Rift Walker Play Test v0.5

I am super excited to announce the next edition of the play test of Rift Walker! Over the last few months I have been working with the feedback from my players to get the best version so far. You will mainly see that there is a much more defined Rift Master section (honestly maybe too long haha). See below the core updates and what I want to do with 0.6!

Download the play test here! Rules 0.5 and shoot me your feedback here!

Rules Changes - 0.4 to 0.5

Core Roles & Backgrounds

  • Added Guardian role with new interpose action.

  • Added generalist role with bonus to focus.

  • Cleaned up role abilities to give both a benefit and an interesting choice.

  • Defined background items as separate from pool slots and always available.

  • Introduced Archetype Background Kits for themed starting gear/skills. More to come

  • Clarified XP system — goals and legends integrated into Rift Walker creation and session end.

  • Legends clarified: quests with clear consequences/rewards.

  • Goal tracking and value improvements. Story downtime gives net bonuses and works towards completing goals

  • Updated sheets – perm background slots, cleaned up pools

  • Powers were implemented as cleaner versions

Rules & Mechanics Updates

  • Codified Legend Difficulty for treasure access, montages, and extended encounters.

  • Downtime can grant +1 modifier to a pool slot. – Gain

  • Monsters can spend dice; bosses gain “big attack” wind-up mechanic and spend dice for more range.

  • Critical wounds revised — Pool slot injury, one turn immediate effect, Effect until healed -1, failure while it is a 0, crit wound on further damage while 0 – making them not mandatory to heal straight away

  • Clarified skill/warrior distinctions.

  • Damage choice: unavoidable hits can target Endurance or Will, player’s choice.

  • Movement now zone-by-zone per action, can split movement.

  • Clarified health/morale descriptions. More to do here.

  • Conditions only apply while active. And better names/less of them.

  • All attack types can be melee or ranged – extra dice spending for powers still applies

  • Codified that powers affect monster actions, not targets or turns

 

Optional & Narrative Systems

  • Optional rules for enhanced weapons/tools, travel rifts, background reward kits, “burn the candle” dice economy, and traditional initiative.

  • Removed complex Threat mechanic.

  • Expanded consequences tables and success/failure result options.

  • Added optional “Push Your Luck” (devil’s bargain, succeed with consequence).

  • Added “Half Role” option for mixed abilities – optional rule

  • “If you have time + 2 relevant slots” rule allows auto-success without a roll.

RM World & Campaign Building

  • Expanded world building rules (sights/sounds/smells, currency differences).

  • Added rules for rift travel styles with trade-offs.

  • GM section overhauled — includes session structure, random tables, campaign/world/adventure building methods, foe goal tracker, d6 timers, and downtime conflict rules.

  • Added monuments list and legend creation rules.

  • Added more clear Peril Points (formerly Doom Points) with narrative uses.

  • Many prep sheets made for RM

  • Revised monster attack tables for Elite/Boss vs. Minion/Standard foes.

  • Minion attack rules clarified for group actions

 

For Version 0.6

  • Recovery – is it needed?

  • Character genre tables:

  • Powers in character tables: form, flaw and 3 ideas

  • Player tables arrange the types so in a line work out for look etc

  • damage swingyness from foes

  • morale vs hp description – is it enough?

  • Examples in the rules for character creation and adventure prep, building monsters

  • More thorough monster tables

  • Finish off genre tables

  • Second sheet for optional rules and more character information

  • Condition names could be clearer

  • Lifepath system – not just for pool slots, but pool sizes, powers and your character’s personality/flaw to help guide your totally freeform narrative – something you get for invoking the flaw or personality of your character

  • Using pool slot items as instant successes but burning – noting modifier

  • Formatting – page count out of whack with 29 for plays and 50 for GM. Want:

    • Player Guide

    • Core Rules

    • GM section

    • Encounter/Monster Section

  • Clarify 4 phases of play more:

    • Montage – set successes creating consequence vs rewards

    • Narrative – timer and a series of challenges to overcome with optional rewards through exploration

    • Extended – Effort tracked through successes with HP/Morale

    • Downtime – make progress toward something

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Rift Walker One Shot: Find Q69

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Rift Walker Luminvale Campaign - Overview and Thoughts (Final Session 27)