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.
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.