That one campaign for the discord server
Table of Contents
Main setting
Introduction
Following a disastrous war 400 years ago, the Superior Initiative was created: a council above everyone, in order to keep peace between the 5 major powers of the world: The Elected Empire of the light and dark elves; The Wandering Faith, tribal but united flying folk; The Bluest Abyss, silent realm of the water folk; The Free People, the most vigorous paladins of freedom and peace; lastly The Colossus, the Wise, Ancient, Forgotten Ones. For over 400 years, The Superior Initiative has helped build an utopia, guaranteeing strong diplomatic relations between the 5 Powers. The 5 Ways of Magic - Nature, Light, Dark, Astral and Eldritch - helped build and sustain the world; however, to everyone's disbelief, magic is dimming and is not as strong as it has been. Eventually, the Superior Initiative ruled that new magic sources must be found: Thanks to the joint effort of the most efficient Elected Empire Light and Dark mages, The Wandering Faith's communion power, The Bluest Abyss underwater and seemingly endless resources and The Colossus' long forgotten knowledge, a Portal to a new world is now open. A new era has started: The Interdimensional Travel Era. Unanimously voted by the Initiative via the Future Travelers Pact, The Free People have been required to form a Task Force for the first ever interdimensional travel. Now it's your turn, Explorer: what awaits you behind the Portal?
Lore lore
The 5 Ways of Magic magic
Astral astral
- Community spells
- Sermons of Courage
- Unity is Strength
- Banish spirit
- Conjuration
- Create inanimate object
- Generate sound allucination
- Alchemy
- Construct magical armor
- Brew Potion
Dark dark
- Darkness Domain
- Cast darkness
- Cast shadow
- Deafen foe
- Shadowbending
- Grab small objects
- Trip, Grapple, Slow down
- Conceal object
Light light
- Electricity
- Smite
- Shock foes
- Create light sources
- Blind foe
- Light the way
- Lightbending
- Lesser invisibility
- Redirect light
Nature nature
- Call of the Wild
- Handle animal
- Feral shapeshifting
- Herbalism
- Woodbending
- Grow plants
- Shape wooden objects
- Natural Calamity
- Set fire to flammable objects
- Generate water
- Wind push
Eldritch eldritch
- Mind control
- Force an order
- Memory wipe
- Telekinesis
- Necromancy
- Raise dead
- Banish spirits
- Elemental magic
- Fire, Air, Water and Earth elementals
The Superior Initiative initiative
Composition and role
The Superior Initiative is a council composed by 5 members for each faction, for a total of 25 members. Laws created by the Initiative have a worldwide validity and its power is always recognized above state laws. Each government has the duty to enforce these rules, called either Pacts or Authorities.
Members and No description for this link
The current Ruler of each faction (be it king, emperor, president, pope…) must have one of the 5 seats in the council. Each member is elected using the method preferred by the faction's laws or customs; each mandate lasts 10 years, with the exception of the faction's ruler, which is in charge for as long as they're recognized head of their Faction or State. A non-ruler member can't be elected for two consecutive mandates, but they can be elected more than once
Voting process
Each faction gets one vote to emanate Pacts; in case of an invalid Pact vote (2 or more factions vote against or abstain) there's further discussion, until there's either another Pact vote, which has to be unanimous, or a Vote of Authority. A Vote of Authority is a vote where each one of the 25 members gets a secret vote. If the ruling passes during this phase, it's called an Authority.
Pacts and Authorities
The only difference between a Pact and an Authority is the strictness in enforcement: while a Pact has to get enforced the day after, an Authority has a somewhat looser variable period of enforcement. Punishment for the failure to do so is decided by the rulers of the Superior Initiative. To this day this last comma has never been applied
The 5 Factions factions
The Free People
The Free People are an all-inclusive democracy who considers its strength to be in the diversity and freedom of their citizens
- Geographical and political facts
It's a democratic republic founded on a federation of 35 states - called tribes - which exist for historical and administratory reasons.
