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Rifts Rules Clarifications.

Posted by MR GMFor group public
MR GM
GM, 1 post
Wed 12 Jul 2017
at 11:24
  • msg #1

Rifts Rules Clarifications

Compiling Rifts Rules Questions Here.
When I get a rules question in PM I'll answer in this thread.
MR GM
GM, 2 posts
Wed 12 Jul 2017
at 11:25
  • msg #2

I don't have X skill, what should I do?

Pg ___ of Book ___ states that you can utilize a similar skill at -30% in an attempt to perform the action anyway.

Example: Lore: Demons and Monsters has been changed (in Rifts Ultimate Edition) to regional knowledge skill. Someone with the regional tag of North America would have to use his skill at -30% to try and figure out the abilities of a Japanese Demon.

(I will look up the reference later)
MR GM
GM, 3 posts
Wed 12 Jul 2017
at 11:26
  • msg #3

What can I do in a Magic Net?

Any action you take must be directed towards the Magic Net.
If you are attacking your way out it will take 2 melee rounds.
If you are attempting to use an escape ability / spell you will have to make a Save vs Magic (depending on the casters strength) before you can begin the activation of the power.
IF you are casting a spell you will still fall under the normal casting limitations.

If someone wishes to take advantage of someone trapped in a Magic Net they will have to take a called shot to harm them or else the damage hits the Magic Net.
MR GM
GM, 4 posts
Wed 12 Jul 2017
at 11:26
  • msg #4

I don't have a bonus to Perception, what do I do?

Find your I.Q. on the table below
161718192021222324252627282930
+1+1+2+2+3+3+4+4+5+5+6+6+7+7+8

Add +1 @ levels 3, 9, 15
This message was lightly edited by the GM at 15:21, Thu 13 July 2017.
MR GM
GM, 51 posts
Everything
Everything
Mon 5 Mar 2018
at 02:07
  • msg #5

I wish to cast using only force of will, how do I do that?

pg 63 of Rifts Underseas, you can only do 1 spell per melee round and it takes up 3 actions no matter what its original level is
MR GM
GM, 66 posts
Everything
Everything
Wed 14 Mar 2018
at 00:21
  • msg #6

What happens in an area attack?

Sticking with the basics out of R.U.E. I will only be destroying armor in area attacks. Personal Gear will have to be specifically targeted to take damage, or be used in a way that it will receive damage.
MR GM
GM, 67 posts
Everything
Everything
Wed 14 Mar 2018
at 00:27
  • msg #7

What is last bit of armor protection?

R.U.E. states that armor is capable of absorbing any damage from one attack that goes past its normal protection amount. This only applies to physical armor, spells / psionics / abilities / technology barriers that say in the description that it absorbs all of the damage. When it comes massive vehicle on vehicle combat that will be covered under another post.

Nameless NPCs are affected by blow through no matter what, because they are nameless and cannon fodder.
This message was last edited by the GM at 00:35, Wed 14 Mar 2018.
MR GM
GM, 72 posts
Everything
Everything
Thu 15 Mar 2018
at 05:03
  • msg #8

How long does it take for me to research a new device?

Found in Rifter 31 is the following.
As the players are not this O.C.C. they will suffer a -30 to attempt to emulate this ability.

Research and Development: The Triax Research Scientist and his associates are almost solely responsible for the creation of new technologies used by the anned forces of the NGR. As long as they have the resources (and Triax makes sure that they do) and enough time, they can develop new prototype weapons and tools that may be able to help soldiers, adventurers, or other scientists. Below is the formula for figuring out how long the development of such technological prototypes would take. The formula is based on three variables, which are availability of the technology, the I.Q. of the research group, and the I.Q. of the project leader (referred to as the management bonus). Ultimately, it is up to the G.M. whether or not to allow the player character's creation to succeed based on the relevance of the invention to the campaign. (NOTE: The following section contains a somewhat simple formula for calculating the man-hours needed to develop the various new technologies. For those garners who find the mathematical elements of this ability too daunting, they can be ignored and G.M.'s discretion can take precedence.) Each level of availability is assigned a numerical value from one to five based on the level of the desired technology and whether or not it is readily available.

