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Rising Legends: Skills and Rolling Dice
Skills and Rolling Dice
Twelve-sided dice (d12) determine most results of your choices during gameplay. The dice you roll are defined by your Skills and the effects you use.
Skills
Skills define your character through a combination of inherent talent, practical training, and education that determine how many dice you roll in most circumstances. Each Skill serves a unique purpose for usage, defense, and knowledge. Skills are grouped into the attributes Might, Finesse, Charisma, and Wit that categorize the type of Skill for reference in many effects and calculations, though they do not impact how your character functions.
Athletics: Might
Being aware of the capabilities of your body and how it is limited by outside forces. Athletics uses include lifting, pushing, grabbing and keeping steady when an enemy tries to move you. Knowledge includes how to use leverage, distribute weight across the body, and sports.
Elude: Finesse
An understanding of how your body moves through the world. Elude uses include evading touch and going unnoticed. Knowledge includes how light, sound, and objects travel.
Endure: Might
Tolerating physical strain, physical recovery, and knowing when you are reaching your limits. Endure is used for pushing past the normal limits of your body and resisting many afflictions. Knowledge includes how to survive extreme conditions and how much damage is too much.
Guile: Charisma
Being aware of your own emotions and the emotions of others. Guile is used to influence emotions and be convincing. Knowledge includes methods of communication and both how and why people react emotionally.
Magic: Wit
Manipulation of energies and their flow to and from the Umbral Realm. Magic is used to create amazing effects beyond what can be accomplished through physical actions. Knowledge includes Spells, rituals, magical objects, and magical creatures.
Martial: Might
Dealing with violent situations by being able to quickly comprehend them and take effective action. Martial is used to wield weapons and make tactical or strategic plans. Knowledge includes weapons, armor, tactics, strategy, and military history.
Nature: Wit
Comprehension of how the natural world and the bodies within it operate. Nature is used to hunt, gather, find shelter, farm, and treat or cause injury, illness, poison, and disease. Knowledge includes environments, diseases, and patterns of animal and plant behaviors.
Nimble: Finesse
Hand-eye coordination, delicate adjustments, smooth motions, and balance. Nimble is used for hitting targets at range, sleight of hand, walking on narrow paths, and fitting in tight spaces. Knowledge includes how things move in uncontrolled flight, how contortion works, and sleight of hand tricks.
Observe: Wit
Noticing details of the world around you. Observe is used to notice what is hidden, understand how facts relate to each other, and make accurate estimates of size, distance, and time. Knowledge includes how cover works, likely hiding spots, and how people fill in information they missed.
Poise: Charisma
Recognizing social order and self-control. Poise is used to interact in socially appropriate ways, such as performances, bartering, and manners of all types. Knowledge includes governments, political geography, history, cultures, religions, and organizations.
Tools: Finesse
How to use outside objects to expand your capabilities and aid in tasks. Tools is used to create, destroy, and operate objects. Knowledge includes being aware of tools that exist, identifying tools that would help an activity, and the resources required to complete a task.
Zeal: Charisma
Force of will, spiritual intensity, and luck. Zeal is used to respond quickly to stressful situations and stay motivated. Knowledge includes how people react to long term stress, such as plagues, droughts, and oppression.
Skill and Effect Rolls
Skills have you roll a number of d12 equal to your Tier in that Skill while dice rolled by effects are defined in the effect. Your result is the highest face value on the dice rolled. If you would have 0 dice, roll 1d12 and the result is half its face value. If you would have less than 0 dice, your face value counts as 0. Effects may modify the number of dice rolled or cause bonuses or penalties to the result. When the result is modified, all dice are affected the same way.
Difficulty Level (DL)
Many rolls are made using a Difficulty Level (DL). On these rolls, if your result matches or exceeds the DL, you succeed. If making an action that fails, you still pay any costs and trigger needed defenses but do not cause any effect.
Multiple Rollers
When multiple rolls would be made as the result of a single effect, such as an attack, each participant rolls at the same time, and each participant is aware of the face values rolled. The highest result is successful.
If multiple results are matched, compare the result of the next highest result from each roll until one participant succeeds. If a participant has no dice remaining, they cannot succeed against any result. If multiple participants have all results match, those participants roll again against each other.
Skill Defense
Each Skill can be attacked. When your Skill is attacked, roll the specified Skill as a defense to avoid the attack. If your roll succeeds, the attack fails. If you are aware of the attack, you may choose not to roll and fail the defense.
Triumphs, Fumbles, and Doubles
Skills and attacks can Triumph, Fumble, and contain doubles and triples. If you have more than 1 face value 12, it is a Triumph, granting you +1 for each 12 beyond the first. If more than half of your dice face values are 1, it is a Fumble, causing all face values to count as 0, and the Soulweaver may inflict a penalty on you. The more 1s rolled, the worse the penalty. Each dice counts only once to match with another to determine doubles or triples.
Take Your Time
Granting additional attention to the task at hand can help you succeed. As you declare an action that takes time and rolls dice to use, you may decide to Take Your Time up to 3 times. For each time you do, double the amount of time needed to complete the action and gain 1d12 on your roll to use it. If you end your turn without using all possible actions towards completing it, the action is lost.
While time tends to be limited during encounters with hostile creatures, there is often little reason to rush yourself during your adventures. Taking an extra few seconds can greatly increase your chance of success. It also blends well with accepting aid from others to ensure tasks that may normally be beyond you as an individual come within reach.


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