Risus - Folding Version Tall
Risus - Folding Version Tall
Risus - Folding Version Tall
This option allows players to spend some of their 10 starting dice on something other
than Clichs. A single Clich-die can, instead, buy three Lucky Shots (spend two dice for
six Lucky Shots, and so on). Using a Lucky Shot boosts any Clich roll by a single die, for
a single die-roll. Lucky Shots reset between game-sessions. Lucky Shots can represent
random good luck, the favor of a deity, a streak of resourcefulness, etc.
Character Creation
The character Clich is the heart of Risus. Clichs are
shorthand for a kind of person, implying their skills,
background, social role and more. The character
classes of the oldest RPGs are enduring Clichs: Wizard,
Detective, Starpilot, Superspy. You can choose Clichs like
those for your character, or devise something more outr,
like Ghostly Pirate Cook, Fairy Godmother, Bruce Lee (for a
character who does Bruce Lee stuff) or Giant Monster Who Just
Wants To Be Loved For His Macrame anything you can talk your GM into. With a very
permissive GM, you could be all these at once. Each Clich has a rating in dice (the
ordinary six-sided kind). When your characters prowess as a Wizard, Starpilot or Bruce
Lee is challenged, roll dice equal to the rating. Three dice is professional. One die is
a putz. Six dice is ultimate mastery. A complete Risus character looks like this:
Inappropriate Clichs
As stated above, the GM determines what sort of Clichs are appropriate for the
fight. Any Clichs left over are inappropriate. In a physical fight, Hairdresser is inappropriate. In a magical duel, Barbarian is inappropriate.
Inappropriate Clichs arent forbidden from the fight. They can still be used to make
attacks, provided the player roleplays or describes it in a really, really, really
entertaining manner. Furthermore, the attack must be plausible within the context of
the combat, and the genre and tone that the GM has set for the game (making this kind
of attack more often useful in very pulpy/swashbuckly games, or very silly ones).
All combat rules apply normally, with one exception: if an inappropriate Clich wins
a combat round versus an appropriate one, the losing player loses three dice, rather
than one, from his Clich! The inappropriate player takes no such risk, and loses only
one die if he loses the round. Thus, a creative hairdresser is dangerous when cornered
and attacked unfairly. Beware.
When in doubt, assume the aggressor determines the type of combat. If a wizard
attacks a barbarian with magic, then its
a magical duel! If the barbarian attacks
the mage with his sword, then its physical
combat! If the defender can come up
with an entertaining use of his skills, hell
have the edge. It pays in many genres to
be the defender! But if the wizard and
barbarian both obviously want to fight,
then both are aggressors, and its fantasy
combat, where both swords and sorcery
have equal footing.
Teaming Up
Two or more characters may form a team in combat. For the duration of the team
(usually the entire fight), they battle as a single unit, and may only be attacked as
a single foe. There are two kinds of team: full-on Character Teams (for PCs, and
sufficiently interesting NPCs) and Grunt-Squads (for nameless NPC hordes).
Grunt-Squads: This is just special effects. When a horde of 700 rat-skeletons
attacks the PCs within the lair of the Wicked Necromancer (5), the GM probably
wont feel like keeping track of 700 tiny skeletal sets of dice. Instead, he can declare
them a Grunt Squad, fighting as a single foe: a Skeletal Rat-Horde (7). Mechanically,
the Rat-Horde is the same as any single foe except it sometimes has more dice
(as many as the GM cares to assign it). Grunt-Squads stick together as a team until
theyre defeated, at which point some survivors may scatter (though at least one will
always remain to suffer whatever fate the victor decides). Taken to logical (or whimsical)
extremes, an entire ships crew, or even whole forests, dungeons, cities or nations might
be represented by a single Clich.
Character Teams: When PCs (and/or NPCs worth the attention) form a team, the
Team Leader is the character with the highest-ranking applicable Clich (if theres a
tie, the team must designate a Team Leader). Everybody rolls dice, but only the Team
Leaders dice completely count. Other team-members contribute only their sixes, when
they roll any.
Clichs joined in a team need not be identical,
and (provided the GM can be convinced)
they can even be a mix of appropriate and
inappropriate for the fight (a group of warriors might be aided by their able minstrel, for
example). However, they dont triple enemy
dice-loss unless the entire team is equally
inappropriate (which means the players get to
explain to the GM exactly how a Hairdresser, a
Parakeet Trainer, and a Life Coach are coordinating
their talents to take Darth Viraxis to the mat)!
Whenever a team loses a round of combat, a single team-members Clich is reduced.
Any team-member (Team Leader included) may step forward and voluntarily suffer
this loss. If so, the noble volunteer is reduced by twice the normal amount (either two
dice or six, depending), but the Team Leader gets to roll twice as many dice on his next
attack, a temporary boost as the team avenges their heroic comrade. If no volunteer
steps forward, the Team Leader must assign the (undoubled) hit to a team-member,
and there is no vengeance bonus.
A Victory & Defeat: With teams as with individuals, the victor determines the fate of
the loser but when the loser is part of a team, his fate is generally reserved until
the end of the teams existence (even if hes defeated while the fight rages on). So, if
his team wins, his team not their opponent gets to decide. There are some fights
where this wont be so, where the PCs are under such precarious circumstance that
their fates must be resolved immediately. But, in most cases, being part of a team
especially a winning team is excellent insurance.
A Disbanding: A team may voluntarily disband at any time between die-rolls. When
disbanding, each team-member instantly loses a single die from the Clich theyd
been contributing to the team (equal to damage suffered in the fight itself).
Disbanded team-members may freely form new teams, provided the die-loss from
disbanding doesnt defeat them. Individuals may also drop out of a team, but this
reduces them to zero dice immediately as they scamper for the rear. Their fates rest
on the mercy of whoever wins the fight!
A Lost Leader: If the Team Leader ever leaves the team for any reason (either by
dropping out or having his own Clich dropped to zero), the team must disband
immediately, with consequences as above. They may immediately opt to reform
as a new team (with a new leader) however, and if the old leader
was removed by having volunteered for personal damage, the new
Team Leader gets the double-roll vengeance bonus to avenge his
predecessor!
Single-Action Conflicts
Combat depends on multi-round jockeying and wearing each other down
but many conflicts are too sudden to be played that way (two characters grabbing for the same gun, for example). Such Single-Action Conflicts (SACs) are
settled with a single roll against appropriate Clichs (or inappropriate Clichs,
with good roleplaying). High roll wins. Note that, in nearly any case, the Game
Master may jump between the three resolution methods (Target Number, Combat,
Single-Action Conflict) to suit the pacing and mood. Sometimes, an arm-wrestling
match works best as a combat sometimes it works best as a Single-Action
Conflict, and sometimes (preferably if its against some kind of coin-operated
arm-wrestling machine) even as a simple Target Number.