TEXT: Answers to Common Questions & Official Erratas 
   
  Official Erratas: 
  o 
  RIFTS RPG: 
   
  The Main RIFTS Book 
   
  The first Conversion Book 
   
  Conversion Book Two: Pantheons of the Megaverse 
   
  Sourcebook Four: Coalition Navy 
   
  Dimension Book Two: Phase World 
   
  Dimension Book Three: Phase World Sourcebook 
   
  World Book Three: England 
   
  World Book Four: Africa 
   
  World Book Six: South America 1 
   
  World Book Seven: Underseas 
   
  World Book Eight: Japan 
   
  World Book Nine: South America 2 
   
  World Book Twelve: Psyscape 
   
  World Book Seventeen: Warlords of Russia 
   
  Answers to Common Questions: 
  o 
  Can Amplified Hearing be Used with Vehicles? 
  o 
  How does the Apok's Healing and M.D.C. work in relation to the Demon Mask? 
  o 
  What are the Auto-G's mentioned in the Main RIFTS Book? 
  o 
  What are a Borg's Attributes? 
  o 
  Is the carpet in Carpet of Adhesion Indestructible? 
  o 
  What is the Chi Attribute on the Rifts Sourcebook 1 character sheets? 
  o 
  How do Dodge and Automatic Dodge work? 
  o 
  Do Dodge and Automatic Dodge use the Same Bonuses? 
  o 
  What penalties are there for Dodging Ranged Weapons? 
  o 
  Are there Levels Advancements for Dragons? 
  o 
  What are the rules for Dual O.C.C.'s? 
  o 
  How much time is required to Recharge E-Clips? 
  o 
  Are E-Clip Sizes Standardized? 
  o 
  How Loud are Energy Weapons? 
  o 
  Can mages/psychics Shoot Through Energy Fields? 
  o 
  Can Faerie's Gain Levels of experience? 
  o 
  How do magic and psionic Healing Powers Work on M.D.C. Beings? 
  o 
  How does Invisibility work? 
  o 
  How far can characters Leap? 
  o 
  Do Ley Lines have a Physical Component? 
  o 
  How quickly do M.D.C. Creatures Heal? 
  o 
  What happens to a Nightbane's Bonus S.D.C./H.P. when they switch from morphus to facade? 
  o 
  How much P.P.E. can be Absorbed from Ley Lines? 
  o 
  How do Magic Scrolls work? 
  o 
  What happens when Phase Weapons are used on Borgs? 
  o 
  What does Rate of Fire: Standard mean? 
  o 
  Who can Resist Soul Drinking? 
  o 
  What does Supernatural Endurance mean? 
  o 
  Are Supernatural Creatures' Physical Attacks Magical Damage? 
  o 
  Are Vampires Damaged by Thermonuclear Weapons? 
   
   
  
  RIFTS Main Book Errata 
  PAGE 100: The Horror Factor for Dragon Hatchlings are as follows: 
  Great Horned hatchling 12 
  Fire hatchling 12 
  Ice hatchling 10 
  Thunder Lizard hatchling 11. 
  PAGE 171: The spell Resist Fire has a P.P.E. cost of six. 
  PAGE 205: The prices for vibro and neural weapons are as follows: 
  Vibro-knife: 7,000cr 
  Vibro-sabre: 9,000cr 
  Vibro-sword: 11,000cr 
  Vibro-claws: 11,000cr 
  Neural Mace: 8,000c 
   
  RIFTS Conversion Book (One) 
  Experience Point Table for the Warlock O.C.C.:  
  1. 0,000 - 2,100 
  2. 2,101 - 4,200 
  3. 4,201 - 8,440 
  4. 8,441 - 17,480 
  5. 17,481 - 25,500 
  6. 25,501 - 35,800 
  7. 35,801 - 51,000 
  8. 51,001 - 71,200 
  9. 71,201 - 96,400 
  10. 96,401 - 131,600 
  11. 131,601 - 181,800 
  12. 181,801 - 250,200 
  13. 250,201 - 300,001 
  14. 300,101 - 370,200 
  15. 370,201 - 430,300 
   
  Pantheons of the Megaverse Errata 
  PAGE 13: The Priest O.C.C. has a starting P.P.E. of their P.E. attribute number plus 6D6 and gains 1D6 
  P.P.E. per level. 
   
