Cliche
Categories 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;
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Hook
Dice 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;
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Sidekicks
& Shield-Mates |
Boxcars
& Breakthroughs see
The Risus Companion
- page 54
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Lucky
Shots |
Kickers 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;
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Drama DiceDrama 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.
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Doubling Up 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.
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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".
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Monologuing
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.
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Henchmen
Rule of 3 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.
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Evil
Hideoutsby
Guy Hoyle from the Risustalk
newsgroup
This is a great example of "all the
world's a cliche" in Risus!
WAREHOUSE HIDEOUTA 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.
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Heroclix
ImajewelsRisus 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! |