- History
Not much is known about the early years of The Free People; due to the extremely scattered and volatile nature of stories of early tribes and city-states, which are of wars, alliances, internal friction and general instability, there was "no time" to record history: even if there was, it'd be wiped out and changed from ruler to ruler. External early sources from The Colossus, evergreen spectators of the history of the world, or The Elected Empire, in a way or another avoid talking about it or skip over numerous details, deeming it irrelevant to other "much more important" matters - according to chronicles and historians of the time. The resulting overall information is scattered and discordant, until a much more cohesive timeline can be made from the first unification led by the first group of revolutionaries, which created the first nucleus of the legendary Seven Tribes, what would later become The Free People. Even then, much of the information has been distorted by oral tradition and impartial chronicles, elevating many details to legend and outright mythology
- The Revolution and the Seven Tribes
Following some internal distress due to an alleged unnamed extremely barbaric tyrant, who had managed to conquer a quite considerable number of villages, cities and land, a sudden and uniform uprise of their inhabitants, composed by Ferrets, Lizards, Wolves, Lions, Elephants, Sergals and Kangaroos. According to legend, putting their differences aside, they fought and won against the evil tyranny that was plaguing their lands. From this, the first democratic council was held, and the decision to create the first ever democratic federation seen on the earth was taken. Sources are contradictory, as expected, on how the battles have been fought and how the events unfolded. Protagonists and heroes are uncertain: there are recognized legendary "father figures", but their existence has been questioned for lack of sources. Nevertheless, everyone agrees on putting this Revolution as the starting point for the history of The Free People
- The Great Unification
The Seven Tribes had two main obstacles to overcome: the internal friction of the obvious differences between species and the external problems caused by the neighbours. Due to some formidable bureaucracy and organization - according to The Elected Empire, even - the issue of protecting borders and internal stability was taken care of swiftly; laws about free circulation between citizens of the federation - a complete novelty at the time - followed by moderate laws for freedom of nonviolent expression and cooperation, increased productivity and general happiness. This quick increase in wealth and power, thanks to the clever usage of natural resources of the area, too, lured the neighbors to join the federation. Over a little span of 10 years, from the seven inital tribes, the number grew to well over twenty. This extraordinary development period has entered history books as "The Great Unification"; it is such an important historical mark since it paved the start for international cooperation: the two main (at the time) powers all sent their ambassadors and stipulated treaties for trade routes, magical aid and technological help. It also set in motion the events leading to the 400 year-long war, simply known as The War
- Modern times after The War
At the time of writing the number of tribes composing The Free People has grown to 35. The distinction between tribes is however blurry, since over time the internal borders have been made looser and looser, to the point it's just become for administrative and historical reasons, and people move from tribe to tribe constantly. Interspecies couple are very common too; most are attached to their hometowns and lands not because of a sense of nationalism, but because of familiar attachment. Equality and fair opportunity for everyone is considered a great virtue, every citizen has its place in society and nobody is gatekept from trying to achieve their dream. It's not rare to see big and strong elephants be miniature artists or light dancers, while little and graceful mice are employed in the militia or hard labour.
- The Revolution and the Seven Tribes
- Historical and Legendary figures
- The first legendary Council of the Seven
- The Elephant, Sa Rajan, the Immovable
- The Ferret, Grala, the Elusive
- The Bat, Faustus, the Blank Map
- The Lion, Pi' Rif, the Just
- The Lizard, Silisgrem, the Orator
- The Sergal, Damas, the Defender
- The Wolf, Amarindel, the Burning Eyes
- Sa Rajan the Immovable
Allegedly the first spark of the Revolution was pacifist, when Sa Rajan and his fellow elephants friends sat down and refused to work for, according to legend, 7 weeks. They demanded of better working conditions and the abolition of slavery. The Tyrant tried to make numerous offers, to which Sa Rajan declined one by one. In frustration, the Tyrant sent his militia to arrest them all, bring them to Tamran and interrogate the Immovable. Thus the first battle ensued and even though the elephants lost, they managed to break free thanks to the help of Silistgrem the Orator; their act of rebellion was the inspiration for many more to come, leading to the civil war soon after.
