This is a rulebook for a new tabletop role-playing game called Rise. If you aren’t familiar with TTRPGs, check out the What Is A Tabletop Role-Playing Game? section. If you want to know how Rise compares to things you might be familiar with, check out the What Makes Rise Different? section.
I’m developing Rise on Github! If you find an issue, or have a question, feel free to file an issue there. You can also find a PDF version of the book hosted there.
1 Introduction
1.1 What Is Rise?
1.2 How to Play - The Short Version
1.3 What Makes Rise Different?
2 How to Play
2.1 Saying What Your Character Does
2.2 Rolling Dice
2.3 Making Checks
2.4 Defining the Undefined
3 Characters
3.1 Attributes
3.2 Combat Statistics
3.3 Resources
3.4 Size and Weight
3.5 Calculation Guidelines
3.6 Character Creation
3.7 Alignment
3.8 Personal Appearance
3.9 Backgrounds
3.10 Character Advancement and Gaining Levels
4 Species
4.1 Humans
4.2 Dwarves
4.3 Elves
4.4 Gnomes
4.5 Half-Elves
4.6 Half-orc
4.7 Halflings
4.8 Orcs
5 Combat
5.1 Making Attacks
5.2 Calculating Damage
5.3 Taking Damage
5.4 Vital Wounds
5.5 Combat Time
5.6 Movement and Positioning
5.7 Aerial Movement
5.8 Universal Abilities
5.9 Vision and Light
5.10 Obstacles and Cover
5.11 Awareness and Surprise
5.12 Special Combat Rules
5.13 Special Ability Mechanics
6 Classes
6.1 How Classes Work
6.2 Class Description Format
6.3 Barbarian
6.4 Cleric
6.5 Druid
6.6 Fighter
6.7 Monk
6.8 Paladin
6.9 Ranger
6.10 Rogue
6.11 Sorcerer
6.12 Warlock
6.13 Wizard
7 Skills
7.1 Skill Overview
7.2 Awareness (Per)
7.3 Balance (Dex)
7.4 Climb (Str)
7.5 Craft (Int)
7.6 Creature Handling (Per)
7.7 Deception (Per)
7.8 Deduction (Int)
7.9 Devices (Int)
7.10 Disguise (Int)
7.11 Endurance (Con)
7.12 Flexibility (Dex)
7.13 Intimidate (Varies)
7.14 Jump (Str)
7.15 Knowledge (Int)
7.16 Medicine (Int)
7.17 Perform (Dex)
7.18 Persuasion (Per)
7.19 Profession (Varies)
7.20 Ride (Dex)
7.21 Sleight of Hand (Dex)
7.22 Social Insight (Per)
7.23 Stealth (Dex)
7.24 Survival (Per)
7.25 Swim (Str)
8 Adventuring
8.1 Resting
8.2 Overland Movement
8.3 Communication and Languages
8.4 Spells and Rituals
8.5 Common Magical Effects
8.6 Breaking Objects
8.7 Poison
9 Items and Equipment
9.1 Wealth and Item Ranks
9.2 Using Items
9.3 Weapons
9.4 Magic Weapons
9.5 Armor
9.6 Magic Armor
9.7 Magic Apparel
9.8 Magic Apparel Descriptions
9.9 Magic Implements
9.10 Consumables
9.11 Tools, Goods, and Mounts
10 Combat Styles
10.1 Combat Style List
10.2 Maneuver Lists
10.3 Brute Force
10.4 Dirty Fighting
10.5 Ebb and Flow
10.6 Flurry of Blows
10.7 Herald of War
10.8 Mobile Hunter
10.9 Perfect Precision
10.10 Rip and Tear
10.11 Unbreakable Defense
11 Mystic Spheres
11.1 Magic Sources
11.2 Spell Lists
11.3 Aeromancy
11.4 Aquamancy
11.5 Astromancy
11.6 Channel Divinity
11.7 Chronomancy
11.8 Cryomancy
11.9 Electromancy
11.10 Enchantment
11.11 Fabrication
11.12 Photomancy
11.13 Polymorph
11.14 Prayer
11.15 Pyromancy
11.16 Revelation
11.17 Summoning
11.18 Telekinesis
11.19 Terramancy
11.20 Thaumaturgy
11.21 Toxicology
11.22 Umbramancy
11.23 Verdamancy
11.24 Vivimancy
11.25 Universal
12 The World
12.1 Magic
12.2 Personal Power
12.3 Deities and Afterlifes
A Glossary
B Reference
B.1 Ability Tags
B.2 Circumstances and Debuffs
B.3 Traits
C Feats
C.1 Gaining Feats
C.2 Feat Mechanics
C.3 Feat Descriptions
C.4 Other Feat Rules
D Optional Rules
D.1 Attributes
D.2 Epic Fates
D.3 Classes
D.4 Alternate Play Styles
E Uncommon Species
E.1 Animal Hybrid
E.2 Automaton
E.3 Awakened Animal
E.4 Changeling
E.5 Dragon
E.6 Drow
E.7 Dryaidi
E.8 Eladrin
E.9 Harpy
E.10 Incarnation
E.11 Kit
E.12 Naiadi
E.13 Oozeborn
E.14 Sapling
E.15 Tiefling
E.16 Vampire
F Ship Combat
F.1 Ship Statistics
F.2 Ship Resources and Strain
F.3 Taking Ship Damage
F.4 Repairing Ships
F.5 Ship Attributes
F.6 Ship Size
F.7 Ship Movement
F.8 Ship Armor
F.9 Ship Weapons
F.10 Ship Enhancements
F.11 Ships Fighting Non-Ships
F.12 Ships and Gunpowder
F.13 Crew Roles
G Monster Mechanics
G.1 Monster Statistics
G.2 Monster Combat Mechanics
G.3 Quick Monster Creation
H Monster Descriptions
Acknowledgements