"Had I right, for my own benefit, to inflict this curse upon everlasting
generations? I had before been moved by the sophisms of the being I had
created; I had been struck senseless by his fiendish threats; but now,
for the first time, the wickedness of my promise burst upon me; I
shuddered to think that future ages might curse me as their pest, whose
selfishness had not hesitated to buy its own peace at the price,
perhaps, of the existence of the whole human race." Mary Shelley Frankenstein Chap. 20.
Ok, maybe a little bit over dramatic, but it's what goes through my head every time I pick up the scalpel, the needle and twine, and electrodes to any gaming system.
In no way does it stop me though :P
In my latest effort I am attempting to bring more realism and grit to the Risus rules set. I also want some of the operatic feel that the great works of fantasy and Sci-Fi that I have really enjoyed reading and playing.
The original bare bones, the classic rules for Risus, can be found
here, along with a heap of extra bits and pieces and cool downloads and links to community groups. All of the things that make Risus an amazing game.
If you find yourself interested in the game and want to look deeper you can join the
International order of Risus. This will set you back $10.00 US and gives you access to the
Risus Companion
a 64 page explanation/expansion/oddity that will deepen any gaming experience. You also get a groovy membership card with a hand drawn L.C.B. [Little Cartoon Bastard] on the back by the Author himself.
After much reading of the game, the companion, and the many fan made mods and sites dedicated to Risus [esp.
Risusverse] I have chucked what I thought might be useful into a cauldron and the result floated to the top and was skimmed off, and tweaked a bit by yours truly and slapped down on the pages below.
The rules below were for a gritty campaign where the player characters were a band of ambitious rouges making their way in a time of war in R.E.Howard's Conan universe. Conan himself was waging civil war for the Throne of Aquilonia at the time.
I give you...
Home
Brew
Realistic Fantasy Rusis
As promised here is
some more material for you to digest. Mostly character creation
stuff, cliche selection, race selection, and some equipment prices.
Characters are created from the usual 10 d6, with an
extra dice for hook and tale to bring it to a 12 d6 total.
No
side kicks or shield mates in this one, your on your own I am afraid.
I am using re-scaled Risus rules for targets so 1 dice is
proficient, 2 skilled, 3 master, 4 legendary. 4 is the max for any
character, you may encounter cliches higher in your adventures but
they are reserved for magical and or superhuman creatures beings.
Your everyday NPC will be limited to 3 dice.
To give you
and idea of the target numbers you will be expected to meet;
Easy:
2
A Bit Hard: 5
Challenge: 8
Nail Biter: 11
Life
or Death: 14
Saga Inspiring: 17
Miraculous: 20
And
I have run out of adjectives or smart phrases.
Exploding Dice
We will also be
using the Exploding Dice optional rule. Where each 6 rolled may be
rolled again and added to the total. Subsequent 6's may also be added
and rolled again., ad infinitum.
Starting Gear
You
will start out with tools of the trade and any normal equipment that
seems likely you would have in your day to day activities.
Character
Background
A good background,
does not have to be long, just kinda cool, and you might get a nice
bonus for putting in the time to make one.
Without
further ado...
Physical FIGHTER / ROGUE
Physically oriented Clichés choose active, projective
force first; passive, resistive force second; and thoughtful
interaction last, or not at all. They try to see every challenge in
terms of how they can use their muscles and athletic prowess to
prevail.
Cliché Suggestions: Acrobat, Adventurer,
Assassin, Archer, Bandit, Barbarian, Berserker, Champion, Fighter,
Gladiator, Guard, Hunter, Knight, Mariner, Nomad, Outlaw, Pirate,
Ranger, Rogue, Soldier, Thief (see below for other suggestions)
Cliché Modifiers: Active, Ambitious, Animated, Brash,
Brawny, Callous, Courageous, Fast, Graceful, Ignorant, Laconic,
Mighty, Nimble, Rugged, Stealthy, Strong, Surly, Tactless, Tough,
Vital
Tools of the Trade include a dangerous looking hand
weapon, an equally dangerous ranged weapon, serviceable armour, and
dusty boots.
You Are Known For... keeping watch,
repairing arms and armour, giving and taking orders, getting help
from old buddies, military protocol, intolerance for foolishness,
picking pockets, failing to realize that everyday life isn't a life
or death struggle, never playing it by ear, and inability to just
relax.
Mental - WIZARD
Mentally
oriented Clichés know that might equals right - they just don't like
it. To them, every encounter is a chance to show that wits and words
are superior to steel and sinew; that plans and preparation trump
muscle and mayhem; and brains are superior to brawn - or at least not
as sweaty.