- Grala the Elusive
One of the only great magicians of these times, second only to The Wolf. Her unusual attunement with Light and Dark magic allowed her to become almost invisible; she was so elusve that it's told nobody could guess where she was at all times, even Amarindel struggled with it. Before beconing a member of the councul he was a scoundrel, born in the lowest class and had to live a life of crimes and thievery. Her powers permitted her to enter silently the Tyrant's home during the Last Great Battle, letting the court's doors open thus allowing Pi'Rif to the Main Hall, where he could confront The Tyrant directly and put an end to both the conflict and the reign of terror.
- Faustus the Blank Map
The only member coming from a rich family. Not much is known about him, except that he was the youngest in the Council.
- Pi'Rif the Just
Born as a slave and destined to waste his life into the gladiator's arena, after hearing the story of Sa Rajan, he decided to revolt and escape into the untamed forest and sabotage the Tyrant's army and merchants. It's said that he was the wisest of all and according to legend he chose himself the members of the council. He, however, in an unprecedented act of incredible selflessness, didn't ever put himself in a position of superiority over the other members, knowing he couldn't have had the strength alone to bring forth The Free People.
- Silistgrem the Orator
Born in a modest family and not in slavery, he was one of the few - at the time - to be an achademic and a defender lawyer for the Tyrant's Court. He had always cared about the rights of those considered to be the lesser ones. His magnificent ability to negotiate any hopeless situation into a better one had already granted him his nickname, the Orator. He was the one to interrogate Sa Rajan the Immovable after he got captured and subsequently free him, using his sibilant but sweet tone to soften the Tyrant's fury upon the elephants, granting them life but harsher living conditions and an ultimatum.
- Damas the Defender and the Colorful Tobias
Legendary national heroin with her lover and husband. Their sad but with a happy ending love story has been narrated in countless writings and sung by equally countless poets and bards; it's the quitenssential story of interspecies couples and interspecies love. There's many different divergent stories but according to tradition, she was a Sergal warrior and he was a slave alchemist Raccoon; she fell in love and escaped with him, they both joined the Revolutionary movement and fought for their freedom to love, at the time considered taboo, they had to keep their relationship secret. Damas got her nickname from the legendary Last Great Battle, where she singlehandedly defended a key outpost for 3 days before his lover's arrival with the renforcements. She fell exhausted by battle and wounds before his lover, who gave almost all of himself to cure her, showing others how deep their love was; people began to be impressed by how deeply they were connected and made them respected and celebrated figures. Many followed their example: many interspecies couples declared their love insipred by Damas and Tobias, a tradition alive to this day.
- Amarindel the Burning Eyes
Renowned for his magical prowess in not one, not two, but three of the five ways - Nature, Astral and Eldritch - and famous for his numerous codexes, he was chosen in the council for his magical knowledge. He is the only aknowledged figure of the council, given the numerous sources citing him for his magic, aside from his own books. Besides that, he's the only one from the council to have had no role in the civil war, having decided to isolate himself as a hermit during the Rebellion. After the first council he founded the School for Magical arts in the old capital city of Tamran, imprinting the pacifist and accepting direction of the school. His infamous harsh and judging eyes, unbearable for almost every person to look at, is the reason of his nickname - the Burning Eyes.
- The first legendary Council of the Seven
The Elected Empire
The Elected Empire is the egemony of Light and Dark elves; it is a diarchy, meaning it has two Emperors, one from the Light elves, and another from the Dark elves.
- Geographical and politcal facts
Their land is split into two parts: the north-east is a plain with some gentle hills, the south-west is filled with impervious and steep mountains. The two halves both provide for basic food and energy and highly requested, precious and not, minerals.
- Cities
- Madis Luga
- The High Light City, the most important city for Light elves, built on top of the highest hill. The Light Emperor's court resides here
- Madas Throd
- The Low Dark City, the most important city for Dark elves, built under the talest mountain. The Dark Emperor's court resides here
- Madis Malma
- The Supreme City. Administrative city, the efficient bureaucracy takes place here
- Cities
- History
The Elected Empire's history has always been tampered by internal bloody wars and conflict between the Light and Dark elves, too many to even remember. Eventually, a common spirit between the two of high moral began to rise in the people, pushing towards "The Compromise", a perpetual peace between the two. This gave birth to the great diarchy known as The Elected Empire. Together, they built a long-lasting Empire, never forgetting their roots, an almost frightening display of power. This however doesn't mean there's always balance between the two races: in times of joy and laziness the Light prevails, while during hard and laborious times the Dark prevails. Prosperity is a time where the two apects are equal.
