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Rising Legends: Utility Actions
Utility Actions
Utility actions are a collection of actions that can be completed during a single turn. These actions are commonly used as part of day-to-day life, though a proper adventurer easily implements them within their more dangerous situations.
Aid (Varies - Any Skill)
You can assist creatures to improve their probability of success. Aid takes the same amount of time as the Aided action and requires at least Tier 2 in the Skill rolled to provide Aid. You must provide details of how you are assisting, and in most cases, must be able to reach the creature. Commonly, you can Aid by using the same action the creature is using.
As another creature declares an action that requires a Skill roll, assist them, DL 3 + 2 for each prior successful Aid to the action. When you Aid by using an effect, increase the DL by 3. The creature gains a bonus on their roll equal to the number of successful Aids they receive.
Large teams can work together to make the impossible possible. Creatures Aiding a task may also receive Aid to their Aid allowing a greater number of Aids to be applied. This is most common when crafting high Tier magical gear, casting the most powerful Rituals, or within hospitals granting the best medical care.
Drink (Major)
Drink 1 serving of a liquid your mouth can Reach and access.
Drop (No Action)
Allow gravity to do its job. You can Drop an Unsecured Gripped object into a space in Reach or become Prone. You can declare Drop any time.
Escape (Major - Elude)
Find a way out of bindings. If you are Secured by an object, gain 1 progress + 1 progress for each 3 you exceed the DL, DL equal to double the Secure Tier. If your progress equals or exceeds the Secure Tier, you are no longer Secured. If the Secure on you is Secured again, lose all progress.
Focus (Minor)
Dedicated attention to any subject can increase your performance related to it. Focus has two components. First, choose any creature, object, or space to be your Focal Point. Then, choose a Focal Subject. A Focal Subject can be anything you can describe, such as a tall elf, an ornate hat, a conversation, dual wielded bronze swords, an opening door, or a falling vase. As you gain a Focal Subject or Focal Point, it replaces any previous instance you had.
Gain +3 on Awareness rolls related to your Focal Subject within 3 range of your Focal Point, even if it moves. Treat everything else as having Tier 3 Concealment against all senses. This Concealment is not reduced by the target being within 1 range.
If your Focal Point and Focal Subject are the same, you have Focal Locked and gain 1d12 on physical attacks and defense against physical attacks against the creature or object. If Focal Locked on a space, gain the bonus against all subjects in the space.
While Focused, creatures that see you can identify that you are Focused and what the Focal Point is if you are both Aware of it using Martial, DL 9.
Hold Breath (Major - Endure)
Avoid breathing when your surroundings may be hazardous. Take a breath you can hold for a number of rounds equal to double your result, DL 3. After each Major Action you complete, reduce the remaining duration by 1. After suffering Grit Injury, reduce the remaining duration an amount equal to the Injury. While holding your breath, you cannot speak or breathe.
Running out of breath can cause Suffocating.
Quick Breath (Reaction - Endure)
Take a quick breath. You can hold the breath for a number of rounds equal to your result. This can react to anything.
Manifest (Major - Varies)
Gather energy to create amazing magical effects. Manifest to use a Spell or Talent you know, DL 3. Each costs 1 Energy. If the effect makes an attack without specifying an attack roll, the Manifest roll is the attack roll.
If the ability attacks, enter Conflict.
Spells channel energy through the Umbral realm and create effects using the types of Magic. Manifesting a Spell is done with Magic, makes you its caster, and requires a Free Limb, speaking 1 word, and 1 additional word if Boosted.
Talents use the power of your own soul allowing you to exceed your normal limits. Manifesting a Talent is done with Zeal and is nearly undetectable.
Charm (Major - Magic)
The most basic magic everyone learns while practicing to channel energy. Charm is done by Manifesting an Elemental Spell. You can ignite, clean, soil, chill, or warm a Gripped object.
Ready (Major - Varies)
Use Manifest without having any effect. You may gain the effect as a Minor Action that may be a reaction to anything. If you pay Energy while Ready, Ready ends. After suffering Grit Injury, roll Manifest to not end Ready, DL 3 + Injury. After each minute, roll Manifest to not end Ready, DL equal to the number of minutes you have been Ready.
Manipulate Object (Minor)
Draw your weapon, open a door, pull a lever, stash a vial in your backpack, or otherwise make use of objects at hand. Use a Free Limb to manipulate an object in Reach. You can properly store a Gripped object into a container or onto a surface within Reach, Grip an object in Reach that is not Secured and have it ready to use, or use a simple object such as a latch, doorknob, or lever.
The Soulweaver may increase the action cost if an object does not easily fit where you are trying to store it. Objects in another creature's possession require using Steal.
Catch (Reaction - Nimble)
When an unattended object that has not been used for an attack enters your space, Grip the object with a Free Limb, DL 3 - the object's size. Gain +2 for each additional Free Limb you use.
Hide Object (Major - Elude)
Place an object so it makes use of Tiers of Concealment from vision in the location you place it up to your result, DL 3.
Secure (Major - Tools)
Use a rope or similar object to connect creatures or objects together to cause Tier 1 Secure + 1 Tier for each 3 you exceed the DL until the connecting object is broken, DL 3. If already Secured, increase the DL by half the Secure Tier. Secure cannot exceed Tier 12.
If a creature or object you are Securing resists, you must first attack Athletics with Tools as an Overpower. On success, complete Secure with a penalty equal to their defense result.
While Secured, the subjects cannot be separated. If one attempts to move, they roll Strength with a penalty equal to the Secure Tier to reduce the Secure Tier by 1 + 1 for each 3 they exceed the DL, DL 3. If they are still Secured, then deal Bashing damage to Grit of the connecting object equal to half the Strength result.
Sleight of Hand (Response - Nimble)
As you use Manipulate Object, provide Tiers of Concealment against each sense against the action, DL 3. Suffer a penalty on your roll equal to the Bulk of the object.
Unsecure (Major - Nimble)
Use a Free Limb to reduce a Secure in Reach by 1 Tier + 1 Tier for each 3 you exceed the DL, DL equal to the Secure Tier.
Sleep (Major - Guile)
Gain Tier 1 Unaware, DL 3. If Unaware Tier is 6 or higher, become Unconscious.
Soothe (Major - Nature)
Assist a creature in their recovery. Choose one of the following effects to apply to yourself or a creature in Reach with a Free Limb, DL 9.
  • Reduce Burning, Unaware, or any 1 Ailment by 1 Tier + 1 Tier for each 3 you exceed the DL.
  • Remove a lodged object. If you fail, also cause Tier 1 Trauma.
Strength (Major - Athletics)
Use your physical prowess to its greatest effect. Push, pull, or lift Bulk in Reach up to your Bulk Limit x your result 1 space, DL 3. If it does not immediately move, first deal Bashing damage equal to half your result to Grit of anything Securing it.
If you do not have proper footing, such as while flying or jumping, your result is halved. Each use of Strength counts as 20 minutes towards Overexertion.
Toss (Minor - Nimble)
Toss a carried or unattended object in Reach to target space in 2 range, DL 3. Reduce the DL by 1 for each Bulk the object is less than the Bulk you can Grip. Range can be modified like a thrown attack. On failure, the object falls.


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