Riftsaga RPG- Core Document, Part 1 ('Final' Revision)

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    Riftsaga RPGA pulp fiction fantasy game set in the Jazz Age of another world

    Core Rule Document, part 1

    Table of Contents:

    I. DisclaimerII. Foreword

    III. How to Play

    IV. Character Generation Basics

    V. Races

    VI. Vitals and Vitality

    VII. Callings

    I. Disclaimer

    Though this is a game made of my own creation, I myself confess much has been takenfrom other game systems. The most prominent thing that worries me is the fact that this

    games main style and mechanics are borrowed and modified from White WolfsWerewolf: The Apocalypse game. Therefore, I feel the need to state that I do not ownWerewolf or any other tabletop games from which I take my information and game

    mechanics from in any way, shape or form, and under the reasoning that this will be a

    free indie game, I will not be making any profit on it whatsoever and therefore I hope I

    will not be sued by White Wolf because I am not making money off of their mechanics.

    Furthermore, because I am just a 19-year-old who has no knowledge of how to write a

    text version of a gaming book, I apologize in advance if anything in here doesnt makesense or is not explained to its fullest potential. In my defense, I intend to have my much

    more intelligent friends (AKA the members one of my tabletop gaming groups Im in)

    look this over and proofread it, so hopefully I wont royally screw this one up too bad.

    II. Foreword

    I have, ever since the age of the Pokemon video games, been a fan of roleplaying games.

    Pokemon and Super Mario RPG: Legend of the Seven Stars would introduce me to theworld of RPGs, even if they were console games. I had always made my own tabletop

    RPGs without ever realizing that they were what I call them today since my Middle

    School days. RPGs are a big part of my life, needless to say.

    So, youre probably wondering: why a game based on the Jazz Age? To be honest, I must

    confess: every other time period seems to be taken already. Late Medieval/EarlyRenaissance? Theres D&D for that. Old West? Deadlands. Modern day? D20 Modern.

    The future? A supplement to d20 Modern.

    I wanted to make a game that was different. Something set in a time that few people had

    thought to venture in. For whatever reason, I am a fan of post-World War One to World

    War II times. Why? Well, I can blame pop culture for that. Ever read The Great Gatsby,

    or been forced to read it because of school? Ever watch the original All Dogs Go to

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    Heaven? Ever play Castlevania: Portrait of Ruin? All three examples, as different as each

    one is, have one thing in common: their stories exist in post-WW1 to WW2 times.

    The Jazz Age, the Golden Twenties, the Roaring Twenties. Whatever you may call 1920

    to 1929, the time was quite a unique one indeed. It was after World War One, which was

    a truly harsh time for the entire world. The 1920s themselves were a time when theeconomy would rise up due to such a harsh war. Yes, the commies and the fascists began

    to manifest in this time, and yes, the Wall Street crash leading to the Great Depression

    happened in 1929. I know this. I have access to Wikipedia, which I need since I haventbeen in school for two whole years at the time of my writing this. But come on. Lets

    think of the good things that came of the Jazz Age.

    The first televisions were made in 1925. Color TVs were then created in 1928. WarnerBrothers made its first motion picture with a soundtrack in 1926. Also in 1925 was the

    invention of the freezing process for foods, and, but of course, the jazz genre of music

    was born in the 1920s. In 1920, the first commercial radio station in the US was created,

    and King Tuts tomb was discovered in 1922. On top of this there were more things thanmentioned here, but I think you get the point: the problems arising during and after the

    Roaring Twenties be damned, this age had some good things that came of it.

    So dont knock this game before you try it. Who knows? You might have some fun. You

    might not, but hey. You might indeed have fun playing this game. Joseph Maxwell

    III. How to Play

    Riftsaga is a tabletop roleplaying game set in a fantasy world where, in-game, thetimeline is within its own era that is comparable to real-world years between the end of

    World War I and the end of World War II. The goal of the players is to take on the

    personas of people within this world and to adventure within the daily lives of thesepeople. Maybe one session will be strictly combat-oriented. Maybe another will be more

    storyline-based. A happy medium for both is what I, the writer, like to achieve. The one

    presenting the story, the additional characters within the story, and the challenges withinis known as the Game Master, or GM. The fate of the intrepid stars of this story rests in

    the hands of the players, the GM, and even in luck itself, as represented in the rolling of a

    six-sided die, or d6 as it is often called in RPGs that utilize more than one type of die.

    In order to play this game, the GM and players will need various resources, but of course.

    In addition to the information doled out by this Word document, a GM can make use of a

    companion document that explains information that is best left to GMs only. Butarguably the most important thing needed to play is the d6 die. The roll of this die will

    make or break any situation that calls upon it, and trust me, many situations will arise

    when one needs to use a d6.

    In addition to the information of this and its companion document, alongside a d6 or a

    dice rolling simulator of some sort, players will need a specialized record sheet known as

    a character sheet. This character sheet will house the information of ones character,

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    displaying their traits in an organized method. Im not gonna lie, my two parts to the

    character sheet I drew for this game suck. It is best used as a template in my opinion, its

    information recorded on a scrap sheet of line paper. But, thats just me.

    Now, onto how the game actually works. Once everything is assembled and the game

    session is ready to begin, the players must listen to the GM as he or she describes what isgoing on in the story. However, unlike telling a story, it is not certain what the results will

    immediately be when certain events occur. This is where the six-sided die will come into

    play.

    The main mechanic of the game is thus: when there arises a situation where the result is

    not certain, one must roll a d6. Based on the skill level of the factor related to what a

    player or DM-controlled character is trying to accomplish, added with the number ofranks in a separate factor, one may roll more than one six-sided die at a time. If a certain

    number is rolled, this is counted as a success. Based on the number of successes rolled,

    the other party involved will have a tougher time trying to cause the opposite effect.

    They, too, must also roll dice equal to the skill of an opposing factor. Whoever wins willhave their effect manifest, and in the event of a tie, specific things will happen to

    accommodate for it.

    Lost? Dont worry; I wish I could explain it better in the above paragraph. This is why

    people use examples. Below will be an example of what I mean. While you read, take a

    glance at the two sides of the character sheet.

    Lets pretend we have a roguish character by the name of Cliff. He is currently locked in

    battle with a horrid beast known as a Leggins. On his turn in the battle, his playerannounces that he will try to shoot at the Leggins with his revolver.

    Looking to the character sheet for Cliff, his player notices he has a rank of 3 out of apossible 5 in the Firearms talent. By itself, Cliffs player would roll three six-sided dice

    to try and get as many successes as possible. But a second factor lies within. Each talent

    is associated with a particular factor known as Cliffs vitals. In this case, the Firearmstalent relies on the Agility vital. Cliff, having three ranks in Agility, would thus roll the

    die three more times.

    Now, onto how Cliffs player will get successes. Each dice roll has a particular set ofnumbers that, when rolled, will add one success. For most dice rolls in this game, rolling

    a 4, 5, or 6 will result in a success. Weapons, however, are different depending on the

    weapon used. In this case, Cliffs revolver has what is known as a difficulty, which isthe set of numbers he must roll to succeed as opposed to the 50-50 shot usually set. For

    Cliffs revolver, the difficulty is a 5 or 6, thanks to the tremendous kickback of the old

    Western model he inherited from his father making his shots less accurate.

    So Cliffs player rolls his d6 six times, thrice for the three Firearms ranks and thrice for

    the three Agility ranks. He ends up rolling a 1, two 3s, a 4, and two 6s. This adds up to

    just two successes. Now, its the turn of the DM, who is controlling the Leggins, to try

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    and defend the beast. If rolling in to affect another being in-game, there will always be an

    opposing talent to try and protect that being from the effect, unless the effect is harmless

    or even beneficial. If rolling against challenges presented as opposed to rolling againstbeings, there will be a preset number of successes a being must beat in order to have

    things go their way.

    In this case, the Leggins must rely on its Reflexes talent, which is used to defend against

    weapons or projectiles of some sort (i.e. a falling piece of debris from a damaged ceiling).

    The Leggins is not the fastest of beings, possessing only a single rank in Agility, but ithas surprisingly good reflexes, having three ranks in it. The DM rolls her six-sided die

    four times, once for the Agility and thrice for the Reflexes. She ends up rolling one 2, two

    4s, and one 5. This equals three successes for the Leggins, and it ducks under the

    lightning-fast bullet with superhuman speed. Things arent looking too good for Cliffthus far

    And that, my friends, is an example (if not a bit of a lengthy one) of how the games main

    mechanic works. On top of this, though, there are perhaps the most important necessitiesto this game that a player or GM must possess. Those are to have fun and to use ones

    imagination. After all, this IS a game, not a chore or something else of the sort. The goalof any roleplaying game is to entertain and reward both player and GM alike for their

    efforts.

