- Understanding Conflict Encounters
- Initiative & Turn Order
- Player Actions
- Major Actions
- Minor Actions
- Variable Actions
- Feats
- Targeting System
- How Targeting Works
- Body Part Hit Effects
- Movement & Positioning
- Player Stats - HP, MP, Spd
- Resting & Recovery
Turn-Based Actions
Each turn for a player consists of one Major and two Minor Actions. Feats are the exception, and can be done by any player at any time, even between actions in another player’s turn.
During a conflict encounter, the flow of time is generally tracked in “rounds.” A round consists of the turn of every PC as well as any adversaries played by the GM. A round is estimated as 10 seconds. Although combat encounters are turn-based, it is generally assumed that every character’s actions are occurring so quickly (1-5 seconds), that it is nearly all done simultaneously.
Major
Minor
Variable
Standard Turn-Based Actions
All characters start with the following Actions and Feats.
| Action | Type | Description |
|---|---|---|
| Attack | Major | Melee: You attack one adjacent enemy in hand-to-hand combat. An enemy within your melee weapon's range is considered adjacent. Ranged: You fire or throw a missile weapon at one visible enemy within range. If they are outside of your short range but still within your long range you suffer disadvantage on hitting the target. |
| First Aid | Major | Apply basic first aid to yourself or another character. Either attempt to cure a status condition OR make an Int (Medicine) test and restore the target's HP by 1/2 of your result. A character may not receive the benefits of a First Aid action more than once per combat encounter. |
| Hide | Major | You must be obscured from view to use this action. Roll a Dex (Stealth) test vs a single chosen Perception Skill from each of your opponents. If your opponents were aware of your location when you initiated the Hide action, they will gain advantage on their Perception test to find you. If you succeed vs all opponents, you gain the Hidden status. |
| Cast Spell | Variable | You attempt to cast a spell using 1 of the three spell casting methods, which requires a casting roll. This may be a major action, minor action, or free action depending on the spell and the stunts used. |
| Move | Minor | You can move up to your Speed in meters. Choosing to lay prone, stand up, mount or dismount a horse or vehicle will all use up 1/2 of your movement distance. If you are swimming, climbing, jumping, or have the Slowed or Hidden statuses you move at 1/2 movement speed. |
| Activate | Minor | Activate or use an item or equipment. You can reload a ranged weapon, swap equipment, pull out and drink a potion, or otherwise ready/use an item that is stowed. |
| Defend | Minor | You concentrate on defending yourself this round. Gain a +1 bonus to your Evasion for the remainder of the round. (This action may only be used once per turn) |
| Concentrate | Minor | Concentrate to maintain the effects of a spell or special power. Concentration will be broken if you take damage or gain a negative status condition (such as poisoned, prone, or clumsy). You may only concentrate on one spell at a time |
Movement
Speed is in m/s
Jumping rules?
If using 1in grids, estimate each grid as 1m.
Concentration
Attacks
Evasion is 10+dex
Targeting Attacks
- If you miss a targeting attack, but meet the original evasion TN, you will still hit but will deal half damage.
Damage
Round up or down damage?
Armor & equipment
- If armor completely negates the damage from an attack, it is still considered a “hit” in case there are secondary effects that apply.
Combat Feats - Sneak, prepare action, targeting
Spell Casting
The mechanics of casting spells works on the same principles as Skill Tests, and is similar to making an attack.
Casting a spell in RISE is determined by the spell’s power bonus (modifier), Target Number, Action type, and MP cost.
Step 1: Choose which spell your character will cast. This may be limited by the amount of MP your character has available, as your character cannot attempt to cast a spell unless they have the required amount of MP available. Additionally, if casting during your turn in a conflict encounter, note the action time - Major or Minor. Since you only have one Major and two Minor Actions available on a turn, this may also limit the spells you are able to cast in the moment.
Step 2: Make a Skill Test to meet or exceed the spell Target Number (TN). Make a Skill Test roll based on the Skill associated with that spell.
Note: Be sure to roll with the appropriate advantage/disadvantage for your character on this skill test. The spell power bonus that is calculated on the digital character sheet will not indicate this.
Step 3: Evaluate the success of the spellcasting Skill Test roll. Successfully casting a spell means 3d6 + Spell Power Bonus is greater than or equal to the spell TN (“Meets it beats it!”). On a success, you will subtract the MP cost from your character’s current MP. If you fail to meet the TN of the spell, you may either: accept the failed attempt and spend no MP, or choose to push the spell through at the cost of double the spell’s original MP.
Step 4: Play out the spell’s effects. Review the spell description and follow the effects as described including the target, area of effect, range, and/or duration. You may need to roll to calculate damage or healing, and you may need to let your GM know if an opponent must make a skill test.
Also, have fun describing what it looks and feels like to cast the spell! This helps to immerse yourself and your fellow players in the moment and is an opportunity to add some personal character flair.
Step 5: Monitor any lasting spell effects. Some spells have lasting effects that may include: maximum duration, recurring effects like damage, or require Concentration to maintain past the current round.
Non-Combat Actions
Exploration
Drinking/Alcohol
Recovery & dying
| Breather | 5 min | After a combat encounter you can take a quick breather. This will allow you to recover HP equal to 1/2 of an End (Recovery) test, and MP equal to a Hrt (Spirit) test. You can only take one breather after each encounter. If you ended the encounter at 0 HP, you cannot take a breather at all. |
|---|---|---|
| Short Rest | 1 hour | You take a nap. This heals you by 2 times your End in HP (minimum 2) and recovers MP equal to 4 times your Hrt (minimum 4). This will also recover you from being Drained (lvl 2 fatigue). You can only take 1 short rest per day and must wait at least 6 hours in between a short rest and long rest. |
| Long Rest | 6 hours | You get a good night's rest. This heals you by 3 times your End in HP (minimum 3) and recovers MP equal to 8 times your Hrt (minimum 8). This will also restore you to the fatigue level Well Rested. If your sleep is interrupted for any reason, you will not awake Well Rested. You also cannot become well rested if you fell asleep while Exhausted (lvl 3 fatigue) or suffering from the effects of an affliction. |
Leveling Up
Refer to the section on Leveling Up from the Character Creation section.