+++ GM’S CORNER +++ HOUSE RULES V1.1: RULE 4 STILL IN PLAYTEST +++ ROAD HAZARD TABLE: TEN WAYS TO RUIN A TRIP TO TOLKEEN +++ NEW: THE SENTINEL SOURCEBOOK INDEXES EVERY NPC, GANG AND GADGET THE SENTINEL HAS PRINTED +++ PLAYERS: STOP READING THIS PAGE +++
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From the GM’s Desk

When the players get too comfortable, open a Rift. When they get too scared, let something friendly come through it. Then see if they trust it.

You are here: Sentinel Productions > RPG Nexus > RIFTS Earth > GM’s Corner

Welcome to the GM’s Corner! Everything on this page is for the person behind the screen: the house rules we use at our table, our custom O.C.C.s, a Road Hazard table for the Minnesota Front, and the Sentinel Sourcebook, an index of every NPC, gang, gadget and legend the Sentinel has printed.

Players, you’ve been warned.

Sentinel House Rules v1.1

Last revised 04/14/01. Rules 1–3 are official at our table. Rule 4 is in playtest; tell us how it works at yours!

RULE1 Missile Volleys & Dodging
Problem: By the book, dodging a volley of 40 missiles is no harder than dodging one.
Fix: Against a volley of 4 or more missiles, the defender takes -1 to dodge for every 2 missiles in the volley. Auto-dodge bonuses don't apply against volleys larger than 8.
RULE2 Armor Penetration on a Natural 20
Problem: A Glitter Boy shrugs off small arms all day long.
Fix: On a natural 20, the attacker may bypass half the target's armor M.D.C. and apply the damage to internal structure, or to the pilot if there is one.
RULE3 Skill Consolidation
Radio: Basic, Radio: Scramblers and Surveillance Systems become a single skill, Comms/SigInt. Wilderness Survival now includes basic Land Navigation.
RULE4 Streamlined Melee RoundsPLAYTEST
Problem: Tracking six-plus attacks per melee for every combatant eats whole sessions.
Fix: Each melee round, a character gets one Attack action and one Move/Defend action. Extra attacks per melee (from Hand to Hand skills, Boxing, augmentation and so on) become extra Attack actions.

Custom O.C.C.s & R.C.C.s

ClassRoleSourceFile
Shadow Mage (Night Magus) NEW!
Magic / Shadowcasting
Night caster / InfiltratorSentinel Issue VRead it
Cyber-Knight (Sentinel Variant)
Warrior / Psionic
Frontline / SupportHouse ruleComing soon!
Valkyrie Pilot
Pilot / Robot
Mecha combatMacross crossoverMecha stats
Ley Line Sniper
Magic / Stealth
Recon / StrikerSiege on TolkeenComing soon!
Techno-Wizard Fixer
Support / Engineer
Crafting / UtilityBlack marketComing soon!
Glitter Boy Legacy Pilot
Heavy Armor / Artillery
Heavy fire supportCore + houseComing soon!

Road Hazard Table: The Minnesota Front

Roll 1D10 for each day the party travels near the front, or let the computer roll for you.

> Awaiting roll_
1D10Encounter

From the Pages of the Sentinel

The Sentinel’s writers slipped plenty of game material into the paper. Here it all is in one place. Click an issue number to jump straight to the page.

EntryIssueWhat you get
O.C.C.s, Magic & Artifacts
Shadow Mage O.C.C.VThe full O.C.C.: Union of the Dark Soul, Shadow Beast familiar, P.P.E., skills and day/night flaws.
Shadowcasting spellsVIFive spells, levels 2 to 8: Shroud of the Dark Dragon, Eyes of the Unlit, Nightfall Lash, Umbral Chains and Step Between.
Moon Magick EnhancementIIWhat each phase of the moon is good for, from summoning prep to banishing.
The Journal of BalaamIVArtifact: Temporal Warrior and Wizard O.C.C.s without serving a Temporal Raider.
Order of the ForestersIVA lost order of wilderness guides: crest, leader Eras Tory, and skill and combat bonuses.
NPCs
MidnyghtVMind Melter and leader of the Lost Boys, a band of runaway psychics, mages and D-Bees.
TagVIDog Boy deserter and 6th level Wilderness Scout, with a secret CS bounty on his head.
Holt MagnumV VIMega-Juicer JFL star with Extraordinary Speed, and a secret about how fast he ages.
The RiftersVDr. Noah, Alex Savage, Holley Hollinger and Michael Drew: four heroes of the Golden Age, with stats.
Gear, Cybernetics & Drugs
Tallos cybernetics & bio-systemsIIIEye-Head Jack, E-Clip Boosters, B.A.C.A. armor, ATHA-01 Gun Arms and the Nano-Neural Remote System.
City-Rat drugsIVIdealism, Sham Demise and the Preparation Intake Regulator, with durations, penalties and prices.
XT-4IVThe new Juicer drug everyone wants, and the Coalition has banned.
Gangs & the City
Life, Profit & Survival in the CanIDusty’s street guide to Chi-Town’s Downside: hustles, dangers and who to avoid.
The MorlocksVSewer-dwelling smugglers led by Mr. Blitz, with a full gang breakdown.
The LamplightersVIPower thieves of the Living Levels, run by the mysterious Mother Volt.
The JFLII IIIJuicer Football League teams, their stars, and the Maulers cheating scandal.
Places & Legends
The Dragon King’s ValleyIA green valley in the frozen north, a castle, and a treasure under the throne.
Showman’s RestIIIA haunted circus graveyard in old Oklahoma, and the clown in the marble casket.
The Lantern of Split RockVIA lighthouse on Lake Superior that never goes dark, with stats for the Entity and the lens.
Handouts & Adventure Hooks
The Myers ReportIVAn intercepted CS report on “benevolent subhuman intelligence.” Hand it straight to your players.
Diaries of the SiegeII III IV V VISoldiers’ journals from both sides of the Tolkeen war.
The Leviathan salvage raceIV VINorthern Gun and Tolkeen race to raise a crashed CS Stratocarrier from Lake Michigan.
What happened at Titan?IV VIA plague, a quarantine, and a village with nobody left in it.
Oddities classifiedsII III IV V VIDozens of want ads, bounties and odd jobs. Every one is an adventure waiting to happen.