    Furthermore, let me remind you, the reader that the purpose of Riftsaga is indeed to havefun while playing it. The rules presented in this document are there to provide fair

    structure and help one come up with ideas for creative character ideas. They werent

    intended to hold back any sort of creativity or to limit one can and cannot do. If need be,a GM and his/her players may come to an agreement on what rules should be reinforced

    and what can be ignored. For a cleverer player or GM who understands the rules, even

    homebrew things can be added to a game with permission from the GM, like new races,callings, or whatever ones heart desires!

    Ultimately though, at least in my opinion (the opinion of someone whos been both aplayer and a GM), a GM needs to realize the goal of the game is not to overpower and

    utterly destroy the characters of his or her players, but to instead provide a fair challenge.

    After all, this game is to be enjoyed by ALL involved with a session of it, not just one

    particular party. On that same breath though, it is also not the duty of a player to hog thespotlight in his or her group, but for the players to band together as a team to overcome

    the dire straights presented in front of their characters. At the end of the day, just

    remember the Golden Rule: do unto others as you would wish to be done unto you.

    And so, without further ado, let me begin to explain how to play Riftsaga.

    IV. Character Generation Basics

    No one said making your dream character was going to be easy, but in this section of the

    document, with any luck, I the writer will be able to assist you, the player (or the GM

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    trying to make NPCs Non Player Characters based off of the games character

    system), in doing so.

    There are a few different steps that may be taken in any order. As a suggestion, here is an

    available order of the steps to making your character for Riftsaga:

    1. Come up with a main theme for the character2. Figure out their Cosmetics and Descriptors: their physical traits that may or

    may not, depending on the specific cosmetic, determine their abilities; perhaps the

    most important of the cosmetics are a characters Calling and Race, withhonorable mentions going to their Alignment and possibly even Creed, whereas a

    characters descriptors are, well, cosmetic

    3. Choose their Calling and their Blessings: ones calling determines what kind

    of hero (or villain) they are, which can also affect what they can and cannot do;ones blessings are special abilities or perks given by the selected race and calling.

    When creating a character, one chooses one of two racial blessings and two of

    three calling blessings

    4. Fill in their ranks for their Vitals and Talents: a characters vitals determinetheir raw physical, mental and skill-based talents, whereas a characters talents

    determine, most specifically, what they can and cannot do well in game terms5. Figure out a characters Vitality: not to be confused with their vitals, a

    characters vitality measures their physical health as well as their potential for

    using supernatural powers (if they possess any)

    6. Buy a characters gear and choose their Psychokinesis powers (if their callinghas any to choose from)

    7. Use any Experience Points given by the GM to buy extra things

    8. Polish up your characters concept, and start playing!

    Confused still? Not to fret; much of this document is to help explain things necessary to

    character creation. First, lets start with your characters Cosmetics and Descriptors.

    COSMETICS

    Name: This, obviously, is where you would write your characters name. Itdoesnt necessarily need to be anything specific: it can be a full name (with or

    without a middle name), a nickname, just a first or last name, or whatever you

    wish.

    Gender: Characters can be male or female. Unless playing a game with sexualityin it, its wise to just leave gender as to how they look, not what they have in their

    pants

    Race: A characters race or species of sentient being. More on that later. Calling: A characters class, if you will, that describes what kind of hero or

    villain he or she is. For more information, consult the next chapter.

    Saga: The current game or campaign, the latter being a particular mission oradventure a group of characters, or a party, is in. It can be as simple as (GM

    name)s Game or even have a particular title to it like The Rifts Revenge or

    something to that degree.

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    Alignment: Characters can choose from three alignments Good, Neutral, or

    Evil. As morality and ethics are arguably relative, this games alignment system isthus simple and indicated a characters general intentions.

    Organization: Is your character part of a group of heroes or villains, or working

    for a particular company where he or she gets adventures from? If so, this is

    where you would write the name of the adventuring group or company.

    DESCRIPTORS

    Age: Most humanoid adventurers usually begin at the age of 18 at the youngestand retire when they are too old to adventure, but this is not always the case. Try

    to pick a reasonable age depending on a characters skill ranks; if a character is

    starting out with many skills, it would be most logical for them to be older, but ifthey do not possess many, try to have their age be younger.

    Hair Style: Use this space to write about a characters hair style in anywhere from

    one to three words.

    Hair Color: Depending on the race, each character might have different hair

    colors than the conventional ones for humans. Eye Color: As with hair color, depending on the characters race, one character

    might have different eye colors than your typical human.

    Skin/Fur Color: You read this right there are humanoids that will have a more

    prominent fur color than a skin color.

    Creed: This space is used to describe a characters particular religion or a causethat they support (if any). The various religions of the world of Riftsaga will be

    revealed later.

    Nationality: As with creed, the various nations of Riftsagas world will also bedescribed later, in the The World of Riftsaga chapter.

    Height: A characters height.

    Weight: A characters weight.

    Description: This space is used to describe what your character is like, what they

    wear, and/or anything else immediately important about the character.

    With that settled, it is time to refer to what perhaps are a characters most specific traits

    of these: their race.

    V. Races

    In the world of Riftsaga, there are more than just one specific sentient species. In addition

    to human beings, various other creatures have evolved to the state of being humanoid.From the cat-like Bastians to the psychokinetic Sophiats, humans arent the only sentient

    race to occupy Riftsagas planet.

    Unlike most tabletop RPGs, a characters race isnt of drastic importance in Riftsaga.

    Sure, one can imagine the coyote-like Coyoten to be more proficient as a spiritual Psion

    than a ruthless Scoundrel, but it is truly dependant mainly on the racial-based blessing

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    that is chosen (Granted though, the cat-like Bastians DO make good Seekers in my

    opinion).

    This section is not only to provide the list of sentient races in Riftsaga, but also to help

    one choose a character based on the natural inclinations of a race. Want an adventurous

    character? Try a human, or even a bastian. Want a more graceful, wise race? Theres thesophiat for that, or perhaps a coyoten is more to your liking? Its all up to you. Each

    races main inclinations are described in their particular section to further help you

    choose. So, without further ado, its time to meet the humanoids.

    HUMANS (Homo sapiens)

    Description: Since the dawn of time, humans have been the most prevalent of thesentient races in the world of Riftsaga. To the worlds present day, they are still

    the most common race worldwide. Known for their indomitable spirit and will,

    humans have always been the pioneers of more secular and technological

    thinking. Unfortunately for the race of humans, they also seem to be the easiest to

    be converted to the ways of evil. Physical Appearance: A humans physical characteristics vary greatly based on

    their climate; in warmer locales close to the equator, humans have evolved darkerskin, whereas in the cold northern lands humans skin is paler. But as a single

    snowflake in a blizzard is different from the next, so are humans in terms of

    bodily shapes, sizes and faces. Humans eye colors tend to be brown, hazel, blue,purple or green. Their hair colors are typically in shades of brown and gold, from

    light to dark to even pitch black.

    Innate Qualities: Humans do not possess any specific qualities that set them asidefrom other races. Perhaps, in a way, this lack of special biological traits does

    indeed separate them from other races.

    HUMAN BLESSINGS

    Adaptability: Select one of a humans Vitals. That human gains a permanent

    rank in that particular vital. Once selected, a human cannot change the chosen

    vital bonus.

    Natural Talent: Select one of a humans Talents. That human gains a

    permanent rank in that particular talent. Once selected, a human cannot

    change the chosen talent bonus.

    BASTIANS (Panthera sapiens)

    Description: Hailing from the desert and jungle lands of the world, bastians are so

    named after the continent where they are most populated: Bastia, which in turn isnamed after the patron goddess of most bastians, Bastet. By nature, the bastians

    are typically a curious but intelligent and clever race. When problems come their

    way, a bastians curiosity will either get them in over their heads or they willcome up with a sagacious solution to their problems.

