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Advanced Rules For Risus
Advanced Rules For Risus
2. Pumping Cliches
The character may "pump" a cliche by adding bonus dice. This lasts for one combat round or one
significant roll. Once this is resolved, the character takes the bonus dice amont in damage, plus any damage
from the encounter. Pumped cliches are legal in any situation except single-action conflicts.
3. Double-Pumps
The character must be created with double-pumped cliches. These cliches, when pumped, give you TWO
dice in the pumped roll for every die you lose at the end of it. This is appropriate for supernatural cliches,
such as wizards, telepaths and human torch style superheroes. Double-pumped cliches cost twice as many
Creation Dice (or Build Points) to buy. Hard [square brackets] indicate double-pumped cliches.
4. Funky Dice
In this option, players are given points to create characters with, and each die costs points: d6 - 6 points, d8
- 8 points, d10 - 10 points, d12 - 12 points, d20 - 20 points. Normal characters have 60 points to spend.
Superheroes and godlings have 200+. Double-pumped dice cost double, and 4d is still the limit for starting
characters. Points not spent are lost. Tales and hooks increase Build Points by 10% (or 6 points each for a
60 point character). In team combat, Swordsman (4) still "outranks" Swordsman (3d10).
Sidekicks & Shieldmates are usually under the player character's control, though the GM is free to use them
as required. They do not advance like player characters and will only gain cliché dice in special
circumstances.
Questing Dice work just like Lucky Shots except that they must have a narrative or thematic limitation that
restricts their use to certain situations (such as when a character is pursuing a specific goal). Questing Dice
must be narrowly focused and approved by the GM in advance.
3. Eye of the Tiger
This rule allows characters to spend two Lucky Shots (or Questing Dice) to summon a montage sequence in
response to a recent setback, provided the GM agrees that it makes sense in the context of the story.
Briefly, the types of montage sequences available are as follows:
Raising a Cliché: Provided the improvement is justified, the character may purchase the next level of one of
their clichés. The cost in experience points is equal to the number of dice of the new level multiplied by 6.
Thus, to raise a cliché from (3) to (4) would cost 24 points. Raising a cliché from (1d8) to (2d8) would cost
12 points. Raising a cliché from [4] to [5] would cost 30 points.
Getting Funkier: If Funky Dice are appropriate for a given cliché then a character may upgrade the die-type
for that cliché by one step, assuming there is an in-game explanation for the increase in power. The cost of
this is equal to the level of the cliché multiplied by the number of sides of the new die-type.
Gaining a New Cliché: If a character has developed in ways that are not reflected in their existing clichés
then the first die of a new cliché may be purchased. The cost of this cliché is equal to the size of the die
(usually 6), multiplied by 2 if the cliché is Double-Pumped.
Gaining or Improving Lucky Shots & Questing Dice: Use the rules for raising or gaining clichés, with
every 3 Lucky Shots (or 5 Questing Dice) being equal to one regular die cliché. Thus, buying the
character's first 3 Lucky Shots costs 6 points. Gaining the character's second 5 Questing Dice costs 12
points.
Sidekicks & Shieldmates: Assuming it makes sense in the context of the game, points may be spent to
advance Sidekicks or Shieldmates as if they were regular characters. New Sidekicks or Shieldmates may be
acquired as well. Note that Sidekicks and Shieldmates do not get the 1:3 discount that they receive during
character creation.
A Motivation is basically a few words on what makes the character tick, why he acts the way he does and
what drives him, his personal beliefs. Whenever a character attempts an action in the game that is directly
related to his Motivation, he gets a +1 to his Cliché roll (just +1 to the total, not an extra die). Once per
game, the GM CAN allow +1 die if he wishes.
The downside of a Motivation is that, if the GM feels that the character is taking an action that is
AGAINST his Motivation, he may penalize the character by -1 die or more for doing so.
The GM has final approval on Motivations, and should not allow players to abuse them (such as a character
taking a Motivation of 'Beat everybody up' so he can get a +1 every time he gets in a fight). The character's
Motivation should tie into his Hooks (very Freudian, no?).
Where more than one vehicle wants to form a team, then standard Teaming Up rules apply; only the
vehicles form teams (not vehicles plus their drivers), and when the team loses a combat round, the "noble
sacrifice and vengeance" rules apply. When the Lead Vehicle is
reduced to zero, then the team disbands and all remaining vehicles lose one die of "damage."
I'm using this one in my starship combat rules. Basically, the pilot "teams up" with the ship's control rating,
while the gunners team up with the vehicle's weapons rating. More on this later...
