Neon Rifts Game Terms

Neon Rifts uses a few acronyms for various optimised rules it uses. Although it would be better to avoid adding new terms, its hard to avoid it in certain material where describing the rule used over and over would be far too awkward.

This area also gives some info on items/rules that appear on this site and have been conceptualised, but haven't been written up accurately yet. They will be introduced to this site in the near future.

The terms are in a vaguely alphabetical order.

CSR (Cover Strike Requirement): Based on an article by KS in Rifter 17, this is a value derived from a characters dodge score. It helps represent the way a character can move around while behind cover (even SDC) and spoil the ranged SD/MD strikes of an attacker. This rules number and link is: 2110

Double Tap Essentially the same as the double pulse rule given in the GM's guide, it's suitably renamed (Dead Boy of the Palladium BB did so). It allows light and medium weapons to fire two shots to inflict double damage.

Ghost Rule: A 'Ghost rule' is just a more interesting way of describing something that makes use of game system 'grey' areas. Grey areas are those bits of the system that aren't defined completely or are open to interpretation. Ghost rules are there to fill in those blanks take advantage of that, but in a way which should improve the game as a whole. It can also insure a selfish interpretation that only benefits the player who suggests it doesn't fill that gap. So the interpretations of the words are skewed in a direction that is designed to help the game be a better one. Another benefit of these rules is that they don't replace the ones already in use, so you don't have to totally re-educate your players or suffer the feeling that your playing some other games system (without the benefit of wholly playing either system). It helps players feel they're playing the real game and not the latest house rules cooked up last weekend.

This does clash with some peoples philosophy on the matter. When they see an area which is grey and ill defined, they take the 'better safe than sorry' approach, ruling it as conservatively as possible. Most often this is because they encounter these problems while the game is running and they need to make a safe decision quickly.

Neon Rifts takes on the challenge of locating these problems in advance and making optimisations that help to develop some game balance. By game balance I mean that the amount of fun everyone at the table is having is roughly equal, roughly balanced.

Grenade Bandolier: A basic piece of equipment. Bandoliers can be pulled off and thrown with four grenades at once, to cause a huge explosion. However, when a full bandolier is thrown and strikes, it only does twice the damage of a single grenade.

Patch Rule: A patch rule is a replacement rule. Essentially their a house rule which replaces 'cannon' rules, which Neon Rifts tries to avoid. Generally when Neon Rifts applies a patch rule, its usually quite close to the original. Its easier to explain a change to a rule than an entirely new rule (and have to justify its inclusion). It also helps to maintain system integrity.

Spell Hold: An ability to release the first spell of combat in one attack. While in a combat zone, mages don't really need to be talking or socialise. So at these times they can continually chant a spell, cancelling it at the last moment then starting again. This is repeated over and over as they travel the area with their party, so the first spell is already half done should any opponents suddenly appear and engage in combat. This rules number and link is: 6020