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RISE COMBAT
What is your past, what will you become ?
ENEMY By Sleepdrifter Initiative: d6: 1-3: enemy HP= LVL x 5 CHARACTER CREATION starts | 4-6: PC starts. Weapon & armor determined Roll a d4 for each stat: Resolve test. Attack: use by LVL, necessity and lore. STR, DEX, INT, CON STR for melee, DEX for XP: LVL x 100. HP: d8 for each LVL + CON ranged. Resting restores d6 HP and Defense: use CON. LEVELING requires 1 ration. Start at LVL 1 with 0 XP. Success: weapon DMG dice - Gain XP for killing enemies RESOLVE opponent’s armor and upon completing an Roll a d20+ corresponding Failure: opponent’s DMG dice adventure (+1000 XP). stat. Win if equal to or over - PC’s armor the Difficulty Rating(DR). Gain a LVL for every 1000 XP. [DR] - easy: 8 | normal: 12 | WEAPON / ARMOR Adjust HP and add +1 to one hard: 16 Unarmed: d2 DMG / stat. IF at advantage: 2d20, keep No armor: 0 the highest. Light: d4 / -d2 If at disadvantage: 2d20, Medium: d6 / -d4 MONEY keep the lowest. Heavy: d8 / -d6 Start with d10 x 10. Background d20 Traits d12 Powers d12 (name: Stats modifier | starting item) (Roll twice. Reroll if same or (uses: d2 / day. d20+INT >= 12 to cast 1.Slave: +1 CON, -1 STR | Chains d2+1 contradictory) If failed, lose all uses for the day) 2.Homeless: +1 DEX, -1 STR | Staff d2+1 1.Weak minded: -1 INT 1.Healing touch: heal d6 HP 3.Farmer: +1 STR, -1 INT | Sickle d4 2.Shadow cloak: gain invisibility for d20 2.Depressive: -1 CON 4.Merchant: +1 INT, -1 DEX | +100 gold minutes 3.Frail: -1 STR 3.Firebolt: dealt d6 DMG to a target 5.Musician: +1 DEX, -1 STR | Luth 1 DMG 4.Clumsy: -1 DEX 4.Teleportation: teleport a target up to 6.Medic: +1 INT, -1 STR | d4 Medikit +d6 HP 5.Bad stomach: -2HP when healing d20 meters 7.Sailor: +1 STR, -1 DEX | Tough skin -d2 6.Alcoholic: -1 to initiative 5.Subtle kiss: charm any NPC during d20 7.Eagle eye: +1 to initiative minutes 8.Wanderer: +1 DEX, -1 STR | Hood -d2 8.Healer: +2HP when healing 6.Stone skin: gain -d4 armor during d20 9.Beekeeper: +1 DEX, -1 CON | Beehive d4 minutes 10.Hunter: +1 DEX, -1 INT | Bow d6 9.Wise: +1 INT 7.Life drain: deal d4 DMG and add it to 11.Brute: +1 STR, -1 INT | Club d4 10.Survivalist: +1 CON your HP 12.Assassin: +1 DEX, -1 CON | Knife d4 11.Brawler: +1 STR 8.Fast mind: win the next initiative roll 13.Cultist: +1 INT, -1 STR | Phurpa 2d4 12.Quick reflex: +1 DEX 9.Mind control: control a weaker mind 14.Politician : +1 INT, -1 CON | +200 gold 10.Time pause: stop time during d20 15.Blacksmith: +1 STR, -1 CON | Axe d6 Do you have minutes 16.Astrologist: +1 INT, -1 STR | +1 Power a power ? 11.Nature’s call: Summon a small animal 17.Tanner: +1 CON, -1 INT | Leather -d2 D4: 1-3: no | 4: yes to distract a target 18.Scholar: +1 INT, -1 CON | +1 Power 12.Power of life: Add +1 to any stat for 19.Mercenary: +1 STR, -1 INT | Sword d6 d20 minutes 20.Knight: +1 STR, -1 DEX | Chainmail -d4