This method uses initiative and permits the combatant with the initiative to get his attacks in first and be
able to react to the enemys actions.
Phase 1: Initiative
Initiative is determined by rolling against an appropriate cliché. Highest roller has the initiative. Reroll for
ties. In order to keep things simple initiative is only determined once in a combat. Larger battles may be
broken down into smaller combats to keep things dynamic.
If there are more than 2 combatants initiative goes from highest to lowest roll. For some combats like
ambushes initiative is predetermined as belonging to the attacking side but individual initiave order on each
team still need to be determined.
Phase 2.1: Declaration
In reverse initiative order (lowest to highest) players state their action for the next 5-10 secs. Moving,
firing, throwing, disarming, giving medical assistance or any other action or part of an action that can be
carried out in that time frame is allowed.
Players with higher initiative will know what the slower combatants are up to and can plan their own action
with this knowledge.
I've changed this option from how it was written: Cliche stunts in my campaign cost a flat 3 points.
Therefore you can only carry ten things. Each thing you carry beyond ten is worth a die of
encumbrance. If the objects are unusually large or awkward use Funky Dice (Risus p.6) of
encumbrance. Any time you need to do something requiring ease and grace (like avoid falling into a
pit, or earn a few extra coins pole-dancing), you must defeat your encumbrance. Also, you must defeat
the encumbrance in a CONFLICT THAT ISN'T COMBAT (Risus p.4) in order to add another item.
Some types of items collectively count as 1 item: coins, potions and ammunition consume only 1 slot
each.
Searchin' a Body: Roll 3 dice for the treasure. Use Funky Dice (Risus p. 6) where d4 means the
creatures should have lots of treasure, through to d20, meaning they should seldom have any. Consult
the table below. This roll is the Target Number (TN) for a CONFLICT THAT ISN'T COMBAT (Risus
p.4).
<= TN TN coins
> TN TN x 10 coins
Tiny Critters
Woodsprite (1d4)
Huge Centipede (1d4)
Vicious Sumatran Rat (2d4)
Small Critter
Nocked Ear Goblin (1d6)
Rabid Dog (2d6)
Red Dragon Hatchling (4d6)
Average Critter
Gouged Eye Orc (1d8)
3rd Legion Hobgoblin (2d8)
Sub Adult Red Dragon (4d8)
Large Critter
Ogre (1d10)
Troll (2d10)
Adult Red Dragon (4d10)
Huge Critter
Hill Giant (1d12)
Ancient Red Dragon (4d12)
Gargantuan Critter
Red Dragon Great Wyrm (4d20)!!!
Beyond
Titan (1d100)
Lesser Avatar (3d100)
etc....
What you roll is what you're stuck with. Forever. UNLESS you want to buy another d6 to add to your total.
This costs 5 build (or experience) points for an extra d6 stun, and 10 points for an extra d6 hit points.
How Do They Work?: Well I'm glad you asked. If you're getting beat-down with bare fists (or a blaster set
to stun, a blackjack, what have you), you're losing Stun Points. Anything else that causes lasting physical
damage (teeth n claws, a knife in the ribs, whatever), you're losing Hit Points.
Damage Rollover: If your character loses all of his Stun Points, he's unconcious. BUT if he is still taking
stun-based damage (excluding some possible sources, such as the afore-mentioned blaster set to stun), he
begins to lose Hit Points. It's actually possible for your character to be beat to death in this manner.
Pumps and Double Pumps: In the event of a pump or double pump, the character loses Stun Points (he is,
after all, over-taxing himself) equal to the dice invested, as per basic Risus rules.
Trauma Rules
At 75% of max HP, character is "Winded" (-1 cliche rolls)
At 50% of max HP, character is "Wounded" (-2 cliche rolls)
At 25% of max HP, charcter is "Maimed" (-3 cliche rolls)
At 0 hp, the charcter may still function if he has any Stun Points remaining, but all cliche rolls are at -6. In
addition, the character will continue to bleed out at a rate of -1 HP/round, unless he withdraws from combat
for medical treatment. At 0 Stun Points, the character is unconcious (and continues to bleed out, unless he
receives medical treatment). At -10 hp, the character is dead.
On the other hand, if your character rolls snake eyes (all ones) at any time, he's just botched his roll. In a
non-combat situation, he's just flubbed up very badly (accidently set himself on fire with the lantern, etc.);
in combat, he gets to roll on the "Critical Miss Table."
