Attributes
Attributes in RISE are the nine characteristics used to describe a character’s aptitude that are assigned a score typically ranging from -1 to 5+ to reflect a character’s relative incompetence or prowess in each area.
- Endurance (END) — Physical resilience. Affects encumbrance and recovery.
- Strength (STR) — Physical power. Affects physical attack damage.
- Accuracy (ACC) — Physical attack precision. Affects ability to hit and target.
- Dexterity (DEX) — Physical agility and finesse. Affects evasion.
- Perception (PER) — Physical and mental awareness. Affects speed of initiative.
- Charisma (CHA) — Social influence and presence. Affects social encounters.
- Heart (HRT) — Spiritual conviction. Affects arcane recovery and capacity for feats.
- Intelligence (INT) — Mental acuity and breadth of knowledge. Affects arcane attack damage.
- Wisdom (WIS) — Experiential understanding. Affects arcane armor.
During gameplay, your Attribute score will be added to dice rolls to help determine the level of success your character reaches with tests using that Attribute. Therefore, a higher number means your character is more likely to succeed in challenges when using that Attribute. After initially assigning Attribute points during character creation, you still have the opportunity to increase Attributes by spending LP.
The cost to increase an Attribute by +1 depends on its current value:
| Current Attribute score | Cost to increase Attribute by 1 |
|---|---|
| Attribute is currently -1 to 3 | 1 LP |
| Attribute is currently 4 to 6 | 2 LP |
| Attribute is currently 7+ | 3 LP |
Skills
Within each Attribute is a subset of specializations called Skills which PCs can choose to upgrade with LP.
Each Skill has 5 ranks. Rank 2 will always grant +2 to Tests of that Skill and Rank 4 will always grant advantage. Ranks 1, 3, and 5 will grant a PC other sets of related abilities either as a Feat, Action, or Passive Ability.
A Player can choose to rank up any Skill, regardless of their score in the related Attribute. Most players will find it helpful to rank up skills in Attributes they are already focusing on, though looking outside their top attributes can provide a mix of fun synergy and roleplay compatibility for their character.
| ATTRIBUTE | SKILL | DESCRIPTION |
|---|---|---|
| ENDURANCE) | Body Control | Train your body to obey. |
| Recovery | Bounce back fast. | |
| Stamina | Outlast everyone. | |
| Toughness | Take the hit. | |
| Vitality | Your body fights back. | |
| STRENGTH) | Athletics | Move like you mean it. |
| Grappling | Grab, slam, win. | |
| Intimidation | Muscle does the talking. | |
| Might | Break it or lift it - your call. | |
| Smithing | Heat, hammer, repeat. | |
| ACCURACY) | Archery | Aim true, let fly. |
| Brawling | Fists, claws, and fury. | |
| Heavy Weapons | Swing big, break bones. | |
| Light Weapons | Quick, quiet, deadly. | |
| Medium Weapons | Balance in every blow. | |
| Shooting Weapons | Point and shoot. | |
| DEXTERITY) | Acrobatics | Flip it, stick it, land it. |
| Crafting | Make it with your hands. | |
| Finesse | Quick hands, sticky fingers. | |
| Handling | Ride it, sail it, steer it. | |
| Stealth | Seen by none, heard by less. | |
| PERCEPTION) | Hearing | Tune in to the world. |
| Initiative | React before they move. | |
| Seeing | Nothing escapes your eye. | |
| Smelling | Sniff out trouble. | |
| Tasting | Taste it. Know it. | |
| Touching | Feel your way forward. | |
| CHARISMA) | Deception | Lie like it’s second nature. |
| Leadership | Speak, and they follow. | |
| Performance | Steal the spotlight. | |
| Persuasion | Make them believe. | |
| Romance | Turn charm into chemistry. | |
| HEART) | Courage | Feel the fear, stand anyway. |
| Empathy | Feel what they feel. | |
| Faith | Believe in something greater. | |
| Self-Discipline | Stay centered when it counts. | |
| Spirit | Guard your soul. | |
| INTELLIGENCE) | Arcanophysics | Magic meets the laws of physics. |
| Artificing | Build the unbuildable. | |
| Elemancy | Command the raw forces of nature. | |
| Engineering | Think it, build it. | |
| Medicine | Heal the hurt. | |
| Memory | Never forget. | |
| WISDOM) | Brewing | Bottle power, pleasure, or pain. |