The levels are as follows:
LevelTypeEquivalent Producer
1The desired device is common tech item. Example: Laser distancer or language translator.S.D.C. based technology
2The desired device is of medium- to high-tech. Example: Laser pistol or Vibro-Blade.Bandito
3The desired device is of high-tech. Technology exists and is superior quality. Example: Railgun, power armor, heavy laser rifle.Wilks
4The desired technology is theoretically possible but has not been totally developed yet. Example: Force field generator.Triax
5The desired technology doesn't exist and is very radical. The majority of super-high-tech devices fall into this category.Mindwerks

This tech number is used to find the multiplier for the formula. Now depending on the numerical value selected, another multiplier is assigned as follows:
12
218
352
4104
5174

This value is the value for X in the final formula. There are two more variables, Y and Z. Y is the total I.Q. of all the researchers in the group, including the project manager, and Z is the I.Q. of only the project manager, which represents the manager's ability to delegate responsibility within his group. (The project manager is selected by the group before research begins and is one of the most important positions.) The selected values are then put into the following equation to get the total amount of man-hours.
(50,000 x X) / (Y * Z) = total man-hours.

Example: A group of four Triax Research Scientists decides to develop a new heavy laser rifle. Three of the scientists have an I.Q. of 15, while one has an I.Q. of 18. The scientist with the I.Q. of 18 is selected as the project manager, making the value of Z equal to 18. By adding the I.Q. values together we can find the value of Y to be 63. Since the tech level of the desired product is a 3, the multiplier (value of X) is listed as 52.
By plugging the values into the formula it would look like this:
(50,000 * 52) / (63 * 78) = 2293 man-hours (rounded up).

With all four scientists working forty hours a week, it would take a little over 14 weeks to get an experimental weapon from the drawing board to a working prototype. Sometimes researchers will work 60 to 80 hours a week just to rush a prototype to production. G.M.s can add any penalties they deem necessary for a rushed prototype.
MR GM
GM, 77 posts
Everything
Everything
Fri 16 Mar 2018
at 09:07
  • msg #9

Is dropping an item an action?

Dropping an item does not cost an action.
Recovering an item, storing an item, drawing an item, using an item ... is considered an action.
MR GM
GM, 86 posts
Everything
Everything
Fri 16 Mar 2018
at 23:46
  • msg #10

Home Rule: Combat Perception roll

The character's receive one non action perception check when initiative is rolled for the round.
MR GM
GM, 107 posts
Everything
Everything
Mon 26 Mar 2018
at 21:26
  • msg #11

What if I want to change my O.C.C.?

From the Forums of the Megaverse.
http://www.palladium-megaverse...om/oops/dualocc.html

Dual OCCs

Characters that wish to learn a new O.C.C. must first advance at least one level in their current O.C.C./R.C.C. At second level (or wherever desired), they may opt for training in the new O.C.C. as SOON as they reach that new level (it cannot be done after they have advanced in their new experience level).

When the character begins their new training, they are zero-level in the new O.C.C. The character must earn experience points equal to the new O.C.C.'s second level (if Men of arms or adventurers) or third level (if magical or psychic). When that amount of experience points is acquired, the character has passed their apprenticeship and is now at first level in his new O.C.C.

Once characters change over to their new O.C.C., they retain their old skills (but frozen at the levels they achieved before the change) but all new PPE, S.D.C., and other increases will be based upon their new O.C.C. ALL new experience points are awarded to the new O.C.C.

Note that overlapping skills (i.e.: both classes share a language etc...) are not froze but continue to advance.
This message was last edited by the GM at 02:54, Tue 10 Apr 2018.
ZZZ_MR_GM
GM, 250 posts
Everything
Everything
Tue 27 Aug 2019
at 23:03
  • msg #12

What if I wanna Computer for the Computer Puter?

