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