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==Optional Rules== ;Hooks :If you add a detrimental flaw to your character description, you can add another die to the 10 you start with for character creation. This flaw has to be something that can be used to disadvantage the character somehow. ;Tales :At the GM's option, you can provide a backstory for your character to add more details the GM can use during the adventure. If it's entertaining and/or useful to the GM, you can get another die to the 10 you start with for character creation. ;Pumping :When faced with overwhelming odds, you can overextend your cliché for a heroic effort that leaves you exhausted. For one roll during a vs. environment or onging vs. dude combat, you can roll up to twice as many dice as you have for the appropriate cliché. Immediately afterwards, that cliché will get hit for as many extra dice as you added. Don't forget that you also lose dice if you or your team loses, which could exhaust that cliché completely. :You cannot use this for quick vs. dude 'non-combat' conflicts, because they're over too fast and nobody's cliché gets worn down. :*example: ''Asuka and Shinji are in a Dance-Dance Revolution competition. Shinji decides to use "Whiny Emo Kid(3)" and pumps it up by 2 dice, rolling 5. If he succeeds, Asuka will stop dancing long enough to yell "Shut the hell up you pussy!", but Shiji's cliché takes a 2 dice hit, because he put so much effort into it that people are getting tired of his emo shit, making it less effective.'' ;Double-Pumping :During character creation, you can spend 2 dice for every 1 die on a cliché to make it a double-pump cliché. When you pump this cliché, you get TWO extra dice for every 1 die of exhaustion you take after the exchange. Use [square brackets] around the number after the cliché on your character sheet to mark it as a double-pump cliché. They're expensive at first, but they advance just like any other cliché, making them a good investment. Characters can only have one, so make it count. ;Funky Dice <div style="margin-left:2em;float:right"> {|border=1 cellspacing=0 cellpadding=4 |- ! Target !align=left| Example feat of strength !align=left| Effect on the story |- |align=center| 30 | Throwing a motorcycle. | <tt>(._o)</tt> |- |align=center| 50 | Throwing a tank. | <tt>(o.o)</tt> |- |align=center| 70 | Throwing a loaded train. | <tt>(0.0)</tt> |- |align=center| 85 | Throwing a pile of 100s of loaded trains. | <tt>(>.<)</tt> |- |align=center| 100 | Kicking the Earth five feet out of orbit. | <tt>(;_;)</tt> |} </div> :Maybe you want superheroes or demigods in your Risus game. Then you'll want bigger dice. Character creation is now based on starting with 60 'points,' and each dice is worth as many points as its highest number (d6 = 6 points, d8 = 8 points, d12 = 12 points, etc.) Characters still cannot start with more than a (4) or [4] in any one cliché, but it could be (4d12) ! :*When teaming up, the leader is whoever has the most dice in the appropriate cliché, regardless of the size of dice. (ie.: Clown(4d6) will be leader even if there is a Pie-Archer(3d20) in the team) :*Advancing a cliché can now go beyond 6; when advancing beyond 6, drop one die but increase the die size. (ie.: 6d6 -> 5d8 -> 6d8 -> 5d10 -> ...) :*Hooks and Tales are each worth 10% of the starting # of points in character creation. :*Double-pump cliches cost double the points that would be used, but still advance normally. === Unofficial Optional Rules === ;Evens Up :When rolling dice, you only count the dice that come up showing even numbers as "successes." Target numbers are now 1/2/3/4/5/6 instead of 5/10/15/20/25/30. Dice that show a '6' (if you are using Funky Dice, any even number 6 or greater) are counted as a success AND rolled again (aka [[Exploding die|exploding dice]]). This method makes for a smaller gap of successes betweeen smaller and larger clichés. ''Optional optional rule: if any die shows a '1' things got more complicated; player must come up with a reason why things just got harder, and needs one extra 'success' to succeed.'' ;Negative Clichés :To simulate ongoing conditions that persist beyond the usual recovery of depleted clichés, the GM could assign a temporary cliché that represents something the character must overcome, and opponents can take advantage of (i.e.: "Shellshocked(1)" or "Sopor Slime Junkie(2)"). This could also be known and difficult quirks of equipment or situations (i.e. "Glorious Communist Consumer Product(2)", "City Hall Bureaucracy(1)"). Characters can take 1 or 2 dice in a negative cliche during character generation to get that many extra dice for other, more positive clichés. When used, an opponent can add the dice for negative clichés once ''and only once'' to a roll of the dice if the negative cliché is narrated as interfering with the conflict. In combat conflicts, the negative cliché can only be used once during the entire fight, even if there is more than one opponent trying to make use of it; in non-combat conflicts, there is only one roll. Temporary negative cliches must be role-played to get rid of, but the GM can assume that during down-time between adventures, characters can do whatever it takes to drop temporary negative clichés, like heal-up, relax, repair, see a doctor, consolation by a priest, meet with a financial advisor, etc. At the end of an adventure, you can use the die you would have added to one of your other clichés to reduce a pemanent negative cliché by 1 die. A permanent negative cliché can only be reduced by 1 die per adventure.
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