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--Characters and Clichs
Risus Fantasy
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--Rule Elucidation
Optional Rules
---
It's been brought to my attention that the the keywords and keyphrases I'm using
might make the game more limiting that it's supposed to be by making things
harder.This isn't the intent. I'm using them to make some things slightly easier. I'm
also using them to avoid the problem of too broadly defined cliches. In non-combat
situations, it less a matter of *relative* incompetency than of slightly better skill in
the KeyPhrases than in the other abilities.
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WHY KeyPhrases?
Success is, as always, determined by the GM based on the charts provided by S. John
Ross in Risus and Risus Magic, modified by the GMs take on the situation. This is just
another tool to use in determining difficulty. You're better at the things your actually
trained in, than at the things you're not, even of you're capable of success at both.
The only time a number actually matters to the player is in opposed tests, such as
combat. An infantryman and a cavalryman are both warriors, but one has training in
mounted combat: He has an advantage if both are mounted during a fight, but the
infantry man still has a chance, and a better chance than the Sushi Master on the
third horse does.
So, that's all KeyWords and KeyPhrases are: the same Cliche examples we've always
had, used as discreet definitions so that Player and GM are on the same page as to
what the characters can do easily, what they can do adequately, and what they may
or may not be able to do at all. Yes, when I note them under a Cliche on my copy of
the character sheet. Oh, they're not as picturesquely phrased as Cliche Definitions
usually are, but they're being used as game mechanic guidelines by a GM that's
flipping between characters in the middle of combat. it's easier on me if I can interpret
once, and them just glance to learn what I need for the situation.
One dice spent on and Ally buys 3 dice worth of Cliche for an Ally. I'm allowing for the
following sorts of Allies:
Sidekicks: a companion, whether groupie, aide de camp, familiar, or whatever. May
use dice, as appropriate to Aid character. Usually has a Cliche that aids in combat of
some sort. (Archers aid in ranged combat, Familiars in Magical combat, for instance)
Familiar: a side kick that general has the following KeyPhrases at a minimum:
Universal Mage Ability(racial) and Host master. Further Keyphrases will vary by type
of Familiar, but generally include Stealth.
Followers: A group of Followers. Each die in the Cliche is generally a separate person.
Their keyword is usually for some sort of combat. Cannon fodder and someone to
attend to camp.
Magic Items: 3 types for Aiding combat. Damage taken must be repaired. It doesn't
heal naturally. If all dice are taken as damage, that item can no longer be used as a
Cliche Tool. Keep a spare weapon handy.
Weapons: 3 or 6 dice to aid combat (either melee or ranged, depending on weapon)
Melee weapons may be used for defense (frontal and right side), and so, maybe
damaged. Missile weapons rarely have to worry about damage.
Armor: Protects against all attacks: melee, ranged, magical
Shield: protects against frontal and left side attacks the wearer is aware of, as per
armor.
Bonus Items:
Mundane gear or tools of masterwork quality will often give a bonus of +1 (possibly
more) to die rolls when used as required tools for a Cliche.
Permanent Magic Items (range of bonus is generally +1-+5):
Generally armor or weapons for use with Combat Keywords.
Wands add to Spellcasting Cliches, generally only adding Ranged magical combat or
support spells such as Healing. Wand are often specialized (Fire Wand, Ice Wand, etc)
Staves may be either melee weapons, or Melee weapons AND add to spell casting
Cliches. Staves are usually specialized to a particular Spellcaster Cliche, rather than
particular spell types. A few aren't specialized at all.
Athame: really just a dagger that's also used in ritual magics. Like a Staff an Athame
does double duty by enhancing combat and Ritual spells. Ritual Spells are the ones
that take pentagrams, props, herbs, and time to cast.
Wearable items:
Usually casts a specific spell a limited number of times a day. Cliche Dice of the spell
varies by device, as does frequency of use.
Consumable items:
Potions and the like. Usually one use of a specific spell, such as Healing. Number of
dice for the effect will vary.
Oddities:
Things like packs that are bigger on the inside than on the outside, self erecting tents,
or anything else I'm willing to let you have without paying Cliche Dice for.
There are of course, other sort of items listed above, under Allies. These, too, may be
found in treasure troves. But you wont' be able to figure out how to use them on
anything but a temporary basis until you have the spare Cliche Dice to pay for them.
they're likely to be rare, or planned to fill in empty Ally dice already spent. In fact,
finding them might well be the center point of an adventure.