    Physical Appearance: The first image that comes to mind with a bastian is an

    anthropomorphic big cat. Their fur, which covers all their body, has the samecolors and markings of lions, tigers, or spotted big cats such as leopards and

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    jaguars. A bastian possesses plantigrade (human-like) limbs, hands and feet, but

    their fur, cat-like muzzles, cat-like ears, and tails are clearly animalistic. Because

    of the thickness of skin and lower amounts of nerve cells in the soles of their feetin comparison to other sentient races, a bastian is known to go barefooted more

    than any other race. Their hair styles are generally exotic, in colors pertaining to

    what kind of big cat they are related to. Lion, leopard or jaugar bastians hair areusually shades of blonde or brown like a humans, but a tiger bastians hair is

    usually orange, black or white. A bastians eye colors typically are greens and

    yellows, but sometimes even pale oranges and beautiful blues have been known toexist as bastian eye colors. Finally, of any other animal-like race, a bastians

    claws are more prominent than that of other races, extending more out of the toes

    than out of the fingers, and are retractable.

    Innate Qualities: Bastians possess one specific biological quality that separates

    them from humans they can use their claws for unarmed attacks as opposed to

    punches, kicks, etc. When ones claws are used as an unarmed strike, they deal

    Slash damage as opposed to Bludgeon damage.

    BASTIAN BLESSINGS

    Bastets Favor: If chosen, a bastian gains a permanent bonus rank in unarmed thatonly applies when using their claws to deal damage.

    Razor-Sharp Mind: Select either IQ or Wits. The bastian gains a permanent bonus

    rank in that particular vital. When chosen, a bastian cannot change which of thetwo gets the free rank.

    COYOTENS (Canis sapiens)*Also known as Rolvens (wolf coyotens), Anubans (jackal coyotens), and Canians (dog coyotens);

    the term Coyoten refers to coyote and dingo coyotens.

    Description: Found in almost as many different locales as the human race, theCoyoten peoples go by many different accepted racial names, depending on what

    species of canine they evolved from. They are usually down to the earth, and as a

    whole possess ingenuity and inventiveness that sometimes can even surpass that

    of the human race. On top of that, the coyoten are also on the whole a spiritualrace, and you will not find a more accepting and fun-loving person than the

    coyoten.

    Physical Description: Like the bastians, coyoten are an anthropomorphic animal

    race that has evolved into what they are today from members of the canis genus of

    animals, as opposed to primates (like humans) or big cats (like bastians). Unlike

    bastians, their claws are blunter and are less keen, better for digging than for

    fighting. A coyotens hair styles are often more conservative, and are typicallyshort even on females, the pigments being either lighter or darker than their fur

    color. Their eye colors tend to be yellow, blue, bluish-tan or even silvery.

    Innate Qualities: A coyoten possesses a major biological trait that, unlike the

    night vision that was dropped by evolution, still remains to this day an acute

    sense of smell. When used to detect a specific being within a 50-foot radius from

    the coyoten, that coyoten is treated as having an extra rank in their Notice talent.However, their noses are sensitive to ANY scent, and if there is a particularly

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    disgusting or nauseating odor within a 10-foot radius from a coyoten when they

    try to use their acute sense of smell, they must make a Toughness save with a

    difficulty of 3 successes to avoid suffering the nausea condition. For moreinformation on nausea, consult the Combat chapter of this document.

    COYOTEN BLESSINGS Strife-Cutting Peace: If chosen, whenever the coyoten would suffer a vexation

    due to a failed Willpower save, the player may choose to take another attempt at

    the save. If this second attempt is failed, then the coyoten will be forced to obtainthe vexation. This blessing can be used only twice per day (Note: for more

    information on vexations, consult the next chapter, Vitals and Vitality).

    Great Spirits Hand: If chosen, this gives the coyoten access to being able to use a

    Seekers Regeneration power in this case, it is treated as a Level 2 version ofsuch a power and, while this blessings use does not cost any PKE, it can only be

    used once per day.

    SOPHIATS (Homo spiritus) Description: The sophiats are a more human-like race that, in ancient times had

    originated in the lands surrounding and within the great lakes of the continentknown as Albayten. They, according to the folklore of their people, were humans

    who had been transformed by an ancient hero, a female psychic once known as

    Aella of Hearthshire and who is now revered as a demigoddess called TheSophia. Regardless of the validity of these legends, the sophiats still exist to this

    day and age in the world of Riftsaga. As a whole, they tend to be more focused on

    understanding the world around them than any other race. In addition, they areoften a more stern and serious people than most, preferring to be to the point.

    Though this means they tend to me adamant and stick to whatever plan they

    possess, it also means they are considered by some to be too rigid or evenemotionally cold.

    Physical Description: Sophiats tend to be just a couple inches taller than most

    races on average. In addition to being lither in comparison to humans, there are

    also very striking or even disturbing qualities that set them apart from what theyallegedly once were. Their eyes do not possess irises, for one; they are one big

    pupil amongst the whites of their eyes. Their hair is usually in strange colors from

    birth, as well as opposed to the usual browns and blondes of humans, a sophiatis known to have sapphire blue, deep purple, or even dark grey hair. Finally, a

    sophiats skin tones are usually a very pale and pastel tint of lavender. Despite

    how much their skin color seems to be similar (if loosely) to an albinos, however,

    they seem to not possess a vulnerability to the harmful UV rays of the sun likethat of an albino. In many ways, some more paranoid peoples have wondered if

    the sophiats are even of the planet itself, or if they instead hail from

    extraterrestrials.

    Innate Qualities: For whatever reason, a sophiat has a very uncanny amount of

    luck in regards to getting hurt. All sophiats, regardless of their calling, will start

    with an additional 2 PKE points. This applies even if the calling in question doesnot possess ANY amount of PKE. At the cost of 1 PKE, a sophiat character can

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    increase their one of their saves (Toughness, Willpower, or Reflexes) by one rank

    temporarily. The length of this boost only applies to a single attack or source of

    harm that they are attempting to stop. This uncanny trait, however, can only beused twice per day.

    SOPHIAT BLESSINGS Aellas Aegis: If chosen, the sophiat gains three boons. First, the number of times

    that they can use their Innate Quality is increased to three times per day as

    opposed to twice. Second, they also start play with a +3 bonus to their PKE asopposed to a +2. Third, they may also use the Innate Quality to affect any being

    within 50 feet of them that they can see.

    Revelation of Logic: If chosen, the sophiat gains the ability to increase both its IQ

    and Wits vitals by one rank each; if one PKE is spent when this blessing is used,this boost will also affect all ally characters within 25 feet of the sophiat. This

    boost lasts three minutes when activated, and can only be used once per day.

    V. Vitals and Vitality

    All living creatures possess specific physical traits, mental traits, and innate skills. But, asall who lived are cursed with mortality, all living creatures will die as well. These last

    two sentences represent exactly what this chapter is all about: a characters traits and

    statistics as well as rules on how much abuse they can take before death.

    The role of an adventurer, by definition, will present dangers and challenges. In order to

    make the most of these, one will require necessary skills. To start things off, lets take a

    look at these necessary skills and statistics, known in game terms as a characters vitals.Each vital has five ranks, and each character will start with one rank in them

    automatically. These ranks, as mentioned before, will help determine how many dice willbe rolled when a particular talent comes into play. Note, however that there are instancesin-game where a character can actually be considered to have penalties to their ranks. The

    lowest any one vital can get to is a zero, and the highest a vital can reach is a five.

    When creating a character for the first time, this game uses a rule known as 3/2/1. In

    other words, a player selects what categories get what number, and those numbers are

    used to increase one of the two vitals in that category. The three categories are

    Biological Vitals, Mental Vitals, and Skill Vitals. The most number of ranks thatcan be invested in one specific vital at character creation is 2, meaning the max starting

    rank for a characters vital can be three.

    As an example of what is meant by the 3/2/1 rule, lets imagine a player who is

    creating a bastian character named Holly. The player is looking over his character sheet,

    trying to decide what categories she should put the 3, the 2, and the 1 into. She thinksback to the concept she had for the eccentric flapper tigress. Hollys player deducts that

    the most important things that Holly will need are resilience to injury and a powerful left

    hook.

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    Adonis, if they have no Endurance then, as big as their muscles may be, the muscles will

    still be useless. All callings can benefit from Endurance as it will help them survive in

    combat situations or situations where physical harm is a threat. An Endurance of zeromeans a character is physically exhausted and cannot act at all; they are thus treated as

    having the unconscious condition until they recover. An exception applies to the living

    dead such as zombies.

    Endurance is used by the following talents: Athleticism (if Might is higher, it is used in

    place of Endurance), Acrobatics, and Toughness.