  Coalition Navy Errata 
  PAGE 33: in the description of the CS Navy Sailor O.C.C., certain MOS skills were referred to but the 
  descriptions of these skills were accidentally omitted. These skills are as follows: 
  Naval Tactics: A basic understanding of the "military doctrine" of the navy in question (CS, Free Quebec, 
  NGR, Nemo's New Navy, freebooters, etc.; each is a little different) and the naval military in general. It 
  includes preferred methods of fighting (on both small scale engagements or full battles), seaman do's and 
  
  don'ts, ship weapon systems, ship and naval power armor recognition, naval combat, strategies and tactics, 
  and other basic naval procedures, military methods and operations. 
  In combat, a successful tactics roll will reveal the obvious and/or some hints as to the best way to approach a 
  potential combat situation (like recognizing a potential attack because torpedo tubes are open, the best way 
  to impair or scuttle a ship, ideal targets, evasive maneuvers, etc.). Otherwise a successful roll will determine 
  an accurate recognition of a naval vessel, use or reading of naval weapon system, proper execution of a 
  naval tactic or maneuver, and proper procedure. Base skill: 30% +5% per level of experience. 
  Naval History is a basic historical knowledge of the oceans and seas of Rifts Earth and the beings that 
  travel on and below them. The base skill percentage indicates the approximate degree of information the 
  character has learned or can remember accurately about the oceans and seas, or various aquatic creatures and 
  beings. Base skill: 30% +5% per level of experience. 
  Basic Cybernetics is similar to the M.D. in Cybernetics skill in the Rifts® RPG, page 28, but scaled down. 
  This skill gives the character a basic knowledge of the function and application of various cybernetic 
  mechanics, their structure, function and repair. This is best applied to external bionic and cybernetics such as 
  a bionic arm, leg, eye, body armor, etc. to make "field repairs." The character can also make (or help make) 
  repairs on loose, uninstalled implants. However, they are not Cyber-Docs and can notperform surgery to 
  remove or install any internal cybernetic. Nor can they attach or detach bionic systems to the body. Repairs 
  can only be made to the external machine, i.e. arm, hand, weapon, etc., not the attachment to the nerves or 
  flesh and blood body. Likewise, the character cannot perform medical procedures of any kind, he's a basic 
  cybernetic mechanic or assistant mechanic/Operator! Base skill: 25% +5% per level of 
  experience. Penalties: -5% if bionic part is attached to a living being. -10% if repairs are made under-fire or 
  other stressful conditions. -30% if of alien manufacture and design! Requires: Mechanical Engineer, 
  Literacy and Advanced Mathematics skills. 
  Field Expedient Surgery is the same as the Field Surgery skill found on page 61 of the Coalition War 
  Campaign book. Base skill: 16% + 4% per level of experience. 
  PAGE 46: plastique-type limpet mines do 1D4x100 M.D. 
  PAGE 83: the description of the CSS Chi-Town is missing the stats for the GR-155 Electromagnetic 
  Howitzer! Don't ask us how this happened, here are the stats: 
  GR-155 Electromagnetic Howitzer This is a modern electromagnetic version of the pre-Rifts 155mm 
  howitzer. Although this weapon lacks the range and sheer firepower of some larger cannon (like the C-406), 
  its ease of handling and versatility make it a valuable support weapon of the CS navy. This cannon is mostly 
  used to assist in landing operations both through shore bombardment and providing either light or cover 
  (whichever is needed) for the landing troops but will also be employed against enemy vessels. 
  Primary Purpose: Assault and Fire Support. 
  Secondary Purpose: Anti-ship and monster. 
  Shell Type: Armor piercing shells are used for anti-ship combat and inflict 3D6x10 M.D. to a 10 foot (3 m) 
  blast radius. Plasma and Fragmentation shells are used for shore bombardment and inflict (respectively) 
  1D6x50 to a 50 foot (15.2 m) blast radius, and 2D4x10 M.D. to a 70 foot (21.3 m) blast radius! Illumination 
  shells will light up an area like flares and smoke shells will create clouds of vision-obscuring smoke over a 
  300 foot (91 m) radius. 
  Mega-Damage: Varies with shell type as noted above. 
  Rate of Fire: 4 rounds per minute, maximum. 
  Effective Range: 18.7 miles (30 km) 
  Payload: 210 shells total. A standard load includes 90 armor piercing, 60 plasma, 30 fragmentation, and 15 
  each of illumination and smoke shells. 
  Strike Penalty: -3 to strike targets or target areas smaller than a truck. 
  
  Note: In addition to the shells listed above, chemical shells (fire retardant, tear gas, etc.) are sometimes 
  employed. Newer shells (such as laser-guided and rocket-assisted) are in the experimental stage but are not 
  yet available for front-line combat. 
  PAGE 113: The Pirate O.C.C.'s skill of Pilot water skis & water sleds is actually referring to two separate 
  skills--both of which appear on Coalition Navy, page 28. These are Pilot: Water Skiing & Surfing and Pilot 
  Water Scooters. 
   
