RIFTS & RUINS: KILL YOUR CONSCIENCE
Making a brand new player character shouldn’t take more than twenty minutes at most. The process is simple and fast. The 3-step process is as follows below.
1) Roll 9 Attributes
Roll 3D6 and if you roll 16,17, or 18, roll another D6 and add that to your total. If that roll results in a 6, you get another D6 to roll.
INTELLIGENCE (INT): Intellectual learning and application of complex information.
WISDOM (WIS): Decision making and assessment of the environment.
PSYCHE (PSY): Emotional stability, use of psionic and magical disciplines.
STRENGTH (STR): Physical power, muscular strength, and carrying capacity.
DEXTERITY (DEX): Physical coordination, agility, and reaction times.
CONSTITUTION (CON): Physical stamina, durability, and resistances.
CHARISMA (CHA): Social affluence, aesthetic beauty, personal charm.
LUCK (LCK): Fortunate life-saving influence.
SPEED (SPD): Movement speed
2) Choose an Occupational Character Class (OCC)
The OCC is what separates you from the average person on Rifts Earth. It is what gives you your powers, abilities, special skills, and your unique outlook on the world.
3) Finalize Character Sheet
Simply add up all the numbers indicated on your character sheet and choose the items available to you from your OCC.
Succeeding in complex tasks and operations outside of combat is dependent on the percentages of a skill. The attribute score relevant to the skill is multiplied by 3. If the attribute score is a Class Attribute, then the attribute score is multiplied by 4. So lets say a character starts out with the Cryptography skill, and Cryptography is derived from Intelligence. His Intelligence (not a class attribute) is 12, the skill score would be 12 multiplied by 3, giving 36%.
For skill attempts, the player would roll a d100 and subtract the die roll from the skill score (score – roll). This is the degree of effort which is determined from the table below. So a cryptography roll of 20 is subtracted from 36, equalling 16. This is a “Noted Success” degree of effort. The GM will determine if this degree of effort actually results in success.
Skill advancement is also simple. Whenever a player succeeds in a skill attempt at least once in a day, the player rolls a 1D6 for that day’s success using the skill. But no matter how many successes he’s made using that skill in a particular day, he only gets 1D6 worth of advancement points per day. Add the amount of that roll to the base percentage of the skill.
Succeeding in ability checks and saving throws are dependent on the attributes of a character. These attributes include Strength, Wisdom, Psyche, Intelligence, Dexterity, Constitution, Charisma, Luck, and Speed. The nature of the task or saving throw will indicate how easy it is to accomplish or not, reflected in the difficulty checks of 60/40/20. A roll made under the difficulty percentage succeeds.
A) Easy: D100 < 60% + attribute %
B) Hard: D100 < 30% + attribute %
C) Crazy: D100 < 15% + attribute %
An entire sequence of combat happens within a melee round. Each melee round lasts 15 seconds. A minute equals 4 melee rounds. The first step when combat occurs is determining the initiative score by rolling a d20 + initiative bonus. Then take this score and divide it by the number of attacks possessed by the character. For example, if the initiative score is 16, and a player has 4 attacks, then take 16 and divide it by 4, getting increments of 4. So the character would act on turns 16, 12, 8, and 4.
If there are characters that act on the same turn, the characters that have the higher Dexterity would act first.
1) The party and GM roll initiative score: d20 + initiative bonus.
2) Determine melee action order for each combatant: initiative score/# of attacks
3) Higher initiatives act first in descending order.
PLAYER TURN ACTIONS
Typically, on a player’s turn they may move once and perform one action/attack. Realistically, the player can do a combination of actions that would be possible within the time frame of 3-5 seconds. Rule flexibility is the key to having fun.
The most basic and used action type is an attack. Whether you are swinging a sword, pulling the trigger of a Naruni plasma rifle, or casting Call Lightning, you are making an attack against a target.
Melee Weapon Attack: D20 + Str Mod
Range Weapon Attack: D100 + Dex Mod
Magic Spell Attack: Automatic.
A melee attack towards a specific location on the enemy. You suffer a penalty to attack based on the the location targeted. If the attack misses you suffer a Disadvantage on your next action.