    IQ (Mental)

    IQ, short for Intelligence Quotient, is literally a measurement of the raw IQ of a

    character, which refers to how well a character can understand, learn, solve problems, orperform other such tasks using the mind. Both roguish and smart callings such as the

    Scoundrel and Psion rely on their IQ to come up with solutions and learn or recall vital

    information. An IQ of zero means a character has literally become stupefied; they cannot

    think rationally and can barely concentrate, causing them to be treated as if they had aHigh level of vexations. An exception applies to creatures that cannot act or think on

    their own accord, such as a zombie or a golem.

    IQ is used by the following talents: Intimidation (if Charisma is higher, it is used in place

    of IQ), Know-How, Paranormal, Sense Motive (if Wits are higher, it is used in place of

    IQ), and Thievery (if Agility is higher, it is used in place of IQ).

    WITS (Mental)

    While IQ refers to a characters raw intellect, a characters Wits refer to their ability toapply rational thought and mental strength. Like the example of a super-muscled

    character with no Endurance, a person with a high IQ and no Wits are often no better than

    know-it-alls, IQ and Wits going hand-in-hand. The same roguish or smart characters canbenefit from a good amount of Wits as well as a good IQ, for at times an unwise and

    unaware hero is a dead hero. An amount of Wits equal to zero means a character has

    become too emotionally unsound and too indecisive to act, causing them to be consideredstunned until they recover. There is no such thing as a creature in-game with a Wits

    score of zero that is not affected by this type of stunning.

    Wits are used by the following talents: Notice, Smooth-Talk (If Charisma is higher, it isused in place of Wits), Willpower, and Sense Motive (if IQ is higher, it is used in place of

    Wits).

    AGILITY (Skill)

    Agility is a measurement of a characters raw speed and accuracy, be it in the form of

    dexterity, footwork, or whatever the case may be. Typically, Agility tends to aid moremodern skills such as medical procedures, the operation of guns, and driving a car or

    other automobile. A character with an Agility of zero becomes especially clumsy and

    slow; this is especially dangerous to the well-being of a character as it will treat ALL

    talents that would use Agility as being only ONE skill rank! This is even more lethal to a

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    character as Agility has the most talents linked to it than any other vital. Like with Wits,

    in game terms there is no such thing as a being that will be unaffected by the side-effect

    that comes into play if their Agility drops to zero.

    Agility is used by the following talents: Firearms, Medicine, Stealth, Driving, Reflexes,

    and Thievery (if IQ is higher, it is used in place of Agility).

    CHARISMA (Skill)

    Despite the other categories of vitals, Agility and Charisma do not go hand-in-hand withone another. Regardless of this, Charisma is still a useful vital. Charisma refers to a

    characters innate charm, force of personality, and how well they can affect others

    through their actions or words. It is important in a modern-day era as it will help in any

    type of social interactions a character will encounter. A character with a Charisma of zerocompletely loses their self-identity until they recover. Any being who manages to use

    their Smooth-Talk or Deception talent to try and manipulate a character with a Charisma

    of zero can possess that character, as the condition. The character in question must

    make a Willpower save or become controlled due the possession-like state for one minutein-game or until they recover, whichever comes first. Like Wits and Agility before it,

    there is no such thing in game terms as a being that wont be affected by the side-effect ofhaving an effective Charisma of zero; not even mindless beings like zombies and golems

    are unaffected, as they themselves are normally under the control of whatever brought

    them into existence.

    Charisma is used by the following talents: Smooth-Talk (if Wisdom is higher, it is used in

    place of Charisma), Intimidation (if IQ is higher, it is used in place of Charisma), and

    Deception.-----

    With the roles of the vitals covered, its time to move onto a characters vitality. Not to

    be confused with vitals, a characters vitality determines their physical and spiritualhealth. The four aspects of a characters vitality are categorized as Health Points, PKE

    Points, Conditions, and Biological Harm. Below will be an explanation of each. Note that

    conditions are only briefly covered, and only specific ones; for more information onthem, consult the Combat chapter.

    HEALTH POINTS

    Health Points (or Hit Points), abbreviated as HP, are a measurement of how much abuse acharacter can take before falling into a dying state or even passing away altogether. To

    determine ones HP, one need only to look to their Endurance vital and their calling. The

    listed default HP for a calling, plus the characters ranks in Endurance, will determinetheir maximum HP. As experience points are gained, a character may purchase more HP

    using the experience points but more on that particular element later. A character,

    unless they sustain biological harm in game terms, is still completely able until their HPreaches zero or less, albeit they might be varying amounts of pain depending on how

    much HP has been lost.

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    An injury in game terms refers to a particularly nasty wound or other injury that, while

    not in game terms specific to any particular body part, is enough that a character will be

    hindered by it, either through sheer pain, weakness caused by blood loss, or fatigue due toloss of energy. Because this pain, weakness or fatigue, a characters effective Toughness

    rank will be reduced. There are three levels of Injuries: none, some, and high. A character

    with no debilitating injuries will not suffer a penalty, whereas some injuries will resultin a -1 to Toughness and high injuries will result in a -2. Injuries progress in order: a

    character starts with no injuries, and can be risen to either some or high injuries. If a

    character with some injuries is affected by another effect that causes some injuries, hisor her Injuries rank will rise to high.

    When a characters HP reaches exactly zero HP, they are under a condition known as

    being staggered. When staggered, a character can only take one action on their nextturn. Afterward, a character is instantly dropped to -1 HP and is considered unconscious

    and dying. When a character is unconscious, any and all turns in any round during

    combat or during a scenario is skipped until they come to. When a character is dying,

    however, they must make a Toughness save each turn. Failing this Toughness save willcause them to lose one HP every turn they fail the Toughness save.

    Success at the Toughness save will cause the character to stop dying. However, if they

    are not treated within an hours time by the successful use of the Medicine talent, they

    will begin to start dying once again. An exception typically applies to enemy characters,

    however; in almost all cases, an enemy controlled by the GM is considered dead upontheir HP reaching zero or less. The lowest any player-controlled characters HP can reach

    is a -10.

    Outside of using some applications of the Medicine talent or HP-restoring powers, a

    character can regain HP over time as long as they are not at -9 or -10 HP. The specifics to

    regaining lost HP will be covered later in this chapter, along with how to regain lost PKEover time.

    DEATH AND DYINGA character whose HP reaches -9 HP will be considered clinically dead. When this

    happens, a characters body is beginning to shut down, their breathing and circulation

    stopping. In this state, a character can no longer stabilize, but is technically not dying in

    game terms. However, if a character is not brought back up to -8 HP or more within fivein-game minutes, a character will go brain dead, their bodily organs ceasing to function

    completely; when this occurs, that character will suffer one final point of health/hit point

    damage is now officially dead.

    Death occurs when a characters HP reaches -10, whether it occurs due to complete

    bodily organ failure or due to an instant death (i.e. decapitation, being immersed in lava,disintegration, etc). When this happens, thats it; he or she can no longer act, or do

    anything ever again. Because this is a fantasy game, and because, though experience,

    players tend to grow attached to their characters, there are rules to give even a deceased

    character another chance to live again.

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    RESURRECTION OF THE DEAD

    There are some characters and power sources that can return a slain character back to life.Often times, however, the chances of this happening become increasingly more difficult

    depending on what remains of the victim, and no matter the case, it is always a race

    against time. When a character dies in-game, their soul goes down into the plane ofHades, their spirit entering one of the spiritual planes of the Riftsaga dimension

    associated with their alignment and, in some cases, their creed.

    In metaphysical terms in-game, ones soul is a manifestation of all their carnal being:

    their logic, their feelings, their emotions, and overall who they were in life. Their spirit,

    however, is their true being: it is their ghost, if you will, which is more affected by the

    influence of spiritual beings and by the powers of good and evil. The point is, however,that both the spirit and soul are needed to resurrect the dead; without the soul, a beings

    effective Charisma score is zero and has no effective ranks in ANY talent, remaining so

    until they regain their soul. And without the spirit, a being is considered undead not

    truly alive but not truly dead. In addition, a spirit-less character cannot use Psychokinesisor any abilities using PKE and, as with being soulless, has an effective Charisma of zero.

    The soul of a character enters Hades within 24 hours of their death; their spirit enters

    their final resting plane within a matter of seven seconds. The most common form of

    resurrection is a Seekers Wail of the Grave power. Regardless of the strength of a used

    Wail of the Grave power, however, it can never be used on someone who has beendead for over an hour, on a being which had no soul or spirit (such as a golem), on

    someone who had died of natural causes, on a person whose soul has been destroyed or

    sealed off, or on a persons spirit who does not wish to return to life.

