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Unique Rules for Unique Games
From my experience ALL game groups have had their own house rules as surely as the sun rises in the East and sets in the West. The
longer the group has been around the more house rules seem to be in place. I have decided to add a section here on our house rules while including some that are no
longer in use. Perhaps they will help your' group in some way?
- Character Creation
This section primarily outlines the different methods in
which we rolled characters up along the way. (As you can see we once had Munchkin Inside the way many PCs have Intel Inside!) However this section does go beyond that
in illustrating what character classes we have historically permitted & where we typically draw the line today. It also outlines our allowance of R.C.C.™ classes to
select an O.C.C.™, especially as where it concerns character races such those found in the Conversion Book & highlights how we deligate skills of a fully fleshed out
R.C.C.™, complete with a full skills set as opposed to their O.C.C.™ Skills set. It also goes on to describe what starting equipment we will typically permit for a
starting character based upon their origins and backstory. While not directly related to character creation we also give indications towards our policy regarding
O.C.C.™ changes.
- Skill Advancement 1.0
This section outlines a set of rules that separated the
advancement of skills from character levels. Thus each skill had its respective level & needed to be used in a practical setting a certain number of times before it
could advance to the next level. (A simple numeric or hashmark tally was good enough for this.) This also broke the hard and fast rule that skills from prior
occupations could NOT advance until their new occupation surpassed their old occupational level. It may sound like a lot of work but its simple, effective & reasonably
realistic. It also outlines how we handled skills that either overlapped or were intentionally selected more than once.
- Skill Advancement 2.0
This section outlined a second version of the skill
advancement section that allowed for "skill atrophy." We've all heard the phrase, "I've forgotten more about ______ than you will ever know!" This made that possible.
However having to keep track of how many skill uses were used between character levels to determine atrophy, staying the same or advancing made things a little too
complicated. For playability's sake it has fallen into disuse with the RRVGG.
- Combat Refinements
This section outlines a series of bonuses acquired by levels of
character experience for Initiative, Perception & Save vs. Horror Factor. It delves into our rules regarding parrying attacks. (This section is overdue for revision in
this particular section especially due to projectile speed/mass versus the character's Physical Strength & engaging in hand-to-hand combat with those who outstrip
one's Physical Strength. The energy weapon/projectile Dodge difficulty of -10 does not apply to The RRVGG in many cases. (There are, however, exceptions to this rule.)
We are also more lenient with supernatural and superhuman characters and do not require them to roll to Pull Punch just to shake someone's hand. Finally it explains
our rules regarding the speed a character moves at during a leaping action or attack.
- Magic & Psionic Group Clarifications
This section outlines only a couple of
small nuances about the use of P.P.E.™ per action, potential for learning magic although it is not specifically mentioned as an ability of one's O.C.C.™, the inability
to dodge Call Lightning and how "dirty" magic which requires spell components can be turned into "clean" RIFTS® style magic. It also discusses the use of both "See
Aura" as well as "Telepathy" and how they differ in RRVGG games.
- Revised RIFTS® Combat Rules
This was an experimental system assembled in 2005 & was
play tested by the RRVGG for a handful of play sessions between 2005-2007. It did away entirely with mega-damage, introduced Penetration Value, Penetration Resistance,
Damage Capacity, Blood Loss, etc. - and how to convert RIFTS® creatures, characters & equipment to this modified system. Our evaluation of it was that it was
cumbersome and time consuming to do the conversions from the books and to tally it down on paper. There was not anything specific wrong with the system. In fact it
balanced the game in ways even I had not intended but ultimately it did not progress beyond play testing.
- RIFTS® Air Combat
This feature was removed from the RIFTS® Gallery updated, upgraded, supercharged & then
submitted to Palladium Books®. In January 2006 it appeared within Palladium Books® The Rifter® 33 with good reviews. Later some of the materials from RIFTS® Air Combat
became canon when they appeared in RIFTS® World Book 33 Triax™ Two. (For the record, I will state that I was a little disappointed that I did not receive a copy of
this book but given the terms & conditions of submissions the subsequent appearance of materials already surrendered to Palladium Books® are not required to be
compensated for in any way - as you must sign over the intellectual rights to said materials.)
This page was last updated March 7th, 2018 and is an extension of: The RRVGG
RIFTS® Gallery
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