New Roles in Rift Walker 0.5 - Guardian and Generalist

Why?

I have been working through creating 2 new core Roles in Rift Walker. More on their specific use below. But they are basically classes that are centre around play style. To do this, I wanted to make a type of protector role and a sort of non-specific role. They would fill the sort of missing archetypes in typical ttrpgs.

I noticed that I wanted something for people who didn’t know what their archetype or intended play style is. Someone who would become the Generalist, or a type of character that trades action for more versatility, by using the already created “Focus” action. This is great for those that don’t really know what to do in the game, and want to just make sure the one thing they do is super effective, as it gives a +3 mod total to a check after focussing (as it is already +1). Their reaction ability using any action is something I will keep an eye on, but I think if they are giving up the + modifier to anything, and they already usually “give up” and action if they want that modifier, why not give then the versatility to get any action as a reaction.

I realised that I needed to create something new for the protector, as just adding a bonus to defence would step on the toes of the warrior, as would generally be not very “proactive”. This type of “Interpose” action has been done before in play, but now I am just codifying it, which not only benefits the new Guardian role, but also reminds players they can do it. I outline all of the details below. Gaining the benefit to the interpose itself would almost certainly guarantee it happens, and means they can always know how they want to protect someone. Their later ability to spend extra successes on it to boost armour and defence will be quite interesting to see in play.

I kind of like the symmetry of all things being a d6, like the core dice used in the game. I am super excited to test these out. You will be sure to see these in RW 0.5 when it is ready for play test.

Definitions

INTERPOSE

An RW may choose to use an action to make a check from a pool. If successful, they may become the target of the next attack or source of damage from a chosen RW ally that round, for that pool. This includes all checks that cause damage such as foe attacks, environmental damage or Montage checks. The normal defence check still applies after. This may mean that a RW may be a double target for a round of attacks or the like. In that case, each instance is treated as a separate defence check.

ROLE

A measure to represent the player’s preferred style of interacting in game – Skilled, Warrior, Support, Controller, Guardian and Generalist. Like a class in other TTRPGs but with freeform flavour.

Role Bonus

Each Role allows one type of action to be done with +2 dice. It also allows that action to be done in accompaniment with a move action, for the cost of 1 action. This is a Role Bonus. RWs gain up to 2 Role Bonus (additional) abilities as they progress. After the acquisition of any 2 XP Perks, they gain

their first and after 4 they gain their second. These are unlocked in the order listed.

Role Abilities

A RW may start with 1 Role Ability. This is a unique passive ability in which each RW can “break” the core rules of the game. They may gain additional of these as they level up.

ROLE CHOICES

Pick a Role, apply both starter Role Bonuses and pick 1 Role Ability.

Warrior

Role Bonus Starter

• + 2 to attack checks with 1 Pool type

• Single Action: Move and Attack (same Pool chosen)

Role Bonus Additional

• Wary – Your Role action (attack type) - can now be used in reaction to another’s action – using one of your next actions early. A full round with only one action must be done prior to using it again.

• Heroic Deeds – Any extra successes above the first that is rolled on Role Bonus attacks can be used as +1 damage, or as 1 effect powers, called Deeds.

Role Abilities

• Primed –D6 times each adventure you may switch the damage and check type of an attack. This includes all associated stats, replacing the type of checks for that turn. An example includes Might checks for Morale (Social) damage.

• Reckless – Once per adventure you gain an additional attack action. You may choose to gain an extra action used only to attack an additional d6 times (once per turn). At the end of that period, you apply that result as a negative modifier on all of the attacking Pools, until use of the Recover action.

• Momentum – Once per adventure, you gain a +d6 modifier to an attack. Also, each successful attack with the Pool your Role Ability applies, can be instead spent as modified bonuses to future attack rolls. This stacks with your Heroic Deeds Role Ability when used.

• Brutal – Once per adventure, you gain +d6 damage to all attacks done that turn. You may choose to do this again, but taking that extra damage as damage to your pools. This damage may be spread out amongst pools, but is unavoidable.