| Evaluation | See the truth beneath the surface. | |
| Life Weaving | Life is yours to shape. | |
| Mysticism | Bend fate, alter reality. | |
| Survival | Live where others perish. |
Endurance (END)
| The Endurance Attribute score represents your body’s physical resilience. This is your ability to resist fatigue, illness, toxins, and the toll of long days or hard travel. Your Endurance score also affects how much you can carry (encumbrance), and how much health you can recover while resting. Characters with high Endurance can wear heavier gear, better resist environmental hazards, and bounce back faster from harm. | Endurance Skills: Body Control Recovery Stamina Toughness Vitality |
|---|
| Body Control | Details |
|---|---|
| Description | Train your body to obey. Rolls here suppress reflexes like flinching, gasping, or twitching. Investing in Body Control improves physical control and composure under stress. |
| Rank 1 | Extend Breath (1 FP) - Extend the duration you can hold your breath by 1 minute. |
| Rank 2 | Gain +2 towards Body Control skill tests. |
| Rank 3 | For as long as you are holding your breath, you may temporarily gain the Precise and Serene status conditions. |
| Rank 4 | Gain advantage whenever you perform Body Control skill tests. |
| Rank 5 | You are now immune to the Unsteady and Staggered status conditions. |
| Recovery | Details |
|---|---|
| Description | Bounce back fast. Rolls here reduce downtime from injuries and physical exhaustion. Investing in Recovery speeds up healing and stamina restoration. |
| Rank 1 | Recover Health (2 FP) - Recover HP equal to your End. |
| Rank 2 | Gain +2 towards Recovery skill tests. |
| Rank 3 | When using the First Aid action on yourself, you may choose to roll End (Recovery) instead of Int (Medicine). |
| Rank 4 | Gain advantage whenever you perform Recovery skill tests. |
| Rank 5 | When taking a breather, you may now recover from one debuff condition of your choice. |
| Stamina | Details |
|---|---|
| Description | Outlast everyone. Rolls here resist fatigue from long activity, heavy armor, or intense focus. Investing in Stamina extends endurance and lowers the toll of strain. |
| Rank 1 | Reduce the Evasion penalty of armor/shields by 1. |
| Rank 2 | Gain +2 towards Stamina skill tests. |
| Rank 3 | Further reduce the Evasion penalty of armor/shields by 2. |
| Rank 4 | Gain advantage whenever you perform Stamina skill tests. |
| Rank 5 | You are now immune to the Fatigued Status Condition. |
| Toughness | Details |
|---|---|
| Description | Take the hit. Rolls here resist knockdowns, wounds, and physical conditions. Investing in Toughness increases resilience and keeps you in the fight. |
| Rank 1 | Thick Skin (2 FP) - Temporarily gain +3 physical armor for one round. |
| Rank 2 | Gain +2 towards Toughness skill tests. |
| Rank 3 | Take 1 less damage from the effects of the Bleeding status when using feats and actions. |
| Rank 4 | Gain advantage whenever you perform Toughness skill tests. |
| Rank 5 | You are now immune to the Weakened Status Condition. |
| Vitality | Details |
|---|---|
| Description | Your body fights back. Rolls here resist poisons, drugs and alcohol, diseases, and parasites. Investing in Vitality boosts immunity and helps purge harmful effects. |
| Rank 1 | Sober Up (3 FP) - Recover from one of the following Status Conditions: Unsteady, Clumsy, Distracted, or Forgetful. |
| Rank 2 | Gain +2 towards Vitality skill tests. |
| Rank 3 | You automatically recover from the Poisoned status and the effects of other poisons after 2 Rounds instead of 3. |
| Rank 4 | Gain advantage whenever you perform Vitality skill tests. |
| Rank 5 | Purge Toxins (4 FP) - Recover from the Poisoned status condition. |
Strength (STR)
| The Strength Attribute score reflects your raw physical power. It is your capacity to lift, carry, shove, strike, and smash. Strength is the brute force behind lifting gates, breaking chains, commanding intimidation and swinging heavy weapons. Strength doesn’t just define how much you can do with your body, it informs how decisively you do it. Your Strength score affects your Character’s physical damage bonus. Characters with high Strength can grab more, hit harder, and carry a stronger physical presence. | Strength Skills: Athletics Grappling Intimidation Might Smithing |