Critical Hit Table
01-80 The hit is not critical
81-90 Good hit: 1½ times damage
91-95 Severe hit: 2 times damage
96-00 Critical Hit: 2 times damage and check charts below for location and effects
Location
01-02 Foot
03-07 Shin
08-10 Knee
11-20 Thigh
21-22 Groin (a)
23-33 Gut (b)
34-40 Hip
41-50 Shoulder
51-70 Chest (c)
71-73 Hand
74-78 Lower Arm
79-81 Elbow
82-91 Upper Arm
92-93 Neck (d)
94-96 Face (e)
97-00 Head (f)
Special notes:
S - Stunned
I - Incapacitated, effectively unconscious
U - Unconscious
P - Pain from broken ribs, -2 to hit
L - Punctured Lung, severe pain, -8 to hit, exteme difficulty breathing
B - Massive Bleeding, Death in d6 turns without immediate aid
O - Ruptured Organs, internal bleeding, Death in d3 turns
D - Death in d6 rounds
X - Instant Death
Roll Critical
1 Lose your grip on your weapon. It flies 2d10 feet in a random direction.
2 Hit yourself, half damage.
3 Hit yourself, full damage.
4 Minor disfigurement (chipped tooth, loose a finger, etc)
5 Roll a critical hit on yourself.
6 Strike a target other than the one you intended
7 Roll against TN 5 or fall.
8 You break your weapon
9 Knock yourself out cold
10 Lose you next action.
Armor Class
The way I'm handling this is to asign each armor a negative number that acts as a penalty to the opponent's
"to hit" roll. For example, heavy clothing will net you a -1, leather armor would be -3, chainmail -5, and
platemail -8. Moderately heavy armors (chainmail for example) will also get you a -1 penalty to all cliche
rolls that require a high degree of dexterity (such as jumping a pit, or combat for that matter), while heavy
armor (such as platemail) will get you a -2 penalty.
A note on firearms: Most guns will blow right through primitive armor. So vs. firearms, armor only
protects half as well (cut the penalty in half, rounded down). Chainmail for example would be -5 (-2 vs.
firearms). The same holds true for modern armors vs. energy weapons.
Mini-Cliches
OK, this one REALLY isn't going to appeal to a lot of you out there. I basically used these in my Fading
Suns conversion to differentiate between the various archetype cliches. Anywho, a mini-cliche is just a one
word phrase that gives either a minor bonus or penalty. For example:
Ascorbite
Blessings: Adaptable (Immune to any toxin or disease he personally survives), Hard-Shelled (-4 natural
armor, may not wear any further armor), Double-Jointed (+2 to escape tight places), Jumper (Can jump 5
feet vertically, or 12 feet straight up), Muscular (+2 damage with melee weapons), Obstinate (+2 to all
checks to avoid divulging secrets, even under torture), Use d6 for initial Cliches.
Curses: Bloodsucker (May only gain sustenance from sucking blood!), Fixed Development (costs double
experience to improve ANYTHING), Weird (-2 modifier in social situations), Mundane (May not have Psi
or Theurgy. Ever.), Ostracized (As a race, they have very few liberties).
Starships
Ships are purchased using the Sidekicks and Shieldmates rule, on a 1:3 basis. All ships have four stats (and
it IS possible to have a zero in a given stat, just not recommended): Control (used for tricky dogfighting
manuevers, dodging missles, landing in rough weather), Weapons (used for targetting enemy ships and
blowing them to smithereens), Sensors (used for detecting things at a distance), and Engines (used for
outrunning enemy craft).
Hull and stun points are figured in exactly the same way as for PCs. Hull points are the equivelant of Hit
Points, while Stun Points are for things like EMP attacks.
Armor Class: All ships have an AC, based on hull materials and if they're armored or not.
Hooks: A player may design a hook into his ship to lower cost. They come in Minor (Inefficiant engines,
twice the fuel) for -6 points, Moderate (Cranky sheilds, work only half the time) -12 points, or Extreme!
(Life support cuts out when the weapons are fired) for -18 points. This hook may be bought off later with
cash or XPs, at the GM's discretion.
Damage Scaling: All ships have a SIZE rating (1=fighter, 2=small transport or scout, 3=frigate or small
freighter, 4=destroyer or large freighter, 5=bulk hauler or ship-of-the-line). If an enemy ship is two or more
sizes bigger than yours, he takes half damage from your weapons. On the other hand, he's -3 to hit YOU.