  Phase World Errata 
  PAGE 49: the True Naruni R.C.C. has an I.S.P. base of 1D6 x 10 
   
  Phase World Sourcebook Errata 
  PAGE 39: the Warlock Marine Magic Specialist O.C.C. has a starting P.P.E. of their P.E. attribute number 
  plus 2D4 x 10 + 20 and gains 2D6 P.P.E. per level. 
   
  England Errata 
  PAGE 69: The Temporal Warrior O.C.C. starts with 1D4 x 10 S.D.C. plus any bonuses from physical skills. 
  Additionally, the Temporal Warrior gains one of the following bonuses to their S.D.C. from their years of 
  servitude: 
  Six years: +20 S.D.C. 
  Ten years: +40 S.D.C. 
  Fourteen years: +60 S.D.C. 
   
  Africa Errata 
  Its been a while since Palladium has made any major mistakes or omissions in one of our books. When we 
  make 'em, we make big ones. Somehow, the experience tables for the many new O.C.C.s were omitted 
  (perhaps dimensionally rifted) from the book. Likewise, we seem to have omitted the last half of the 
  character details for the Tree People O.C.C. Yikes! How this slipped by Siembieda and three editors we'll 
  never know (hence the rift theory). Maybe these guys have been working too hard. 
  Here's the missing stuff. We apologize for any confusion or inconvenience this may have caused. These 
  omissions will be corrected in the second printing later this year. 
  O.C.C. & R.C.C. Experience Levels: 
  Agogwe & Crocodillians     African Priest          African Witch 
  ----------------------     --------------          ------------- 
  1  0,000-1,825             1  0,000-2,000          1  0,000-1,950 
  2  1,826-3,450             2  2,001-4,000          2  1,951-3,900 
  3  3,451-6,900             3  4,001-8,200          3  3,901-7,800 
  4  6,901-13,800            4  8,201-16,400         4  7,801-15,600 
  5  13,801-19,200           5  16,401-24,500        5  15,601-30,200 
  6  19,201-29,200           6  24,501-34,600        6  30,201-45,400 
  7  29,201-39,200           7  34,601-49,700        7  45,401-60,600 
  
  8  39,201-49,200           8  49,701-69,800        8  60,601-85,800 
  9  49,201-70,300           9  69,801-94,900        9  85,801-110,200 
  10  70,301-99,500          10  94,901-129,000      10  110,201-150,400 
  11  99,501-130,500         11  129,001-179,100     11  150,401-210,600 
  12  130,501-180,500        12  179,101-229,200     12  210,601-265,800 
  13  180,501-230,500        13  229,201-279,300     13  265,801-325,200 
  14  230,501-280,500        14  279,301-329,400     14  325,201-375,400 
  15  280,501-320,500        15  329,401-389,500     15  375,401-450,600 
   