- Historical and Legendary figures
Too many to count. Each and every one of the 21 old families has at least a dozen heroes each, be it because of war, music, magic, craftmanship or diplomacy.
The Wandering Faith
The Wandering Faith - short name for "The Wandering Faith of The Exalted Order of The Prophet Thimanus Under Demipantheus Himself" - is a theocratic oligarchy, tribalistic in nature and internal composition, whose citizens are all devoted to the god Demipantheus and Thimanus, his First Prophet.
- Geographical and politcal facts
The Wandering Faith's territory is the biggest of all the five Factions. Most of it, however, is either scarcely inhabited and inhospitable. There's also no mayor cities, given the nomadic nature of the people, which move in caravans from place to place, living a life of gathering and hunting. There's however sedentary settlements, which are all exclusively temples, shrines and the main cave, where the ruling Council resides. Laws are promulgated by the Council and are enforced by the Prophet, who acts both as judge and law enforcer; this is because the Prophet, which gets chosen between the strongest mages - though the locals attribute them divine powers - can enforce his decision magically. In reality his influence as "God's Word" is so strong that it's rarely the case; each tribe and each inhabitant - if one can call them like that - are extremely faithful to The Wandering Faith
- History
Every bit of The Wandering Faith's history is oral. Attempts to record chronicles has always met hostility from the tribes, the Council or the currently designated Prophet; moreover each tribe and caravan has its own tales, rendering impossible an unified and agreed history overall. What is certain is that each tribe believes to descend from the One Tribe formed by Thimanus, ordered by the god Demiphanteus, which became so big and ungovernable that, according to Wandering Faith belief, Demiphanteus themself struck poison in their land and scattered the One Tribe apart. What is certain is that at some point in time the Wandering Faith was really one single tribe and it scattered, probably due to the progressive desertification and proliferation of what locals call in their language "The Mold"
- Historical and Legendary Figures
- Thimanus
- The First Prophet
- Demiphanteus
- The One God
- (no term)
- Many different heroes with overlapping names and histories
The Bluest Abyss
The amphibious and fish inhabitants of these places are known to be silently watching from their domain; they don't have a name, but they collectively agree on important matters. They're the most mysterious faction and a very private one at that. They're apparently so powerful that even The Colossus pays attention to what they have to say at all times.
- Geographical and politcal facts
Approximately 60% of the World is made of water: lakes, rivers, seas and oceans. All the deepest and unreachable bodies of water are considered to be their domain. AS far as government is concerned, they're understood to be some sort of democratic monarchy or something like that.
- History
Nothing is known about the misterious faction, except that they got introduced to the Initiative by some marine members of The Colossus and they were forced to "come out". It's unknown how long they've been a power for or even how long they've been there; they're still widely respected by The Colossus so it's theorized that their power is something to be wary of.
- Historical and Legendary figures
None. There's ancient commemoration rites that take place in lakes and rivers and to which oter factions are always welcome to witness, but their poorly understood language and culture makes it hard to discern stories or heroes - or anything else, for that matter.
The Colossus
The Colossus is the collective denomination taken by every sentient and intelligent mythical creature, not necessairly immortal, even if most of them are. They're the only faction to have no formal government, given the "sparse" nature of their existence. Some of their historical figures are recognized and elevated to deity status by people across the World.
- Geographical and politcal facts
They're not a government. Every once per year a Conclave is made to keep everyone updated; everyone gets to choose and can speak at this event, at the highest peak of the Right Jewel Mountains, in a place called Hrifum. They live everywhere, using magic to stay hidden or out in the open: from the deepest of the oceans, to the highest of the clouds, in the most technological city and the most untamed wild.
