Rising Worlds

Welcome all to Rising worlds, the official table top rpg for the Hollow universe.
This system was designed around my writing universe, and tailored for players to enter my universe as new born gods looking to find their place in the Eterna-verse.

This game is currently under development, and will continue to be worked on with more rules, rule tweaks, and content updates.
With that in mind, please enjoy.


After finally dying as a mortal you find your eyes opening to the expanse of space. You can feel the rush of power through your body as a stranger stands before you and tells you why you are there.
You are a god, newly born.
Unfortunately, being a god isn’t as amazing as you thought it might be, as you quickly discover that your powers are limited. 
The stranger in front of you explains that you need to gain worship of mortals before you can be truly mighty.
This stranger says that they are there to govern you, and other new born gods so that you may find your way in the Eterna-Verse.


Rising worlds is designed to reward players for interacting with the world in any regard.
If you wish to gain renown in the world by slaying monsters you will level.
You can then take feats to increase your combat prowess.
If you want to be a farmer in a town you will level.
You can then take feats to improve your farming capabilities.
If you want to be the ruler of the land, you will level.
You can then take feats that will aid you in governing
Every interaction with the dice gives the players the opportunity to gain experience, level up, and become more powerful at whatever they want to do.

Dice System

Rising worlds has an evolving dice system
Stats and skills will level instead of you
Your stats can level up to level 25
Your dice pool for an individual stat will range from 1-5
Lvl 1-5 D4
Lvl 6-10 D6
Lvl 11-15 D8
Lvl 16-20 D10
Lvl 21-25 D12
When your skill is level 1, you will roll 1xD4. When it is level 5 you will roll 5xD4.
When you reach level six, you will roll 4xD4 + 1xD6
As you level the dice will slowly become larger until you are only rolling D12.


These stats will be assigned numerical values to determine your effectiveness in the world.

Strength – How much you can lift, toss, throw, or carry.
Agility – How well you navigate the world.
Intelligence – How well you can create, cast magic, and evaluate
Charisma – How convincing you are in conversation.
Awareness – How observant you are of the world around you.
Health – How well you can take damage.

Skills + Governing Stats

Skills level up as you go on your adventure, the higher they are the better you are at actions that fall under these categories.

Animal Handling – Intelligence, Charisma
Crafting – Strength, Agility, Intelligence
Criminal – Intelligence, Agility
Combat Melee – All
Combat Ranged – All
Harvesting – Awareness, Intelligence
Leadership – Charisma, Intelligence
Magic – Intelligence
Medicine – Health, Intelligence
Movement – Agility, Strength, Awareness

Rolling, successes, failures

Unlike a D20 system, you are not rolling one dice to see if you succeed, instead you are rolling several dice, and counting successes.
To roll a success on a dice you must roll 3+, then for every number that is a multiple of three above that counts as another success.
3+ 1 Success
6+ 2 Successes
9+ 3 Successes
12+ 4 Successes
If you roll the max on a dice you critical, a critical is how players gain experience.
But through feats you can add additional effects.
Such as doubling successes, forcing re-rolls, and adding extra dice.
If you roll a 1 on a dice, it is an non fixable failure.
1’s can not be re-rolled by any means.



Combat has the aim of being involved to make sure that even when it is not your turn it is advantageous to pay attention.

Initiative, Rounds, and Turns

There are two stages of combat, the order of which is determined by Initiative. Effects from spells, poisons, or other temporary effects will describe duration in the form of Turns or Rounds. It is important to know the difference.
All players, and GM controlled characters roll Awareness to determine their Initiative at the start of combat.
If a tie is rolled, players then roll Agility to break the tie.
The person who rolls the highest Initiative takes the first Turn in the Round. (The next Turn is taken by the second highest, etc)
Turn is when players can spend their Action Points to act. (Attacking, moving, casting,etc)
When it is not your Turn, you may have the option to React.
Round is complete once everyone has taken a Turn.
Action Charges
An Action Charge is what players use to perform an action on their turn.
Actions include, Attacking, moving, casting, locking doors, moving items, etc.
A player starts their Turn with 3 Action Charges. (This number will change as you level)
If you do not spend all your actions on your turn, you can use them to React, on other Turns.
At the beginning of your Turn, your Action points are reset to their total.
When it is another person’s Turn, you may React.
Reactions use action points, like acting does on your Turn.
You can only React on someone else’s Turn, if you still have Action Points.
Reactions can be anything from tripping a passing opponent, to aiding an ally climb a wall.
All Reactions are minor activities that are done quickly, some Feats will add to the list of Reactions that you can perform.


Attacking can be done with, melee weapons, ranged weapons, or spells.
The sequence for attacking is:

  1. Attacker declares who they are attacking, and by what means
  2. Attacker rolls their attack dice
    a. Weapon dice + Environmental factors (If any)
  3. Defender rolls their dice, and adds their armor value
    a. Armors static stat + Environmental factors (If any)
  4. The player with the most success wins
    a. If the defender wins, nothing happens
    b. If the attacker wins, they deal 1 damage per success beyond the defenders success
  5. If it is a draw, attacker and defender roll off Strength, Agility, or Intelligence

Combat Draws
When there is a draw in combat, attacker and defender roll off against one another using Strength, Agility, or Intelligence.
The Attacker declares the stat they are using, and the Defender must use the same. 
Strength: If you are trying to over power your opponent.
Agility: If you are trying to out maneuver your opponent.
Intelligence: If you are trying to outsmart your opponent.
If the players draw a second time, no damage is dealt and the attack ends.
If the defender wins, no damage is dealt, and combat ends.
If the attacker wins, they deal 1 point of damage per success beyond the defender.


Since you are a deity, you cannot die. Instead you get weaker, as you appear weak to the world.
Wounds occur in groups of three, called a Wound Cluster.
1. Nothing Wound
2. Nothing Wound
3. Status Wound
Wound Clusters are numbered, 1,2,3,etc
The number on the Wound Cluster is how many successes are needed to heal each wound within the Wound Cluster. (1st cluster requires, 1 success on healing per wound, 10th cluster requires 10 successes on healing per wound)
Wound Clusters need to be healed in order, from highest to lowest.
The Status Wound is rolled off of a chart that gets worse, the more Wound Clusters you have.


Moving in combat consumes one Action Charge.
Once you have activated your movement, it will be given to you in the form of a Free Action.
You can then spend movement all at once, or broken up over your turn. If you end your turn with movement left it is discarded.
If you use a second Action Charge to move twice in a turn you are considered Running, and must use the Running movement point consumption.

Walking, Running, Climbing, Swimming, Flying

Different types of movement will consume movement at different rates.

Walking – 1 square = 1 movement point
Running – 1 square = 2 movement points
Climbing – 1 square = 4 movement points
Swimming – 1 square = 2 movement points
Flying – 1 square = 1 movement point (Must have way to fly)

Character creation is simple and quick, its intended purpose is to give you a starting point for your character. While customization and specialization will happen naturally over the course of the game.

  1. Print, download, or draw up a character sheet. (Example below)
  2. Pick three skills to have learned at level one.
  3. Assign seven level ups between your stats and skills. (Nothing can be leveled above three)
  4. Roll three D4, then multiply by ten for starting gold.
  5. Using the beginner item list you may spend your gold on goods to start your journey with. (It may be good to save some gold just in case.)
  6. Start your game.

Leveling feats are the core of Rising Worlds.
It is here that you will define your character and advance their power.

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