Perception
A note on perception, as I've already added two perception KeyPhrases:
Many Cliches have a built in perception ability, although it might be of limited use:
Hunters and Elves have Innate Perception abilities that reflect noticing animal traps,
animal tracks, ambushes, or the like. They dont' do much good against trapped
chests, but deadfalls are found.
Thieves find traps in chests and locks, but don't have the innate general perception of
outdoorsmen.
Mages of many sorts can do some sort of perception spell, or just trust to their
Familiar's animal like senses, if any.
So, if an appropriate Perception KeyPhrase exists, rolls are at normal numbers. If an
appropriate Perception ability is possible for the Cliche, rolls are at -5. This assumes
that at least some perception tests are opposed tests, either vs an opponent's stealth,
a trap maker's skill, or whatever. Unopposed tests will reflect this in setting Target
Numbers: how easy would it be for the oblivious to find?
However, worst case, anyone can use their highest Cliche at -10 to the roll for
perception (assuming there is some default possibility to sense things inherent in the
Cliche. A Narcoleptic Meditation Instructor probably won't notice anything, ever.) -10
is the definition of Oblivious in this case. If you want even worse perception, build it
into the character as Hook, and we'll make it half dice, as well.
Combat: 1 vs Many:
Risus seems slanted towards one on one combat. Attacker and defender both roll
their dice, loser takes the damage. A group aiding a leader still is essentially one on
one.
But.. what about several of you all attacking a single opponent at once? Or each of
you being attacked by 3 kobolds? Multiple single combats vs a single foe.
This is how I will handle it: IF the opponent has multiple attack weapons, such as a
dragon with teeth, a couple of claws and a tail, them it's normal one on one combat
with the dragon getting full results against each attacker, until he runs out of
dangerous body parts.
When it's a single weapon against multiple attackers, such as three kobolds attacking
each of you, the first attack (or attack of players choice) with be defended against
with the chance of doing damage, the rest of the attacks will be more one sided, a
defender win doesn't do damage to the attacker, but it avoids damage received. yes
it's better to fight one on one, if you're out numbered you're at a disadvantage.
Now, what constitutes the ability to counter attack more than one opponent can vary
by situation. an unarmed giant is only going to be able to step on one of you at a
time. However, if he pulls up a tree and uses it as a bat, he can likely hit a couple of
you at once.
This cuts both ways, of course. if you're the swashbuckling sort, you can have a
weapon i each hand, and fight off two opponents at once, for instance. Of course, you
won't be using magic shields.
Also, remember, a round of combat is everyone in their turn. The guy you just beat on
is going to beat on you next. So, after the dragon knocks 4 of you on your posteriors,
he gets to breath.
Universal Mage Abilites: This KeyPhrase is a must for all Mages of any sort, although
need not be taken in more than one Mage Cliche. Without it you know a few tricks,
with it you're a trained mage. See Risus Magic for a list of what this Keyphrase does.
Again, ANY mage can use this at a -5 penalty. This may also be taken by certain
magically sensitive races (such as Elves), although Dispelling isn't available for most
Racial version of the Cliche.
Use Magical Device: The ability to use magic items that normally couldn't be used (in
a basic fashion only), without any magical ability. A wand of fire +1 would shoot bolts
of fire, rather than add to fire spells, 1 healing wand could still be used to do a basic
healing spells, etc. Bonus of the item still applies. Staves that boost general magic
ability can't be used. They're of too general an effect. Other items that might be
limited to certain cliches may also be able to be used.
Winged Flight: Flap and fly.
Some of the above may also be used as Spells.
Sample Spells:
Armor spell: every full 5 points rolled is a temporary Ally die that can be used in
combat to aid defense and/or offset damage. It's short lived and best cast to defend
against ranged combat, as casting it IN combat means you aren't otherwise defending
that round (ie, not counterattacking).
Healing: Target of 5 per dice of damage healed. (total 5 heals one die, 10 heals 2
dice, etc). Will not heal Ally(item) dice, but will heal sidekicks and followers (each
follower in a group is a separate casting)
Invisibility: the die roll, doubled, is the target number to see the invisible person (as
opposed to just the die roll for the Stealth keyword)
Purify Evil: ranged magic combat against undead, removes some possessing entities,
and reverses some defilements.
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