- History
Narrating their history would be like narrating the history of the world - but I'll try to keep it short and relevant to the faction only. The first ones of them were born with the World and idolatrized as gods, hunted like animals and treated like objects, so in the early days of their existence the first few sentient beasts started to gather to avoid any contatct. But soon problems arose: people were losing faith in magic and the were saddened by the loss of the "Ihu Ma" - the "First Breath" - that is magic, their provenance. So they decided to be the first teachers of life, magic, languages and science. Eventually, once they felt the world was flowing in the right direction, they started appearing less and less, only in time of need. They appeared at the brink of wars to persuade the Factions to stop fighting each other. After many millennia, their patience tested and broken by all the wars, the Superior Inititative was born from their wishes, tired of trying to fix the damages to their domain, the World.
- Historical and Legendary figures
Basically everyone of them is some sort of legend on their own right. Yeah, Gods on earth.
List of cliches cliche
Cliches with the "§" symbol may not be double pumped (there's none so far) Cliches with the "§§" symbol must be bought double pumped
Species cliches species cliche
Feral Animals
Anthropomorphic Animals
- Land animals (prevalent for The Free People)
- earth biome affinity
- Tundra
- Taiga
- Desert
- Savannah
- …
- stronger Nature and Light magic affinity
- earth biome affinity
- Fishes and Amphibian animals (prevalent for The Wasteful Abyss)
- Shallow/deep water affinity
- Swamp/lagoon/lake/river affinity
- Stronger Nature and Dark magic affinity
- Winged and flying animals (prevalent for The Wandering Faith)
- Nomadic behaviour
- Flying
- Stronger Nature and Astral magic affinity
Ancient powers (prevalent for The Colossus)
- Fire, Water, Earth, Air elemental
- Innate magical abilities
- Weakness based on type
- Magic affinity, mostly Nature
- Yokai, Kami, Lesser Spirit
- Spirits
- Silent but always present
- Magic affinity, moslty Nature and Eldritch
- Undead Folk, Demon, Dragon, etc
- Vicious (but not necessailry) creatures
- Rare species
- Very strong magic affinity, mostly Eldritch
- Mythical creatures
- Unicorns, pegasi
- Gryphons
- Sphynxes
Elves
- Light Elves ("standard" definiton of elves)
- Low light vision, enhanced vision, agility, slender bodies
- Light magic affinity
- Skilled at poetry, music and magic
- Dark Elves (dwarves)
- Low light vision, sturdy and shorter bodies, high endurance
- Dark magic affinity
- Skilled at craftmanship, war and diplomacy
Mage cliches magic cliche
Any profession/lifestyle associated with magic As a rule of thumb if your mage needs specific lifelong traning in order to gain two or more magical abilities then it must be bought double pumped ("§§" symbol)
Alchemist
Any 1 path of magicBrew potions, recognize substance, craft medicine, heal with magic
Druid
Nature magic, speak with animals, shapeshift in one feral animal at will, live in the wild
Sorcerer
Raw and innate magical ability in only one of any Way (doesn't need training or explanations), primal magical source of that Way
Shaman
Any 1 path of magic, ritualistic heal, affinity with the spiritual world,
§§ Necromancer
Eldritch (mainly necromancy) and another magic, speak with the dead, the Colossus folk is friendly towards you (the others not so much)
§§ Wizard
Strong magic in one of any Way (choose based on Racial cliché and/or background), ancient language proficency, high knowledge of all magic. May cast spells from the other Ways with auxuliary stuff (rituals, grimoires and scrolls, potions, wands)
Profession cliches profession cliche
A borader set of general professions and lifetyle cliches; many as an example The list is not exhaustive for obvious reasons. See also the mage cliches
Other useful stuff mechanics perks character_creation
Rules used for the campaign
Standard Risus rules (obviously)
The 4 page Risus book is available for free at Drive Through Rpg or in the discord server. Alternatively, I don't recommend buying the 64 page long Risus Companion from the same website (even if it's cool and I own it, it's useless for a normal player) Some other resources are available at Risusiverse, the unofficial Risus wiki thing. For any other question, I'm always available to answer them!
- Tales and Hooks
Tale: A character may decide to have an extra detailed background to gain 1 point at character creation Hook: A character may decide to specify a weakness, vice or anything of the like to gain 1 point at character creation A character may have at most one Tale and one Hook (for a total of 2 bonus points)
- Pumping and double pumping dice
A character may decide to lose a number of cliche dice as damage to add the same amount to his next roll Double pumping: at character creation, a player may decide to pick a cliche double pumped; each level costs 2 points instead of 1. A character that pumps a double-pumped cliche adds the double of the lost cliche dice damage. The Double pumped cliche number is notated by square brakets instead of normal brackets.
