House Rules

For the gang that is Damage Inc.

| Character Creation,Stats, and Abilities | Game Play Rules | Magic and Psionics |

Being the picky buggers that we all are we had many discussions (arguments) about what rules we would use, which ones we wouldn't use and which ones we'd change. This is about the forth or fifth incarnation of the house rules that we've been using over the months/years. It involves the imput of all the players and some of the rules from our old GM, and as far as we've been able to tell they add a far stronger sense of reality (pain) to the game without taking too much away from all the fun (lunacy) that comes with playing. As you'll see we are still hashing out a few of the rules and there are always more in the works, be they modifications to existing rules or a complete rewriting and/or new creation. Use any or all of the rules if you want or change them to your liking or ignore them entirely, that's up to you. If you have any rules that you think would fit in, send them to me, I'm always trying to fine tune these with the players.

Character Creation, Stats, and Abilities

1) If you want a character with super abilities (HU, VU, and AU) talk with the GM about the specifics. Such characters are built on a case by case basis.

2) All replacement characters brought into the campaign will have 80% the experience points of the character it is replacing. This is to discourage frequent switching of characters and not caring about characters dying without being too harsh. The GM may make exceptions in extreme circumstances.

3) Don't use the rule that a high IQ gives you a bonus to all skills. Different skills should be dependent upon different attributes for their bonuses. There is a list of all current skills and the attribute that the bonus for the skill comes from. The percentage bonus is still from the IQ row in the high attribute chart in the Rifts Main Book (RMB) but with the relevant attribute substituted in place of IQ.

4) When rolling attributes the extra D6 is awarded for exceptional attributes in the following way: If the attribute rolled is within the number of dice of the highest possible number, roll another D6 and add it to the total. E.g. if 3D6 is rolled, another D6 is rolled and added if the result is 16,17,18. If 5D6 is rolled, another D6 is rolled and added if the result is 26,27,28,29,30.

5) There is no limit on the percentage rating of any skills, however a roll of 99 or 100 on a skill check is a failure no matter what the skill rating. Ratings above 98% are not useless though, as they can help counteract any penalties to the skill check roll.

6) Attribute limits are:

Attribute

Maximum

IQ

30

ME

30

MA

30

PS Non-Supernatural:

50

Supernatural: 100

100

PP

45

PE

60

PB

30

Spd Non-Supernatural:

100

Supernatural:

300

Most attribute bonuses stop at 30 with the following exceptions:

7) If bonuses are given for having high attributes, then penalties need to be given for having low attributes:

Attribute

1

2

3

4

5

6

7

IQ

-9%

-8%

-7%

-6%

-5%

-4%

-3%

ME

-4

-4

-3

-3

-2

-2

-1

MA

1%

5%

10%

15%

20%

25%

30%

PS

-7

-6

-5

-4

-3

-2

-1

PP

-4

-4

-3

-3

-2

-2

-1

PE

-16%

-14%

-12%

-10%

-8%

-6%

-4%

 

-4

-4

-3

-3

-2

-2

-1

PB

1%

5%

10%

15%

20%

25%

30%

8) Damage from Supernatural PS

Strength

Slap

Restrained Punch

Normal Punch

Power Punch

1 - 15

NA

1D6 S.D.

1D4 M.D.

1D6 M.D.

16 -20

NA

2D6 S.D.

1D6 M.D.

2D6 M.D.

21 - 25

NA

3D6 S.D.

2D6 M.D.

4D6 M.D.

26 - 30

NA

4D6 S.D.

3D6 M.D.

6D6 M.D.

31 - 35

NA

5D6 S.D.

4D6 M.D.

1D4x10 M.D.

36 - 40

NA

6D6 S.D.

5D6 M.D.

1D6x10 M.D.

41 - 50

1D6+4 S.D.

1D6x10 S.D.

6D6 M.D.

2D4x10 M.D.

51 - 60

2D6+5 S.D.

1D6 M.D.

1D6x10 M.D.

2D6x10 M.D.

61 - 70

3D6+6 S.D.

2D4 M.D.

2D4x10 M.D.

4D4x10 M.D.

71 - 80

4D6+7 S.D.

2D6 M.D.

2D6x10 M.D.

4D6x10 M.D.

81 - 90

5D6+8 S.D.

3D6 M.D.

3D6x10 M.D.

5D6x10 M.D.

91 +

6D6+9 S.D.

4D6 M.D.

4D6x10 M.D.

6D6x10 M.D.

