You are on page 1of 9

THE ANYTHING RPG

By S. John Ross
Welcome to Risus: The Anything RPG, a Loved For His Macrame – anything you
complete pen-and-paper roleplaying can talk your GM into. With a very
game! For some, Risus is a handy permissive GM, you could be all these at
“emergency” RPG for spur-of-the- once. Each Cliché has a rating in dice (the
moment one-shots and rapid character ordinary six-sided kind). When your
creation. For others, it’s a reliable character’s prowess as a Wizard, Starpilot
campaign system supporting years of or Bruce Lee is challenged, roll dice
play. For others still, it’s a strange little equal to the rating. Three dice is
pamphlet with stick figures. For me, it’s “professional.” One die is a putz. Six dice
all three, and with this edition, Risus is ultimate mastery. A complete Risus
celebrates not only two decades of character looks like this:
existence, but two decades of life, Grolfnar Vainsson the Viking
bolstered by an enthusiastic global Description: Tall, blond, and grinning.
community devoted to expanding it, Likes to drink and fight and drink and
celebrating it, sharing it, and gaming with chase Viking women and fight and sail
it. the high seas and raid. Wants to write
Character Creation great sagas about himself.
Clichés: Viking (4), Gambler (3),
The character Cliché is the heart of Risus.
Womanizer (2), Poet (1)
Clichés are shorthand for a kind of
person, implying their skills, background, To create Grolfnar, all we had to do was
social role and more. The “character name him, describe him, and assign his
classes” of the oldest RPGs are enduring Clichés. You get 10 dice to spend on
Clichés: Wizard, Detective, Starpilot, Clichés, distributed however you like, on
Superspy. You can choose Clichés like as many or few Clichés as you decide
those for your character, or devise (but more than 10 would be odd,
something more outré, like Ghostly Pirate considering). The first Cliché listed for
Cook, Fairy Godmother, Bruce Lee (for a your character (“Viking,” in Grolfnar’s
character who does Bruce Lee stuff) or case) is his Primary Cliché – the Cliché
Giant Monster Who Just Wants To Be that most clearly expresses how your
character sees himself. In general, new
characters may not have Clichés rated freighter, loses all ability to haul booty to
higher than 4 dice, so Grolfnar’s “Viking” distant suns … while a Psychic Schoolgirl
is maxed out for a beginning PC. Your loses none of her ability to be freaked out
GM might choose to expand, relax, or by murder scenes if her plushy backpack
otherwise transmogrify such parameters is stolen. A Hirsute Barbarian (3), forced
for his game (ask if you’re not sure). into a pit-fight without his trusty blade,
can still rely on his bare hands, but he’ll
Powers, Tools, and Power operate at half-dice – a mere Hirsute
Tools Barbarian (2) – until he’s once again
Each Cliché implies a lot about a properly armed. The backpack-deprived
character, most crucially including his Schoolgirl might face similar penalties
likely abilities and equipment. If you’re when it’s time to do her homework.
playing a Hirsute Barbarian (3), we can In the course of adventuring life, lucky
assume your character is comfortable explorers may discover enchanted and/or
with blades and battle. He’s probably a cutting-edge and/or otherwise special
climber, a runner, and all-night reveler. equipment. The most basic sort is called
He probably owns at least one sturdy Bonus-Dice Gear (such items let you roll
hand-weapon and (hopefully, mercifully) an extra die, or more, when using them)
a complete loincloth. If you’re playing a but there are other kinds of “special” to
Psychic Schoolgirl (3), you probably have be found, in the form of alternate game
the power to sense (and be freaked-out mechanics (“With this experimental
by) the psychometric residue lingering at piloting software, you can reroll any 1s”),
a murder scene, and might own a cute in-world powers (“Only a Stradivarius
plushy backpack filled with school can be used to seduce a Vampire Prince”)
supplies. If you’re playing a Roguish or even mixed benefits and restrictions
Space Pirate (3), you can do all kinds of (“While wielding the Sword of Mercy,
piratey roguey space-things, and you you always roll dice at least equal to your
probably own a raygun, and maybe a foe, but you must spare his life if you
secondhand star freighter. When there’s win.”)
any doubt about your character’s abilities
or “Tools of the Trade,” discuss it with The Game System
your GM. Whenever anybody wants to do anything,
Tools of the Trade come “free” as part of and nobody’s actively opposing it, and
each Cliché, but they’re vulnerable to loss the GM doesn’t think success would be
or damage, which can (sometimes) automatic, the player rolls dice. If the
cripple or limit the power of the Cliché. A total rolled beats (equals or exceeds) the
Roguish Space Pirate, stripped of his star Target Number set by the GM, success! If
not, failure! Target numbers follow this get nowhere first.
scale: Dogfights: Pilots in airplanes or
5: A cinch. A challenge for a schmuck. spaceships trying to blow each other
Routine for a pro. out of the sky.