Here are some of the computer programs that can be assembled to assist in your digital ventures:
  1. Cryptography Programs. Run on any computer, but best of all on a supercomputer, each program is specifically designed to break a particular code. Provides up to a + 40% bonus to the Cryptography skill whenever this computer program is used. Takes about 1 hour to construct and program.
  2. Virus Programs. Inserted into a secured or classified computer, this program attempts to subvert the entire computer so that all the master control codes are reset according to the creator's commands. Construction time is very long (about one week), but once made, a virus program can be "keyed in" (typed in on a computer's keyboard) in about 5 minutes. If the virus is successful, and if the infiltrated computer is linked to other computers, then there is a small (3 %) chance that any linked computer will also be taken over by the virus. Can be created with the Hacking skill also.
  3. Worm Programs. A more sophisticated version of a virus, this program stealthily takes over the computer without being noticed by the computer's regular users and operations (only a 10% chance of discovery per day on most systems, and 20% for supercomputers). The worm program wiggles in throughout the entire computer memory, gradually taking control, but not actually changing anything. Eventually, when the "trigger" code is entered, the worm seizes control of the entire computer system and allows a character to use it freely. While the worm program is working, it will attempt to enter any other computers linked to it (2% chance). It will take one (1) month to construct the program, but about 20 minutes to type it in on a keyboard. Can be created with the Hacking skill also.
  4. Action Programs. The character can "order" the computer to take any actions according to time and circumstance . For example, with a computer that's attached to a missile launcher, the command could be: "At 4: 15 A.M., Start the Launch Countdown, then, if the director's pass-code is entered, shutdown the countdown and signal that there is an emergency condition in the main chamber with evacuation suggested, or, if the director does not sign-on with the pass-code , then stop the countdown at "T" minus 8 seconds and wait for the director's pass-code ." Action programs take about 1 minute per segment of command to enter into the computer. Can be made with hacking if attached to a virus or a worm program.
  5. Robot Programs. Any computer that controls remote devices, or that has remote sensors, can be programmed for specific actions. Works just like Actions Programs, but takes longer to program, about 3 minutes for every command segment. Can be made with hacking if attached to a virus or a worm program.
  6. Data Search Programs. Allows the character to quickly find information; not just one item at a time, but in lists sorted by category. Programming and entry time are fairly quick (about 4D4 melee rounds), but actually reading and/or printing the data may take a lot more time.
  7. Security Programs. Designed to keep out intruders, register any illicit users, and to "filter" out any worms or viruses from data or links with other computers. Takes several months to construct, and about 2 hours to key in by hand. Reduces the success ratio of a virus or worm by 25% and adds 2D4 days to attempts to crack the system.

This message was last edited by the GM at 00:01, Wed 28 Aug 2019.
ZZZ_MR_GM
GM, 284 posts
Everything
Everything
Mon 9 Sep 2019
at 05:49
  • msg #13

Do Cyborgs dream of cybernetic sheep?

From the Palladium F.A.Q.:
Question: We've got a guy in our group who is making some (to me) strange claims. He's a Cyborg (Wolfen Quatoria) and says that
  1. he does not need to sleep. I don't think it should matter what you are, if you've got a biological brain you should need to sleep like everyone else.
  2. does not need to breathe, because his nanites make air for him. I also think that maybe if he's got the bionic lung then he could go for 30 minutes without air, but no more.
  3. he does not need to eat. It seems to me that a 'borg's biological tissues are still going to need some nourishment, even if it's only a paste of some kind.

Am I wrong? Please help me figure this out.


Answer:
  1. He does need to sleep. Even Transferred Intelligence Robots need to sleep, and they don't even have living organs. He might be able to go longer than a normal person without sleep, but mental exhaustion would force him to rest eventually. At least 4 hours of sleep in every 24-hour period is a good rule of thumb.
  2. Cyborgs definitely need to breathe. The bionic lung only enables them to last for two hours without air, though it does allow them to breathe in most toxic environments.
  3. As for eating, they would need some form of nourishment to keep their biological components alive, even if it's just some protein slurry through an internal IV feed.

ZZZ_MR_GM
GM, 568 posts
Everything
Everything
Sat 1 Feb 2020
at 08:13
  • msg #14

How many actions do i get i time slip?

