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Risus - Dragonspire
Risus - Dragonspire
Risus - Dragonspire
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Please note that this document is a work-in-progress... a temporary guide to jump-start the
campaign.
INDEX
World | Mana | Geography | Flora & Fauna | Sentient Races | Calendar | Language
Concept | Clichés | Race & Culture | Sidekicks | Lucky Shots | Final Character Bits | Advancement | Example Characters
Boxcars | Combat | When Somebody Can't Participate | Teams | Magic | Bonus Gear | Examples of Play
There are two inner planets, Mekâr and Sedêna. The outer planets are Satorê, Ôzon,
Sadorn, and Fornus. Gîa has a single moon called Lûn, which orbits Gîa every 28 days.
Lûn appears larger than our own moon in the sky and produces correspondingly greater
tidal effects. Gîa orbits its axis in exactly 24 hours, with earthlike axial tilt, and makes one
orbit around Sûl in 364 days.
Mana
The most significant difference between our own world and that of Gîa is the presence of
mana, the force of magic. Mana infuses all things. Mana is the spark of life. Mana is the
substance of spirit. It is the presence of mana that makes the controlled use of explosives,
steam power, and electricity all but impossible. Wizards have learned to shape mana to
produce magical effects, while some rare individuals develop strange powers that are
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clearly supernatural.
The distribution of mana is not uniform. It fluctuates by region and it is governed by the
position of celestial objects. Most of these variations are subtle and only of interest to
wizards, but there are geographical regions with mana levels that differ significantly from
the norm.
Geography
For the purposes of this campaign, the geography of Gîa will be described only in general
terms. It is enough to know the geography of the region around Dragonspire. The rest of
the world's geography will remain somewhat vague.
Dragonspire is situated at the intersection of three mountain ranges, and thus borders
several climate regions. To the north are the Lûmanô Peaks, towering, snow-capped
mountains that are rumored to house vast treasures and dangers. To the west lie the great
temperate forests of Thorbarden, a frontier province in the great Narsikan Republic. To the
south, between the Dragonspine Mountains and the Shagêb Mountains, beyond the Pillars
of Dishûm, lies the tropical heart of the Old Ilsûthrin Empire (now in ruins). To the east are
the arid Gargalahar Wastes, which harbor dangerous desert nomads.
These lands occupy a large continent in the planet's northern hemisphere. The Dominion of
Azânêa and various unnamed minor states make up the remainder of the lands on this
continent, all to the east of the Gargalahar Wastes.
The Narsikan Republic occupies most of the world's other northern continent, as well as an
enormous archipelago that stretches almost to Thorbarden. The Sardek Alliance primarily
occupies a smaller ring-shaped continent in the southern hemisphere, with many other
unnamed states being found bordering these nations and on the world's many island chains.
In addition to these creatures, there are a variety of supernatural plants. There are
numerous rare herbs that can be used for minor magical effects with only limited
preparation. There are also several species of fantastic trees, most notably the towering
sablewood trees of Thorbarden, whose ebon wood is exceptionally strong and resistant to
fire.
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Sentient Races
Spirits: Not a race, as such, they were the first intelligent beings to arise on Gîa. They
come in many varieties and are often the cause of mysterious phenomena. Some spirits are
elementals, while others are fae. Not all spirits are sentient and many have
incomprehensible motivations. Even in the modern Narsikan Republic, precautions are
taken to placate troublesome spirits. Spirits have been known to enter into symbiotic
relationships with corporeal beings, which can explain some forms of undead and
lycanthropes. They can be bound into physical objects, imbuing those objects with special
abilities. Demons are malevolent spirits that are not native to this plane of existence.
Dragons: They are possibly the oldest of the corporeal sentient races. They were
venerated in the Old Ilsûthrin Empire, and may have been its true masters. They were
certainly highly magical beings, with great knowledge gained from their vast lifespan.
Today, all five breeds of dragon are believed to be extinct, though rumors of sightings
persist in backwater regions.
Dragonkin: Not strictly descended from dragons, these humanoid reptiles evolved
independently (possibly with dragon guidance). It is not commonly known that they were
once the rulers of the Old Ilsûthrin Empire, as they were eventually supplanted by the
Imril Houses. There were several distinct races of dragonkin and all are believed to be
extinct.
