Chapter 3
Characters
This chapter describes how individual characters in Rise are defined, including their statistics. For context about how characters act in combat, see Combat. For context about how characters act more generally, see Adventuring.
Some of the information in this chapter won’t fully make sense until you’ve read future chapters. You can either skim past terms you don’t yet understand or look them up as you go along.
3.1 Attributes
3.1.1 Strength (Str)
3.1.2 Dexterity (Dex)
3.1.3 Constitution (Con)
3.1.4 Intelligence (Int)
3.1.5 Perception (Per)
3.1.6 Willpower (Wil)
3.2 Combat Statistics
3.2.1 Accuracy
3.2.2 Damage Resistance
3.2.3 Defenses
3.2.4 Encumbrance
3.2.5 Hit Points
3.2.6 Power
3.3 Resources
3.3.1 Attunement Points
3.3.2 Fatigue
3.3.3 Insight Points
3.3.4 Trained Skills
3.4 Size and Weight
3.4.1 Size Categories
3.4.2 Weight Limits
3.4.3 Falling Damage
3.5 Calculation Guidelines
3.5.1 Stacking Rules
3.5.2 Minimum and Maximum Modifiers
3.5.3 Doubling and Halving
3.5.4 Changing Statistics
3.5.5 Rounding
3.6 Character Creation
3.6.1 Step 1: Character Concept
3.6.2 Step 2: Motivation and Goal
3.6.3 Step 3: Species
3.6.4 Step 4: Attributes
3.6.5 Step 5: Class and Class Archetypes
3.6.6 Step 6: Insight Points
3.6.7 Step 7: Skills
3.6.8 Step 8: Starting Equipment
3.6.9 Step 9: Personality
3.6.10 Step 10: Background
3.6.11 Step 11: Appearance
3.6.12 Step 12: Alignment
3.6.13 Step 13: Name
3.7 Alignment
3.7.1 Aligned Characters
3.7.2 Good vs. Evil
3.7.3 Law vs. Chaos
3.8 Personal Appearance
3.8.1 Age
3.8.2 Height and Weight
3.9 Backgrounds
3.9.1 Background Benefits
3.9.2 Background Flaws
3.9.3 Mixed Backgrounds
3.10 Character Advancement and Gaining Levels
3.10.1 Legacy Items
3.1.1 Strength (Str)
3.1.2 Dexterity (Dex)
3.1.3 Constitution (Con)
3.1.4 Intelligence (Int)
3.1.5 Perception (Per)
3.1.6 Willpower (Wil)
3.2 Combat Statistics
3.2.1 Accuracy
3.2.2 Damage Resistance
3.2.3 Defenses
3.2.4 Encumbrance
3.2.5 Hit Points
3.2.6 Power
3.3 Resources
3.3.1 Attunement Points
3.3.2 Fatigue
3.3.3 Insight Points
3.3.4 Trained Skills
3.4 Size and Weight
3.4.1 Size Categories
3.4.2 Weight Limits
3.4.3 Falling Damage
3.5 Calculation Guidelines
3.5.1 Stacking Rules
3.5.2 Minimum and Maximum Modifiers
3.5.3 Doubling and Halving
3.5.4 Changing Statistics
3.5.5 Rounding
3.6 Character Creation
3.6.1 Step 1: Character Concept
3.6.2 Step 2: Motivation and Goal
3.6.3 Step 3: Species
3.6.4 Step 4: Attributes
3.6.5 Step 5: Class and Class Archetypes
3.6.6 Step 6: Insight Points
3.6.7 Step 7: Skills
3.6.8 Step 8: Starting Equipment
3.6.9 Step 9: Personality
3.6.10 Step 10: Background
3.6.11 Step 11: Appearance
3.6.12 Step 12: Alignment
3.6.13 Step 13: Name
3.7 Alignment
3.7.1 Aligned Characters
3.7.2 Good vs. Evil
3.7.3 Law vs. Chaos
3.8 Personal Appearance
3.8.1 Age
3.8.2 Height and Weight
3.9 Backgrounds
3.9.1 Background Benefits
3.9.2 Background Flaws
3.9.3 Mixed Backgrounds
3.10 Character Advancement and Gaining Levels
3.10.1 Legacy Items