Notes on the above chart:

9) There are several hand to hand skills that characters may be able to take instead of the four listed in the RMB. These do not generally include Martial Arts from Rifts Japan, Ninjas and Superspies, and Mystic China, as they are exclusive to OCCs and RCCs from those books.

10) Bionic amplified hearing does not add +6 to initiative. Instead the bonus is +3.

Game Play Rules

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1) The horror factor (HF) rules are the same as in the RMB with the following additions: * Every time your character saves vs. HF, you may also roll to save vs. insanity * If the save vs. insanity is successful then your character gains an addition +1 to save vs. HF for that particular type of creature * If the save vs. insanity fails, there is no effect * If the save vs. insanity is a 1, then your character is -1 to save vs. HF for that particular type of creature

2) MDC weapons used on SDC creatures doesn't always mean an instant kill. If the weapon is a laser, ion, armour piercing, or anything else that is meant for penetration over pure power, it will do an amount of HP equal to the MDC total. This will have some nasty effects. The person hit will likely suffer trauma, shock, and require immediate medical attention no matter what the amount of HP inflicted by the MD weapon. If the weapon is a mass driver, plasma ejector, particle beam, or explosive this rule does not apply. See "Chunky Salsa" effect instead and bring a mop.

3) Damage from impacts, crashes, and falls are covered by a custom chart the GM owns.

4) Plasma is counted as an energy attack, not as liquid fire or liquid heat. This means that plasma weaponry works just like ion or particle beam weapons, except the damage is heat based. These weapons will also create fire like a bitch.

5) Vehicle (power armor, robots, aircraft, etc.) depending on the type will have a factory maximum limit to the number of attacks available to the operator. This is due to the vehicle not being able to keep up to the operator's demands. The number of attacks possible will depend on the type of vehicle and how advanced the vehicle is. This applies only to the factory models, once purchased a vehicle may be customized with more advanced software and better hardware connections to improve response time, but this is never cheap.

6) The rule that four or more missiles cannot be dodged does not apply. However, each missile in the volley beyond the first has a +2 bonus to hit. Thus, a dodge of 18 against volley of 6 missiles fired with a 14 to strike will dodge three missiles, but the other three will hit.

7) If your character is struck by a missile it will take the listed damage to the main body, 1/2 dmg to all other locations facing the blast radius. If caught in the blast radius of an area of effect weapon, full damage (1/2 for missiles) is applied to the main body, 1/2 (1/4 for missiles) is applied to all other locations in the blast radius.

8) Our bursting rules are short burst = x2, long burst = x4 (not 3), and entire magazine = x7.

9) In addition to the robot (RMB pg. 214) and power armor (RMB pg. 211) standard features list, the following are included (both can be disabled from inside the vehicle if desired):

10) During ranged combat a natural roll of 4 or lower to strike is always a miss, even with bonuses.

11) The attack roll needed (with bonuses) to perform a called shot in combat is 15. Called shots with missiles, grenades, mortars, etc. are not possible. Called shots with pulse weapons are possible.

12) When parrying ranged attacks with objects that were not designed to parry ranged attacks (guns, civilians, teammates etc.) the object used to parry the attack takes 1/2 the rolled damage. Objects that were intended to parry attacks (shields mainly) take only 1/5 the rolled damage. This rule applies only to successful parries. Failed parries result in the character attempting to parry taking all the rolled damage. The vast majority of Hand to Hand weapons can be parried by other Hand to Hand weapons without either item taking measurable damage.

13) Single bullets and single energy blasts may be parried but at a -6 to the parry roll due the extreme velocity of such weapons. Larger objects (such as shields, civilians, and teammates) receive less of a penalty (-3). Bursts may only be parried with large objects (large shields, creatures over 5 feet tall, etc.) and the penalty to do so is -6. It also unlikely that the entire burst will be parried. The exact amount will depend on the size of the shield vs. the character and the actual roll to parry (i.e.. natural 20s are good here).

14) WP Archery and Targeting from the RMB does not exist. It has been replaced by WP Thrown Weapons, WP Bow, WP Crossbow, and WP Spear from the Japan book. To have one skill cover all these very different weapons is ridiculous.

15) The expanded and revised Hand to Hand Combat rules from the Japan book will be used over those from the RMB. The only changes that are likely to affect PCs are those to certain special moves like the Death Blow.