Humans: The most numerous of the Old Ilsûthrin servitor races, as well as the base stock
from which the other races were bred. They are incredibly diverse, with build and
coloration varying by region. Many humans have features of other servitor races, since
they interbreed so easily. Today, they are the dominant race in the Narsikan Republic and
the Dominion of Azânêa, as well as many smaller states.
Elves: The elves (Imril in their own tongue) were the first servitor race bred from human
stock. In time, they ascended into positions of power in the Old Ilsûthrin Empire and
continued breeding experiments on their own. There were five noble houses that
dominated Ilsûthrin politics, each choosing a breed of dragon as a patron. The White Elves
(House Forodril) were the least numerous and had a terrible reputation for cruelty. The
Black Elves (House Morendil) were the most numerous, sailing far and wide on their
sablewood galleys. The Green Elves (House Galendiril) survived in greater numbers after
the fall of the Empire, and it is their physical features that are most common in the elves of
today. The Blue Elves (House Maradiril) were the Empire's philosopher-knights, riding
into battle on Blue Dragon steeds. The Red Elves (House Narendiril) were physically and
magically strongest, driving the Empire with their fiery passion.
Today, elves make up less than 1% of the population of the Narsikan Republic, and they
are all but unknown in Dominion or Alliance lands. They are feared and discriminated
against, as they are still blamed for the cruelty of the Old Empire. But the Republic
recognizes their useful magical talents, and the younger members of society are starting to
embrace Imril ways. There are regions where communities of Elves live in relative
equality. For the most part, the bloodlines of the old houses have disappeared, with
modern elves forming a distinct racial identity.
Elf (Being slender of build; being attractive to most other races; having pointy ears; being
graceful and having perfect balance; having keen senses, especially eyesight; seeing well in
low-light conditions; living centuries without showing the effects of age; being magically
talented; being the object of fear and envy; being accused of having Restorationist sympathies)
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White Elf (as Elf; being extremely fair of skin and hair; having a special aptitude for frost and
cold magic; resisting cold temperatures; walking on icy surfaces; being cold and emotionless;
withstanding hardship)
Black Elf (as Elf; having extremely dark coloration; having a special aptitude for water and
weather magic; swimming; holding one's breath; having a knack for navigation)
Green Elf (as Elf; being fair of skin; having a special aptitude plant and animal magic; having
a way with animals; being resistant to poison; climbing trees; having a green thumb)
Blue Elf (as Elf; being taller than most elves; having blue-black hair and deep blue eyes; being
especially intelligent; having a special aptitude for air and lightning magic; enduring extremes
of temperature; keeping cool in the heat of battle; riding flying creatures)
Red Elf (as Elf; being taller and stronger than most elves; having flaming red hair; being
strong-willed; having a special aptitude for fire magic; having artistic talent; resisting high
temperatures; being hot-headed and emotional)
Dwarves: An earlier servitor race that was bred for manual labor, they were actually the
first to successfully rebel against their Ilsûsthrin masters. During the Sunsûl Uprising, free
dwarves assisted the other servitor races with weapons, technology, and even soldiers. As
a result, they are respected all over the world and the Sardek Alliance is a prosperous
center of commerce. Dwarven merchants and engineers travel freely throughout the world,
and many have settled for good in the Narsikan Republic. It is in no small part thanks to
dwarven ingenuity that Narsikan technology exceeds that of all other nations. They are
known as Kozod in their own language.
Dwarf (Bing short and stocky; having prodigious beards; living twice the span of a human;
being respected in Human lands; being tough; resisting poison and magic; consuming vast
quantities of alcohol; being moody; having a talent for crafts and a head for engineering; having
an incredible carrying capacity; having short, stubby legs; seeing well in low-light conditions)
Halflings: After the dwarves rebelled, the halflings (Kûduk) were bred to be especially
compliant. To some extent, this worked. Halflings are conservative by nature and naturally
seem to respect authority. But they are surprisingly hearty folk, who will not tolerate
tyranny. Despite their small size, they played a major role in the Sunsûl Uprising, mostly as
spies and saboteurs. Today, there are vibrant communities of halflings in the Narsikan
Republic and they are by far its largest non-human minority.
