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Rising Legends: Complex Utility Actions
Complex Utility Actions
Complex Utility Actions take time to perform and are almost never done during conflict. Many actions here are done as part of holding a steady job but also have their uses for any good adventurer.
Cooking (Varies - Nature | Manipulation Limb)
The quality of a dish is rated in Tiers. A Tier 1 dish is edible, though not very enjoyable, while Tier 12 is fit for a king. As you begin, choose what Tier you will prepare and provide all needed ingredients. Preparing a dish is DL 3 + Tier. A single serving of a Tier 1 dish takes 5 minutes.
You can prepare multiple servings and dishes at the same time. Each additional serving increases the action time by 1 minute. When you cook multiple dishes at the same time, you must roll for each dish separately. Increase the action time by a number minutes equal to the number of dishes.
When cooking a dish above Tier 1, multiply the action time by the Tier. When cooking multiple dishes at the same time, none of the dishes are complete until the last one is.
Depending on the tools you use, the Soulweaver may determine there is a limit to how much you can prepare at once. For certain dishes, after your action is complete, you must then wait before the food is ready to eat.
Chef's Tools are ideal for making great meals if you use them properly.
Craft Craft Tier (Varies | Manipulation Limb)
Crafting allows you to turn raw materials into finished objects by applying time and skill. As you craft, make progress towards completing the object.
Crafting is DL 6 + the Craft Tier of the object to gain progress equal to your result and requires using the correct set of Profession Gear. An object is completed after your progress reaches an amount based on the object. Any number of creatures can work on the same object to contribute progress at once as long as there is space for them to reach the object. If your progress exceeds the amount needed to complete the object, you can apply remaining progress to another identical object.
  • You can make Craft Tier 0 objects if you have Tools Tier 1.
  • You can make Craft Tier 1 objects if you have an ability that specifies the type of object to be crafted. If you do not have the correct Profession Gear, suffer -1d12 and -3 on your roll.
  • You can make Craft Tier 2 and higher objects if you have an ability that specifies the type of object to be crafted. You must have the correct Profession Gear.
  • To craft an object you are not familiar with, you must first roll for knowledge or obtain blueprints.
Non-Magical Gear (1 Hour - Tools)
Crafting non-magical gear consumes material of the object's craft material equal to 150% the Bulk of the object. The Progress required is 50 x Bulk x Craft Tier x Material's Craft Modifier. Craft Tier 0 objects count as 1/2 for the Craft Tier.
Magical Gear (1 Hour - Magic)
Crafting magical gear consumes Souls equal to 80% of the objects cost and you must provide an object to be enchanted or container to store liquid objects. The Progress required is equal to double the Soul cost of the object. Each roll costs 1 Energy.
You can provide harvested materials in place of Souls for crafting magical gear. N1 Bulk of herbs can replace 1 Soul for an Alchemical object. You can replace 5 Souls of other magical objects with 1 Bulk of creature components that specify they can be used for the object being crafted.
Blueprints (1 Hour - Tools)
Crafting blueprints is DL equal to the Craft Tier of the object + triple the bonus they grant. The progress required to Craft blueprints is 50 x (the Craft Tier of the object squared) x (the bonus squared). Craft Tier 0 objects count as 1/2 for the Craft Tier.
Blueprints consume paper and ink. The pages needed equals the Craft Tier of the object x the bonus. If they are for technology, triple the materials and progress needed. If for a structure or vehicle, multiply the materials and progress needed by the sizes it is greater than 0 squared.
Disguise (Varies - Tools)
Disguise can be used to change appearance of yourself or a creature in Reach. This can be a costume for a performance or to deceive others into thinking you are someone else. Creating a disguise requires the use of Charlatan's Tools and makeup.
To simply not appear as yourself takes 3 minutes. To have the disguise change gender, physical build, skin color, or add or remove a limb or distal, suffer -1 on your roll and increase the action time by 1 minute for each. Your result is the DL for observes to be Aware of the disguise. You can remove a disguise in half the time it takes to put it on.