10: A challenge for a professional. Astral/Psychic Duels: Mystics/psionics
15: An Heroic challenge. For really looking bored or sleepy, but trying to
inventive or tricky stunts. rip each other’s ego apart in the
Otherworld.
20: A challenge for a Master. Nearly
superhuman difficulty. Wizard’s Duels: Sorcerers using
strange magics, trying to outdo one
30: You’ve GOT to be kidding. Actual
another.
superhuman difficulty.
Dueling Banjos: Banjo players using
The Target Number depends on the
strange melodies, trying to outdo one
Cliché, and anyone can try anything.
another.
Crossing a chasm by swinging on a rope
Seduction: One (or more) characters
or vine would be child’s play (automatic
trying to score with one (or more)
success!) for a Swashbuckler or a Lord of
other character(s) who is(are) trying to
the Jungle, easy (Target 5) for a Pulp
resist.
Archaeologist, and challenging but
Courtroom Antics: Prosecution vs.
definitely doable (Target 10) for a
Defense. The goal is victory. Justice is
Gymnast, Barbarian, or Cat-Burglar.
incidental.
Even a Wheelchair-Bound Eccentric
Actual Regular Combat: People trying
Occultist could try it (Difficulty 15, but
to injure or kill each other.
the wheelchair is lost unless the roll beats
a 30)! The GM decides when a combat has
begun. At that point, go around the table
The Combat System in rounds, and let each combatant make
In Risus, “combat” is any contest in an attack in turn. What constitutes an
which opponents jockey for position, “attack” depends on the nature of the
make attacks, bring defenses to bear, and fight, but it should always be roleplayed
wear down their opponent to achieve (if dialogue is involved) or described in
victory. Literally or metaphorically. entertaining detail (if it’s physical and/or
Examples of “combat” include: dangerous and/or does/should involve
Arguments: Combatants wielding contraceptives). The GM will determine
logic, stubbornness and cheap what type of Cliché is appropriate for the
rhetorical tricks to make their point. fight. In a straightforward physical brawl,
Clichés like Viking, Soldier,
Horse-Racing: People on horses
Swashbuckler, and Ernest Hemingway
running around a dirty track, trying to
are equally appropriate, while Clichés combat ends, at a healing rate determined
like Hairdresser and Latin Lover are not. by the GM (based on the nature of the
Attacks must be directed at an opponent. attacks involved). If the combat was in
Both parties in the attack (attacker and vehicles (space fighters, mecha, wooden
defender) roll against their chosen Cliché. sailing ships) then the vehicles
Low roll loses. Specifically, the low roller themselves are likely damaged, too, and
loses one of his Cliché dice for the must be repaired. Sometimes, healing
remainder of the fight – he’s been takes not only time, but conditions
weakened, worn down, demoralized or specified by the GM (“now that you’ve
otherwise pushed one step towards defeat. been soundly defeated, you can’t even
look at your banjo until your girlfriend
Eventually, one side will be left standing,
assuages your ego”).
and another will be left without dice. At
this point, the winners decide the fate of There’s no standard time or distance scale
the losers. In a physical fight or magical in Risus; everything depends on context.
duel, the losers might be killed (or In a physical brawl, each round might
mercifully spared). In Courtroom Antics, represent just a few seconds … while in a
the loser is sentenced by the judge, or long-term fight between a married couple,
fails to prosecute. In a Seduction, the each round might represent an entire day
loser gets either a cold shower or a warm (Day One: Husband “accidentally” burns
evening, depending. While the GM will Wife’s favorite dress in the oven, Wife
reject combat outcomes that make no “accidentally” feeds Drano to Husband’s
sense in context (if you beat someone at prize goldfish, and so on).
