New Universe-specific skill. No core equivalent.
The skill of identifying, reading, and successfully using natural rifts between planes. Rifts are wild tears in planar fabric, not constructed portals, not part of the Silver Road network. A character who blunders through a rift without this skill is gambling with their destination, their body, and their timeline. This skill covers: recognizing that a rift exists, estimating its destination and stability, timing transit to reduce risk, and surviving an uncontrolled passage when things go wrong. Does not cover constructed portals (requires Craft and Planar Lore) or the Shattered Domain's organized portal network (Planar Lore and Lore).
Using a rift without any ranks in this skill is a roll of unaugmented Intellect alone, at a difficulty set by the GM.
Rift Transit Procedure
Rift transit has three phases: detect, assess, go. Skipping assessment adds difficulty. The roll is never skippable.
Phase 1 — Detect. A character with any ranks in Rifts detects an active rift at Short range without a check; at Rifts 2+, dormant and concealed rifts too. An untrained character may notice a rift with a Perception check (Average) but cannot assess it or lead anyone through.
Phase 2 — Assess. Spend one Action and make a Rifts check (Average). On success, the GM reveals the rift's stability rating and whether the destination is known or unknown. On failure, only whether it appears passable. A character who skips this phase treats the rift as Unknown, adding 1 Trial Die to the transit roll.
Stability Ratings
| Rating |
Description |
Difficulty |
| Stable |
Wide, clear, fixed destination |
Average |
| Unstable |
Flickering, partially collapsed |
Hard |
| Volatile |
Barely open, closing rapidly |
Severe |
| Sealed |
Not passable; must be opened first |
— |
Opening a sealed rift requires a Hard Rifts check, Sustained (3 consecutive Actions). Breakthrough: opens at Stable. Success: opens at Unstable. Failure: cannot reattempt for one hour.
Phase 3 — Transit. Action cost: One Action per transiting character.
Group transit. The lead transitor (the one making the Rifts roll) may bring up to their Willpower score in additional willing travelers. Every additional traveler must be at Engaged range when transit begins and must spend their own Action to follow. Additional travelers make no roll; their result is bound entirely to the lead transitor's.
The roll. Build the pool using Intellect + Rifts (higher of the two for total dice; lower upgrades). Add Trial Dice from the stability rating, plus 1 Trial Die if the destination is unknown.
Transit Results
| Result |
Outcome |
| Success |
All travelers arrive at the correct destination intact. |
| Success + Breakthrough |
Perfect transit. Arrive exactly where intended; rift stability improves one tier for one hour. |
| Failure, 0 net Banes |
Transit fails. Everyone is repelled to the entry point, unharmed. The rift remains. |
| Failure + 1 Bane |
Displaced. Everyone arrives at a random point at Extreme range from the entry point, same plane. |
| Failure + 2 Banes |
Torn through. Everyone suffers 2 Wounds and 2 Strain (both bypass Resistance) and arrives several miles from the rift, same plane. |
| Failure + 3+ Banes |
Blown through. Everyone suffers 3 Wounds (bypasses Resistance) and is rendered Unconscious, incapacitated and unresponsive, waking naturally in about one hour or when another character spends an Action to rouse them. Everyone arrives 100+ miles from the rift, same plane. |
| Calamity (failed check) |
Wrong plane, hostile. Supersedes the Bane tier result. |
| Calamity (successful check) |
Wrong plane, survivable. Everyone is intact but entirely in the wrong location. Supersedes the Bane tier result. |
A Calamity supersedes all Bane tier outcomes. Calamity on a failed check: hostile plane. Calamity on a successful check: survivable plane. The GM Guide (Chapter Five) lists both categories.
Bane tier outcomes apply equally to the lead transitor and all additional travelers.
Rift stability changes. Using a rift is not neutral. After a successful transit, the rift's stability degrades by one tier: Stable becomes Unstable, Unstable becomes Volatile, and a Volatile rift closes after use. A Breakthrough can temporarily improve stability as listed above, but repeated travel still stresses the tear.
Sealing a rift. Same as opening: Hard Rifts check, Sustained (3 consecutive Actions). Breakthrough seals it permanently. Success seals it until natural planar pressure reopens it. Failure: cannot reattempt for one hour.
Without the skill. An untrained character who enters a rift rolls Intellect alone at Severe, cannot lead anyone else, and cannot assess stability.