- Examples
- An Exquisite Acrobatic Bartender (3) decides to pump his next roll to try and impress a girl at the saloon with his cocktail-making skills, and so he decides to spend 1 die on this roll: he rolls 4 dice, but his cliche drops down to Exquisite Acrobatic Bartender (2) until he recoveres from the impressive or straining feat (at GM's discretion ;3)
- An Old Eldritch Necromancer [3] wants to resurrect his lost partner fully, no zombie or spirit or anything less than a normal person. In order to have a chance with this godly magic, he decides to spend all 3 of his dice, draining his Necromancer cliche to [0] until he recovers, but adding 6 dice because of the double pumping rule, for an insane 9 dice throw
- Examples
- Advancement
"Campaign" section of this website, with a twist as explained below At the end of each session, players receive one or more Advancement Points. At any moment, one may choose to spend them to improve their existing clichés or make a new one. When a player wants to improve a cliché, they need to roll the current clichés maximum dice (yes, double pumps roll twice the dice). If the roll is equal or below the current number of Advancement Points, the roll is a success! Deduct the rolled number from the Advancement Points and increase the cliché by 1 die. If the roll is a failure, you lose one Advancement Point
Advancement Points may given for the following reasons:
- The player has participated in the game session
- The player has at least attempted to roleplay their character(s)
- The player has overcome a challenge in a pretty clever way
- The player has overcome a challenge in a fun way
- The player has made significant improvement to a personal lore goal
- Example
Damian the Greasy has 8 Advancement Points and wants to improve his Professional Miner (2) cliché. He rolls 2 dice and gets a 7, which is enough to level up his cliché! He now is a Professional Miner (3) and has 1 Advancement Point. Meanwhile, Gandalf the Grey would like to use his 16 Advancement Points to improve his Long Bearded Astral Wizard [3] cliché. Since it's a double pumped cliché, he would have to roll */*6 dice*/ in order to level up his cliché.
Non-standard rules
- Advanced character perks
See the relevant section
- Healing cliches on the go
A cliche may get damaged after some actions or combat: a Wizard [4] may get exhausted and become Wizard [1], a Diplomat (3) may get beaten in a verbal discussion to a Diplomat (0), or a Warrior (2) may get wounded to a Warrior (1). If in the middle of the battle, be it magic, swordfighting or a sermon in a trial, a player may use a cliche to "fight" against the damaged cliche. For example, a Sorcerer [3] may try to infuse some magical prowess to a Wizard who lost 2 dice, as if it was a battle of "Sorcerer [3] vs Magic Fatigue (2)"; a Medic or Alchemist may do the same against a wounded Warrior
Advanced character perks
A player may decide to spend points at character creation to buy perks for his character. Each perk costs 1 point; there's no limits in how many a character may take, altough it will impact their cliches' strength. Generally speaking taking more than 2 perks is risky in term of cliche strength (but it's fun!). Perks may be active or passive. Active ones have a certain amount of uses, while passive ones are "continuous" effects.
Active perks
Active perks are generally replenished after resting (with a rate decided by the GM) or between game sessions
- Lucky shots
Gain 3 lucky shots. A player may spend a Lucky Shot to add 1 extra die to any roll that they are about to make
- Questing dice
Gain 5 questing dice. Pick a "Quest", a long term goal. A player may spend 1 Questing Die to add 1 extra die to any roll that directly furthers that goal (This effectively works as a Lucky Shot but only for specific Quests)
- Area Attack
Gain 2 Area Attacks. When an Area Attack is used, it affects all enemies in the combat. The player rolls once, and each enemy rolls their combat cliché against that result. The effects of this roll are as follows
- Player beats all enemies: all enemies lose 1 die in their cliché;
- Player beats some enemies, some enemies beat the player: sll enemies that the player beats lose 1 die, and the player loses 1 die as well:
- All enemies beat the player: player loses 1 die in their cliché.