Halfling (Being half the size of an average human and only strong as a human child; having
extraordinary hand-eye coordination; moving silently; staying hidden; having feet that withstand
cold temperatures and uneven surfaces; cooking; eating; gossiping; being amazingly hardy;
resisting magic; being lucky)
Orcs: Orcs were bred primarily to fight the rebel dwarves, so there is little love between
those two races. Orcs are fearsome creatures, with a natural predisposition to violence.
That being said, a significant number of them fought on the side of the rebels in the Sunsûl
Uprising. These orcs were rewarded with homes in the human lands (including the
Narsikan Republic). Today, they have a well-deserved reputation for thuggery. But many
have become very successful in careers that provided them with a legitimate violent outlet.
Orc (Being unattractive in appearance, with yellowish-green skin, red eyes, and vaguely
porcine features; being very strong; being very tough; brawling; being ill-tempered; being
poorly regarded by other races; having an acute sense of taste and smell; seeing well in
low-light conditions; recovering quickly from injury; having extraordinary endurance; being
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resistant to poison and disease; being sluggish during daylight hours; not seeing well in bright-
light)
Goblinoids: Goblins were bred as a replacement for the dwarves, even before the dwarves
launched their rebellion. The hope was for a less-capable race that would still suit their
labor roles. Regular goblins were bred as miners and craftsmen. Hobgoblins were bred as
warriors. Bugbears were bred for their tremendous strength. All were bred to be easily
controlled with magic and charismatic leadership. As a result, the goblinoids didn't rebel in
Sunsûl Uprising and most were killed in the fighting. In fact, they were believed to have
been completely wiped out until communities were discovered living in the foothills of the
Lûmanô Peaks. Today, goblinoid tribes are a constant threat to Narsikan settlers on the
Thorbarden frontier.
Giants: Giants (and ogres) were bred for heavy industry. Always viewed as dangerous,
they were never bred in large numbers. As a result, there are very few communities of
giants remaining in the world. Almost all of these communities are in remote places where
human settlements have yet to encroach.
Hybrids: Centaurs, satyrs, and minotaurs were bred simply for the amusement of elven
wizards. Of all the Ilsûthrin experiments, these three races had the easiest time surviving
after the fall of the Empire. Centaurs and satyrs are found exclusively in the province of
Thorbarden, while minotaurs have been seen in the Gargalahar Wastes.
Others: The lords of the Old Ilsûthrin Empire created many more races. Among the most
notable were elaphantines (humanoid elephants spotted in the Ilsûthrin jungles), gnolls
(humanoid hyenas found in some parts of the world), mermen, sahuagin, naga, treants
(found in Thorbarden), and intelligent constructs.
Calendar
The calendar of the Narsikan Republic is universal within its borders and very common
outside of them. Years are counted from the start of the Sunsûl Uprising, with the current
year being 1011 A.U. (After Uprising). Years are divided into 13 months of 28 days each.
The months of the year are: Ûmanô, Dûmanô, Trêmanô, Kavarô, Kavênô, Sesmanô,
Septêmô, Ôkonô, Nûmonô, Dekmanô, Dekûman, Dekdûon, and Dektreman. Months are
divided into four weeks, with the days of the week being: Sûldâ, Lûndâ, Dûzdâ, Arzdâ,
Thûdâ, Glindâ, and Sodira.
The four corners of the year are Beldâ (spring equinox - Trêmanô 25th), Firlondâ (summer
soltice - Septêmô 4th), Sowendâ (autumnal equinox - Dekûman 10th), and Yûldâ (winter
soltice - Dektreman 18th). Some important holidays include:
Revolution Day (Ûmanô 1st): Celebrates the first battle of the the Sunsûl Uprising, marking the
start of the Narsikan calendar.
Republic Day (Sesmanô 3rd): Most businesses are shut down as Narsikans head to the polls
for national and local elections. It is a great holiday, accompanied by feasting and parties. Like
Revolution day, many people wear the national colors of blue and gold.
Silvernight (Dektreman 18th): Yûldâ, the winter solstice, is sacred to Ilûsâd. Always popular
with Elves, the holiday has been making inroads in certain communities. It is a very popular in
Dragonspire, where silver and green decorations adorn almost everything and the town
becomes alive with silvery lights. Silvernight always corresponds with a full Lûn.
