This page details alternate, supplemental, and advanced rules that
can be used to make your gaming experience more realistic and/or more
straightforward.
Attribute Rules:
Attribute Bonus
Dice: how to fairly and realistically use attribute bonus dice
Low Attributes: rules for
determining the penalties for low attributes
High Attributes: rules
for determining the bonuses gained from high attributes
Burst Rules:
Increased-Damage
Bursts: alternate burst rules that base the amount of damage
on the number of shots fired
Increased-Shot Bursts:
alternate rules where weapon bursts take the same number of shots
regardless of the clip size
Kitsune's Modified Burst
Rules: advanced burst rules for semiautomatic weapons,
automatic weapons, machineguns, and special burst techniques
Supplemental Character Class Rules:
Changing O.C.C.s:
clearly explained rules for changing a character's Occupational
Character Class
Top notch RIFTS Character Sheets (or
Character Record Sheets)!
Credits: what they really are,
and how money works on RIFTS earth
Luck: add Luck into your RIFTS
game
Pain Rules: great rules for
realistically handling pain
Perception Attribute:
rules for character's innate Danger Sense and Initiative
Modifiers
Advanced Combat System Rules:
Armour Penetration: for
use when determining what happens when damage penetrates a
characters' armour
Attacks per Melee: the
real answer on just how many attack per melee characters
get
Damage Soak: rules for
determining how much damage armour can negate
Horror Factor Rules: advanced rules for
'learning' from Horror Factor successes and failures
Impact Damage Rules: realistic
rules for figuring out how much S.D.C. damage characters take
inside armour
Advanced Initiative System: a
vastly superior and much faster way of running combat
Advanced Ranged Combat Rules:
fantastic new ranged combat rules that make combat much more
realistic in RIFTS or any other Palladium game!
Knockdown Rules:
Knockdown: Simple:
fast and simple rules for determining knockdown, as based on a
character's size
Knockdown: Advanced: highly
realistic rules for determining knockdown, as based on the amount
and type of damage done, as well as the target's size
Knockdown for Weapons: rules
for determining when weapons have been knocked out of a
character's hands
Martial Arts Rules:
Expanded Martial Arts Hand
Strikes: rules for realistically determining how much damage
is done by Normal, Extraordinary, Superhuman, and Supernaturally
strong martial artists using hand attacks
Expanded Martial Arts Kick
Attacks: rules for realistically determining how much damage
is done by Normal, Extraordinary, Superhuman, and Supernaturally
strong martial artists using foot attacks
Expanded Martial Arts Miscellaneous
Attacks: rules for realistically determining how much damage
is done by Normal, Extraordinary, Superhuman, and Supernaturally
strong martial artists using miscellaneous attacks
Supernatural P.S. for
Martial Arts: advanced rules for determining the amount of
damage done by supernaturally strong martial artist
Parry Rules:
Parrying Area-Effect
Weapons: rules for parrying rail-guns, missiles, explosions,
and other area-effect weapons
Parrying Energy Weapon
Bursts: rules for parrying weapon bursts
Physical Strength Rules:
Extraordinary
P.S.: rules for determining how much damage is done by Heroes
Unlimited characters with the Extraordinary Physical Strength
super power
Superhuman P.S.: rules for
determining how much damage is done by Heroes Unlimited characters
with the Superhuman Strength super power
Supernatural P.S. for
Martial Arts: advanced rules for determining the amount of
damage done by supernaturally strong martial artist
Vehicle Rules:
Collision, Impact, and
Critical Hits: rules for determining collisions, impacts, and
critical hits for Power Armour and Robot Vehicles
Critical Hit Rules for
Mecha: rules for critical hits on Powered Armour and Robot
Vehicles
Starship Rules: a fantastic
set of rules for making RIFTS, Phase World, Robotech, and Macross
starships consistent and much more realistic
TMF: how to use Transient Movement
Factor in RIFTS, Robotech, and Macross II games
Weapon Rules:
Knockdown for Weapons:
rules for determining when weapons have been knocked out of a
character's hands
Advanced Missile Rules: a
fantastic set of rules for making Phase World missiles much more
dramatic and realistic
Nuclear Weapon
Explosions: in-depth, super-realistic rules for determining
the effects of nuclear weapons in a gaming
Sounds Produced by Energy
Weapons: the very realistic answer to what sounds do energy
weapons make
Modified Triax DU and U-Round
Rules: enhanced rules to reflect the truly toxic nature of
these weapons
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