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Welcome to Gamma Oz, where you may encounter Primate Military Contractors from the Empire of the Orang & Bearded Warriors from the Dragon Coast, if you are unfortunate enough!
New Version of map with more names and territories and foreigners in red moved in to be more threatening. I will redraw terrain and regional maps soonish
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Can someone point me to a copy of the base game?

The new security features at my office block me from accessing either drivethrurpg or my USB drive where my copy resides.

This is very annoying.

Has anyone else tried to experiment with other RPGs and found them rule heavy and extremely hard to play? I find myself coming back to risus time and time again

Rules question:
The characters are fighting in a Team, and one of them during their turn wants to perform an action not directly related to the fight but that requires a SAC (like shooting a control panel in the distance to make the automatic door shut, run towards the command panel and press the Red Button, start the engine of a starship the character never saw before).
How do you manage this situation?

Do you make the character drop out of the team reducing them to zero dice?
If that's the case, they are reduced to zero dice in all the clichés?

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Saw this and immediately thought “the Risus” community would dig it.

Cliché away!
Could this be an intriguing opening scene or the setting for the spectacularly wild conclusion of a very gonzo #PulpCthulhu adventure?
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A question on initiative...

How do you do it? Go round the table? Let whoever wants to jump in go whenever? Roll some dice and queue people up?

I'm a fan of the free form, whoever wants to do something, do something style, but this can get tricky with larger groups. What's your initiative system look like for Risus?

Wizards of Andor
Give the wizard hero in Legends of Andor uses his or her power to manipulate dice, I opted for a similar approach in RISUS:

WIZARD
Most magic-users are wizards that use their power to manipulate events, often with great subtlety. When calculating a Target Number, the referee should consider whether the intended spell will bring about a likely occurrence or not; the further the wizards strays into the realm of the impossible, the more difficult becomes the magic.

TN Example effect
2 – 5 In the normal course of a typical day, this would happen anyway (milk curdles, leaves fall, fires go out, a man stumbles, a key is dropped and so on
6 – 10 Circumstance and the environment conspire: a cartwheel breaks, a floating ember starts a fire, a lock seizes, a rowboat springs a leak, and a distraction causes the archer to miss his mark.
11 – 15 A major coincidence that will have onlookers perplexed: A chain link breaks, a page catches light, a swordsman casts his sword several metres away, a man lurking in the shadows goes completely unnoticed or a seemingly fine apple tart causes terrible stomach cramps.
16 – 20 Most folk will be crossing themselves and rubbing their eyes: A bandit shoots one of his own cohorts, a guard falls from the castle wall, the bridge collapses, lightning strikes during clear weather etc.

Wizards don’t have to purchase the Cliché as a Double Pump but they may do so if the player wishes.

For obvious reasons many magicians are cardsharps, tricksters and charlatans and usually don’t have the best of reputations; however, a hero-wizard will always be given the benefit of the doubt.

Monsters of Andor
TAROK THE DRAGON
Tarok the dragon is a true monster, sixty-metres in length from the tip of the tail to the snout; he towers over all but the tallest of trees and can, with great effort, take flight and cover great distances. Any less than a Hero of Andor would struggle to even look upon his glistening black scales and if they did, the last vestiges of courage would leave them as he laid down sheets of white-hot flame before terrible talons.

Tarok is cruel, greedy and cunning; he is able to speak directly to one or all of the heroes and usually does so to chide their abilities as warriors and heroes.

Tarok is not defeated lightly; each round of combat the referee should roll six dice and keep the highest four as the dragon’s total. The heroes, likely fighting as a team, must compare their combined total before throwing two dice and consulting the damage table below. Add one to the throw if the heroes won the round but subtract one if they lost.

The referee should use a single die to track the combat rounds from six to one; after six exchanges, assuming the heroes still live, Tarok will take to the skies and escape. Randomly determining a hex-side the referee should move the dragon 1 – 6 spaces in that direction. If the heroes are able to catch the dragon before nightfall the battle is re-joined but this time Tarok only throws four dice keeping the best three. Count down six rounds again, throwing on the damage table at the end of each round. After six rounds, if the heroes prevail, the dragon is dead! Alas, if the heroes cannot corner the dragon a second time before nightfall he will return to full strength.

2-3 Two heroes must lose one Cliché die; two heroes lose a random item of equipment*
4-5 Two heroes must lose one Cliché die
6-7 One of the heroes loses one Cliché die; two other heroes lose a random item of equipment
8-9 One of the heroes loses one Cliché die
10-11 The heroes are unscathed this round
12 A tear from the dragon’s eye strikes a random hero granting him the effect of a Witch’s Brew potion

*A fire breaks out and begins to spread; a hero can either fight the dragon or the fire, not both. Initially the fire only has one die but it gains one die per round as it spreads. Each round, beginning the round after the fire started, throw the fire dice, any hero that doesn’t equal or exceed that number with their own combat total against the dragon, loses one Cliché die. A hero that chooses to put out the fire does so by making a combat throw, each die that equals four or better cancels one round of fire so a single throw of “4” will put out a fire that only started the previous turn and reduce a two-dice fire to one.

Monsters of Andor
GORS
These diminutive creatures are just over a metre in height but their broad-shoulders, tightly wrapped in knots of nasty muscle, make them appear much larger. Their beady-red eyes and hunched forms might warrant pity if not for their knife-like claws and unwholesome appetites.

Gors are not lacking in courage, even a lone gor will attack a group or a mounted soldier, and in greater numbers they are further emboldened; a single gor attacks with Slashes At Foes Wildly (2) whilst groups of three or more gors are more dangerous fighting as a grunt squad: Swarm Attack (4). If the gors outnumber the heroes, increase their grunt squad dice rating by one per two additional gors present.

Furthermore, battle cries and the stench of spilt blood will call more of these creatures out of their hiding places if the heroes don’t act quickly. The first time a gor is slain (or a grunt squad is reduced by one die), the referee should place a single die set to six prominently on the table; each round that the battle continues thereafter, the referee turns the die face until it reaches one at which point a number of gors equal to half of the number of players (rounded up) join the fray and the die is reset to six.

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Andor in none of it's glory...
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