RISUS House Rules
Many of the house rules in the Clergy Game carry the name of "Almorzar". This is a large in located in a beached triple deck warship on the banks of the city of Port Rufio. RISUS rules grow and bend as a campaign goes on. Here are most of the extras we use in the Clergy Game.
Session Advancement: After each session, the GM will award a plus-one bonus to one cliche for each participant. It will be the cliche the GM found most entertaining during the game. There is no appeal. Once that cliche reaches plus-3, then a die will be rewarded instead of the bonus
Chapter Advancement: After each chapter the group will award one d6 to each player in a cliche of the groups choosing. The player is allowed to beg and argue.
Dice Limit: No cliche is allowed more than 6D6.
Cliche Limit: There is none.
Assisting Other Players
A character can assist another character with a appropriate story. The assisting character rolls half the dice (rounded down) of the cliche they are assisting with. Some items (like mounted crossbows) require an assistant to operate properly.
There are three types of damage. Physical, Psychic, and Mojo.
Physical is what it sounds like. Damage to a body or other object. It can be healed with an appropriate cliche that supplies first aid or other treatment.
Psychic is damage to the basic function of the brain. Theoretically it can also be physical (a blow to the head) but also includes severe mental strain, the creation of hallucinations/delusions, etc. It can be healed with an appropriate (mostly magical) cliche that can address such problems.
Mojo is damage that is inflicted to one’s self-esteem, basic luck, goodwill, reputation, etc. It can be healed through an appropriate cliche and a good story.
During a short rest healing is roleplayed out (describe what you are doing) and then a contested role is made using the appropriate cliche against a number of dice of the GM’s choosing. If the player roles higher, the difference between the two roles are the number of dice healed up to the maximum of dice lost in that particular type of damage. Which is to say, if you role for mojo healing and the difference is four while you only have mojo damage of three, you cannot use the extra die to cure your delusions.
If the player role is lower, they do not lose a die and can try again later.
A long rest will heal 1d6 of damage. There may be a penalty if the rest is not ideal (like winter camping, for example). Also there may be a limit on which type of damage can be healed. If you take a nap in a nasty dungeon on an uneven bed of gravel, your mojo may be healed but your psychic and physical may not.
Losing all one's dice in a single cliche results--in most cases--in some form of incapacitation!
When a weapon or spell is designated “heavy” it means that one can sacrifice a cliche die to increase the damage. For example, Porter can swing a heavy club using a 4d6 cliche and choose to roll 3d6 to do 2d6 damage if he makes contact. Proficiency in a heavy weapon can be achieved with an good story/appropriate cliche and the spending of three session plus-points from a reasonably relevant cliche (so in lieu of an additional d6).
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A few years ago my intern and I began a D&D game for our church youth group. I wanted to get back into Tabletop Roleplaying games that I had played extensively as a kid and then off and on (eventually with my own kids) over the years. Anyway, fast-forward to now, I am gaming a lot and have become interested in the spiritual dimensions of the game as well as it's ability to spark the imagination about this world and other worlds.