System Damage: Whenever a ship drops a damage category (from normal to winded, winded to wounded,
etc), roll on the following tables:
WINDED DAMAGE TABLE (Roll 3d6)
3 – 5 No additional effects
6 – 7 Ship / craft shaken. –1 to all piloting and gunnery rolls for 1d6 rounds.
8 – 9 Sensors damaged. Lose 1d from the Sensors rating.
10 – 14 Random weapon damaged. Will only fire on a roll on a 4+ on a D6.
15 – 17 Drive engine damaged. Lose 1d from the Engines rating.
18 Roll on the next damage table.
I'm concidering a mechanic for point based ship construction (for that ship-board swimming pool you've
always wanted), but haven't come up with a satisfactory ruleset yet. Any ideas?
So In Conclusion...
Here's some sample characters to wet your whistle for my upcoming Fading Suns conversion:
Marquis of House Hawkwood: [3d6]; Questing Knight: (2d6); Warrior-Poet: (1d6); Troubador: (1d6). HP:
10; Stun: 5. Blessings: Insprirational, Questing Knight; Curses: Proud, Blood Enemy (Mantis Knights),
Code of Honor; Hook: In Debt (Your fief is in financial ruin, you're in debt to the Reeves up to your
eyeballs).
Gear: Unpowered Ceramsteel Platemail (-10/-5), .32 Autofeed Pistol (d6), Large Crested Sheild (-1/0),
Antique Broadsword (d6).
Tale: A distaff cousin to the main Hawkwood line, Augustus was born on a backwater fief in the wilds of
the Hawkwood world of Leminkainen. His father was a warrior of near legendary reputation, who served
his kinsman Lexius in the Emperor Wars and later as a Questing Knight. His father died recently, leaving
his son his title, ancestral armor and weapons, and a mountain of debt. So young Augustus is off to make
his fortune...
Appearance: A handsome young man in his early 20's, he wears his wavy brown hair in a very short
(almost a roman-style) cut. He also sports a small goatee.
Ignatius Trusnikron
Baronet of House Trusnikron: (1d6); Grizzled Veteran of the Emperor Wars: (3d6); Retired Captain of
Horse: (4d6), Katzgrief Duelist: (2d6). HP: 18; Stun: 13. Blessings: Xeno Equestrian; Curses: Uncouth;
Hook: Bastard (Receives no benefit from having a noble title).
Gear: .32 Autofeed Pistol (d6), Broadsword (d6), Buckler (-1/0), Quilted Leather Jerkin (-2/-1),
Hawkwood Cavalry Officer's Uniform, Stained Campaign Cloak.
Tale: Born a child of violence after Vuldrok of the Wolf Clan raided his grandfather's fief. He was never
fully accepted by his family, and bears a powerful hatred for Vuldrok in general. Has sworn an Oath of
Fealty to House Hawkwood, and has spent his entire adult life in their service. Served with distinction in
the Emperor Wars under Augustine's father Octavius, now he serves as the young man's bodyguard.
Appearance: A large imposing man in his mid-50's, only now has grey begun to appear in his long ash-
blonde hair and beard (which he wears in elaborate plaits, held in place by bits of silver wire). His body
bears many scars, the most obvious being the one that runs down the left side of his face, blinding his left
eye and pulling his mouth up into an eternal sneer...
Urth Orthodox Priest: [4d6], Chronicler of Lost Times and Teller of Lost Tales: (2d6). HP: 18, Stun: 9.
Blessings: Pious, Curses: Self-Righteous. Hook: Moment of Awe (You saw a vision of the Prophet when
you were young, will stop at nothing to be worthy of it again (self-mortification, hair-shirts, whatever)).
General Rites: The Prophet's Blessing, The Devotional Liturgy, The Laying on of Hands. Urth Orthodox
Rites: Consecration, Light I, Armor of the Pancreator. Hubris: 0. Wyrd: 9
Tale: Father Beauregard was born in a small farming hamlet on the Li-Halan world of Icon to poor peasant
dirt farmers. The defining moment of his life came when he was 12... He'd wandered off with some other
boys to play in the woods and became lost. After a 4 day sojourn alone in the forest, he had a vision of the
Prophet... and was found soon after. From this day forward, he decided to dedicate his life to the church.
With this thought in mind, he signed on with a Charioteer freighter and worked for his passage to Holy
Terra. Now in his mid forties, he serves as confessor to a young Hawkwood noble named Augustus
McRay.
Appearance: Tall (well over six feet), skinny and slightly stooped. His hair is prematurely grey.
Enjoy! Nathan Robertson (tectuctitlay@yahoo.com)