Forgery
While crafting an object, you can attempt to craft the object as a replication of something you are familiar with. When complete, roll Tools. Creatures familiar with the original or parts of it interacting with the object roll Observe to notice the object is not the original, DL equal to your Craft roll. Observers gain up to a +3 bonus on their roll based on how familiar they are with the original.
Repair (10 minutes - Tools)
If a non-magical object is made of a material you know how to Craft, you can reduce its Broken Tier by 1 by consuming N1 Bulk worth of material of the object, DL 3 + the Craft Tier of the object. On failure, the provided materials are lost.
Research Document (1 Hour - Poise)
To write a research document, choose a Scope Tier, result limit, and Teach bonus. The result limit cannot exceed your Knowledge result and Teach bonus may be up to the amount you can provide on the topic. Crafting a research document is DL 3 + the Teach Bonus. The progress needed is 10 x Scope Tier x result limit x (Teach bonus squared). Research documents consume paper and ink. The pages needed equals the Scope Tier x result limit x Teach bonus. If the Teach bonus is 0, treat it as 1/2 to calculate progress needed.
Salvage (Varies - Tools)
Craft a completed object into raw material to gain 2/3 of the object's Bulk as raw material of the object's material, DL 6 + Craft Modifier. This takes 10 minutes per Bulk of the object. On failure, the object is destroyed.
Disable (1 Minute - Tools | Manipulation Limb)
Disable can be used on non-magical objects to have effects such as disarming traps and opening locks. You must have the tools used to craft an object to Disable it and cannot affect objects with a Craft Tier higher than your Tools Tier. The DL is double the Craft Tier of the object. You can reduce the time you spend by half up to 3 times by suffering -1d12 on your roll for each.
On success, gain 1 progress + 1 progress for each 3 you exceed the DL by. If your progress equals or exceeds the Craft Tier of the object, cause the object to perform its normal function, prevent it from functioning, or allow it to function again.
Break (1 Minute - Tools)
Deal Bashing damage to Grit of an object equal to your result, ignoring its Physical Reduction and modification to Durability from increased thickness. If the object has no Physical Reduction, you can do this with a Manipulation Limb. Otherwise this requires Profession Gear that specifies it can break the material.
Loosen (1 Minute - Tools)
Effects and DLs that are affected by an ongoing Secure in Reach treat the Secure Tier as 1 lower for each successful Loosen applied, DL 3 + 2 for each prior time the Secure has been loosened. If the Secure is Secured again, remove this effect.
Harvest (Varies - Tools | Manipulation Limb)
Materials and components in Reach can be harvested by using the same Tools that would be used to Break the material to be harvested. The DL to collect a raw material equals triple Craft Modifier of the material being harvested and for components is defined by the component in the creature's description. Collecting 1 Bulk of material takes 1 minute + a number of minutes equal to the reduction of the object being harvested.
Map Making (Varies - Tools | Manipulation Limb)
Creating a map makes sharing information you know about locations easy. You can draw a map of an area you have seen in person or on paper. Each map has a Tier of detail that determines its quality and a Tier of area covered that determines how large of an area is shown.
The amount of area covered by a map begins as Tier 1 to display a single family home and can be as large as showing the world at Tier 24. The detail Tier begins as 1 showing a basic layout that may not be to scale and can be as high as 12 to present every detail possible with accuracy.
You can attempt to draw a map with any detail Tier up to how familiar you are with the area. The number of minutes it takes to draw and the Shard cost to buy it is equal to (area covered Tier squared) x (the detail Tier squared). The DL is 3 + detail Tier. Map Making consumes paper and ink. The pages needed equals the (Area Tier x Detail Tier) / 2.