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| Athletics | Details |
|---|---|
| Description | Move like you mean it. Rolls here cover climbing, jumping, swimming, and sprinting. Investing in Athletics improves mobility, speed, and physical agility in the field. |
| Rank 1 | You may now freely enter or exit the Prone status once per turn. |
| Rank 2 | Gain +2 towards Athletics skill tests. |
| Rank 3 | Quick Feet (1 FP) - Immediately perform a Movement action. This feat may only be used once per round |
| Rank 4 | Gain advantage whenever you perform Athletics skill tests. |
| Rank 5 | You are now immune to the Slowed Status Condition. |
| Grappling | |
| Description | Grab, slam, win. Rolls here control enemies up close by tackling, pinning, throwing, or escaping a grab. Investing in Grappling increases your control, strength holds, and takedown options. |
| Rank 1 | Take Down (3 FP) - Attempt to knock an adjacent target Prone by initiating a grapple. Make an opposed Str (Grappling) test against your target. The loser is knocked Prone. |
| Rank 2 | Gain +2 towards Grappling skill tests. |
| Rank 3 | Pin Down (5 FP) - Attempt to Immobilize a Prone opponent by making an opposed Str (Grappling) test. If you succeed, the target is Immobilized for one round. If you fail, the opponent immediately stands up and is no longer Prone. |
| Rank 4 | Gain advantage whenever you perform Grappling skill tests. |
| Rank 5 | Enemies you have Immobilized are also considered Silenced for as long as they remain in that condition. |
| Intimidation | |
| Description | Muscle does the talking. Rolls here apply pressure through presence, staring someone down or making threats. Investing in Intimidation boosts your ability to scare, command, or coerce in tense moments. |
| Rank 1 | Death Threat (3 FP) - Attempt to Frighten a single adjacent target. Make an opposed Str (Intimidation) test vs your target's Hrt (Courage) or Str (Intimidation). |
| Rank 2 | Gain +2 towards Intimidation skill tests. |
| Rank 3 | Deal +3 bonus damage against Frightened foes. |
| Rank 4 | Gain advantage whenever you perform Intimidation skill tests. |
| Rank 5 | Whenever you Frighten a target, they also gain the Slowed status condition. |
| Might | |
| Description | Break it or lift it, your call. Rolls here involve lifting heavy objects, smashing barriers, or forcing things open. Investing in Might enhances brute-force actions and gives access to powerful physical feats. |
| Rank 1 | Deadly Strike (4 FP) - Use with any physical attack. Your attack deals 2d6 bonus physical damage. |
| Rank 2 | Gain +2 towards Might skill tests. |
| Rank 3 | Deal x2 damage when attacking or attempting to break objects, walls, doors, equipment, etc. |
| Rank 4 | Gain advantage whenever you perform Might skill tests. |
| Rank 5 | Bursting through a door or barrier will grant you the Confident status condition. |
| Smithing | |
| Description | Heat, hammer, repeat. Rolls here forge, repair, or modify weapons, armor, and tools. Investing in Smithing improves crafting quality, durability, and customization options. |
| Rank 1 | Gain access to the Smithing Table and Masterwork Smithing Feats up to the Rare rarity. |
| Rank 2 | Gain +2 towards Smithing skill tests. |
| Rank 3 | Overforge (2 FP) - While wielding a weapon, you push it past its limits for one powerful strike. Your next attack with it deals +2d6 damage, then the weapon breaks and must be repaired. Repeated use may cause permanent damage at the GM’s discretion. |
| Rank 4 | Gain advantage whenever you perform Smithing skill tests. |
| Rank 5 | Anything you forge or maintain resists being ruined one time. This includes breakage from Overforge or damage like corrosion, melting, or shattering. After resisting once, the item can still be destroyed if stressed again. |
Accuracy (ACC)