  Tree People,               African Medicine Man    Necromancer & Phoenixi 
  Pygmy Hunter & Tautons     --------------------    ---------------------- 
  ----------------------     1  0,000-2,110          1  0,000-2,200 
  1  0,000-1,935             2  2,111-4,220          2  2,201-4,400 
  2  1,936-3,870             3  4,221-8,440          3  4,401-8,800 
  3  3,871-7,750             4  8,441-16,880         4  8,801-17,600 
  4  7,751-15,400            5  16,881-24,880        5  17,601-27,700 
  5  15,401-20,000           6  24,881-34,880        6  27,701-37,800 
  6  20,001-30,000           7  34,881-48,440        7  37,801-53,900 
  7  30,001-40,000           8  48,441-68,440        8  53,901-75,100 
  8  40,001-60,000           9  68,441-92,480        9  75,101-100,200 
  9  60,001-80,000           10  92,481-128,480      10  100,201-140,300 
  10  80,001-110,000         11  128,481-178,480     11  140,301-200,400 
  11  110,001-140,000        12  178,481-228,880     12  200,401-250,500 
  12  140,001-180,000        13  228,881-278,880     13  250,501-300,600 
  13  180,001-230,000        14  278,881-324,480     14  300,601-350,700 
  14  230,001-280,000        15  324,481-388,880     15  350,701-425,800 
  15  280,001-350,000 
                             African Rain Maker      Mind Bleeder 
  Pygmy Shaman & Ramen       ------------------      ------------ 
  --------------------       1  0,000-2,160          1  0,000-2,130 
  1  0,000-2,050             2  2,161-4,320          2  2,131-4,260 
  2  2,051-4,100             3  4,321-8,640          3  4,261-8,580 
  3  4,101-8,250             4  8,641-17,280         4  8,581-17,160 
  4  8,251-16,500            5  17,281-25,280        5  17,161-24,910 
  5  16,501-24,600           6  25,281-35,560        6  24,911-34,190 
  6  24,601-34,700           7  35,561-50,840        7  34,191-49,290 
  7  34,701-49,800           8  50,841-72,280        8  49,291-67,390 
  8  49,801-69,900           9  72,281-97,560        9  67,391-93,490 
  9  69,901-95,000           10  97,561-132,840      10  93,491-131,590 
  10  95,001-130,100         11  132,841-190,280     11  131,591-182,690 
  11  130,101-180,200        12  190,281-240,560     12  182,691-225,790 
  12  180,201-230,300        13  240,561-297,880     13  225,791-272,890 
  13  230,301-280,400        14  297,881-360,280     14  272,891-333,190 
  14  280,401-340,500        15  360,281-420,560     15  333,191-399,690 
  15  340,501-400,600  
  Note: The Children of Amon can be any O.C.C. 
  Tree People R.C.C. 
  Optional Player Character R.C.C. Abilities & Bonuses 
  1. Psionic abilities: All tree people have the psychic power to sense supernatural evil identical to the 
  dog boys. 10% are also master psionics with psychic healing powers. 
  2. P.P.E.: Base P.P.E. is 3D6. 
  3. Nightvision: 1000 feet (305 m), but poor day vision, about 200 feet (61 m) in bright sun; that's why 
  they like the jungle and forest where it is shadowy even during the day. They also have keen hearing 
  and sense of smell. 
  4. Prehensile feet and opposable thumb: Their feet give them greater speed, mobility and stability when 
  climbing, swinging and gliding from tree branch to tree branch. This also means they can use 
  weapons and tools and carry objects with their feet. 
  5. Glide: The lightweight critters (typically 30 pounds/13.6 kg) can spread their arms out or forward to 
  fan the leathery membrane under their arms to soar through the trees, make spectacular leaps and 
  
  flips, and glide to the ground like a flying squirrel. 
  * Leap from standing still - 30 ft (9 m) lengthwise. 
  * Running leap - up to 100 ft (30.5 m) lengthwise straight across; +3 to dodge during this speedy 
  leap. 
  * Glide down from above or leap - speed is about 11, duration of the gliding free fall depends on the 
  height from which the jump was made and wind conditions. Leaps from great heights can carry the 
  little D-bee up to half a mile away. 
  6. Attributes: I.Q. 3D6, M.A. 4D6, M.E. 3D6, P.S. 3D4, P.P. 3D6, P.E. 3D6, P.B. 3D6, Spd. 4D6 
  running or climbing, but multiply by ten when they are running, swinging and gliding through the 
  treetops! Size: Three feet to three feet, four inches (0.9 to 1 m) in height and about 30 to 50 pounds 
  (13.6 to 22.6 kg) in weight. 
  7. Bonuses: +15 S.D.C., +1 additional attack per melee round. +2 on initiative, +3 to save vs all types 
  of poisons and disease. All bonuses are in addition to possible attribute and skill bonuses. 
  8. Alignment: Typically good or selfish, rarely evil. 
  9. O.C.C. Attribute Requirements: Not applicable. 
  R.C.C. Skills: 
  Speaks native tongue at 98% 
  Gobblely, Pygmy, Swahili and Euro at 85% 
  Select one other of choice (+10%) 
  Acrobatics (+10%) 
  Gymnastics (+5%) 
  Climb (+20%) 
  Prowl (+10%) 
  Running (+1 to P.E., +4D4 to spd, +1D6 to S.D.C.) 
  Track Animals (+10%) 
  Land Navigation (+15% in the jungle, reduce to 5% elsewhere) 
  Wilderness Survival (+20%) 
  Identify Plants & Fruits (+15%) 
  Cook (+10%) 
  W.P. Targeting (60% use throwing sticks and spears, 40% bows & arrows) 
  W.P. Blunt (use war clubs and throwing sticks) 
  W.P. Ancient of choice 
  Hand to Hand: Expert. Other hand to hand combat skills are not available. Females and those who are not a 
  hunter-warrior have the hand to hand: basic skill. 
  O.C.C. Related Skills: Select three "other" skills. Plus select two additional skills at level two, one at level 
  four, one at level eight, and one at level twelve. All new skills start at level one proficiency. 
  Secondary Skills: At levels three and eight the character also gets to select three secondary skills from those 
  listed, excluding those marked "None." These are additional areas of knowledge that do not get the 
  advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. 
  Communications: Radio: basic only 
  Domestic: Any (+10%) 
  Electrical: None 
  Espionage: None 
  Mechanical: None 
  Medical: First Aid or Holistic only (+5%) 
  Military: None 
  Physical: Any except acrobatics, boxing and S.C.U.B.A. 
  Pilot: Horsemanship, water vessels, and hover vehicles only. 
  Pilot Related: None 
  Rogue: Any (+5%), except computer and streetwise. 
  