    If a character is brought back to life or dies, any PKE points the character may have

    remain intact; this is due to the characters spirit being charged with the same amount ofPKE before death as after.

    When Wail of the Grave is being manifested, a spirit will instantly become aware of thename and alignment of whoever is trying to bring them back to life. In this way, for

    instance, a hero character who is trying to be resurrected by a character who worships an

    evil deity for a sinister purpose can refuse to be revived, and thus wastes the users PKE

    points.

    PKE POINTS AND POWERS

    PKE points, an abbreviation of Psycho-Kinetic Energy Points and abbreviated as simplyPKE, refer to the innate psychic energies of reality that flow through a characters spirit.

    In the world of Riftsaga, such energies originate from the spiritual planes of existence

    through tears in the fabric of reality, known as rifts. These rifts cause psychic energy toflow through the spiritual planes and into the world of the living, where it flows freely

    outward. PKE in high amounts will often manifest as a substance known as ectoplasm; it,

    like matter, can manifest in three forms: a solid (a purplish crystal known as psi-quartz),

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    a liquid (a pale green slime that has an eerie glow in the dark), or a gas (a very pale

    lavender smoke).

    Spirits or souls bound to the world of the living, known respectively as ghosts and

    shades, can give themselves visible forms by absorbing PKE and emitting as ectoplasm in

    its gas form. For the living, however, the natural absorption of PKE by their spirits can,with the proper application of spiritual training and mental focus, perform superhuman or

    even supernatural feats by expending PKE.

    To determine a characters maximum PKE measurement in their body, they, like finding

    out their max HP, need only turn to their calling and their vitals. Adding on a characters

    Wits or Charisma, based upon what their calling specifies, to the default amount of PKE

    for that calling will determine a characters max PKE. Note, however, that not all callingshave the power to manifest psychokinetic phenomenon and thus might not possess any

    PKE at all. Also note that, regardless of the calling chosen, a sophiat character starts with

    a two-point PKE bonus (or three if their Aellas Aegis blessing is chosen).

    A character who would apply their Wits to their callings default PKE manifests their

    powers through sheer focus, their powers coming primarily from their intentionalthoughts. On the other hand, one who would apply their Charisma to their callings

    default PKE instead manifests their powers through sheer force of will, their powers

    controlled by their emotions. Either way, both types of characters perform a paranormal

    feat known as psychokinesis. Psychokinesis is the uncanny power of using ones mind tobriefly manipulate a physical system without the sole use of physical energies. In short, it

    allows one to bend the laws of physics to their will.

    Depending on how many ranks one has in a particular power, one can choose to spend

    more than the normal amount of PKE on that power. For every rank past a rank of one, a

    character can choose to expend an extra PKE point per extra rank to increase its effectstrength. For instance, a character who has a power with a rank of three can choose to

    manifest that power as a Level 3 power, adding on an extra 2 PKE to its cost but

    having a stronger effect than, say, a Level 1 power.

    When rolling for successes in using a power, one adds the powers Level to the vital

    which influences ones max PKE. Just having ranks in a power past one is not enough;

    one needs to expend extra PKE and increase the manifested powers Level to add thenumber of dice to the roll.

    For instance, say Holly, whom her player had made into a Seeker, is trying to manifest ahealing power known as Regeneration. At this time, Holly has effective Wits of two,

    and a Seeker uses Wits to influence its max PKE. In addition, Holly has two ranks in

    Regeneration. Hollys player decides to bite the bullet and expend an extra PKE point onRegeneration. After all, her friends character Jay is seriously wounded and will need as

    many successes (which will, in this case, restore more HP to Jay) as possible. Because

    Holly has a Wits score of 2 and is manifesting Regeneration as a Level 2 power, Hollys

    player now is able to roll 4d6 to try and restore Jays HP with the power.

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    Like an Injury, certain kinds of harm can affect even ones connection with PKE. These

    particular inflictions are known as vexations. A vexation in game terms is a lingeringdoubt in the supernatural caused by unnatural emotional strife. Due to this doubt, it,

    based on how bad the vexation is, becomes harder and harder to normally manifest a

    power. Like Injuries, vexations work exactly the same way in terms of penalties andranks of vexation, but the effect itself is different. For having some vexations, a

    character tacks on an extra 1 PKE to manifest a power, and for having high vexations, a

    character must tack on 2 PKE. What makes this even more of an inconvenience is the factthat this extra PKE cost does NOT influence a powers Level!

    For instance, lets pretend Holly had a some level of vexations in the above example.

    Normally, Regeneration costs just one PKE for making it a Level 1 power, two for aLevel 2 version, and so on. In this case, though, Holly would need to use up 2 PKE for a

    Level 1 version of Regeneration, or 3 PKE for a Level 2 version!

    When a character runs out of PKE, they do not suffer any particular ill effect. However,this also means that they cannot use any ability that consumes PKE until they gain at least

    one more PKE point. A good strategy is to make sure a character only uses extra PKEwhen need be, and to have backup plans for when a character runs low or out of PKE. In

    Hollys case, she always can use healing items or try to prevent herself from being

    harmed by killing those who would harm her with her unarmed strikes.

    SO WHY DOESNT EVERY CALLING USE PKE?

    In the world of Riftsaga, these arts were once practiced in ancient times by whoever had

    the innate skill to do so. In the modern day of Riftsagas world, however, it has becomesuch a triviality that many doubt that true psychokinetic powers even exist. Granted, there

    are quasi-supernatural effects existent in the world such as alchemy, but they are mostly

    based off of sciences of already-supernatural things. One such example is the Wellplant,a plant that exists in wild forests, that actually sustains itself off of both PKE and

    sunlight, and whose berries extracts can miraculously heal wounds to a certain degree.

    In Riftsagas world, the fact that the Wellplant lives off of nutrients metabolized from

    sunlight through photosynthesis is known through science. What is not known because

    physical equipment cannot detect or measure it is that the plants amazing restorative

    properties are a direct result of it also creating nutrients from PKE. Modern sciences inRiftsagas world cannot prove or disprove the existence of the supernatural, but trust me:

    the supernatural does, at least in Riftsaga, exist.

    Ultimately, because of the disbelief in psychokinesis, a lack of legit practitioners

    worldwide, and the inability of modern science to prove psychokinesis existence, despite

    the number of callings that can use psychokinesis, not every calling can use it.Remember: in most tabletop RPGs, your character(s) are generally not a member of the

    norm either way, sometimes in more ways than one.

    BIOLOGICAL HARM

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    Even with the dangers of HP loss and sustaining Injuries and Vexations, there are still

    more ways than even those for your characters adversaries to slay them. One such way

    to do so is to impair their skills. This is where Biological Harm comes into play.

    When looking over the character sheet, you will notice under the biological harm section

    of vitality a quickly-drawn, sectioned-off body and the cryptic instruction next to it to(shade in damaged body parts). What does this mean, you may wonder?

    Well, this means that specific body parts can be chosen as targets for specific harm.Sometimes its a foe targeting a specific body part (rules of which are covered in the

    Combat chapter), or other times its due to a power specifically targeting that part. At

    times, it can even be caused by some kind of hazard, like a barbed tripwire. When these

    body parts are to take damage, one must roll a save depending on what would betargeting that body part. If failed, a character will take damage, not only to their HP but to

    that body part.

    Having specific body parts take damage is not even remotely a good thing if it happens toyour character. Though its more indirect than HP damage, it means that your characters

    talents and even non-talent-related actions will take a hit until that body part is healed.For arms or legs, if a single limb is hurt then you will take a -1 to the effective ranks of

    talents that need those limbs. Furthermore, when roleplaying, it will be harder to perform

    tasks that dont rely on in-game talents but require those limbs. If both of the same type

    of limb is damaged however, a character will sustain a -2 effective rank penalty to anytalents related to the damaged limbs. Below explains what happens when the arms or legs

    are damaged.

    Arms: Certain uses of Athleticism (i.e. swimming or climbing), Unarmed, Melee,

    Firearms, Medicine, and Driving are hindered equal to the number of armsdamaged. Note that the penalty will only apply when the arm used for such tasksis damaged (i.e. a character with two weapons who is only damaged in one arm

    can still use the other arm to fight). Arm damage will result in a severe ache or

    even the inability to use the arm, impairing skills that require one to use their armsor hands.

    Legs: Certain uses of Athleticism (i.e. running and swimming), Acrobatics,

    Stealth, and Reflexes are hindered equal to the number of legs damaged. Leg

    damage will result in a severe ache or even the inability to use a leg, impairingskills that require both legs. In addition, a character that has damage in both legs

    is considered immobile until at least one leg is healed.