((Attacks/2) rounded down) -1
ZZZ_MR_GM
GM, 569 posts
Everything
Everything
Mon 3 Feb 2020
at 08:33
  • msg #15

Developing Reputation points...

Pg 41 Rifter 70
Since role-playing games give you the option to go where you want to go and do what you want to do, sometimes players will  choose to do things that are detrimental to the adventure or end up performing great feats of heroism. Both actions can create credibility or notoriety for the playing group as they move from adventure to adventure. I like to keep track of these events for future adventures so that the choices made by the players could potentially come back to either haunt or help them. For example, I ran a group that had a habit of firing off their M.D. weapons inside S.D.C. villages. Even though the decisions made still fell within the alignments of the characters, it caused a lot of mayhem and some of the players purposely started destroying things for fun. This kept happening in other adventures so the characters started encountering emissaries from a town they were approaching which later became armed soldiers. The players also started having a hard time getting supplies, information, and repairs to equipment because they were literally barred from entering the village limits.
The characters’ reputation from various events will start to affect skill rolls as they find it harder to blend in or even convince an NPC to do something that benefits the group but is contrary to the NPC’s beliefs (and the NPC knows of the characters by their reputation). It will also impact services, supplies, attitudes, and resources based on the type of reputation the group develops. So, in addition to earning experience points I will assign Reputation points to the characters based on their actions when performed in a public arena.

Reputation
RewardActivity
+10For destroying/stopping a well-known menace in the area.
-10For damaging innocent homes and people
+1For destroying/stopping a menace in the area
+5For helping innocent people in an area
-5For disrupting local government operations in an area
+2For completing a local adventure successfully
-2For completing a local adventure unsuccessfully
+2For showing off unique/stolen equipment, audience dependent
-2For showing off unique/stolen equipment, audience dependent
-2For using Black Market resources (illegal for the community)
+1For selling off “acquired” items (however they were acquired).
-3For using equipment not normally associated with the group (for example: non-Coalition characters wearing Coalition armor).
-3For repeatedly voicing opinions publicly that were contrary to local practices.
-1For stealing and shoplifting (or any disrespectful act)
-1For insulting innocent people

Then, for every 50 points acquired by the group, I start adding modifiers such as a +/- 5% on skills that could be affected if the group has a reputation one way or the other such as Seduction, Intelligence, I.D. Undercover Agent, Tailing, and so on. Then every 100 points earned by the group will start having effects on the local communities such as wanted posters, local law enforcement encounters, people approaching the characters for help without the offer of compensation, refusal of services, and so on. The points are not hidden from the players so they are fully aware of their reputation within the game which may affect some of their decision-making as they acquire (or potentially acquire) more points. The purpose of the points is simply to act as a reminder to the players about the decisions they make as well as create continuous story lines based on the adventures completed. Experience points benefit the individual characters but the Reputation points affect the entire group. I enjoy adding these elements to campaigns to add a bit of flavor to the adventures and help with adding humorous situations to the group or making a simple task now very difficult despite the characters’ level of experience. The opposite is also possible when their credibility in particular situations is known and works in favor to the current event placed before the characters (maybe even having NPCs come to the group’s rescue based on their known good deeds in the past).


GM Note:
The players will generate Reputation Scores for each community they invest time and energy in. More Reputation modifiers to follow.
ZZZ_MR_GM
GM, 570 posts
Everything
Everything
Mon 3 Feb 2020
at 09:20
  • msg #16

Can I cancel my spell  / psychic power / ability?

Unless the power says in the description that it lasts the full duration or has a special qualifier to exit the power (like Astral Projection) the character may use 1 action to turn off the power used. Losing control of the spell or power means the character no longer has the ability to turn it off.
This message was last updated by the GM at 09:20, Mon 03 Feb 2020.
ZZZ_MR_GM
GM, 899 posts
Everything
Everything
Mon 21 Sep 2020
at 00:03
  • msg #17

What do I use to create a Talisman?

For the purposes of this game:
The Item used must be a (widget) that cost:
Spell Level storedRifts Monies
1100
2200
3300
4400
5500
6600
7700
8800
PPE Storage1300

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