Cliché Suggestions: Alchemist, Conjurer,
Elementalist, Enchanter, Illusionist, Loremaster, Mage, Necromancer,
Philosopher, Sage, Scholar, Sorcerer, Warlock, Wiseman, and Wizard
Cliché Modifiers: Airy, Attentive, Bespectacled,
Cautious, Condescending, Creative, Feeble, Inattentive, Intense,
Learned, Long winded, Oblivious, Observant, Patient, Productive, Shy,
Sickly
Tools of the Trade include a big dusty book, wimpy
looking weapon, a staff, writing implements.
You Are
Known For... doing research, writing scholarly papers, identifying
arcane things, losing lucidity while indulging in decadent vices,
fear of carousing, athletic incompetence, and being inscrutable.
Spiritual - PRIEST
Spiritual Clichés
believe that the cosmos is embodied in a wholeness and implicate
order; a weave, warp, and weft; a Master Plan. Spiritual Clichés are
committed to right action - they just can't agree on how right action
should be defined.
Cliché Suggestions: Ascetic, Cleric,
Druid, Elf, Healer, Monk, Mystic, Oracle, Paladin, Priest, Shaman,
Witch
Cliché Modifiers: Centered, Dignified, Divine,
Fertile, Focused, Innocent, Inspired, Loyal, Motivated, Naive,
Patient, Pure, Righteous, Self-righteous, Serene, Twilight,
Understanding, Unperturbed
Tools of the Trade include a
holy symbol, modest garments, a hammer for smiting infidels.
You
Are Known For... ministering to the needy, interpreting oracles,
dealing with church bureaucracy, seeming holier than thou, never
getting down and dirty, hatred for making exceptions, and having no
sense of humour.
Emotional - DIPLOMAT / SPY /
ENTERTAINER
Emotional Clichés see the world as
a web of interaction between sentients. They analyse and work with
relationships. They like to scratch backs and have theirs scratched
in return - and not just backs, either. They are often slaves to
passion.
Cliché Suggestions: Bard, Courtier, Dancer,
Entertainer, Juggler, Minstrel, Noble, Courtesan, and Troubadour
Cliché Modifiers: Attractive, Charming, Clueless, Easy,
Enthusiastic, Excited, Flaky, Foolish, Friendly, Generous, Loving,
Lunar, Passionate, Perceptive, Persuasive, Sexy, Vivacious, Witty
Tools of the Trade include several changes of clothes, a
musical instrument, jewellery, silver tongue, dog-eared copy of 'How
To Win Friends and Influence NPCs'.
You Are Known For...
lack of shame, love of crowds, anecdotes about indiscretions, never
putting in an honest days' work, failing to pay the piper, falling
into bed with the first charming local you see.
Alignment
Alignment represents your overall philosophy of life.
Luckily, Alignment is just another Cliché! Just pick one from below,
or make one up, and tack it onto one of your existing Clichés. If
you put it on a Cliché with a lot of dice, then ethical concerns
will wind up being important to the character. If you put it on a
lesser Cliché then, for you at least, ignorance is bliss.
Angry
Brave
Cheerful
Cautious
Forgiving
Greedy
Helpful
Lazy
Prankish
Vengeful
Encumbrance
Keeping track of the weight of objects, from coins to
cadavers, is tedious and frustrating. On the other hand, having to
drop something valuable to make space for something potentially
vital, only to have it turn out to be worthless is hilarious.
Therefore you can always carry ten things. Each thing you carry
beyond ten is worth a die 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,
ammunition, and Tools of the Trade (Risus p. 2) consume only 1 slot
each.
Wealth
Like
every thing else in Risus wealth, or lack there of, is a cliché.
Your character starts with a wealth cliché of 2d6. When wishing to
purchase items that are not part of you tools of the trade you must
engage in CONFLICT THAT IS NOT COMBAT [1 roll test] (Risus
p.4) with the target cliché
of the item you wish to purchase. The more expensive, rare, fantastic
the object the higher its value cliché is.
If you lose the combat then you still purchase the item but you lose
1d6 of your wealth cliché. You always have a minimum of 1d6.
You can gain a d6 to your wealth cliché buy discovering treasures,
or perhaps as rewards from grateful nobles or clever rich farmers who
know how to hide their wealth from the tax man. Treasures or rewards
if they include any kind of monetary value will have it represented
in a number of d6 Wealth cliché.
i.e.
Fabulous glittering treasure of the Greedy Dragon 5d6 Wealth. The
members
of the group can then spilt up the treasure in whole d6's between
each other. Each d6 of treasure wealth will in crease the characters
wealth by a corresponding d6.
So there are the basics.
Next time I'll post the expanded cliche examples we used for inspiration with our characters. I will also show you the finer details of how magic is handled in this setting. A slight twisting of the Risus rules but one that is more intuitive, and less arbitrary for players and GM's alike.
Thanks for reading,
Don