -40%
                 Speed, fatigues twice as fast)
       91-00 Sever concussion (-50% attacks/combat rolls/Speed, -30% all skills)

Surviving Coma or Death (compiled/blended from Palladium Fantasy/Heroes Unlimited/Rifts)
     At zero Hit Points, you enter a coma.
     At a negative Hit Point value greater than your P.E., you are dead and beyond medical help
     You can survive within a coma for a number of hours equal to your P.E.
     Each hour in a coma, make one roll versus coma/death.  2 out of 3 successful rolls = recovery to 1 HP
          Base chance   Level of treatment
          12%                Treatment without medical skills
          24%                Non-professional with medical skills (e.g. First Aid)
          32%                Intern or nurse (R.N.)
          46%                Doctor (medical or professional holistic) without facilities
          56%                Doctor at a clinic (fair facilities, includes quality portable equipment)
          66%                Doctor at a hospital
          70%                Doctor at a large, major hospital (or appropriate psionic or magic healing)
          88%                Treatment by god or powerful supernatural being (may be 100% in some cases)