| The Accuracy score represents your sense of precision and coordination. It determines how effectively you can handle various weapons and aim, strike, or hit a target exactly where you intend. Your Accuracy score affects your chance to hit and target your attacks. Characters with high Accuracy are reliable, deadly, and controlled in their strikes. | Accuracy Skills: Archery Brawling Heavy Weapons Light Weapons Medium Weapons Shooting Weapons |
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Dexterity (DEX)
| The Dexterity Attribute score reflects your agility, finesse, and control over precise movement. It governs your ability to move quietly, dodge attacks, maintain balance, and perform intricate physical tasks. Whether you’re slipping through shadows, steering a vehicle, picking a lock, or threading a needle, Dexterity determines how gracefully and effectively you interact with the world through motion. Your Dexterity score affects your ability to dodge attacks (evasion), perform delicate tasks, and move with precision. Characters with high Dexterity are able to move gracefully and carefully, accomplishing tasks with precision. | Dexterity Skills: Acrobatics Crafting Finesse Handling Stealth |
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Perception (PER)
| The Perception Attribute score represents your alertness and awareness of surroundings and small details. It includes your five senses, and reaction time to notice a sound out of place, a figure in the distance, or a shift in the wind. Whether tracking prey, reacting to danger, or finding hidden objects, Perception is your connection to the world around you. Your Perception score affects how quickly you react in conflict, and your ability to detect details in the world around you. Characters with high Perception are less surprised by changes in their environment, are quick to respond, and are more likely to find that which has been hidden. | Perception Skills: Hearing Initiative Seeing Smelling Tasting Touching |
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Charisma (CHA)
| Charisma reflects your social magnetism, charm, and ability to influence others. It's not about being bombastic, it’s about being compelling. Charisma is your ability to influence others through presence and expression whether in a theatre, boardroom, or a battlefield. Your Charisma score affects your social interactions, governing how well you perform, persuade, deceive, or inspire. Characters with high Charisma can open doors, diffuse tension, and create trust even in the unlikeliest of circumstances. | Charisma Skills: Deception Leadership Performance Persuasion Romance |
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Heart (HRT)
| Your Heart Attribute score reflects your inner spiritual convictions. Heart is the wellspring of personal resolve, inner resilience and moral force. Your Heart score affects how quickly you can muster up feats and magic power. Characters with high Heart are able to stand firm in the face of fear, resist temptation, hold to beliefs, and connect deeply with others. | Heart Skills: Courage Empathy Faith Self-Discipline Spirit |
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Intelligence (INT)
| The Intelligence Attribute measures your capacity for learning, reasoning, and understanding complex concepts. It includes academic learning, magical theory, engineering, medicine, and technical problem-solving. Your Intelligence score affects how much damage can be done with spell casting. Characters with high Intelligence don’t just remember facts, they understand how things work and apply that knowledge to manipulate the world around them. | Intelligence Skills: Arcanophysics Artificing Elemancy Engineering Medicine Memory |
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Wisdom (WIS)
| The Wisdom Attribute reflects your lived understanding of the world, shaped by experience, intuition, and connection to deep truths. It governs your ability to survive, sense unseen forces, interpret omens, and make decisions grounded practical judgment and insight. Your Wisdom score affects your innate ability to resist arcane attacks. Characters with high Wisdom are often spiritual, grounded, and understanding in ways that defy logic. | Wisdom Skills: Brewing Evaluation Life Weaving Mysticism Survival |
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