  Science: Basic math. 
  Technical: Lore and language only (+10%). 
  W.P.: Any 
  Wilderness: Any (+10%) 
  Standard Equipment: Rope belt, 10 feet (3 m) of rope and a small sack. 40% have such modern amenities as 
  a canteen, utility belt, sunglasses, tinted goggles, air filter, infrared distancing binoculars, mirror, small 
  knives and tools. Most items, particularly clothes, shoes and electronic equipment, are regarded as useless 
  junk. 
  Weapons: War club (2D6 S.D.C.) or 1D4 wood throwing sticks (1D6 S.D.C.) and/or a spear. 10% have a 
  vibro-knife, neuro-mace, laser scalpel, handgun or tool of some kind. 15% have magic pygmy charms, 
  talismans, millennium tree items or other magic weapon or item. They rarely wear body armor of any kind, 
  even Millennium Tree leaves. 
  Vehicle: None. Travels on foot, swings through trees or glides. 
  Money: None. Personal possessions mean little in this society. All work together and share to survive. 
  Cybernetics: None. Never heard of the stuff and don't want any. 
  Note: Tree people hate supernatural monsters, witches and evil magic and try to chase such beings out of 
  their jungle or destroy them. 
   
  South America 1 Errata 
  PAGE 81: The Kittani Raptor Power Armor/Robot's leap kick inflicts 6D6 M.D., not 6D6x10 M.D. 
  PAGE 146: The Totem Warrior O.C.C. starts with 8 O.C.C. Related skills, and gains two more at levels 3, 6, 
  9, and 12. 
   
  Underseas Errata 
  PAGE 103: the mini-torpedo tubes for the T-23 "Bottom Feeder" mini-sub usually have a payload of 4-6 
  torpedoes per tube. They may be assigned more or less depending upon the nature of their current mission. 
   
  Japan Errata 
  Several of the O.C.C.'s (True Samurai, Fighting Monk, etc.) are listed as having a Chi M.D. Death Blow. 
  This special attack uses up 2D6 P.P.E. each time it is used (roll 2D6 and subtract from the character's P.P.E. 
  reserve). 
   
  South America 2 Errata 
  PAGE 35: The Nazcan Line Magic drawling Fire Lines has a duration equal to one minute (four melees) per 
  level of the caster. 
  
  PAGE 134: The following skill categories should have been included in the O.C.C. Related Skills for the 
  Blood Rider O.C.C.: 
  Physical: Any (+5% if applicable). 
  Pilot: Any (+5%) 
  Pilot Related: Any (+5%) 
   
  Psyscape Errata 
  PAGE 78: The Psi-Warrior R.C.C. receives the psionic power Intuitive Combat at third level (Combat 
  Initiative was a typo). 
  PAGE 138: The Zenith Moon Warper's M.A. attribute is 1D6+2 (the "1D6+2-" was a typo). 
   
  Warlords of Russia Errata 
  PAGE 178: Long G-Clips cost 4,500 credits, and short G-clip cost 2,500 credits. 
   
  Do Amplified Hearing and Vehicles Mix? 
  The inherently noisy nature of power armour, robot vehicles, and virtually all vehicles prevent their pilots 
  and crew from benefiting from the initiative bonuses derived from amplified hearing cybernetics. 
   
