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For one-shot and comedic Risus games, the normal Behold my true form and despair!
combat rules are excellent. Toss some dice into an Toss in yet another post-defeat transformation for
enemy's clich, point the PCs to the bad guy's hangout, transcendent baddies. As with Backup clichs, more than
and let the dice fly. The system's simplicity is perfect for two transformations may feel a bit excessive to players.
silly, quick fun.
Those odd members of the Risus community who like to Player Options for Baddies
run serious Risus campaigns (myself included) know that Any starting Risus character should have no problem
house rules and other tweaks are needed here and there defeating an Orc (3). But toss that Orc a +1 die sword, a
to help keep things interesting and give players a sense sidekick/shield-mate Wolf (3) and some lucky shots, and
of advancement. For players, Advanced Options in both the odds change. Risus's simplicity tends to make GMs
Risus and the Risus Companionbolstered by material forget than their NPCs and monsters can benefit just as
found on the Risusiverse page and throughout the online much from options normally reserved for PCs.
Risus communityprovide many options for giving
characters unique abilities and opportunities for growth Powered-up player options
beyond simply adding dice to clichs. With enough player options, even a lowly Baddie (1) can
be a force to be reckoned with. No one may respect
But GMs also need their share of options to make Tommy the Incompetent Space Mercenary (1), but with
campaigns and serious Risus play work, and this his +3 die Megawatt Power Blaster, +3 die Mecharmor
supplement is geared towards suggesting abilities and and loyal Killbot (6), he can be a major problem.
options to enhance their NPCs and monsters. The goal
here is to make sure combat never feels stale in a serious
Risus campaign and give players new and challenging
Healer
obstacles to overcome in the field of battle.
Make one or two in a group of enemies healers. They can
use their turn to restore one die to another monster or
Abilities are presented with a name, a description, and
NPC's damaged clich. Naturally this will make the
options for even more powerful versions of the ability.
players want to take out the healer first, leaving the
other baddies alone to do their own thing.
Backup Clich
The simplest way to make a combat more interesting is Greater healing
to give an enemy another combat-capable clich. Having Let your healer units heal more than one die in a clich
the enemy switch clichs once they're about to run out on their turn, or allow them to revive their allies after
of dice in their primary clich is a good way to wake up they drop to zero dice. This will really force your players
the PCs and make them take the combat a little more to go after the healers before dealing with secondary
seriously. threats.
Extra backup
Give the opponent even more than two combat worthy
Regeneration
clichs to make a long lasting, epic battle. More than
Every turn, a unit with this ability automatically heals one
three combat clichs may feel excessive to players, so
die in their damaged clichs, while still being able to take
add extra combat clichs with caution.
normal actions. Concentrated teamwork by the players
will be necessary to take down a foe with regeneration.
Playtime's Over! Grant Me Power!
Greater regeneration
Similar in theme to the Backup clich. Once defeated,
Increase the number of dice healed each round. If this
the opponent becomes something new altogether, with
number gets higher than then number of PCs in the
party, then the players will need to think of alternative unless there's a way to cancel the foe's dodging ability.
ways to defeat their foe.
Life Steal
Lingering Damage Whenever an enemy with Life Steal damages a player's
Any PC who took damage from this enemy in combat will clich, they can heal a die in a clich of their choice. So
lose a die in that same clich every scene after that long as the enemy can consistently win combat rounds,
combat, until healed via magic, super-science, or some they can pump their clich by one everyone round,
other special means. This can represent poison, disease, healing the damage from pumping after each successful
massive damage or mutilation, a lingering curse, or any roll.
other form of ongoing clich damage. Increase or
decrease the frequency of die loss in relation to the Bottomless cup
severity of the lingering damage. Losing all clich dice The enemy not only can heal damaged clichs when they
due to lingering damage can result in anything from just win a combat round, they may also choose to add a
being too fatigued to fight anymore, to a coma, or even temporary bonus die to a fully healed clich. These
death. bonuses stack (so someone better beat the baddie
quick), but disappear at the end of combat.
Infection
If someone loses all clich dice do to an infection
lingering attack, they transform into whatever dealt that Immunity
damage to them. Perfect for zombies, werewolves and The NPC or monster is immune to a specific type of
vampires. attack. Fire magic, laser blasts, slashing weapons any
general group can be taken. When a player wins a
combat round using an attack to which the enemy is
Armored immune, the combat round ends in a tie.
Unless a player rolls at least five more than the armored
opponent when beating them in a round of combat, the Invulnerability
combat round only counts as a tie. The opponent still The NPC or monster is immune to anything except for a
beats the player when rolling above the player's roll, no specific type of attack. Learning what that one weakness
matter by how much. is can make an excellent adventure arc all by itself.
Heavily armored
Increasing the excess amount needed to ten or even Area Attack
fifteen will make the players burn through lucky shots, The monster can let loose an attack that affects all the
questing dice, and their pumpable clichs. PCs in the area. They roll just once, and the PCs use that
as a TN to beat in order to avoid taking a die of damage
in their clich. The monster or NPC does not lose dice if
Dodge players beat the TN of their area attack, but they can
Anytime a foe with Dodge would take damage to their only do the area attack on their turn.
clich, they have a chance to proactively avoid damage.
When they would lose a die, have them roll a d6. On a Selective Area
roll of 6, that combat round ends in a tie. Similar to the Minions and allies of the bad guy using the area attack
armor ability, but the foe has a chance to avoid damage are immune to the effects of the area attack, able to go
no matter how high the player rolled. toe to toe with the players without worrying about
getting caught in the blast.
Avoidance
Increase the foe's ability to dodge, letting them avoid
damage on a 5+, 4+ or better on a d6. A 2+ dodging Massive Damage
enemy would be a pain to beat, even if their clich isn't This ability allows the user to do two dice of damage
too powerful. Obviously, 1+ dodging shouldn't exist, when winning a combat round instead of one.
targeted by this ability may attack the goading enemy
Excessive damage normally, but attacks made against any other enemy
Increase the dice lost to three or more for truly powerful take a penalty to the combat roll. This penalty may be
foes. An enemy that can take out a PC in one hit will give minor (-1 or -2 to the total roll), significant (-1 die rolled,
your players a run for their money. or halving the combat roll) or crippling (only gets to roll 1
die, or any combat rolls against other enemies
automatically lose). Only one enemy can use compel
Lucky duel against a specific character at one time.
Every time the NPC or monster with this ability is
involved in a round of combat, they may roll their dice Enforce duel
twice and take the better of the two rolls. Instead of creating a penalty for attacking other enemies,
the character takes a die of damage in their attack clich
Really lucky if they choose to attack an enemy other than the one
Not only does the opponent take the better of two rolls, who used enforce duel on them. As per compel duel,
the player fighting them must roll their dice twice and only one enemy can use enforce duel against a specific
take the worse of the two rolls. Coordination and luck character at one time.
will be required for PCs to win fights against really lucky
foes.
Cursed
Whenever a character wins a combat round against the
Splitting creature with this ability, that character takes a -1 die
When losing a die to their clich, this enemy splits into penalty to their next roll. This penalty can be increased
two identical entities. For example, in a fight with a even more for truly blighted monsters, but no matter
group of PCs, when a Blob Creature (4) loses a die, it how many negative dice the player is rolling, the player
becomes two Blob Creatures (3). can roll at least 1 die for their action.