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Language
Narsikan and Azânêan are the two most important languages in the world, and each serves
as the "trade language" or "lingua franca" in those two nations' spheres of influence.
Citizens of minor countries will usually learn one or both of these languages, in addition to
their native tongue. Both languages developed out of the secret slave language of the Old
Ilsûthrin Empire, though they have diverged significantly in the years since emancipation.
Narsikan uses an alphabet inspired by Dwarven runes and Azânêan uses a syllabary that
has evolved from Old Ilsûthrin ideograms.
Narsikan is similar to English. That being said, it is not English. Proper names should
always follow the spelling conventions of the language, unless the names are purely
descriptive (such as Dragonspire). Imported words from other languages (of which there
are many) follow different spelling conventions.
Narsikan Orthography
Vowels are transliterated using the standard vowels of English: a, e, i, o, u. Unmarked vowels
indicate the short form, while an accent denotes the long form. Additionally, unstressed vowels
are often shortened to the ə sound (denoted with the original letter).
Among other languages, Old Ilsûthrin is the most important language for magical
scholarship, since some important thaumaturgy texts and grimoires from the Old Empire
have been rediscovered. It was an old language even at the time of the Sunsûl Uprising,
with most of the Ilsûthrin aristocracy speaking an older form of Narquol, the language of
the elves. Both languages use the Old Ilsûthrin ideograms.
Kharkraez, the language of the dwarves of the Sardek Alliance, also grew out of a secret
slave language, though it is only distantly related to Narsikan and Azânêan. Many other
human languages exist, the next most important being the language of Jaadlun minority
(which used Azânêan syllabary until recently).
The orcs spoke a bastardized form of Narquol that evolved into their own language. It was
quickly extinguished as the orcs assimilated into other cultures and it never had a written
form. Gamok, the language of the goblinoids, also derives from Narquol (but this
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Character Concept
The first step in creating a character is to decide on an interesting concept. Though set in a
fantasy world, many character types from more modern genres are appropriate. Inspiration
may be drawn from The Lord of the Rings, classic Dungeons & Dragons, Dragonlance,
Eberron, and Warhammer. Other inspirational sources include the steampunk fantasy of R.
Talsorian's Castle Falkenstein, Sleepy Hollow, Crouching Tiger Hidden Dragon, and the
Indiana Jones movies. Players should choose heroic concepts that are appropriate to the
inspirational material. This often means classic fantasy role-playing game archetypes based
on D&D classes, but it can also include cinematic pulp or steampunk archetypes.
The character's concept will often directly translate into the character's clichés. More
importantly, the concept will help define the character's motivation as well as their role in
the unfolding story. All characters that participate in the first episode are assumed to be
interested in becoming adventurers, as the story hooks will begin with rumors of old ruins
and lost treasure.
Character Clichés
Dragonspire characters are created using Risus rules with 8 dice divided among their
clichés and a maximum of 4 dice in any single cliché. Hooks and Tales are allowed and
recommended. Double-Pumps and Funky Dice are also allowed, but they require special
approval from the GM since they are not appropriate for most clichés (though they may be
required for some). In general, Double-Pumped clichés are used when a character can
sacrifice energy or health to achieve greater (usually supernatural) power for a given
action. Funky Dice are used to build clichés that imply superhuman scale or potency for
otherwise human levels of mastery. If Funky Dice are used, characters are limited to 48
points (plus 6 points each for Hook and Tale).
Players are free to be brief or verbose when naming their clichés. If players don't mind
long cliché names then The Risus Companion has some excellent advice for cliché
construction. Regardless of whether a character is a Soldier (4) or a Spiritually Gifted
Wanderer of the Thorbarden Frontier (4), the player should write a brief description of
what the cliché entails. That way, the GM and the player will have a clear understanding
of how the cliché can be used during play. In addition to skills and abilities, players should
specify what Proper Tools (including Yes-Men and non-portable items) come with the
cliché and which of these are required for any particular endeavor.
This following list of clichés is provided to give players examples that are especially
suitable for the setting. Players are encouraged to customize these or invent new clichés of
their own.