A ranged attack towards a specific location on the enemy. Sacrifice a move action. You suffer a penalty to attack based on the location targeted (same as if aimed shot).
This action requires a ranged automatic weapon. Sacrifice a move action. Pass a Dexterity check and make a successful attack roll. The target suffers a Disadvantage to attack unless he passes a Psyche check on his next turn due to being pinned down with continuous projectile fire.
Sacrifice a move action. This action requires a ranged automatic weapon. Everyone within a 180 degree forward radius of the shooter is liberally sprayed with a wave of projectiles or energy bursts. The character makes one attack roll at a Disadvantage and minus the number of targets within the weapon’s range and rolls damage individually for everyone in range he hits. This action can hit friendly targets.
Sacrifice a move action, you put everything into one tremendous last ditch effort. Your attack roll must be a Natural 1-5%. If you succeed, roll weapon damage/spell damage and roll on the critical hit table.
If a character possesses an Auto-Dodge, they may use it to avoid damage. If not, they may attempt to dodge, but will use up an Action for that melee round. Roll D100 < Survive% + Athletics% and you must beat your opponent’s attack roll. Otherwise, you take damage.
A parry is an automatic defensive maneuver when attacked in close quarters by a melee weapon (and sometimes even a ranged weapon under certain conditions). If an attack is successful, the defender may freely attempt a parry to avoid damage.
This usually calls for an ability check where you describe how you are using the environment, special trick, or your past history or experience to perform a cinematic maneuver. Be as detailed as possible and the GM may allow it and tell you what check you need to succeed. If successful, the action plays out mostly as you intended, with some modifications by the GM.
Spend a move action. if you choose to disengage, make a strength or dexterity ability check. You can disengage from more than one foe with a single check, but your roll suffers a penalty of 1 for each foe beyond the first you are disengaging from. If you succeed, move normally. If you fail, you remain stuck to the foe you were trying to move away from.
If you are unengaged and someone else nearby attempts to move by, you may freely intervene to stop them.
Sacrifice a move action to renew ammunition for your weapon.
Sacrifice an attack action. You focus on nothing else but running towards an objective. Combined with your move action, you effectively move a distance of three. You reach your destination at the start of your next turn. You gain a temporary Advantage of +15% to your Dodge until next turn.
Each time the Escalation Die moves forward you may immediately roll your recovery dice to recover SDC.
Combat in RAID20 is grid-less and separated into abstract zones designated as Nearby, Far Away, Clear, and Above. Miniatures aren’t needed as combat is encouraged to be played out in the theater of the mind.
Generally by default, all combatants within 150 ft of each other are designated as nearby. Close quarters combatants prefer this distance.
Generally by default, all combatants at a distance of 300 ft from each other are designated as far away.
Clear means that you are separated by a distance of twelve moves or 2700 ft from the other closest combatant. Snipers and Artillery prefer this range for the room and safety to operate.
Characters with flight capabilities usually fight above the ground. This zone provides them a clear line of sight over the entire battle, as well as increased maneuverability. Players in this zone may usually move to any other zone in one move action, more or less. They may also make ranged attacks against anyone below them. Power armor and aircraft pilots operate in this zone.
THE ESCALATION DIE
As the fight goes on certain conditions will increase the party’s overall strength. Each time one of these conditions is met, the escalation die goes up by + 5% to a max of + 20% (4 escalations). This is a permanent static bonus to all combat related checks until combat ends. The party may also roll their recovery dice each time Escalation occurs. The conditions for escalation are:
1) Any Critical Hits
2) The first time a non-minion monster or enemy is killed.
3) The first time a player performs a successful deathblow.
4)The first time a player’s SDC drops to 0 or below.
5) The first time a player succeeds in a stunt.
If a combatant has an Advantage, they have a higher chance of their action succeeding. They gain +15% to their skill percentage.
If a combatant has a Disadvantage, they have a lower chance of their action succeeding. They suffer a -15% to their skill percentage.