tennis, you aren’t normally allowed to
Inappropriate Clichés
decapitate them and drag their corpse
As stated above, the GM determines what
through the city square), the spoils of
sort of Clichés are appropriate for the
victory are otherwise down to the choice
fight. Any Clichés left over are
of the victor.
inappropriate. In a physical fight,
You needn’t use the same Cliché every
Hairdresser is inappropriate. In a magical
round. If a Viking/Swashbuckler wants to
duel, Barbarian is inappropriate.
lop heads one round, and switch to
Inappropriate Clichés aren’t forbidden
swinging on chandeliers the next, that’s
from the fight. They can still be used to
groovy, too. However, anytime a
make attacks, provided the player
character has a Cliché worn down to zero
roleplays or describes it in a really,
dice in combat, he’s been defeated, even
really, really entertaining manner.
if he has other Clichés left to play with.
Furthermore, the attack must be plausible
Dice lost in combat are regained when the
within the context of the combat, and the
genre and tone that the GM has set for the Grunt-Squads: This is just special
game (making this kind of attack more effects. When a horde of 700 rat-
often useful in very pulpy/swashbuckly skeletons attacks the PCs within the lair
games, or very silly ones). of the Wicked Necromancer (5), the GM
All combat rules apply normally, with probably won’t feel like keeping track of
one exception: if an inappropriate Cliché 700 tiny skeletal sets of dice. Instead, he
wins a combat round versus an can declare them a Grunt Squad, fighting
appropriate one, the losing player loses as a single foe: a Skeletal Rat-Horde (7).
three dice, rather than one, from his Mechanically, the Rat-Horde is the same
Cliché! The “inappropriate” player takes as any single foe – except it sometimes
no such risk, and loses only one die if he has more dice (as many as the GM cares
loses the round. Thus, a creative to assign it). Grunt-Squads stick together
hairdresser is dangerous when cornered as a team until they’re defeated, at which
and attacked unfairly. Beware. point some survivors may scatter (though
at least one will always remain to suffer
When in doubt, assume the aggressor
whatever fate the victor decides). Taken
determines the type of combat. If a
to logical (or whimsical) extremes, an
wizard attacks a barbarian with magic,
entire ship’s crew, or even whole forests,
then it’s a magical duel! If the barbarian
dungeons, cities or nations might be
attacks the mage with his sword, then it’s
represented by a single Cliché.
physical combat! If the defender can
come up with an entertaining use of his Character Teams: When PCs (and/or
skills, he’ll have the edge. It pays in many NPCs worth the attention) form a team,
genres to be the defender! But … if the the Team Leader is the character with the
wizard and barbarian both obviously want highest-ranking applicable Cliché (if
to fight, then both are aggressors, and it’s there’s a tie, the team must designate a
“fantasy combat,” where both swords and Team Leader). Everybody rolls dice, but
sorcery have equal footing. only the Team Leader’s dice completely
count. Other team-members contribute
Teaming Up only their sixes, when they roll any.
Two or more characters may form a team Clichés joined in a team need not be
in combat. For the duration of the team identical, and (provided the GM can be
(usually the entire fight), they battle as a convinced) they can even be a mix of
single unit, and may only be attacked as a “appropriate” and “inappropriate” for the
single foe. There are two kinds of team: fight (a group of warriors might be aided
full-on Character Teams (for PCs, and by their able minstrel, for example).
sufficiently interesting NPCs) and Grunt- However, they don’t triple enemy dice-
Squads (for nameless NPC hordes). loss unless the entire team is equally
inappropriate (which means the players disband at any time between die-rolls.
get to explain to the GM exactly how a When disbanding, each team-member
Hairdresser, a Parakeet Trainer, and a instantly loses a single die from the
Life Coach are coordinating their talents Cliché they’d been contributing to the
to take Darth Viraxis to the mat)! team (equal to “damage” suffered in
Whenever a team loses a round of the fight itself). Disbanded team-
combat, a single team-member’s Cliché is members may freely form new teams,
reduced. Any team-member (Team provided the die-loss from disbanding
Leader included) may “step forward” and doesn’t defeat them. Individuals may
voluntarily suffer this loss. If so, the also drop out of a team, but this
noble volunteer is reduced by twice the reduces them to zero dice immediately
normal amount (either two dice or six, as they scamper for the rear. Their
depending), but the Team Leader gets to fates rest on the mercy of whoever
roll twice as many dice on his next attack, wins the fight!