Adventuring Thief (Opening locks; finding and disabling traps; moving silently;
hiding in shadows; climbing walls; picking pockets; attacking from behind; grabbing
the best loot)
Alchemist (Creating magical elixirs, making magical materials, identifying magic
items, resisting poisons, surviving lab explosions)
Archon (Intimidating people, spying on dissidents, scrying, identifying magical
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Pumped)
Priest of the All Father (Providing spiritual guidance, quoting scripture, casting out
demons, turning undead)
Prospector (Prospecting; panning; mining; defending a claim with force or guile)
Restorationist (Writing political manifestos, researching Ilsûthrin history, hanging
out with elves, being harassed by the authorities)
Secret Agent (Inventing and maintaining a cover identity; shooting a hand
crossbow; brawling; participating in cinematic chases; using the latest surveillance
equipment; assassinating enemy agents)
Servant (Being unfazeable, being well mannered, assisting the master in all
endeavors)
Smith (Being strong; crafting bladed weapons, armor, and other metal tools; running
a small business)
Soldier (Marching; surviving on military rations; making camp; wearing armor;
fighting in formation; wielding sword, spear, and shield; drinking)
Spellsinger (Influencing people with music, calming animals, inspiring morale,
inspiring greatness, counter-spelling sound-based magic)
Thorbarden Pioneer (Farming, ranching, being hardy, homesteading, hunting,
cooking)
Witch (Creating herbal elixirs, working spirit magic, detecting supernatural
phenomena, practicing folk medicine, having a familiar)
Wizard (Creating magical effects through complex rituals; knowing occult lore;
reading and speaking arcane languages) (Usually Double-Pumped)
Sidekicks & Shieldmates are usually under the player character's control, though the GM is
free to use them as required. Note that it is possible to have minions and special equipment
without spending dice on them, as they could be handled with the Proper Tools rules.
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Another rule from The Risus Companion that we will be using is "Lucky Shots &
Questing Dice". During character generation, players may sacrifice one or more dice (or
multiples of 6 Funky Dice points) for three Lucky Shots or five Questing Dice. A Lucky
Shot can be used to increase a character's cliché by one for a single roll provided the
player explains how luck will benefit the character. Additionally, characters can spend two
Lucky Shots to completely recover all the dice in a single cliché during combat (effectively
a second wind or heroic surge). Lucky Shots are recovered at the end of the session and
they do not carry over if unused.
Questing Dice work just like Lucky Shots except that they must have a narrative or
thematic limitation that restricts their use to certain situations (such as when a character is
pursuing a specific goal). Questing Dice must be narrowly focused and approved by the
GM in advance.
Finally, the player should note any additional equipment or possessions, beyond those that
were agreed to be included with the character's clichés. The GM will approve most
reasonable requests, so long as they are properly justified.
Character Advancement
The standard Risus rules for character advancement will not be used. Instead, characters
will be awarded a certain number of experience points per session. These experience
points can be used to purchase any of the following character improvements:
Raising a Cliché: Provided the improvement is justified, the character may purchase the
next level of one of their clichés. The cost in experience points is equal to the number of
dice of the new level multiplied by 6. Thus, to raise a cliché from (3) to (4) would cost 24
points. Raising a cliché from (1d8) to (2d8) would cost 12 points. Raising a cliché from [4]
to [5] would cost 30 points.
Getting Funkier: If Funky Dice are appropriate for a given cliché then a character may
upgrade the die-type for that cliché by one step, assuming there is an in-game explanation
for the increase in power. The cost of this is equal to the level of the cliché multiplied by
the number of sides of the new die-type.
Gaining a New Cliché: If a character has developed in ways that are not reflected in their
existing clichés then the first die of a new cliché may be purchased. The cost of this cliché
is equal to the size of the die (usually 6), multiplied by 2 if the cliché is Double-Pumped.
Gaining or Improving Lucky Shots & Questing Dice: Use the rules for raising or
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gaining clichés, with every 3 Lucky Shots (or 5 Questing Dice) being equal to one regular
die cliché. Thus, buying the character's first 3 Lucky Shots costs 6 points. Gaining the
character's second 5 Questing Dice costs 12 points.