In a battle, a combatant is Hard Engaged when they are in close quarters combat with an enemy no more than 5 yards away. Melee engaged characters can use melee attacks and ranged spells against their enemies freely. Targeting non-engaged foes (ie not the one in front of you) with melee or ranged attacks will draw an Attack of Opportunity from your opponent, as will moving away from him without making a specific action to disengage safely.
In a battle, combatants are Soft Engaged when one or both are using ranged attacks from a distance farther than 15 yards. Combatants may freely switch targets without drawing an Attack of Opportunity from enemies.
When you drop to 0 SDC or below, you fall unconscious. On your following turn make a death save with a difficulty of 16. If you fail the check, you remain unconscious and are vulnerable to deathblows until you make a successful constitution check. If you fail 3 consecutive checks, you die. The first time you pass your con check, roll your recovery dice and heal up to that amount, if that puts you over 0 SDC, you are awake, but unable to act; if you are still below 0 SDC, you are stabilized, but unable to act until healed over 0. If you are over 0 SDC on your next turn you may act, but are at a disdvantage to attack until you pass another con check.
If the character’s SDC falls to a value below zero equal to his constitution score, he dies. If he fails 3 consecutive constitution checks, he dies.
Resistance how much initial damage an armor or material can resist in each melee round of combat before it’s structural material is weakened. Resist is derived from the total MDC of a creature, armor, or vehicle. A mundane creature like a regular human has no innate MDC, and therefore no Resist without the aid of armor or magic. For example, a Glitterboy power armor has 770 MDC, so 770/15 is equal to 51 Resist. So in each melee round of combat, the Glitterboy can absorb 51/4 or 13 points of Mega Damage before the armor’s structural integrity is breached. However, certain damage types such as Armor Piercing Explosives, Magical, and Supernatural ignore all Resist.
BODY ARMOR (MR= 1/25 MDC)
Huntsman, Gladiator, Plastic Man, Urban Warrior, Deadboy, etc.
PERSONAL VEHICLE (MR= 1/20 MDC)
ATV Speedster, Wastelander Motorcycle, Big Boss ATV, etc.
POWER ARMOR (MR= 1/15)
NG-X9 Samson, Flying Titan, Glitterboy, Coalition SAMAS, etc.
MAGICAL (MR= 1/15 MDC)
Creatures such as True Atlanteans, Goblins, Dwarves, Elves, etc.
ROBOT VEHICLE (MR= 1/10 MDC)
Titan Combat Robot, Behemoth Explorer, Coalition Skull Walker, UAR-1 Enforcer, etc.
SUPERNATURAL (MR= 1/10 MDC)
Creatures such as Fairies, Dragons, Demons, Gods, Vampires, etc.
There are two capacities of physical integrity, or wellbeing. SDC is the structural damage capacity of non-reinforced buildings and vehicles as well as the mundane creatures. MDC is the mega damage capacity of highly armored and reinforced structures, as well as certain extra-dimensional and supernatural beings. MDC type weapons will do devastating damage to SDC structures, while SDC type weapons will very rarely ever be able to seriously harm MDC structures.
The conversion rate between SDC and MDC is: 10 SDC = 1 MDC
.45 automatic handgun, 5.56 Assault Rifle, S&W Shotgun, H&K MP5 machinegun
Razor sharp polycarbon blades surrounded by invisible high frequency energy fields.
Lasers that inflict damage through concentrated light amplified by stimulated emission of radiation.
PARTICLE BEAM (MDC)
Firing a beam of heavier particles (Iron, Iridium, Cobalt, and Tungsten nuclei) capable of warping matter.
High energy discharge of extreme heat and severe ionic charging of the target.
Excitation of molecules released in the form of explosive concussive energy.
RAIL GUNS (MDC)
Metallic flechette projectiles accelerated by magnetic apparatus to astonishing speeds surpassing the speed of sound.
ARMOR PIERCING EXPLOSIVES (MDC)
Special explosive mega thermite rounds specifically designed to penetrate highly reinforced armor and structures, thus ignoring MR.
Weapons imbued in some form with the essence of magic transcending time and space, thus ignoring MR.
Typically attacks dealt by powerful creatures of legend such as Dragons, Demons, Vampires, thus ignoring MR.