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Living in a House! (Shamefully stolen from a concept by Brian Rogers ©2004 and re-written by Guy Hoyle ©2004)
“You make any kind of
characters you want. Mad scientists. Wizards. The Risus PDF file is available online at http://www222.pair.com/sjohn/downloads.htm , and the HTML version is at http://www222.pair.com/sjohn/risus15.htm
CHARACTER CREATION Standard Risus Character Creation rules. 10 Starting Dice (D6), plus 1 more if the character chooses a Hook (see Advanced Options below). No more than 4 dice in any one cliché at the beginning, maximum of 6 dice total due to experience.
Check out my Quck Guide to Anatomy of a Cliche
Advanced Options Character may receive an additional D6 for a really entertaining problem or flaw (a Hook). Tales (background stories) are not allowed. PCs are defined by their clichés and a sentence or two of flavor text.
Any cliché may be pumped in an emergency. For every dice remaining in a cliché, you can add an extra dice to roll; however, after the roll, you lose an extra die for every die you added. Example: Bob the Incredible Wizard pumps his Goth Necromancer (4) roll by 3 dice to exorcise the Spirits of the Damned from his easy chair, making it a Goth Necromancer (7) for this roll. If he fails, he loses 3 dice off his original cliché, leaving him with Goth Necromancer (1). (If the straits had really been dire, like exorcising the spirits from his wide-screen HDTV, Bob might have pumped with all 4 dice, possibly overcoming his foe but knocking himself out of further combat.)
Double-Pumps give you two dice for every die you pump, but you only lose one die per double-pump after the roll. Double-pumps cost two Starting Dice at character generation. (Use square brackets like [4] to represent double-pumps.) Example: Spunky the Kid Wonder, who took Cheery Doomed Youngster [3] as a double-pump, boosts his roll to an incredible [9] to foil the fiendish plot of Major Baddy. True to his cliché, Spunky destroys Mr. Mighty’s nemesis but dies in his mentor’s arms, making Mr. Mighty wonder why Spunky had given his life over a simple candy store robbery. (Normally, you don’t die when a cliché is reduced to zero, but Spunky’s player opted for an overly-dramatic finish for Spunky.)
May
not be bought at the start of the game, but the players can
The following Advanced Options from the Risus Companion are also available.
Lucky Shots and Questing Dice Exchange 1 of your Starting Dice and get 3 Lucky Shot dice. One Lucky Shot dice can be added to any cliché roll once per game session. Lucky Shots are renewed at the beginning of the next game session.
Questing Dice are very similar to Lucky Shots. Exchange one Starting Dice for five Questing Dice, which can only be used in pursuit of the player’s personal Quest (which must be approved by the gamemaster).
Sidekicks and Shieldmates Exchange
1 Starting Dice for 3 Sidekick Dice (use more Starting Dice for more Sidekick
Dice). These may be used to create an NPC Sidekick for the character, using
the same rules as any other Risus character. A sidekick could even be a group
of essentially-faceless NPCs, such as a Nascar driver’s pit crew, a movie
star’s entourage, or a warrior-band of merry, ale-swilling dwarves. Eye of the Tiger The PCs may rally in the face of a defeat and summon a montage sequence. This this is typically used for healing, repairs, training/preparing, recruiting/campaigning, or shopping. The player summoning the montage sequence must use two Lucky Shots or two Questing Dice (if applicable). Only one montage sequence can be used per game session.
Any
cliché roll which comes up all sixes can be rolled again, with the new roll
added to the previous roll. If all sixes come up again, keep going!
HOUSE RULES PCs will not kill each other. If you win a combat, and decide what to do with the loser, he must be spared. You can say "I deliver what I believe is the killing blow, then walk away." But the player must have an out.
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