Sidekicks & Shieldmates: Assuming it makes sense in the context of the game, points
may be spent to advance Sidekicks or Shieldmates as if they were regular characters. New
Sidekicks or Shieldmates may be acquired as well. Note that Sidekicks and Shieldmates do
not get the 1:3 discount that they receive during character creation.
Example Characters
Here are some example characters. Notation is per standard Risus, with brackets for
Double-Pumped clichés. Additionally, an underscored cliché value indicates an ability to
use magic, super-science, or other powers to create fantastic effects outside of combat.
Soolee Choe: Young socialite who is learning the art of Ilûsâd Spellsinging.
Krom Domlin: Dwarven alchemist and two-fisted jungle explorer.
Silva Karen: White Elf Ilûsâd Wardancer and Druid of the Lûmanô Peaks.
My Take On Combat
Combat in Dragonspire will be handled using a system that is a subtle variation on the
standard Risus rules (so subtle, in fact, that you may not notice the difference). Here's how
it works:
We go around the room, allowing each character to act in turn. On a given character's turn,
that character has the spotlight for enough time to perform one or more short maneuvers,
followed by one or more offensive actions against a designated target. The player can say
something as simple as "I try to kick him in the head" or as complicated as "I leap across
the pit, lunge at my opponent, and press my advantage until I hit". The player then
specifies what cliché their character will employ in this action. The GM will rule on the
appropriateness of the action and the choice of cliché to perform it. The Inappropriate
Cliché rules are not used, since any action that is allowed is actually appropriate in this
situation. If the attack is clearly less than effective in this situation then a penalty can be
applied for lacking Proper Tools.
The player of the defending character then describes their response to the attacker's
action. Like the attacker, this might be simple ("I duck out of the way") or complex ("I
retreat across the bridge, parrying my attacker's blows while I look for an opening to get
under his blade and strike"). The defender then specifies which cliché the character will
use and the GM once again rules on its appropriateness against the attacker's tactic and
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cliché. Unlike standard Risus, defending characters will only inflict "damage" on their
opponent if the description of their defensive strategy includes an offensive component or
at least an explanation of how the attacker might "lose ground" as a result of a successful
defense. Otherwise, the defender may only avoid defeat. A sub-optimal defense may result
in a penalty for lacking Proper Tools.
Now, both players roll dice against their characters' clichés and apply "damage". If the
loser is still up, then the GM will narrate the result of the exchange and explain the
character's cliché loss. If the loser is reduced to zero dice then the winner can do whatever
he or she wants to the victim (subject to GM veto if it doesn't follow from the attack
description). This allows for violent fights to end with surrender, flight, incapacitation, or
death as needed. There is no accidental death.
Of course, as with standard Risus, this system also works for combats that are actually
chases, seduction attempts, exchanges of ego-bruising insults, and any other conflict that
can be narrated as a series of moves and counter-moves.
There are a few nuances that I will describe below (such as Teams and "When Somebody
Can't Participate"), but that is the gist of it. Characters can try anything that is appropriate
for their cliché (and some things that may seem less appropriate). For that action, the
character is the star of the scene. You can describe one attack or many. Weapons (other
than special treasure items) are mostly special effects and even ammunition is only
counted as common sense demands. Players are free to be as cinematic or mundane as
they choose.
Critical Hits: When the margin of success in a combat is 15 or more, the loser takes 1d6
dice of damage, rather than a single die.
On any given player's turn, one of the characters may need to invoke "When Somebody
Can't Participate". An example of this is when an untrained character picks up a machine
gun and starts shooting or when an ordinary Joe must withstand the mental assault of a
diabolical telepath. The 2d6 bonus dice apply only for that action. If either character takes
damage, they may chose to take it from their unmodified cliché (assuming they have one)
or from the bonus dice themselves. In the later case, the character will now have fewer
dice (1d6 or 0d6) to call on next time the "When Somebody Can't Participate" rule is
invoked. These lost bonus dice recover at a rate similar to that of regular clichés
(according to the nature of the attack).
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Teams only persist for the remainder of the combat round. There are no penalties for
disbanding a Team, just as there are no "vengeance" bonuses. Note that Team Members
still take a die of "damage" if the Team Leader is reduced to zero dice (from the shock of
watching their leader go down if there isn't a better explanation).
