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Rifts: Steel and Chaos Cheat Sheet (DRAFT) by

Cheat Sheet for my Players

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Combat Bonuses

 
No Skill
Affinity
Major Affinity
Skill or Affinity + Releated Skill
Sniper
Additional
Sharps­hooter
Additional
 
Slow reloads, cannot use special weapon features
Normal Reloads
   
Single shot rifles only
Single Shot
0
0
0
+WP Bonus
 
+(PP-15)/5
Aimed Shot
(2 actions)
Not Possible
Not Possible
+2
+3
+WP Bonus
+2
Called Shot
(2 Actions, no evading)
Not Possible
Not Possible
Not Possible
+WP Bonus
 
+(PP-15)/5
Aimed Called Shot
(3 actions, no evading)
Not Possible
Not Possible
Not Possible
+3
+WP Bonus
+2
Burst
-3
0
0
+1
+WP Bonus
 
+(PP-15)/5
Called Burst
(2 actions, no evading)
Not Possible
Not Possible
Not Possible
+1
+WP Bonus
 
+(PP-15)/5
Shooting Wild
-6
-6
-6
-6
Two Weapons
-12
-12
-12
-6 with WP paired
-12
-2 on hand, -6 offand w/WP Paired
* WP Bonus details - generally level/3 rounded down, see Chaos Earth pg 136 for exceptions (flame­thr­ower, grenade launcher
* Sharps­hooter Bonus Details - Chaos Earth pg 136
* Sniper Details -- Chaos Earth pg 118

Called shots allow for selecting a target area.

Element Unlocking

being present
being on time (3pm)
being first to arrive
bringing food
holding a child (including furbabies) when we start
give away after returning from a long break
writing or illust­rating part of the story
You must give at least one gem to another player, generally to thank them for adding to your enjoyment of the game.

Combat Flow

1. establish positions
2. start timer
3 roll initiative
4. call out actions
- if you can call out before the 3 minute mark your attacks will resolved first in rotation for resolution (upto +6 initia­tive)
- if you make the same action for the whole melee you will get an extra attack
- if you take more than 5 minutes you'll lose an action
- exception: if you need extra time to determine whether an action is in character you will not lose an action for that
5. resolve actions in initiative order
- if an action needs to have extra info that's fine
- if an action needs to be replaced you will lose an action to replan.
- you may attempt to dodge an otherwise undodg­eable attack by rolling and getting a natural 20 (also at the cost of an action)
6. return to 1
 

Skill Rolls

Roll against your skill <= is success 100% is a failure
Roll again if you have time to check your work

Affinities

Major Affinity
penalties less than 10% ignored most other penalties halved
Minor Affinity
penalties less than 10% ignored
Major Affinity to Luck
1 in a 100 odds seem to happen to you half the time
Minor Affinity to Luck
1 in 10 odds seem to happen to you half the time
Major Affinity to Strange
you have been abducted by aliens, lived in a haunted home, etc.
Minor Affinity to Strange
you have seen ghosts, seen fairies or felt fairy rings

Missing Skills

Major Affinity
10% bonuses and penalties as normal
Minor Affinity
5% bonuses halved penalties as normal
Commonly seen skills i.e. driving
2%
Not commonly seen or portrayed accurately
0%

Perception

Perception Bonus
+
Paranoia
Choose +1 or +2
Skill (Pick one)
+Skill/30%
Minor Affinity
+1
Major Affinity
+2
Place an approp­riate token in front of you. If your perception finds something I will ask what skill you're using to watch.