Sleight's Game

Setting


This is a brief overview of the setting information for the Rift World setting I am using for my DnD games. This knowledge represents what every person living in society understands about the world they live in and the people they share it with. Based on individual character backgrounds, you will know more details about where you come from.

History: A brief overview of how the world got to be like it is. Mostly dealing with the Apocalypse that this world suffered about 50 years ago.

Politics: A very small overview of the three biggest political forces in the world and a summary of the kinds of political entities that this world produces.

Culture: A general overview of culture in this world, what the common people's lives are like. Includes how they talk about dates and times, money, and magic.

Geography: A brief rundown of the major landmasses in the world, with a focus on the Iron Islands.

Religion


Deities: A list of the Major, Minor, and Demi- Gods of the world.

House Rules


Races

Skill Challenges

Powers

  • Heroic Versatility - In order to deal with myriad threats presented by the Rift, the heroes of this world have had to become much more flexible. For all but your highest level Encounter Power, choose two Encounter Powers instead. You may use one of these powers in each Encounter. This is to give Players a bit more choice and flexibility in combat, and to encourage taking more situational powers.

Magic

  • Ritual Casting: In addition to the normal benefits, any character with Ritual Casting may perform one ritual per day without the normal cost of components. This, of course, does not apply to any item creation feats. Alternatively, a character can use their once daily free ritual to cast a ritual at full cost but in One Full Round, rather then the normal cast time. The number of free or fast rituals that a character may use increases to 2 at Paragon Tier, and 3 at Epic Tier.

Weapons

  • Raze Bow - An exotic weapon designed for taking out Arbonal at a distance. Mostly used by Arbonal for dealing with internal conflicts. A Raze Bow is a modified Heavy Crossbow that fires two weighted balls connected with a strong strand of razor wire. The balls are fired at a slight angle away, setting them spinning rapidly around each other as they fly. The Raze Bow deals terrific damage at short range.
    • Damage: 1d12
    • Crit: x3
    • Type: Slashing
    • Range: 6 squares for full damage. Deals half damage out to 12 squares and takes the standard -2 range penalty to hit. Does not hit hard enough to hurt beyond that.
    • Treat as a heavy crossbow for purposes of reloading.
  • Trident - The favored weapons of the Mermen, perfect for use underwater.
    • Polearm, Spear
    • Prof +3
    • Dmg 1d8
    • Reach

3.5Ed - Go here to see the previous edition's version of these rules

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