  Apok M.D.C. and Healing 
  The Apok O.C.C. normally regenerates at the rate of 2D6 M.D. per 24 hours, or if wearing the Demon 
  Mask, the Apok heals 5D6 M.D. every six hours. The 200 M.D.C. bonus gained from wearing the Mask 
  regenerates separately from the Apok, and it heals 5D6 M.D. per every six hours regardless of if it is being 
  worn or not. 
  Example 1: Droshalla the Apok has 125 M.D.C. and takes 150 M.D. during a battle where she was wearing 
  her Demon Mask. After the battle is over, she removes her Mask. Since all of the battle damage was 
  absorbed by the M.D.C. bonus of the Demon Mask, she still has 125 M.D.C. The Mask's 200 M.D.C. bonus 
  has been reduced to 50 M.D.C. which regenerates at the rate of 5D6 M.D.C. every 24 hours. 
  Example 2: G'Lan the Apok has 120 M.D.C and takes 280 M.D. in battle while wearing his Demon Mask. 
  After defeating his enemies, G'Lan removes his Mask. At this point the Mask's 200 M.D.C. bonus has been 
  reduced to 0 M.D.C. which regenerates at 5D6 M.D. every six hours. G'Lan himself has a mere 40 M.D.C. 
  and will heal at the rate of 2D6 per 24 hours if he does not wear his Mask, or 5D6 M.D. per six hours when 
  wearing the Demon Mask. 
   
  What are Auto-G's? 
  The Auto-G's are Archie-style robots once slaves of mankind, now on the loose and siding with supernatural 
  beings and magic users (hense why the Coalition States consider them to be an enemy). The name Auto-G is 
  
  short for "Automatically Generated Lifeform" and they are first mentioned on page 51 of the Main RIFTS 
  Book. 
   
  Borg Attributes 
  People often ask what the P.E. and P.B. attributes are for Borgs. Unless otherwise noted, all Borgs are 
  assumed to have a standard attribute roll for P.B. (3D6 for humans). 
  The P.E. for partial conversion borgs is the character's normal P.E. attribute plus a 2D6 bonus (having all the 
  limbs replaced with bionic ones causes less strain on the cardiovascular system) with a maximum of 24. 
  Although P.E. is not normally applicable for full conversion borgs, for the purpose of the length of time a 
  character may survive in a coma, it should be regarded as a P.E. of 24. 
   
  Indestructible Carpet of Adhesion 
  The carpet of adhesion created by the spell of the same name is made up of a magical energy that bonds to 
  anything that touches it. As the carpet is made up of mystical energy, it is effectively indestructible for the 
  length of its duration, and cannot be cut or burned, however it can be buried or covered up. 
   
  What is Chi? 
  The Chi attribute listed on the character record sheets in the back of Rifts Sourcebook 1 is a reference to the 
  Chi attribute introduced in Ninjas & Superspies. Chi is the energy of life that flows through the earth and 
  every living thing. It was included on the Sourcebook character sheet because that character sheet was 
  originally designed to encompass that system as well. On the later character sheets (such as those in Rifts: 
  Mechanoids and Rifts: England), Chi was dropped. If you are integrating Chi into a RIFTS campaign, it is 
  equal to a character's P.E. plus any modifiers for specific martial arts. 
   
  How do Dodge and Automatic Dodge Work? 
  A character dodges by moving out of the way of the attack. Dodging always takes up one attack/action per 
  melee round. To successfully Dodge, the defender must roll higher than the attacker's strike roll on a twenty-
  sided die. If all the character's attacks per melee round have been used up, then the character can not Dodge 
  or Strike for the rest of the melee. 
  Multiple Dodge is the ability to Dodge all incoming attacks, no matter where they are coming from. 
  Automatic Dodge, also known as auto dodge, is like the Automatic Parry in that it allows the character to 
  Dodge without using up a melee round action. 
   
  Do Dodge and Automatic Dodge Use the Same Bonuses? 
  Generally speaking, all combat bonuses are cumulative, however, a notable exception is Dodge and 
  Automatic Dodge. While these two combat techniques have similar results (getting out of the way of your 
  
  opponent's attack), they are very different tactics that receive separate bonuses. The normal Dodge technique 
  receives bonuses from high P.P. attribute scores, physical skills, and level advancements in hand-to-hand 
  combat skills. On the other hand, Automatic Dodge gains bonuses from high P.P. attributes and only those 
  physical skills or hand-to-hand combat skills that specifically give a bonus to Automatic Dodge. 
  Normally a character's Dodge bonuses will be quite a bit higher than their Automatic Dodge bonuses and the 
  player will have to decide to either Auto Dodge (and save their attack) or Dodge (loose their attack, but have 
  a higher bonus and a better chance at dodging). 
   
  Dodging Ranged Weapons 
  The following penalties should be used when attempting to dodge the various types of ranged weapons: 
  Ancient ranged weapons (arrows, sling shots, etc.): -3 
  Modern ranged weapons (bullets, etc.): -6 
  Energy weapons at short range (100 - 500 feet): -10 with NO bonuses 
  Energy weapons at long range (500+ feet): -8 with NO bonuses 
  Note that if all the character does is dodge for that melee, the character receives a +2 bonus to dodge 
   
  Dragon Level Advancements 
  Dragons do not gain additional I.S.P., P.P.E., or M.D.C. as they go up levels. These values only increase 
  when the dragon reaches maturity. 
   
