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RISUS STUFF.

Posted by The GMFor group 0
The GM
GM, 9 posts
Fri 21 Oct 2022
at 15:59
  • msg #1

RISUS STUFF


Roles

Combat Roles:
1--Ace Pilot
2--Fighter
3--Thief
4--Nova
5--General
6--Diplomat
7--Defector From The Regime
8--Gang Member (Riding a speeder bike, brawling, intimidation)
9--Dogfighter (Dogfighting, bragging)
10--Gangster (Shooting, intimidation)
11--Martial Artist (Fancy melee combat)
12--Space Marine (Following orders, looking stern, overreacting)
13--Swashbuckler (Being witty, disarming, being flashy and impressive, swinging from ropes)
14--Tribal Berserker
15--Tree Bear (Wookies)
16--Slug Person (hutt) (smacking others and knocking them down, eating, not being knocked down)
17--Desert Rat Person (Jawa)
18--Bear Pygmies (ewoks)
19--Sand Person (tusken raider)
20--Hog Person (Gamorrean)
21--Bounty Hunter
22--Assassin
23--Misunderstood Monster (fighting, breaking things, being scary)
24--Cyborg Killing Machine
25--Escaped Gladiator Slave
26--Royal Executioner
27--Scoundrel
28--Liberator
29--Martial artist
30--Iconoclast Crusader
31--Oathsworn Warrior

32--Programmer
33--Mechanic
34--Scholar
35--Runner
36--Mystic
37--Pal
38--Con Artist (Convincing other people to give you money, evading cops)
39--Gambler (Betting, cheating, winning, running very fast)
40--Geezer (Wheezin', cursin', bitter reminiscin', failin' to understand young people (which is almost everyone))
41--Kid (Being a sidekick to heroes, making friends with misunderstood Monsters)
42--Mad Scientist (Raving, trying to play god, cackling)
43--Outdoorsman (Following tracks, building shelters, finding wild food)
44--Chef
45--Acrobat
46--Bog Person (Yoda's people)
47--Frog-Folk (gungan): leaping, swimming, annoying
48--Musician
49--Droid
50--Witch (being spooky, hexing, making potions)
51--Rich Dilettante
52--Unemployed Actor
53--Spy
54--Conflicted between the void and the stars
55--Investigator
56--Medic
57--pod racer



4: Misunderstood Monster
3: Iconoclast Crusader

2: Defector From The Regime
2: Slug Person
2: Escaped Gladiator Slave



4: Frog-Folk (gungan): leaping, swimming, annoying
3: Scoundrel
2: Runner
2: Bounty Hunter
2: Tree Bear Training (Wookies)



4: Mad Scientist
3: Gambler
2: Conflicted between the void and the stars
2: Cyborg Killing Machine
2: Scholar



4: Musician
3: Bear Pygmies (ewoks)
2: Gang Member (Riding a speeder bike, brawling, intimidation)
2: Witch (being spooky, hexing, making potions)
2: Medic




4: Bear Pygmies (ewok)
3: Thief
2: Royal Executioner
2: Desert Rat Person (Jawa)

2: Diplomat

[6 blank lines suppressed]

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To do non-combat challenges, roll d4s and take the best result.



PROPER TOOLS:
Every character is assumed to be equipped with the Tools of Their Trade (at least the portable ones). Warriors are wielding good weapons. Monster Trainers have tranq guns, yummy monster bait, a big electro-net. Programmers have an expensive device for hacking.

If, through the course of an adventure, a character LOSES any of these vital totems, their role operates on half the normal number of dice (or not at all, if the GM rules that the equipment was REQUIRED) until they are replaced.

A Fighter (4), for instance, can fight without their sword as a Fighter (2), but a Programmer hack robots in a hurry without their fancy device. If they manage to find another device to play with besides the kind they're used to, they can operate at half-dice (round up).

Some special tools (mystical swords, hot-off-the-line military devices, and so on) may give bonus dice to a role when used.




The GM decides when a combat has begun. At that point, everyone picks one role, and attacks with that role's number of dice (d6es). What constitutes an “attack” depends on the sort of combat, but it should ALWAYS be roleplayed (if dialogue is involved) or described in entertaining detail (if it's physical and/or dangerous).


Attacks require rolls against character roles. The GM must, at the outset of combat, determine what TYPE of roles are appropriate for the fight. In a physical fight, roles like Soldier, Swashbuckler, and Nova are appropriate. Roles like Scholar and Diplomat are not (but may still be used; see next section).

An attack must be directed at a foe. Both parties in the attack (attacker and defender) roll a number of d6es equal to their role. Lowest roll result loses. Specifically, the low roller loses one of his role dice for the remainder of the fight - they've been weakened, worn down, or otherwise pushed one step towards defeat. In future rounds, they'll be rolling lower numbers for that role. In the event of a tie, both sides lose 1 die for that round.


Eventually, one side will be left standing, and another will be left without dice. At this point, the winners usually decide the fate of the losers. In a physical fight or mystical duel, the losers might be killed (or mercifully spared).


You needn't use the same role every round. If a Nova/Swashbuckler wants to lop heads one round, and swing on ropes the next, that's groovy, too. However, anytime a character has one role worn down to zero dice in combat, they have lost, even if they have other appropriate roles left to play with.


Dice lost in combat are regained when the combat ends, at a "healing" rate determined by the GM.

If the combat was in vehicles (space fighters, mecha, hovercraft) then the vehicles themselves are likely damaged, too, and must be repaired.




INAPPROPRIATE ROLES FOR COMBAT:

An INAPPROPRIATE role is using a non-combat role for combat... In a physical fight, Chef and/or Scholar are inappropriate.

Inappropriate roles may be used to make attacks, PROVIDED THE PLAYER ROLEPLAYS OR DESCRIBES IT IN A REALLY, REALLY, REALLY ENTERTAINING MANNER. Furthermore, the “attack” must be plausible within the context of the combat, and the genre and tone that the GM has set for the game. (This option is more valuable in silly games than in dead-serious ones.)

All combat rules apply normally, with one exception: If an inappropriate roles wins a combat round versus an appropriate one, the “appropriate” player loses THREE dice, rather than one, from their role! The “inappropriate” player takes no such risk, and loses only the normal one die if they lose the round.

Thus, a skilled chef or scholar is dangerous when cornered and attacked unfairly. Beware.




When in doubt, assume that the aggressor determines the type of combat. If a wizard attacks a barbarian with magic, then it's a Wizard's duel! If the barbarian attacks the mage with his sword, then it's Physical Combat! If the defender can come up with an entertaining use of his skills, then he'll have the edge. It pays in many genres to be the defender!

Note: If the wizard and barbarian both obviously want to fight, then both are aggressors, and it's "Fantasy Combat," where both swords and sorcery have equal footing.
This message was last edited by the GM at 16:25, Fri 21 Oct 2022.
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