16) Here are some common situations that result in bonuses/penalties in combat:

Situation

Bonuses

Penalties

Notes

Character Walking

--

-1 to strike

Cannot fire called shots

Character Running

+1 to dodge

-4 to strike

Cannot fire called / aimed shots

Character Kneeling

+1 to strike

--

--

Character Prone

+2 to strike

-2 to dodge

attackers are -2 to strike

17) Paired weapons are handled as follows:

18) MDC by location for armor (and for characters) that doesn't actually list it will be as follows:

19) A Juicer can autododge only one or two attacks at the same time. If a third (or more) attack is made at the same time the Juicer loses his/her autododge and the dodge will cost an attack as is generally normal

Optional Rules: (we're still debating about these)

20) Autododge given by hand to hand combat skills is limited as follows: the level at which autododge is gained is also the maximum number of attacks per melee that may be dodged without using up an attack. Beyond this number, dodging is handled as normal (ie, each dodge takes up one attack). The maximum number of autododges possible in a single melee is four.

21) Autododge acquired through other means (juicer augmentation, RCC/OCC ability, power armor, etc.) will be limited as follows: the maximum number of attacks per melee that may be dodged without using up an attack is equal to the number of attacks the character possesses. Beyond this number, dodging is handled as normal.

Magic and Psionics

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Magic:

1) Characters who have spell casting abilities have a base PPE rating. This represents the PPE that the mage has developed naturally and they recover spent PPE back up to this base amount with the passage of time. However, drawing on PPE from outside sources (PPE batteries, people, ley lines, cats, fish, etc.) can allow the mage to exceed his PPE base. The amount of PPE that a magic user can safely hold over his base is as follows: (PPE base / 5) x lvl. Thus a first level ley line walker with 110 PPE base can safely hold 22 PPE more (132 total) safely. Mages who attempt to hold more PPE than the safe amount are tempting fate (and the GM).

2) Spell attacks per melee are based upon level of spell, duration, and the medium by which they are cast. Exact rules are on a sheet to be given out to any players with spell casting capable characters.

3) Spells can be cast from within environmental body armor. They cannot be cast from within exoskeletons, power armor, and robots. Certain magical suits of pseudo power armor are an exception.

4) As a spell caster goes up in experience levels so does his spell strength. This is reflected by a higher saving throw required by the victim. +1 to spell strength is gained at levels 3, 6, 9, 12, and 15. The base number needed to save vs. magic is a 12 or higher. A +1 to the strength of ritual magic is gained at levels 7 and 13. This is a general rule that will be applied to the more powerful spellcasters such as Line Walkers, Shifters, Necromancers, Temporal Wizards, Warlocks, etc. Lesser spellcasters such as Mystics and Shamans will advance in power a little slower.

5) The base PPE recovery rate for mortal mages is 5 per hour of sleep or 10 per hour of meditation unless stated otherwise. This rate increases for some classes and races, and is generally doubled for supernatural creatures who are mages.

Psionics:

1) Sixth sense does not exist. This applies to 1st level vagabonds up through to the great Old Ones. This power in the past has caused too many problems. Characters who receive this power as part of their OCC/RCC may instead pick one other sensitive power, subject to GM approval.

2) Psionics can be used from within environmental body armor. They cannot be used from within exoskeletons, power armor, and robots. Certain suits of psionic power armor are an exception as are some forms of psionic melding with PA, robots, and machines.

3) The base ISP recovery rate for mortal psychics is 2 per hour of sleep or 6 per hour of meditation. This rate increases for some classes, races, and is generally doubled for psionic supernatural creatures.

4) The effects of Total Recall on skills and acquired memories will be handled on a case by case basis.

5) Psi-sword damage is 2D6 MD at level 1 and an addition 1D6 MD for each subsequent level of experience. Normal restrictions still apply for taking this power, but some classes do start with it at lvl 1. Magic and Psionics:

Magic and Psionics:

1) Magic spells and psychic powers are greatly affected by the presence of ley lines and nexuses. The details of these effects are given in the RMB on page 163 for magic and page 114 for psionics.

2) Magic energy (PPE) and psychic energy (ISP) are similar in nature, hence the fact that both can power techno-wizard items and gizmoteer items. Thus it is possible to use ISP to supplement PPE to cast spells and to use PPE to help activate psionic powers for those characters who are both spellcasters and psionic. However, since there are differences in the nature of the two forms of mystic energy, it takes twice as much of the 'wrong' type of energy to create the effect/cast the spell. Thus a spell costing 12 PPE to cast would need 24 ISP to cast and a psi-sword (30 ISP) would need 60 PPE to create. A combination of PPE/ISP can be used, but remember that for every one point of the usual type of energy that is coming from the 'wrong' energy type, two points must be spent of the 'wrong' type. Note: PPE and ISP cannot be converted back and forth inside a character, they can only be converted to power (or help power) spells/psionics when casting/activating. 1