  Dual O.C.C.s 
  Characters that wish to learn a new O.C.C. must first advance at least one level in their current 
  O.C.C./R.C.C. At second level (or wherever desired), they may opt for training in the new O.C.C. as soon as 
  they reach that new level (it cannot be done after they have advanced in their new experience level). 
  When the character begins their new training, they are zero-level in the new O.C.C. The character must earn 
  experience points equal to the new O.C.C.'s second level (if Men of arms or adventurers) or third level (if 
  magical or psychic). When that amount of experience points is acquired, the character has passed their 
  apprenticeship and is now at first level in his new O.C.C. 
  Once characters change over to their new O.C.C., they retain their old skills (but frozen at the levels they 
  achieved before the change) but all new P.P.E., S.D.C., and other increases will be based upon their new 
  O.C.C. ALL new experience points are awarded to the new O.C.C. Characters who change to a new O.C.C. 
  will get all of the O.C.C. skills and special abilities, but only half the number of O.C.C. related and 
  secondary skills. When powers/skills are duplicated, they get whichever is the better of the two, they 
  do not add them together. For special powers and abilities that specific O.C.C.s may possess, adjust where 
  necessary. 
  At the GM's discretion, characters may continue to change O.C.C.s repeatedly as long as they pay the 
  experience points for their apprenticeships. 
   
  
  E-Clip Recharge Times 
  The length of time required to recharge eclips is as follows: 
  Type of Clip 
  Time to Recharge 
  Standard E-Clip 
  1 hour 
  Long E-Clip 
  90 minutes 
  E-Canister 
  90 minutes 
  FSE-Clip 
  3 hours 
  E-Pack or Power Pack 7 hours 
  G-Clip 
  1 hour 
  Long G-Clip 
  2 hours 
   
  Size of E-Clips 
  Generally, there are only a few standard sizes of E-clips: the North American standard and the NGR are two 
  of the most common 
   
  How Loud Are Energy Weapons? 
  Lasers emit a coherent beam of light, so they are virtually silent. Ion blasters fire charged ions, so they are 
  noisy. Fairly quiet weapons include plasma weapons (eject superheated plasma), and particle beam weapons 
  (fire off super-accelerated particles). 
   
  Shoot through Energy Fields? 
  Psychic and mystic energy fields (such as Energy Field, Telekinetic Force Field, etc.) block anything 
  attempting to travel through them. This means that a character cannot fire through their magic or psionic 
  defensive field without damaging the field. 
   
  Faerie Folk XP 
  As a rule, Faerie Folk have a set of unchanging skills and abilities. Each faerie type has their own R.C.C. 
  skills but these don't increase with experience. At the GM's discretion, a Faerie Folk player character may be 
  permitted to improve, but this should be a very slow progression (such as the Dragon's experience table). 
   
  Healing M.D.C. with Spells/Psionics 
  Unless otherwise stated, when healing psionic powers (Healing Touch, etc.) or magic spells (Heal Wounds, 
  etc.) are used on M.D.C. beings, the being heals only the M.D.C. equivalent of the H.P. component of the 
  power or spell. For example, if a Sphinx Mystic were to use the psionic Bio-Regeneration (normally healing 
  2D6 H.P. or 3D6 S.D.C.), she would heal 2D6 M.D.C. Alternatively, if a Rahu-Man were to have the magic 
  
  invocation Heal Wounds (normally restoring 1D6 H.P. and 3D6 S.D.C.) cast on him, he would heal 1D6 
  M.D.C. 
   
  Invisibility 
  Here are some lesser known facts about Invisibility: 
  Invisibility Simple: 
   
  unless otherwise noted, magic/supernatural creatures that have the ability to turn invisibile at will, 
  use Invisibility Simple (which requires an action to turn themselves invisible) 
   
  characters suffer the following penalties when attempting to defend themselves from an invisible 
  attacker: -8 to parry and dodge 
   
  characters are at -8 to strike an invisible opponent 
   
  invisible characters cannot be detected with infrared or regular video, but can be found via psychic or 
  magic senses (such as a Psi-hound's P.P.E. scent) 
   
   
  Leaping Distance 
  Normal, untrained (human) characters can leap 4ft high and 5ft long. Characters with either the acrobatics or 
  gymnastics skills increase their distance by 2ft per level of experience (Note: This is 2ft for either skill; 
  having both skills will not increase the distance beyond the 2'). 
  Modifying a character's leaping distance for physical attributes (i.e. speed, strength, and/or prowess) is an 
  option for the individual GM. If so applied, characters with Superhuman/Supernatural Strength would leap 
  twice the normal distance (i.e. 8ft high and 10ft long, plus 4ft per level of experience). 
   