• No Fear – You gain 1 additional Critical Wounds slot – if you have a Critical Wound, you may use the Heal Downtime action to apply both of its effects to yourself, you may also choose to gain a Critical Wound to perform a successful attack with any pool

• Well Rested Pack Mule – You gain d6 temporary empty pools slots to the pool associated with your Role Bonus, at the start of each session, which may be burned to spend dice from the Recover action in Detailed or combat scenes to Recover health.

Skilled

Role Bonus Starter

• + 2 to skill checks (not attacks or defence, but includes interpose and all scene checks) with 1 Pool type

• Single Action: Move and Skill (any non-attack pool action) Check (same Pool chosen)

Role Bonus Additional

• Alert – Your Role action (skill check) - can now be used in reaction to another’s action – using one of your next actions early. A full round with only one action must be done prior to using it again.

• Ready and Able – Any extra successes above the first that is rolled on Role Bonus skills may be used as normal or stored for later. When stored, you spend to simply succeed on a check instead. These are spent on a 1:1 basis.

Role Abilities

• Risk Adverse – You gain an instant success per adventure. Additionally, Pool slots can be used for storing Pool Check successes - when using the Gain Skill Downtime action - these can be used once each per session in place of making a check.

• Diverse History – You gain 3 extra background bonuses to apply to any Pool Slots. You may forgo the use of any of these for the rest of an adventure to succeed at any check relevant to the slot.

• Trained –Your +2 Role Bonus applies to a 2nd Pool type. Burn this for an adventure to add d6 extra successes to a single successful check.

• Friend – Make a check with your Role Bonus pool, if successful, you may transfer some of your pool dice from that pool, to the same as an Ally. You may do this from any pool to chosen pool, to yourself as a free action, without a check. Also, you may optionally give to your Role bonus +2 to your Fate Bonded ally for a turn.

• Fast Learner – d6 times per adventure, you may make any check outside your normal character or scene scope, alternatively you forgo a use of this for an extra action

• Savant – Choose a Pool slot item. You always succeed at Skill checks using this item. Additionally, its additional modifier (added with the Gain action), may be distributed out to any checks in an adventure

Support

Role Bonus Starter

• + 2 to assist checks with other RWs

• Single Action: Move and Assist

Role Bonus Additional

• Heart and Soul – Your Role action (assist) - can now be used in reaction to another’s action – using one of your next actions early. A full round with only one action must be done prior to using it again.

• Connected by Fortune – When you Assist someone and they succeed, you may store any success above the first as +1 modifiers to be spent on your or others future rolls for a 1:1 spend basis (free action for you, with your Role Action for others)

Role Abilities

• Connected – You gain an additional d6 actions per adventure that can be used on the assist action, you may spend a fate point to gain more

• Group Oriented – When making a group or Montage check, 1 of your successes count as 2 successes for the group, you may apply this to an ally for a scene

• Tactical – once per adventure you may “refresh yours or an ally’s actions on a turn. Additionally, you may give 1 of your actions to an ally, this stacks with your Heart and Soul Role Ability.

• Fated – You gain +2 additional fate points - all your fate can be used as bonded fate with all allies.

• Healer – When someone takes damage or a Critical Wound, you may use 1 action to heal them up to d6 dice of that Pool or end a Critical Wound on them – without a check – this stacks with your Heart and Soul Role Ability.

• Prepared – each adventure you may gain d6 pool slot items across any pools slots, from that world you are in for use in that adventure – these do not count towards your Pool Slots. You may choose to “invoke these” and announce you have this item when you need it, being anything you could reasonably have.

Controller

Role Bonus Starter

• + 2 success on powers

• Single Action: Move and Power

Role Bonus Additional

• Quickened – Your Role action (powers) - can now be used in reaction to another’s action – using one of your next actions early. A full round with only one action must be done prior to using it again.

• Master Versatility – If your power roll (+ bonus) is at least 4, you may split up Powers rolls amongst multiple frameworks and powers, but with 1 dice, instead of spending multiple.

