Risus 15
Risus 15
Risus 15
ep forward" and voluntarily take this personal "damage" to his dice. If this hap
pens, the noble volunteer is reduced by twice the normal amount (either two dice
or six!), and the team leader gets to roll twice as many dice on his next attac
k, a temporary boost as the team avenges their heroic comrade. If no volunteer s
teps forward, then each member must roll against the Clich they're using as part
of the team: Low-roll takes the (undoubled) hit, and there is no "vengeance" bon
us.
Disbanding: A team may voluntarily disband at any time between die-rolls
. This reduces the Clich each team-member was using in the team by one, instantly
(not a permanent reduction - treat it just like "damage" taken from losing a ro
und of combat). Disbanded team-members may freely form new teams, provided the d
isbanding "damage" doesn't take them out of the fight. Individuals may also "dro
p 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!
Lost Leader: If the team leader ever leaves the team for any reason (eit
her by dropping out or by having his personal dice reduced to zero), every membe
r of the team immediately takes one die of damage as if the team had disbanded (si
nce, without a leader, they ve done exactly that). They may immediately opt to ref
orm as a new team (with a new leader) however, and if the old leader was removed
by volunteering for personal damage, the new team leader gets the double-roll v
engeance bonus to avenge his predecessor!
CONFLICTS THAT AREN'T COMBAT
Many conflicts that arise in the game cannot be defined as ``combat;'' t
hey're over too quickly, defined by a single action. A classic pistol-duel isn't
combat - the two duelists simply turn and fire, and then it's all over. Two cha
racters diving to grab the same gun from the floor isn't combat. Two cooks prepa
ring chili for a cookoff isn't combat; there's no ``wearing down of the foe'' an
d no jockeying for position.
Such ``single-action conflicts'' are settled with a single roll against
appropriate Clichs (or inappropriate Clichs, with good roleplaying). High roll win
s.
WHEN SOMEBODY CAN'T PARTICIPATE
It will often occur that characters will find themselves involved in a C
ombat or quicker conflict where they simply have no applicable Clichs, even by st
retching the imagination. Or maybe ONE character will have an appropriate Clich,
while the others feel left out. An example might be a pie-eating contest. One ch
aracter was wise (or foolish) enough to take ``Disgusting Glutton(2)'' as a Clic
h. The other characters are astronauts or accountants, neither of which tradition
ally engorge themselves on pie.
In situations like this, give everybody two free dice to play with, for
the duration of the conflict. This INCLUDES characters who already HAVE appropri
ate Clichs. In the example above, the astronauts and accountants would get Pie-Ea
ting(2), while the Disgusting Glutton would be temporarily increased to Disgusti
ng Glutton(4). The Glutton, naturally, still has the winning edge, but anyone ca
n TRY to eat lots of pie. This ``temporary promotion'' applies only in opposed c
onflicts, not in challenges based on Target Numbers.
A WORD OR TWO ABOUT SCALE
No standard time or distance scale is provided for Risus; it really depe
nds on what kind of action is happening. However, the GM should try to stay cons
istent within a single conflict. In a physical fight, each round represents a fe
w seconds. In a long-term fight between a married couple, each round might repre
sent an entire Day (Day one: Husband ``accidentally'' burns wife's favorite dres
s in the oven, Wife ``accidentally'' feeds Drano to Husband's prize goldfish, an
d so on until there is a victor).
CHARACTER ADVANCEMENT
At the end of each adventure, each player should roll against every Clic
h that was used significantly during the game (using their current number of dice
). If the dice land showing only even numbers, this indicates an increase by one
die for that Clich. Thus, advancement slows down as you go. No Clich may go highe
r than Clich(6), although if Pumping is allowed (see below), they can be pumped p
ast (6).
Anytime you do something really, really, really spectacularly entertaini
ng that wows the whole table, the GM may rule that you may roll instantly (in th
e middle of the game!) for possible improvement, in addition to the roll at the
end of the adventure.
Adding New Clichs: There may come a time when a character has grown and m
atured enough to justify adding an entirely new Clich to his character sheet. If
the player and GM agree this is the case, and agree on what the new Clich is, the
player rolls for Character Advancement as usual, but any of the new dice earned
may be put toward the new Clich instead of the ones that earned them. This can a
lso be applied to "in-game" improvements, if the situation warrants it!
ADVANCED OPTION: HOOKS and TALES
Normally, a character is created using 10 dice. With this Advanced Optio
n, players can bargain for extra beginning dice by giving their character a Hook
and/or a Tale.
A Hook is some signifigant character flaw - an obsession, a weakness, a
sworn vow, a permanently crippling injury - that the GM agrees is so juicy that
he can use it to make the characters life more interesting (which usually means
less pleasant). A character with a Hook gets an extra die to play with.
A Tale is a written "biography" of the character describing his life bef
ore the events of the game begin. The Tale needn't be long (two or three pages i
s usually just fine); it just needs to tell the reader where the character is co
ming from, what he likes and dislikes, how he became who he is, what his motives
are. Some Tales are best written from the player's omniscient perspective; othe
rs are more fun if written as excerpts from the character's own diary. A charact
er with a Tale provided before gameplay begins gets an extra die to play with.
ADVANCED OPTION II: PUMPING CLICHS
In an emergency, any character may pump his Clichs. If the Ninja(3) comes
face to face with a Monster(6), it might be necessary.
When a Clich is pumped, it receives a temporary boost in dice. This boost
lasts for a single round of combat, or a single significant roll otherwise. How
ever, after that round or roll is resolved, the character loses a number of dice
equal to the number he gave himself in the pump. This is treated like "injury"
to the Clichs sustained in combat, and must "heal" in the same fashion.
Example: Rudolph the Ninja has come face to face with a Monster, who attacks him
. Rudy doesn't have much of a chance against such a powerful foe, so he opts for
a tricky tactic: Since the Monster is attacking physically, Rudolph decides his
first-round response will use his skills as as a Cajun Chef(3) - a decidedly In
appropriate choice! He also opts to pump it by two dice up to five . . . He's RE
ALLY putting his all into his cooking for this fight.
So, the first round happens. The Monster rolls six dice, and the Ninja (
quickly whipping up a tempting Gumbo spiked with Ninja sleeping drug and offerin
g it to the monster) rolls five dice.
If the Ninja loses, then he is instantly defeated. His Cajun Chef Clichs
drops by two to Cajun Chef(1) just for the pump, plus another die for losing the
round. The Monster decides to eat Rudolph instead of the Gumbo.
If the Ninja WINS, however, the Monster(6) is dropped to Monster(3), and
his Cajun Chef(3) drops to Cajun Chef(1). In Rudolph's responding attack, he'll
will switch back to ordinary Ninja tactics - and be on equal footing with the s
leepy Monster!
A risky maneuver, but worth it.
Pumped Clichs are legal in any situation except single-action conflicts.
Burning Rubber
Description: Disguised as Barry Parker, a mild-mannered
NASCAR driver, Burning Rubber can run really
really fast, burst into flame, and stretch his
body into funky shapes.
Clichs: Speedster [2d10], On-Fire Guy [2d20], Stretching
Guy (4d10), Stock-Car Driver(3), Football Fan(3)
An expanded Target Number list for superhumans, compared to feats of phy
sical strength:
30: Throwing a motorcycle.
50: Throwing a tank.
70: Throwing a loaded train.
85: Throwing a pile of 15,000 loaded trains . . .
100: Kicking the Earth five feet out of orbit.
Note the nonlinearity! This ain't rocket science.
Email: [email protected]
http://www.cumberlandgames.com
Risus is S. John Ross' trademark for his Anything RPG.