   
  Ley Lines Physical Component 
  Ley Lines do not have a physical component and are completely ethereal and energy-like in nature. 
   
  M.D.C. Healing 
  Unless otherwise stated, supernaturals and creatures of magic that that are M.D.C. beings but do not have 
  bio-regeneration (Sphinx, Vanguard Brawler, etc.) heal 2D6 M.D.C. every 24 hours. 
   
  Nightbane S.D.C. 
  Any additional S.D.C. or H.P. that a Nightbane has in morphus form are lost when they change back to their 
  facade. 
   
  
  Ley Line P.P.E. Absorbtion 
  While in close proximity to Ley Lines and Nexuses, mages (and other magical creatures) can absorb up to 
  three times their normal limit in P.P.E. This borrowed P.P.E. can only be held for a short period (the mage's 
  P.E. attribute in hours) before dissipating. 
   
  Magic Scrolls 
  Reading/using a magic scroll requires the character to be literate in the language that the scroll is written in. 
  The chance of success for the scroll is equal to the character's literacy skill percentage. Reading a scroll 
  requires at least two melee rounds, and the higher level spell scrolls may require up to four melees. 
   
  Phase Weapons vs. Borgs 
  Phase weaponry completely bypasses a Borgs normal (M.D.C.) armor and does damage directly to the 
  Borg's living parts (which are S.D.C./H.P.) 
   
  Rate of Fire: Standard 
  Any weapons listed as having a Rate of Fire of Standard can only fire single shots; bursts or sprays are not 
  possible. 
  Rate of Fire: Aimed, Burst, Wild- this means that the weapon can fire single shots or bursts 
  Rate of Fire: Standard- unless otherwise noted, these weapons may only fire single shots, however, 
  generally figure that energy weapons can fire bursts unless it specifically says that particular weapon cannot. 
  Pulse rifles (like the Wilks 457) can not fire bursts on the single shot setting (their burst is the multi-pulse). 
  Particle Beams and Plasma Ejectors (such as the NG-12) are not usually burst weapons. 
  Rate of Fire: Equal to Number of Hand-to-Hand Attacks- means that the character can fire an aimed 
  shot or burst for each action that he would normally get. Thus, a character with 3 attacks per round may take 
  3 aimed shots or bursts. 
   
  Who Can Resist Soul Drinkers 
  As Soul Drinkers are Greater Rune weapons, there are very few beings that can resist their power. Among 
  such entities are: 
   
  The Old Ones- all are immune to soul drinking. 
   
  Alien Intelligences (the Lord of the Deep, Apsu of the Abyss, etc.), gods that can are considered the 
  supreme being of their pantheon, and the Splugorth- easily resist souldrinking because of their power 
  level, but can be affected by continuous attacks. 
   
  Supernatural Intelligences (Modeus, Mictla, Mephisto, etc.), major gods, and Death (of the Four 
  Horsemen)- can resist soul drinking with some effort but can be affected by repeated attacks. 
  
   
  Vampire Intelligences, Apocalypse Demons (excluding Death), minor gods, and ancient dragons- 
  subject to soul drinking but will have a number of pluses to save (the bonus will vary the power level 
  of the entity). 
  Creatures with power levels below those already mentioned have no special resistance vs. soul drinking. 
   
  Supernatural Endurance 
  Unless otherwise noted, any creature with either supernatural endurance or a supernatural P.E. attribute is 
  able to keep running almost indefinitely without tiring, resist magical disease, and heal faster than normal 
  (2D6 M.D.C. per 24 hours). 
   
  Is Supernatural HTH a Magic Attack? 
  Hand to hand combat damage done by creatures of magic and supernatural beings count as magical attacks 
  against beings that take extra damage (double damage, etc.) from magic. 
   
  Vampires and Thermonuclear Weapons 
  Sunlight harms vampires due to a supernatural effect, not the scientific effect of a thermonuclear reaction. 
  Thus, sunlight will destroy a vampire where as a non-supernatural thermonuclear reaction (such as nuclear 
  missiles, atomic bombs, etc.) will not. 
   
  
SOURCE: textdata/thevault/RIFTS/RIFTS (palladium)/Rifts - FAQ & Errata.pdf