Note that the Team rules can also be applied to non-combat Target Number rolls where a
group of characters is cooperating to achieve a desired objective. Examples of this would
include multiple characters trying to lift a heavy object or a circle of wizards trying to cast
a powerful spell.
To the above Target Numbers, I will add a modifier based on how appropriate the cliché is
to the given task: +5 if the cliché implies a secondary ability, +10 if the cliché implies a
distant ability to handle the task, +20 if the cliché implies a remote chance of success.
Just what is actually possible and how it can be achieved depend entirely on the cliché
description. When describing their character's supernatural or super-science clichés,
players should consider the following:
Nature of the Ability: Players should describe the nature of the ability as well as
any peculiarities of its use. Does the cliché allow the character to perform magic
rituals? Does it allow the character to invent super-science gizmos or alchemical
formulations? Perhaps it is an inborn psychic ability? The possibilities are endless,
though players should consult with the GM to make sure that the nature of the cliché
is appropriate to the setting.
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that the cliché allows their character to do. Perhaps the character knows one or
more spells and can research and invent more? Perhaps the character has broad
powers within a narrow metaphysical domain? A Mad Scientist might have a
technical specialty and supernatural creatures usually have very specific powers. It
is also possible that characters can gain access to more effects as they gain dice in
their cliché (drawing inspiration from other game systems). Players should consult
with the GM to make sure their cliché is specific enough and that the GM and the
player are interpreting the cliché in the same manner.
Proper Tools: Unless it only grants a handful of specific effects, players should
specify interesting and inconvenient Proper Tools for their cliché. For clichés that
grant the ability to research and invent new effects (such as Hermetic Magicians or
Mad Scientists), it is appropriate and recommended that the exact Proper Tools
depend on the specific ritual or invention. In these cases, the GM can help assign
Proper Tools appropriate to the task at hand. It is also important to remember that
Proper Tools are not always physical objects; gestures, forceful incantations, special
talents, and auspicious times are examples of interesting and inconvenient Proper
Tools that enhance the atmosphere of the game.
Funky Dice:Funky Dice are appropriate for many kinds of supernatural clichés but
Funky Dice are never allowed when rolling against Target Numbers based on
dramatic impact (when their use would regularly produce campaign-wrecking
effects). When using a Funky cliché for these types of rolls, downgrade it to regular
d6's for this roll only. In all other rolls, including single-action contests and regular
combat, Funky Dice can be used normally.
Failure: Finally, players should specify the possible consequences of failing their
Target Number rolls. The player has three choices. The simplest, and least interesting
choice is that nothing happens on a failed roll. This option should only be used for
clichés that produce very limited effects. The other choices depend highly on the
nature of the cliché. In cases where a little knowledge is worse than no knowledge
(such as most magical and weird-science clichés), characters who fail their Target
Number roll will still produce effects appropriate to the magnitude of the roll, only
the effects will be unpredictable and most likely annoying or dangerous to the
character and the party. In other cases (such as for most innate supernatural
abilities), rolling low is bad thing and the severity of a mishap will depend entirely
on the margin of failure. True mishaps would be rare and even narrowly missed rolls
can produce some beneficial effects with side effects.
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treated as if having the higher cliché level for character advancement purposes and the lost
dice are regained when the effect is terminated.
Permanent effects should instead be paid for using the Character Advancement rules. The
caster or the subject may pay the experience point cost of the advance. Bonus Gear items
have the same cost as Sidekicks, with their bonus taking the place of a cliché level.
Note that a Target Number roll is still required to create these effects. Permanent effects
will usually be Complex or Difficult, as they tend to hog the scene a bit. Also note that
minor "enhancements" that alter the nature of a cliché without changing its level are
possible. In these cases, the cost is the same as if the character were enhancing the cliché
by 1 level.
Examples of Play
Click here for examples of play.
World | Mana | Geography | Flora & Fauna | Sentient Races | Calendar | Language
Concept | Clichés | Race & Culture | Sidekicks | Lucky Shots | Final Character Bits | Advancement | Example Characters
Boxcars | Combat | When Somebody Can't Participate | Teams | Magic | Bonus Gear | Examples of Play
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