Role Abilities

• Drained – You may take Pool damage to use in place power dice - when you do, roll twice that many dice and take the highest eg, sustaining 1 WP damage allows for 2 d6 to be rolled, taking the highest.You may also take damage to power dice in place of pools, rolling a d6 to reduce damage by that amount

• Power stores – You may gain a temporary power dice each adventure, also pick a type of Pool slots for storing power uses, when using the gain Downtime action, these can be used once each per session in place of a Power dice

• Learned – You gain 3 Pool Slots across any pool that are filled with items. You may forgo its use in an adventure to gain the use of a power dice

• Empowered – You may regain all your Power dice for free once per adventure, then additionally at the cost of a fate point

• Destiny Control – You may expend a power dice to gain an additional action or fate point, or vice versa

• Channeler – You may choose to announce that you are “channeling” a power when used to gain an extra cumulative (free) D6 to the roll for each action you spend on the Power

Guardian

Role Bonus Starter

• + 2 to all interpose checks

• Single Action: Move and interpose

Role Bonus Additional

• Bodyguard – Your Role action (interpose) - can now be used in reaction to another’s action – using one of your next actions early. A full round with only one action must be done prior to using it again.

• Ultra Protector – Any extra successes above the first that is rolled on Role Bonus Interpose actions can be used as a + modifier to defence or armour checks triggered from that action (your choice per instance).

Role Abilities

• Aware – D6 times each adventure you may switch the armour and check type of an attack. This includes all associated stats, replacing the type of checks for that turn. An example includes Might checks for Morale (Social) armour.

• 2 Places at once – You may gain a body double. As a free action, choose a place you can see. Once per adventure, it gains 1d6 “HP” for all pools. It acts and moves as you do, but does not interact with things. It can replace you as the target of attacks or damage. You may choose to spend your armour points to “heal” it. These reset at the beginning of each adventure. It may stay with you or reappear later in the adventure, as long as it has “HP”.

• Rewire – D6 times each adventure you may choose to type of attack, or course of damage to another pool, for all targets of that interaction. They must be the same.

• Absorber – You may take the place of any target’s damage, as your own. If you do this, you do not use armour for that source of damage. You may choose to spend armour from other pools to recover pool slot damage.

• Refreshed – You may spend an action to use the Recover action in Detailed or combat scenes to Recover health. Each downtime, you are always considered to gain the benefit of the Heal downtime action to refill a type of recovery.

• Armourer – You may gain a temporary d6 armour to use (spent when damage taken) each adventure. Also, pick a type of Pool slots for storing extra armour uses, when using the Gain Downtime action, these can be used once each per session as additional armour.

Generalist

Role Bonus Starter

• + 2 to all focus actions

• Single Action: Move and focus

Role Bonus Additional

• Jack of All Trades – Any action - can now be used in reaction to another’s action – using one of your next actions early. A full round with only one action must be done prior to using it again.

• The Chosen One – Any extra successes above the first that is rolled on actions affected by your Role Bonus, can be used as conditions to apply to yourself. These are spent on a 1:1 basis.

Role Abilities

• Geared Up – You gain d6 temporary pools slots across your pools at the start of each session, which may be burned to gain a +d6 modifier to any check.

• Heroic Surge – You may choose to regain all spent actions on a turn, once per adventure. You may choose to do this again, by taking d6 damage per action, across your pools.

• Repair and Mend – Once per adventure, you may heal 1d6 points of a condition as an action. You may choose to forgo your use of your Role Bonus, for a turn, to heal 3 pool dice across any pools. This can be done in any scene type.

• Destined – You gain 1 extra Fate point. Also, pick a type of Pool slots for storing extra Peril Point Modifier uses, when using the Gain Downtime action, these can be used once each per session as additional modifiers to peril point uses.

• Feeling Lucky – You are always considered to have use of the Chance Downtime action, when doing another downtime action. You may forgo this in an adventure, to instead succeed on a check, in a way deemed fated by chance.

• Resistant – Whenever a Peril Point is used by the RM, you may choose to make a relevant check from a pool as if you had focused on it. If you succeed, you lower its effect by 1 point for each success to yourself. If you completely nullify the effect of the Peril Point, you gain a fate point that is kept until used.

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