a temporary boost as the team avenges Lost Leader: If the Team Leader ever
their heroic comrade. If no volunteer leaves the team for any reason (either
steps forward, the Team Leader must by dropping out or having his own
assign the (undoubled) hit to a team- Cliché dropped to zero), the team must
member, and there is no “vengeance” disband immediately, with
bonus. consequences as above. They may
immediately opt to reform as a new
Victory & Defeat: With teams as with
team (with a new leader) however, and
individuals, the victor determines the
if the old leader was removed by
fate of the loser … but when the loser
having volunteered for personal
is part of a team, his fate is generally
damage, the new Team Leader gets the
reserved until the end of the team’s
double-roll vengeance bonus to avenge
existence (even if he’s defeated while
his predecessor!
the fight rages on). So, if his team
wins, his team – not their opponent – Single-Action Conflicts
gets to decide. There are some fights
“Combat” depends on multi-round
where this won’t be so, where the PCs
jockeying and wearing each other down
are under such precarious
… but many conflicts are too sudden to
circumstance that their fates must be
be played that way (two characters
resolved immediately. But, in most
grabbing for the same gun, for example).
cases, being part of a team – especially
Such “Single-Action Conflicts” (SACs)
a winning team – is excellent
are settled with a single roll against
insurance.
appropriate Clichés (or inappropriate
Disbanding: A team may voluntarily
Clichés, with good roleplaying). High roll and SACs, never to rolls against Target
wins. Note that, in nearly any case, the Numbers (since, with Target Numbers,
Game Master may jump between the the TN itself simply moves wherever it
three resolution methods (Target Number, needs to, for any Cliché attempting any
Combat, Single-Action Conflict) to suit action).
the pacing and mood. Sometimes, an arm-
wrestling match works best as a combat
Advanced Option: Lucky
… sometimes it works best as a Single- Shots
Action Conflict, and sometimes This option allows players to spend some
(preferably if it’s against some kind of of their 10 starting dice on something
coin-operated arm-wrestling machine) other than Clichés. A single Cliché-die
even as a simple Target Number. can, instead, buy three Lucky Shots
(spend two dice for six Lucky Shots, and
When Somebody Can’t so on). Using a Lucky Shot boosts any
Participate Cliché roll by a single die, for a single
Sometimes, characters find themselves die-roll. Lucky Shots “reset” between
facing a Combat or Single-Action game-sessions. Lucky Shots can represent
Conflict where they simply have no random good luck, the favor of a deity, a
applicable Cliché, even by stretching the streak of resourcefulness, etc.
imagination. Perhaps one character in the
party enters a pie-eating contest with his
Advanced Option: Hooks
Disgusting Glutton (2) Cliché, but the rest & Tales
of the characters are astronauts or With this Advanced Option, players can
accountants, neither of whom bargain for extra character-creation dice
traditionally engorge themselves on pie. by giving their character a Hook and/or a
In situations like this, the GM might grant Tale. A Hook is some significant
everybody two free “brevet dice” to play character flaw – a curse, an obsession, a
with for the duration of the conflict. This weakness, a sworn vow, a permanently
means the Disgusting Glutton (2) would crippling injury – that the GM agrees is
become, temporarily, a Disgusting so juicy that he can use it to make the
Glutton (4), while everyone else would character’s life more interesting (which
get a Regular Person Talked Into a Pie- usually means less pleasant). A character
Eating Contest (2) Cliché “on loan” until with a Hook gets an extra die to play
the last crumb burps forth. The Glutton, with.
naturally, retains his winning edge, but A Tale is a written “biography” of the
everyone else can still bury their noses in character describing his life before the
pie. This rule applies only to Combats events of the game. The Tale needn’t be
long (a page or two is plenty); it just tempting Gumbo spiked with Ninja
needs to tell the reader where the sleeping drug and offering it to the
character is coming from, what he likes Monster) rolls five. If the Ninja loses,
and dislikes, how he became who he is, he’s instantly defeated: his Cajun Chef
what his motives are. Some Tales are best Cliché would drop to Cajun Chef (1)
written from the player’s omniscient for the pump, then to Cajun Chef (zero)
perspective; others are more fun if written for losing the round. The Monster
as excerpts from the character’s own would eat Rudolph instead of the
diary. A character with a Tale provided Gumbo. If the Ninja wins, however, the
before gameplay begins gets an extra die Monster (6) drops to Monster (3), and
to play with. Rudy’s Cajun Chef (3) drops to Cajun
Chef (1). In round two, Rudolph can
Advanced Option: Pumps switch back to Ninja (3), where he’ll be
Characters may pump their Clichés, on equal footing with the groggy, well-
expending extra effort at the cost of fed Monster.