    HEALING HP, PKE AND BIOLOGICAL HARM OVER TIME

    A character, first off, must be properly treated with use of the Medicine skill in order torecover much of the time. The exception lies if the characters HP damage is not more

    than half of their max HP rounded down, or if trying to recover PKE. Note that natural

    HP recovery works in stages; when one reaches a certain stage, their treatment from theuse of Medicine is reset (i.e. it is as if they did not receive a Medicine treatment for that

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    stage of recovery), and the recovery rate will be different depending on what stage they

    are in. To recover as quick as possible naturally, one must be tended to in each stage by a

    successful Medicine treatment.

    HP Recovery over Time Rules

    For HP damage that is not more than a characters max HP rounded down, a

    character will naturally regain 1 HP for every 4 hours in-game. The successful use

    of Medicine, however, will increase the regained HP by 1 for every two hours.

    For all intensive purposes, this is how a character recovers HP normally incomparison to other states.

    If a characters HP damage is more than their max HP rounded down, they will

    only recover 1 HP for every 12 hours in-game. If Medicine is successfully used,

    however, they will heal 1 HP for every 6 hours naturally. Once their HP has beenrecovered to half of their max HP or more, they will recover normally. This is

    because of a persons body being in a worse state than if their HP was more than

    half. For all intensive purposes, this is a delayed recovery.

    If a characters HP is at zero or in the negatives but is not -9 or -10, they MUSTreceive a Medicine treatment to regain HP if dying. If they have stabilized either

    by themselves and have been treated after, or if by treatment they have stabilized,they will begin to recover 1 HP per hour until they are at 1 HP. From that point

    on, they are in the delayed stage of recovery.

    PKE Recovery over Time Rules

    As long as a character gets at least so much as one second more than a full

    five hours of sleep, their bodies will have enough strength left in them to

    start regaining PKE at an accelerated rate. If this occurs, when thecharacter awakens, they will be back at their max amount of PKE.

    If a character gets less than at least six full hours of sleep, their bodies willhave regained some of its strength but not all of it. If this occurs,

    depending on how many hours were slept away, a character will regain a

    certain amount of PKE. If a character sleeps for at least three to five full

    hours, they will awaken to find that they have recovered half of their maxPKE rounded down.

    If a character does not sleep for more than two hours, they will regain

    none of their PKE through sleep. If they sleep for an amount of timeexactly more than two hours and less than three, even if off by a second,

    they will recover of their maximum PKE, rounded down, upon

    awakening. The easiest way to figure out this amount without a calculator

    is to take half of that characters max PKE, cut it in half (rounded down),and cut that half in half (rounding down, of course).

    Injuries and Vexations Recovery over Time Rules

    Any Injuries or Vexations will be recovered in stages; a character who takes at

    least five minutes of rest will be cured of a some level of both injuries and

    vexations. Those who do not take rest will require 10 minutes to cure bothinstead.

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    Those who are afflicted with high amounts of injuries or vexations will need to

    take at least 25 minutes of rest to have their state be lowered to a some level; ifthey do not take rest, it will take them 50 minutes to cure both.

    Injuries and Vexations are healed separately; the above rules apply literally only if

    a character has attained both injuries and vexations in a short period of time after

    the other, AND they are at both levels of severity. For instance, a character whorests for 25 minutes who has both high injuries and some vexations will have

    only some injuries but no vexations.

    Body Part Recovery over Time Rules

    Depending on the severity of the injury (as dictated by the GM), one may or may

    not need medical treatment to start healing their afflicted body parts.

    If the GM does not consider that injury to be too severe, one will regain use of

    their damaged limb within 2 hours (or one if medical treatment is applied).

    If the GM does indeed consider the damage done to be serious, that character willnot be able to naturally heal that body part until medical treatment is applied.

    Even so, a body part will require 24 hours to function again even if treated.

    But of course, the use of supernatural powers or items can invalidate natural healing and

    can recover ones injuries within a very short period of time, from a matter of minutes to

    the matter of a single second. But, either way, these rules are written on the off-chance

    that these speedy forms of healing are not accessible for whatever reason.

    VII. Callings

    Whew! That last chapter was pretty dang long, huh? At the point of writing this, I

    sincerely hope the other chapters wont be this long.

    This section of the document covers the meat-and-potatoes of your character. At first

    glance, a calling is merely what kind of adventurer your character is. But it is much more

    than that. A calling defines how easy or hard it is to raise specific talents ranks. A calling

    defines how much HP and PKE a character has by default. A calling determines whetheror not a character has psychic powers and, in addition, which ones they can use. A calling

    determines how heavy of armor a character can handle properly. And finally, a calling

    will give a character two more blessings out of three to choose from, allowing a characterfurther individuality and special talent.

    When choosing a calling, try to remain faithful to your characters original concept.

    When all else fails, and you are trying to make a character from scratch, one can easilylook over one of the nine default callings and say Ooh, that sounds cool, I want to make

    one of those.

    When choosing a calling, one of the least obvious things included is what their Talent

    Masteries are. This refers to, as hinted above, what talents will cost less Experience

    Points to improve in comparison to talents that are not part of a callings TalentMasteries.

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    Without further ado, here are each of the nine default callings of Riftsaga.

    -----

    DUELIST

    In a modern era where firearms dominate the battlefield, there is often not much room forthe traditional arts of combat. Whereas most people would reach for a handgun or

    revolver to defend themselves in an urban setting, a duelist would scoff at such

    individuals. As living proof of the deadly power of melee weapons, a duelist feels most athome taking on muggers with a dress sword or a bowie knife than a gun. Not to say he or

    she would not use a gun in a last resort; even a duelist knows that firearms are, in theory,

    easier to use than melee weapons and are especially lethal. But no matter which way you

    slice it, a duelist prefers to fight with up-close and personal weapons, and such are indeedtheir forte. Years of intense physical training have left them with durable bodies, and

    years of mastering the art of fighting with melee weapons have made them dangerous

    even to a gun-toting foe.

    Default HP: Endurance +5

    Default PKE: N/ATalent Masteries: Athleticism, Melee, Toughness, Intimidation, and Reflexes

    Blessings:

    Body Resilience: If chosen, whenever a duelist fails a save against taking

    biological harm, the duelist may make one more attempt. Failure on this second

    attempt results in them suffering the biological harm.

    Quick Recovery: If chosen, a duelist is always considered to have a normal HPrecovery rate as long as their HP is not at zero or less, regardless of remaining HP

    otherwise. All or Nothing Strike: If chosen, a duelist, when attacking with a melee weapon,

    may choose to decrease the dice roll bonus from his or her Might vital by as many

    dice as can be rolled from Might. If this is done, if the duelist in question is able

    to strike the target, the number of dice he or she forgoes will be added to thedamage dealt from the weapon +2. For instance, forgoing two Might dice will

    result in a +4 to damage if the attack still lands. In this, a player chooses to reduce

    the possibility to hit with the incentive of causing more damage than normal.

    Powers: None

    -----

    GUNNERWhile the Duelist relies on his or her talents at melee combat, the Gunner takes the road

    of using firearms to fight. Perhaps one of the deadliest categories of practical weapons

    known to man, the gun can be mastered with much less time than an archaic weapon suchas a sword or a bow and arrow. As the saying goes, things change when youre staring

    down the barrel of a gun. It is because of this simple fact that guns are arguably easier to

    use than melee weapons and are highly dangerous that gives the gunner an advantageover many of its opponents in a combat situation.

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    Default HP: Endurance +4

    Default PKE: N/ATalent Masteries: Toughness, Notice, Smooth-Talk, Firearms, and Medicine.

    Blessings: Deadeye: If chosen, a gunner, when handling a firearm-category weapon, may

    choose to delay his or her turn for up to two turns. In doing so, each turn

    sacrificed adds a +1 each to his or her dice bonus in Firearms. This bonus is thenapplied as, at the end of the delayed turns, the Gunner immediately makes an

    attack using the firearm against an opponent. Once used, even if the attack

    missed, this bonus is reset. After this changing of turn order, the Gunner isquestion skips his or her next turn.

    Bullet Time: If chosen, a gunner is treated as having an extra rank in Reflexes,

    even if Reflexes is already maxed out, when being attacked with a firearm-

    category weapon.

    Quick Reflexes: If chosen, the Gunner in question gains a bonus rank in Agility.