Rituals (Minutes - Tools and Magic | Manipulation Limb)
Rituals allow you to amplify the power of Spells by using Soulshards to provide an influx of energy and magical runes to channel that energy. They are completed by first crafting a Ritual Circle and then performing a lengthy casting from within the circle. Once cast, a Ritual cannot be Ceased. Anyone can Craft a Ritual Circle with Ritual Tier up to their Magic Tier. Once drawn, anyone who knows the Spell can use the circle.
Circle Crafting
To Craft a ritual circle, choose a Spell you know and what Ritual Tier to make it. Choose a modifier to the Spell a number of times equal to the Ritual Tier. Each modifier can double or halve any distance or a time frame of the Spell. If you assign the same modifier multiple times, it modifies the already increased value.
Draw the ritual circle onto a level and unoccupied area filling all spaces in 1 range of where the caster will stand. This takes 2 rounds x the number of spaces the circle occupies x the Ritual Tier squared, though it does not need to be done all at once. Crafting a Ritual Circle costs 1 Energy and uses Tools, DL 3 + Ritual Tier. A ritual circle can be identified as a magical object with Tier equal to the Ritual Tier.
You can engrave a Ritual Circle into any material like crafting non-magical gear of Craft Tier equal to the Ritual Tier. Treat the Bulk as equal to the Craft Tier. For each time the base thickness of the material is multiplied, double the Bulk. Roll for Crafting the Ritual Circle after this Crafting is complete.
Carving into solid ground or a large slab of rock, the circle can last almost indefinitely.
Casting
Manifesting a Ritual is by Manifesting a Spell with these modifications:
  • Also costs Souls equal to the cost of a magic object of the Ritual Tier.
  • Must stand in the center of the circle while Focal Locked on the Ritual.
  • Action time becomes a number of minutes equal to the Ritual Tier squared.
  • DL becomes equal to double the Ritual Tier.
  • The roll cannot be rerolled.
  • Cannot be done with Ready.
If the circle suffers any Broken, there are not enough Souls to pay the cost, or the caster loses Focus while Manifesting, the Ritual fails, and all applied Souls dissipate. On a Fumble, it causes Cracked Realm Barrier with Tier equal to the number of 1s rolled originating from the center of the circle.
After Manifesting, even on failure, the ritual deals Bashing damage to Grit of the ritual circle equal to the Ritual Tier and the cost is consumed. This will normally destroy the ritual circle so it cannot be used again, easily wiping away any chalk or ink used to draw with.
Search (1 Minute - Observe)
Search any Burst 1 area you can sense for a subject, DL 3. Roll Awareness treating Concealment of subjects in the area as 1 lower + 1 lower for each 3 you exceed the DL.
Survival (Varies)
Survival is used to find needed resources within any environment. Once per day, you can use each find food, find water, and find campsite without an action cost as you use a Travel action. Only 1 creature can use each type of Survival in a given area at a once, though other creatures may Aid them.
Find North (Major - Nature)
If you can see the sky, you can Find North, DL 3. Suffer any penalties you have on Awareness with vision rolls.
Find Food (1 Hour - Nature | Movement Limb)
Find N2 Bulk of food x your result. On a Triumph, find 12 x this amount. Find half as much food to ensure that it is also safe to consume. This way does not guarantee that the food will taste great. Making an enjoyable dish requires crafting a meal. Certain areas may be particularly barren or fruitful according to the Soulweaver.
Find Campsite or Water (1 Hour - Nature | Movement Limb)
Finding a campsite or finding clean water to drink is DL 9. For each 2 you exceed the DL, you can have a campsite include shelter from the elements, concealment from onlookers, or fortification against attackers. The Soulweaver determines how potent these additions are.
Track (1 Minute - Nature | Movement Limb)
Finding tracks left behind by creatures is DL 9. Once found, you can follow them until any condition that affects the DL changes. While tracking, increase cost of moving by 1. Certain conditions can make tracks easier or harder to follow and modify the DL. This counts as an Awareness roll.
  • Hard ground like stone or wood or heavy traffic areas causes +2.