- Overdrive
Gain 3 Overdrives. Spending an Overdrive lets a player pump a cliché as if it were a double-pump cliché for 1 round. These shots have no effect on clichés that are already double-pump clichés.
- Overwhelming Strike
Gain 3 Overwhelming Strikes. A player may choose to use an Overwhelming Strike whenever they beat an opponent in a round of combat. If they do so, that opponent takes an additional die of damage to the cliché they used in combat
Passive perks
- Ally/Companion (max 2 times)
Gain an NPC under the player's character command. This NPC is effectively a character in play: it gains 3 points for each time this perk is taken. Its cliche values may not be higher than the original character's highest cliche number. It may use perks except Ally/Companion
- Armored (max 3 times)
When a player with this perk loses in combat, roll a die: if the result is 6, they do not take damage. If the player gets this perk 2 times, it applies to 5 and 6 results. If the player gets this perk 3 times, it applies to 4, 5 and 6 results
- Critical Hit
Whenever a character with this perk wins a round of combat by a margin of 10 or more, that opponent loses 1d6 dice from their cliché, instead of only 1 die.
- Tiebreaker
A player with this perk counts as beating his opponent whenever a combat round or a single action contest ends in a tie
TODO A note on item crafting
Some cliches may allow the character to create items, be it mundane or magical, potions or food, woodwork or magical-infused stuff, with increased difficulty the harder it is to create stuff.
How to make a character
What do cliche represent exactly?
A cliche is an ability your character has; each cliche has a number, it represents how good that character is at that cliche. The number is an integer ranging from 1 to 6
- Beginner
- Novice
- Professional (baseline power)
- Master
- Legend
- The literal best you could find
Important: A character may not start with a cliche higher than 4; they may however be improved via experience! More detailed cliches are considered better than plain cliches. More on that later
A couple words about backgrounds and backstories
I personally suggest to think about a character idea before making the background and then expanding from there. There's no need for a very detailed background, however characters with a Detailed Background and Hooks - a character weakness - gain more points at character creations, one for the Background and one for a Hook. Generally speaking, the more "eccentric" the character background the better, for the following reasons:
- Cliches will "write themselves". For example, if your character has had a background of solitude and isolation, leading him to live in the wild, his "ranger" cliche may become "tacit and swift ranger of the Dark Lands"; in Risus, the more detailed the cliche the better!
- The GM may use backgrounds and hooks to make better narratives (e.g. finding a lost brother, avenging a friend…)
- Interesting backgrounds make for deeper characters and more fun :D
Example characters
- Ulag the wise
Ulag has a short description and no hooks, thus he starts with 10 starting points. He uses 8 for cliches and 2 to buy one set of Lucky Shots.
"Ulag is an ancient dragon born from the desert sands long before the first elves. With his yellow scales and crimson eyes, hardened by the years, he is a respected councilman among the Superior Initiative, he has served numerous mandates for The Colossus faction."
- Wise and old yellow desert dragon (4)
- Respected Superior Initative member (3)
- Peaceful but quiet choir singer (2)
- Lucky shots: [ ] [ ] [ ]
- Tristan the shiny
Tristan uses all 10 points for his cliches: he uses 6 to buy 3 dice of the Wizard cliche, 3 points for his other cliches and 1 point for his Companion.
"A misterious and sometimes bored red panda, with a heart of gold"
- Middle-aged red panda Wizard of the Astral Way [3]
- Blunt but gentle librarian for the History Museum (2)
- Babbling polyglot (2)
- Companion - Lily the Fluffy Moth
- Laborious and Joyful bookfinder (3)
- D'oh
D'oh has a hook, granting him 11 starting points. He uses 7 of them for his cliches, 1 for the Questing Dice perk and 3 for the Armoured perk
"This goblin will meticulously look around for a deal to expand his hoard and find his lost family heirloom - even if he will be fooled exceptionally easily" Hook: He trusts others way too much
- Infallible sight for deals (3)
- Swift runner, especially to save his life and possessions (2)
- nomad busker with a passion for knife juggling (don't try this at home) (2)
- Questing Dice: Finding his lost and beloved family artifact [ ] [ ] [ ] [ ] [ ]
- Armored (3): very small and dexterous