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Risus: Fortifying Foes new clichs and a fresh start.

Typically seen when the


human-looking bad guy is defeated, then turns into
by Dan Suptic something monstrous and resumes fighting.

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.

Rejoining Voodoo doll


On their turn, an enemy with rejoining can merge two of Whenever a character wins a combat round against the
its split forms into one form with +1 die to the clich. For creature with this ability, that character takes a die of
example, if the two Blob Creatures (3) from above take damage to the clich they used. Increasing the damage
their turn now, they can rejoin into a Blob Creature (4). reflected will be painful to any character fighting this
monster if you do increase the damage, consider
letting a specific type of weapon or power negate the
Boom! ability.
When reduced to zero dice in their clich, the opponent
with this ability releases some type of energy or
projectile that deals one die of damage automatically to Deprivation
the player that defeated it. This damage is done to the Bonus die gear does not work against this foe. Any bonus
clich that reduced the opponent to zero dice. die gear used counts simply as tools of the trade for
combat against this enemy.
BOOOOM!!
Like above, except every player in the area takes an Denial
automatic die of damage. This damage is done to This entity is immune to anything manufactured at all.
whatever clich each player used last. Hopefully the Unless the character has a clich that implies it can fight
party has a good healer on hand. barehanded, or with natural weapons, the character is
considered to be fighting without tools of the trade.
These characters will be forced to roll half their dice
Compel Duel against combat with creatures using this ability.
The enemy can focus on one character, drawing their
attention away from the rest of combat. The player
Control Assigning Foe Powers
Instead of doing a die of damage to a character when
winning a round of combat, the opponent may instead Looking for Random Inspiration? Roll a d20 and use the
choose to control the character for their next combat following table. Feeling especially evil? Roll twice! For
round. The opponent may force the character to attack each power, roll 1d6. Foe has enhanced version of power
any other character, or even hurt himself (automatic one on a result of 5+.
die of damage to their clich technically the same as
doing a die of damage from winning combat, but 1 Backup Clich
stylistically cooler). 2 Playtimes Over! Grant Me Power!
3 Player Options for Baddies
Domination 4 Healer
If the opponent wins a combat round against a character, 5 Regeneration
they may take control of the character until end of 6 Lingering Damage
combat instead of doing a die of damage. The opponent 7 Armored
may still take normal actions on their turn as well, but 8 Dodge
they may only have one player character dominated at a 9 Life Steal
time. 10 Immunity
11 Area Attack
12 Massive Damage
Time Out 13 Lucky
Either through magic ensnarement, high tech entangling 14 Splitting
ammunition, or some other form of restriction, a 15 Boom!
character that loses a round of combat against this 16 Compel Duel
enemy can no longer participate in combat until making 17 Curse
a non-combat related roll to escape their bonds. 18 Deprivation
19 Control
Punishment 20 Time Out
As above, the character is restrained until they escape. In
addition, the character also takes a die of damage to
their clich (the one originally used in the failed combat
round) every turn until freed.

That's the list - I hope you enjoy using these abilities to


make some fights more memorable. Feel free to add
multiple abilities to your boss-level baddies, and
remembernot every enemy needs an ability. Giving
special abilities to about one out of three or two out of
three should provide a good balance, giving your PCs
challenging fights while still letting them beat up on
generic Cliche (#) foes every now and then. Any criticism
is welcome, as are submissions to this list. As always,
email me at dsuptic@gmail.com with your ideas.

Finally, a special Thank You goes out to S. John Ross for


helping with the title of this article.

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