  • Each day since the trail was made or each hour of rain or snow since the trail was made causes +1.
  • Soft ground like mud or snow causes -6.
Hide Trail (Major - Nature)
As you travel, you can cover your trail. Increase the DL to Track your trail in a space in Reach by 1 + 1 for each 3 you exceed the DL, DL 3. While hiding your trail, increase cost of Move by 1.
Travel (1 Hour - Nature | Movement Limb)
When travelling a long distance, measure the distance moved in miles. A mount doubles your speed for up to 2 days and then must rest for an equal amount of time. For long term, mounts are largely used for increasing the amount of gear you can transport, not speed. Conditions and creatures' physical abilities can modify these speeds.
  • Quality 3: Clear route - 3 miles.
  • Quality 2: Poor route - 2 miles.
  • Quality 1: No route - 1 mile.
  • Quality 0: Impassable - 0 miles.
Traversing a terrain at these speeds is DL equal to the total Tiers of Obstructions in it. For each 6 you exceed the DL by, improve the quality of the route by 1. On failure, reduce the quality of the path by 1 + 1 for each 6 you fail by.
Navigation
Some terrains are difficult to navigate. If there is not a path to follow, as you begin to Travel, roll Navigation, DL equal to the terrain's Navigation DL. On success, your first Travel in the area can make progress as normal. For each 3 you exceed the DL, double the number of Travel attempts in the area that can make progress.
After failing a Navigation roll, gain Tier 1 Lost. Double the Tiers gained for each 3 you fail the DL by. Lost cannot exceed Tier 12. While Lost, you cannot make progress to your destination and can use Navigation to reduce the Tier. On success, remove Tiers of Lost equal to the number of Travel rolls that would make progress. The Soulweaver may have events occur while you are lost.
Maps can allow you to find you way. If you have a map of the area you are in, you can read it during Navigation to gain a bonus on the roll equal to 1/2 its detail Tier by using Tools, DL 9.
Treatment (Varies | Manipulation Limb)
Tend to a creature you can Reach to assist them in recovery from numerous issues. The exact method needed is dependent on the issue you attempt to resolve. This counts as a Soothe roll.
Assess Status (Major - Nature)
Assess a creature to identify the Tier of each Ailment afflicting them, or choose Grit, Energy, or Resolve and know if that Pool is over halfway expended or is empty, DL 9.
Medical Exam (5 Minutes - Nature)
Look for symptoms of a disease or poison afflicting an examined creature to identify the affliction and identify the Tier of each Condition afflicting them, DL 9 - Symptom Tier. If you have Healer's Tools, avoid exposure during this action. You may notice an affliction before it is showing symptoms, DL 9 + rarity.
Treat Injury and Wounds (1 Hour - Nature)
Use Bandages to treat a creature to double any Grit the creature heals through non-magical means and grant them +1 on rolls to reduce Wounded for 12 hours + 1 for each 3 you exceed the DL, DL 3.
Treat Exhaustion (1 Hour - Nature)
Use Healer's Tools and 5 Medical Herbs to treat a creature with Exhausted, DL 9. The next time they reduce their Exhaustion within 24 hours, increase the Tier reduced by 1 + 1 for each 3 you exceed the DL.
Treat Disease (10 Minutes - Nature)
Tend to a creature by using Healer's Tools and Medical Herbs so each time they are attacked by disease within 24 hours, they gain +1 on their defense + 1 for each 3 you exceed the DL, DL 9.
Treat Poison (Major - Nature)
Tend to a creature by using Healer's Tools and Medical Herbs so the next time they are attacked by poison with 1 minute, they gain +1 on their defense + 1 for each 3 you exceed the DL, DL 9.
Attack Disease or Poison (1 Minute - Nature)
If you succeeded knowledge to know how, use Medical Herbs to attack a disease or poison you know is afflicting a creature to make it lose 1d12 from its attack roll. The disease or poison rolls its attack roll as defense. You can only affect a disease this way once per day.


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