    Powers: None-----

    SCOUNDREL

    A roguish gambler, a secret agent working for the government, a private detective, and acold-hearted criminal. These four all have one thing in common: they can all be

    considered Scoundrels. In the world of Riftsaga, the Scoundrel is one who uses their wits,

    slyness, and raw talent to get themselves in and out of trouble for various causes.Whether for a heroic or sinister cause, or just looking out for number one, a known

    Scoundrel keeps his or her enemies and allies alike guessing. After all, what someone

    doesnt know cant hurt them or the one keeping secret information hidden, for thatmatter.

    Default HP: Endurance +4

    Default PKE: N/ATalent Masteries: Smooth-Talk, Know-How, Firearms, Deception, Thievery, and Driving

    Blessings:

    Follow Your Gut: If chosen, a Scoundrel gains two boons. First, they receive a

    permanent bonus rank in their Notice talent. Second, once per day, they may

    immediately increase their Wits, IQ and Agility by one rank each for 1 minute in-

    game. Thieves Tricks: If chosen, a Scoundrel gains a permanent bonus rank in the

    Thievery talent.

    Agent Talents: If chosen, a Scoundrels Talent Masteries are expanded to includeany two of the following -- Unarmed, Melee, Intimidation, Medicine and Stealth.

    Once chosen, these selected bonus talents cannot be changed.

    Powers: None

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    -----

    SEEKER

    Respect, keeping of oaths, perseverance, self-control, an indomitable spirit, and a positiveattitude are not just nice ideals. For honor-bound warriors, it is everything they intend to

    live by. In ancient times, when psychokinesis and even magic were prevalent in the

    world, there existed many warriors of Bastia who fought with the powers of their body,mind, soul and spirit as opposed to doing battle with weapons of metal and wood. These

    warriors referred to themselves as Seekers, their true goal in their mortal lives being to

    seek a state of perfection in all of their being. Though the ages where PK was commonlybelieved in and fear are over, the arts of the Seeker live on. And even though their martial

    arts are the most common form of expressing oneself as a Seeker today, there are still a

    chosen few who can employ the arts of PK through their spiritual strength.

    Default HP: Endurance +4

    Default PKE: Wits +3

    Talent Masteries: Athleticism, Unarmed, Acrobatics, Willpower, and Reflexes

    Blessings:

    Will of the Soul: If chosen, a Seeker can, once per day, use up their actionduring a round of a situation or in combat to recover 1d6 PKE. In doing so, they

    must then make a Toughness or a Willpower save (whichever has the least

    number of ranks) against a Challenge Level of 3. If failed, the Seeker then gainsone rank of vexations (i.e. if none, then to some; if some, then to high).

    Impairing Strike: If chosen, when a Seeker makes a successful unarmed attack,

    the target must make a Toughness save equal to the damage caused -2. If failed,

    the target then gains one rank of injuries. In this way, a Seekers unarmed strikegains the same benefit as using Weighted Knuckle Gloves.

    Fighting Spirit: If chosen, a Seeker may at any time expend two PKE in order toincrease effective the ranks of their Might, Endurance, and Agility vitals by onerank each for 5 minutes. This blessing effect can only be used once per day.

    Powers:

    Regeneration

    Range: Touch

    Duration: Instant

    Base PKE Cost: 1

    Save: None

    When manifested, regeneration causes the targets natural bodily regeneration process toincrease to such a high extent that it will heal wounds within seconds. This power has no

    effect on members of the undead or construct category.*Effects by Rank

    1. Restores 1 HP per success

    2. Restores 1 HP per success +2

    3. Restores 1 HP per success +3, and lowers ones Injuries by one rank4. Restores 1 HP per success +4, and lowers ones Injuries by one rank

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    5. Restores 1 HP per success +5, and lowers ones Injuries back down to none

    Wail of the Grave

    Range: 50 ft.

    Duration: Instant

    Base PKE Cost: 3 Save: See rules for resurrection

    Wail of the grave causes its user to let out a horrid, agony-filled scream. When

    manifested, this scream calls out to the spirit of the deceased designated by the playerwhen this power is used, forcing them back into the world of the living. Because the soul

    has not yet entered the plane of Hades, the union of soul and spirit, along with the life-

    giving energies of the power, will bring the target back to life. However, this will onlywork if the target has died within one hours time or less of the powers being used. If a

    body is not available, a new one is created for the deceased to be reborn into. This new

    body is an exact duplicate of the body of the victim before death. This power cannot be

    used on construct targets, for they do not possess any form of true life.

    *Effects by Rank1. Resurrects the target and restores him or her to 1 HP; and injuries, vexations or

    biological harm remain2. Resurrects the target and restores its HP equal to half of their maximum HP

    rounded down

    3. As above, but also lowers any injuries or vexations on the target by one rank4. As above, but instead cures the target of any injuries or vexations

    5. As above, but also removes any biological harm the character had sustained prior

    to death

    Aura Wave

    Range: 20 ft. Duration: One round/success

    Base PKE Cost: 2

    Save: Willpower negates

    When evoked, the user ofaura wave holds his or her hands, opened palms facing eachother, over their belly and focuses deeply. After a second of focusing, they then thrust

    their palms forth, a barely visible rippling wave of bluish-white energy emanating from

    their palms. Upon contact with the target, the target will feel a strange tingling sensationin their bodies. If they fail the Willpower save against this powers effect, they will

    become paralyzed for as many successes as was rolled by the character using this

    power. Creatures of the undead or construct category are immune to this effect.

    Spirit Bullet

    Range: 100 ft.

    Duration: Instant

    Base PKE Cost: 2

    Save: Reflexes half

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    A more contemporary version of a power known as the Spirit Dart by ancient

    practitioners, thespirit bulletpower enables one to fire a concentrated dart-or-

    bullet-like projectile of spiritual energy from their fingertip at the enemy. The actualprojectile moves so fast, only a bluish-white trail can be seen by the naked eye.

    Because of this, even if an enemy can see the attack being prepared, they can only

    hope to brace for impact, hence the use of the Reflexes save. On a successful save,only half of the damage rolled will be afflicted to the target.

    *Effects by rank

    1. 1 Spiritual damage per number of successes +12. 1 Spiritual damage per number of successes +2

    3. 1 Spiritual damage per number of successes +3

    4. 1 Spiritual damage per number of successes +5

    5. 1 Spiritual damage per number of successes +7

    Thin Air Blades

    Range: 50 ft.

    Duration: Instant

    Base PKE Cost: 2

    Save: Reflexes partialTo evoke the thin air blades art, a Seeker places their hands, open palms facing one

    another, over their belly and focus their internal energies in between the palms. A

    moment later, the practitioner then thrusts his or her hands forth, barely visible,ribbon-like blades of wind tearing at their foes. Upon contact with these blades, the

    target suffers damage and is left bleeding from the wounds depths. If the target

    saves against this power, they do not suffer deep enough wounds from the vacuum

    blades to start bleeding.*Effects by rank

    6. 1 Wind damage per number of successes +1, and the target is bleeding forone round

    7. 1 Wind damage per number of successes +2, and the target is bleeding for

    one round

    8. 1 Wind damage per number of successes +3, and the target is bleeding fortwo rounds

    9. 1 Wind damage per number of successes +4, and the target is bleeding for

    two rounds10. 1 Wind damage per number of successes +5, and the target is bleeding for

    three rounds

    -----PSION

    A mind is a terrible thing to waste, and by far, a Psion knows this more than any other

    person on the planet. While most Psions lack in the physical might department, they morethan make up for it with the power of their minds. Using ancient techniques from a time

    when PK and even magic was commonplace, these psychics can employ real power,

    making them dangerous to any who dare have disbelief in the powers of the supernatural.

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    Default HP: Endurance +3

    Default PKE: Charisma +5

    Talent Masteries: Notice, Smooth-Talk, Know-How, Paranormal, Sense Motive, andWillpower

    Blessings: Power of Suggestion: If chosen, by using 1 PKE, the Psion may increase the

    effective ranks of his or her Smooth-Talk, Intimidation, and Deception Talents by

    one rank each for 5 minutes. This blessing can be used up to twice per day.

    Ectoplasm Strike: If chosen, any physical attacks a Psion makes can affect a

    spirit category target.

    Sixth Sense: If chosen, a Psion can at any time immediately increase his or herWillpower and Reflexes talents by one rank each for one round. This blessing can

    only be used up to twice per day.

    Powers:

    Aestuo Range: 120 ft.

