A simple way of categorizing a character's powers into specific cliches (they help you to remember to give your character variety and not to forget the basics). You don't have to use all of the recommended cliche categories. Some categories may overlap.
Power Cliche - use this cliche to simulate your character's super-powers. Remember to be descriptive in the title. Detail what this cliche can normally do and what if any "tools of the trade" are necessary. Some examples are;
Skill Cliche - use this cliche to simulate a “skill set” your character has, again be descriptive for extra flavor. Some examples are;
Personality Cliche - use to simulate some part of your character's personality or background. Some examples are;
SID (Secret Identity) Cliche - use to simulate your normal everyday Secret Identity's career (very important in a super hero game!). Even characters with a "public ID" should have one of these. As part of our "suped-up" game, everyone was given 3d6 for this cliche free. Some examples are;
Miscellaneous Cliche - did we miss something? Use this caegory to simulate other notable Powers or Skills or use to buy Sidekicks & Shield-mates (see below) for your character. Some examples are;
Inspired by the Hero/Champions system's disadvantages or Savage Worlds hindrances these are the "bad" things about your character converted to cliches. Examples include, codes of honor, phobias, bad habits, etc. You need a minimum of 6d6 total of Hooks to start.
Hooks are used just like Conflicts and Challenges
- sometimes you will have to "fight" yourself Cliche vs Hook to overcome a fear.
- other times you will have to roll your Hook vs a target number.
- or sometimes the Hook dice will be subtracted from your Cliche dice.
Some examples are;
see The Risus Companion - page 51
see The Risus Companion - page 54
see The Risus Companion - page 50
Kickers or Kicker Dice are similar to Lucky Shots. They are "extra" dice bought to simulate tricks, combat manuevers or gadgets that a character has access to on a regular basis (but not often enough to be their own cliche). Unlike lucky shots (which are usable only once per game session), they are reusable every scene or combat or as the GM permits. Cost is 1:1 (unlike Lucky Shots that are 3:1 or Questing Dice [see The Risus Companion] that are 5:1), typically characters must buy Hook Dice in order to buy/afford Kickers. Some examples are;
Drama Dice are a collective pool of dice usable anytime by anyone.
The GM may replenish the pool at any time for any reason - especially for really good role-playing, exciting actions or really good puns, etc.
If during a Risus combat, one of the combatant's dice rolls adds up to TWICE the number of his opponent, the opponent loses two dice from their cliche instead of just one. Optionally, you can extend this to THRICE and further doublings.
|Sidekick OUT Rule
Only when "Teaming Up" or just fighting with or near a "sidekick" character, does the "avenging" rule apply (see Risus basic rules page 4 under Teaming Up). Thus even if your not using the Teaming Up combat maneuver IF your designated "sidekick" (see The Sidekick Lounge for examples of sidekick characters and their status in the MYSTERY MEN campaign) is hurt or taken down ("hang on, old chum!") only then does the team leader or primary hero get the "vengeance bonus".
IF a villain or hero is "caught" in the middle of a long-winded monolog, any one opponent (not a group) may try to attack him or her unawares, while they prattle on and on about how superior they are. Or how masterful their grand scheme to rule the world is unstoppable by the pitiful examples of "super" heroes that stands before him. Or how the small puny insects known as humanity will come to worship them, er, me as the true godlike figure that I am by kneeling and prostrating themselves, while giving offerings of gold, jewelry and tax-deductible savings bonds. I am the eggman, I am the walrus! I am the Kingpin of Risus, kneel before Zog!!!
Ahem, anyway if someone is caught monologing they are at -1d6 value for whatever cliche they use to defend themselves from the surprise attack.
In the classic 1960's Batman TV show, the weekly villain was always attended to by his "Girl Friday" and 3 henchmen. Typically the 3 henchmen introduced at the beginning of the show had nicknames appropriate to the main villain (the Penguin's men always had bird-themed names, etc.). BUT, as soon as the heroes would show up and begin the fight scene 3 to 6 MORE henchmen (always sets of 3) would come out of the scenery and join the fight.
by Guy Hoyle from the Risustalk newsgroup
This is a great example of "all the world's a cliche" in Risus!WAREHOUSE HIDEOUT
A squalid collection of warehouses, secretly the hideout of Dr. Wu Ming Tsu, piled high with trade goods; secretly riddled with catacombs and traps.
Tactics: The Warehouse Hideout typically uses the Squalid Warehouse and Bumbling Security Guards cliches exclusively until both are reduced to 1 dice, which means that the Secret Catacombs have been discovered; then it switches to the Secret Catacombs, Highly Trained Guards, and Concealed Traps cliches. If any of these are reduced to 1 dice, the Exciting Action Climax cliche is then employed. The object of the characters' search is suddenly discovered, enemy reinforcements show up (recovering 1-3 of their dice, if the players decide to confront them), and a submerged tunnel or something of that nature is discovered to be the best way out. (This last bit can be played out fully or just a single action conflict, if need be.)
If any of the players are put out of action by the Squalid Warehouse or the Bumbling Security Guards, they are knocked unconscious and taken prisoner, to be trussed up and dumped in the river through a convenient trap door. If they are taken out of action by any of the later menaces, they will probably be taken to a specially rigged Deathtrap of Doom, which can be described as a character in itself.
Risus combat - now in living color! Great markers to show battle damage (ie. loss of cliche dice) and their safe & fun for the whole family too!
Fuzzy Dice Logic
The dice is life.
Running with Dice.
The Dice Cup Runneth Over.
She's as cold as dice.
Of Dice and Men.
The Dice is Right
Bird with a Pair of Dice
Chicken and Dice
Dice and Taxes
It's all fun and games until
someone loses a die.
God does not play dice. Albert EinsteinDice Mounds are Forever
Read more at: http://www.brainyquote.com/quotes/keywords/dice.html