certain injury (loss of dice). A pumped
Pumps are legal for any kind of Cliché
Cliché receives a dice-boost lasting a
roll, provided the GM agrees that
single round of combat (or single
“pushing it” fits the action involved.
significant roll, otherwise). After that
Double-Pump Clichés: If permitting
round or roll is resolved, the Cliché
pumps, the GM might also allow double-
returns to normal, then suffers immediate
pump Clichés, which take only “half
dice-loss equal to the boost. Such loss is
damage” from pumping. Thus, a Sorcerer
comparable to combat losses, and must
[5] could roll eleven dice for a single
heal.
combat round (six extra dice!) but take
Example: Rudolph the Ninja (3) is
only three dice of loss from the extra
attacked by a Monster (6)! Rudy
effort. Double-pump Clichés cost twice as
doesn’t have much of a chance against
many dice to buy during character
such a powerful foe, so he opts for a
creation and are especially appropriate for
tricky tactic: since the Monster is
Clichés representing supernatural abilities
attacking physically, Rudolph decides
(in fact, some Game Masters may require
his first-round response will use his
that supernatural Clichés be purchased
skills as a Cajun Chef (3) – a decidedly
this way). The use of [square brackets]
Inappropriate choice! He also opts to
instead of (parentheses) indicates a
pump it by two dice to Cajun Chef (5),
double-pump Cliché.
putting his all into his cooking!
On round one, the Monster rolls six
dice, and Rudy (quickly whipping up a
Advanced Option: in addition to the roll(s) at the end of
the adventure.
Character Advancement Adding New Clichés: There may come
At the end of each adventure, each player a time when a character has grown and
rolls against each Cliché challenged matured enough to justify adding an
during the course of play (ignore entirely new Cliché to his character
lingering “injuries” for this purpose; roll sheet. If the player and GM agree this
as if the Cliché were whole). If the dice is the case, and agree on what the new
land showing only even numbers, the Cliché is, the player rolls for
Cliché advances by a single die advancement as usual, but new dice
(increasing it permanently). No Cliché earned for that adventure may be put
advances past Cliché (6). toward the new Cliché instead of the
Midgame Leaps: Anytime you do ones that earned them. This can also
something really, really, really be applied to “in-game” improvements
spectacularly entertaining that wows if the situation warrants it!
the whole table, the GM may allow Long-Haul Variant: Instead of rolling
you to roll instantly (in the middle of against every challenged Cliché, roll
the game) for possible advancement, against a single Cliché of your choice.

Credit Where It’s Due


Risus grew from inspirations provided by the sadly out-of-print classic, Ghostbusters (1st Edition, West End Games),
sparked against an idea from Mayfair’s DC Heroes. Other noteworthy influences have included GURPS, TWERPS,
Fudge, Tunnels & Trolls, Over the Edge, and DragonQuest. The list of people on whom Risus depends is too long to
even contemplate in a space so tiny, but I’d be remiss if I didn’t mention a few of them: Guy Hoyle, Spike Y. Jones, Dan
“Moose” Jasman, Frank J. Perricone, Jason Puckett, David Pulver, Sean “Dr. Kromm” Punch, Liz Rich, Dan Suptic, Brent
Wolke, René Vernon, and the thousands of cool gamers, old and new, who’ve populated and enlivened the Risus
community.

Risus was created, written and illustrated by S. John Ross. Risus: The Anything RPG is Dave LeCompte’s trademark for
his Anything RPG. This is Risus Version 2.02, Copyright ©1993-2013,2021 by Dave LeCompte, All Rights Reserved.
Permission granted to make unlimited copies for private, non-commercial use, and remember: There’s No Wrong Way To
Play!

You might also like