    Duration: Instant

    Base PKE Cost: 1

    Save: Reflexes negate

    The aestuopower launches a burning fireball about the size of an orange at the targetfrom the hand of the user. This is done by compressing the oxygen molecules in the

    air until they ignite. On impact, the fireball will burst into an explosion about the size

    of a beach ball, scorching whatever is struck. The force waves from this explosion arenot very strong at all; if anything, one close to the explosion (or in it) might feel the

    shockwaves as a slight gust of wind, nothing more and nothing less.

    *Effects by rank1. 1 Fire damage per number of successes +1

    2. 1 Fire damage per number of successes +2

    3. 1 Fire damage per number of successes +34. 1 Fire damage per number of successes +5

    5. 1 Fire damage per number of successes +7

    Algor

    Range: 25 ft.

    Duration: Instant

    Base PKE Cost: 2

    Save: Toughness partial

    When manifested, algorcauses the molecules of water in the air around the target to

    slow down to the point of freezing over; as much, the damage caused by this power isdue to frostbite from the sudden exposure to the super-chilled water vapor in the air.

    Upon a successful Toughness save, the target is able to shrug off the slow status

    from body heat dropping due to this power. They still, however, suffer from some ofthe frostbite, and thus take half damage rounded down from this power.

    *Effects by rank

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    1. 1 Cold damage per success +1, and the target is slowed for one round

    2. 1 Cold damage per success +2, and the target is slowed for two rounds

    3. 1 Cold damage per success +3, and the target is slowed for three rounds4. 1 Cold damage per success +4, and the target is slowed for four rounds

    5. 1 Cold damage per success +5, and the target is slowed for five rounds

    Frendo

    Range: All targets within 50 ft.

    Duration: Instant

    Base PKE Cost: 3

    Save: Toughness negates

    Upon manifestingfrendo, the user and all non-targeted beings within 50 feet of theuser will feel as if their legs were made of lead and as if some unseen force was

    pulling them to the ground. For those who are targeted (mainly enemies of the user),

    however, they will feel a much more harsh sensation; they will feel as if their insides

    are collapsing in on themselves. The result of this is due to gravity itself growing

    stronger and stronger around the victims, crushing their bodies tightly for a fewseconds upon manifestation. If able to endure the beginning pain of this power, one

    will be rendered unaffected by it; otherwise, the gravitational hold on the victim willcrush them so much that their internal organs can rupture and their breath can be

    squeezed from their lungs. At higher Levels, the gravitational hold on a victim can be

    so great that it pins their feet to the ground for some moments after the crushing ends.*Effects by rank

    1. 1 Force damage per success +1

    2. 1 Force damage per success +2

    3. 1 Force damage per success +3, and the target is immobile for one round4. 1 Force damage per success +4, and the target is immobile for two rounds

    5. 1 Force damage per success +5, and the target is immobile for three rounds

    Tractus

    Range: 80 ft.

    Duration: See text

    Base PKE Cost: 1

    Save: Willpower negates

    The tractuspower enables the user to employ the use of telekinesis the power tomove objects without touching them by using the mind. Tractus is an umbrella

    term of sorts to describe the various uses of such a power by a Psion. Below are

    the two main conventional uses oftractus:

    Lifting or moving one or more inanimate objects using telekinesis. Whendone, the user can lift as many objects as he or she can without going over a

    total weight limit in pounds. The limit is equal to the number of ranks thetarget possesses in their Charisma plus the number of ranks in theirtractus

    power x10. The result is then multiplied by the Level of the power.

    For instance, a character with two ranks in Charisma and three ranks intractus can affect up to 50 lbs. in total alone; then, if manifested as a Level 3

    power, this use oftractus allows the Psion in question to affect up to 150 lbs.

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    of matter. The hard cap, or maximum amount, of pounds of matter than can

    be lifted is 500 lbs. at one time.

    The duration is equal to the Level of the manifested power; i.e. using a Level3 use oftractus in this way allows the effect to last for three minutes in-game.

    This power can be sustained for additional minutes by using up an additional

    PKE point per minute sustained past the base duration. Throwing an object or being using telekinesis. The rules of this powers

    weight limit of mass are similar to lifting or moving objects, yet it can only

    affect a single target and the weight limit is x5, not x10. If a target is throwninto another object (such as a wall), the target must make a Toughness save

    against a Challenge Level equal to the users own dice rolls; when performed,

    treat this power as a normal effect for the sake of dice rolling (i.e. rolling anumber of dice equal to the users Charisma rank plus the Level of the

    manifested power). If this Challenge is failed by the target, they suffer Force

    damage equal to the number of successes plus the Level of the power.

    Iftractus is used in this fashion, the duration is considered Instant.

    Regardless of usage, if a target succeeds at a Willpower save when being affected bytractus, they are able to mentally ward off the telekinetic force and are not subjected to it.

    Perturbo

    Range: 40 ft.

    Duration: One round/success; see text

    Base PKE Cost: 2

    Save: See text; success results in the negation of the effectPerturbo is an umbrella term describing a Psions power to negatively affect a

    targets mind or brain to, in turn, cause a debilitating effect to their body. The

    effects usable withperturbo, along with their names, are as follows: Perturbo-subsisto: By stopping the natural electrical impulses within the

    targets bodily muscle, this variants target can suffer from paralysis, as

    the condition. For this variant, however, the duration of this paralysis is

    actually one round less than the number of successes (minimum of oneround in total if successful). The target of this variant uses its Willpower

    save to try and negate the paralysis effect.

    Perturbo-agon: By overloading ones pain receptors with intense painstimuli, the manifester can cause the target one rank of vexations upon a

    successful save. The target of this variant uses its Toughness save.

    Perturbo-alieno: This manifestation variant causes the target to develop a

    temporary case of amnesia, as the condition, for a brief time. The targetof this variant uses its Willpower save.

    Perturbo-caecus: This manifestation causes the targets eyes to lose focusto the point where they cannot see, thus effectively blinding them, as the

    condition, for the duration of this power. As withperturbo-subsisto, the

    duration of this power is actually one round less than the number ofsuccesses if it is, indeed, successful (once more, a minimum of one round

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    in total if successful is applied). The target of this variant uses its

    Toughness save.

    Mico

    Range: 75 ft; see text

    Duration: Instant

    Base PKE Cost: 3

    Save: Reflexes halfMico generates a lightning bolt out between a target and a few centimeters out from

    the users fingertips. This is done by manipulating the electrons in the air between the

    two points until it produces a static current, thus resulting in a bolt of lightning. As it

    strikes, depending on Level of the manifested power, smaller bolts of lightning maybranch out from the target of this power and strike at other targets chosen by the

    player (mainly other enemies). These smaller manifested lightning bolts cause

    damage equal to half of the number of successes plus half of the modifier (rounded

    down). For instance, a Level 2 version of this power would afflict damage equal to

    half of the number of successes against the main target +1.*Effects by rank

    1. 1 Electrical damage per success +22. 1 Electrical damage per success +3, and smaller bolts strike up to two

    additional targets up to 20 ft. from the original target

    3. 1 Electrical damage per success +4, and smaller bolts strike up to twoadditional targets up to 40 ft. from the original target

    4. 1 Electrical damage per success +5, and smaller bolts strike up to three

    additional targets up to 50 ft. from the original target

    5. 1 Electrical damage per success +6, and smaller bolts strike up to twoadditional targets up to 60 ft. from the original target

    Fama

    Range: 100 ft.

    Duration: 1 minute/success

    Base PKE Cost: See text

    Save: Willpower negates; see text

    When used,fama allows one to communicate using telepathy, the power of

    communicating with the mind through thoughts. When manifested, the user rolls for anumber of successes as usual with using a power; when manifested, for each success

    the user offama can broadcast his or her thoughts to others for up to as many minutes

    as there were successes. When used in this manner,fama does not have a PKE cost.

    After this, one may try to read an opponents mind during the duration offama,

    expending one PKE for up to 10 seconds of listening in on anothers thoughts. Those

    affected by this power can feel an odd mental sensation, hard to describe but similarto the feeling of a breeze flowing through their mind. As such, one may make a

    Willpower save to resist the mental probing, using the number of successes the

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    manifester gained as the Challenge Level. Upon success, the target is able to block

    out the manifester, making them unable to try and read the mind of that particular

    being for one hour. Regardless of how it is used, fama cannot affect spirit, undeador construct beings. Spirits do not possess physical brains and therefore cannot have

    their thoughts read, whereas undead beings and constructs have no will of their own

    and thus cannot think.

    END OF PART ONE