First, I know that Risus works really well once you soften or neutralize the death spiral and remove math from the rules. The High Die rule does that very efficiently. I don’t have to add dice together, I just look for the highest die (and, in case of a tie, the next highest, and so on). This is really fast.
So, now, finally, the rules:
6 Roll again (1-3 Dwarf, 4-5 Hobbit “Halfling”, 6 Elf)
2. You get 3 Fate Points.
Spend 1 Fate Point to avoid certain death. When they‘re gone, they‘re gone.
3. Use Warhammer FRPG 1e to determine age, skills, career and equipment.
The career you just rolled is a cliché (4). To give you an idea of what the character is capable of, consult those skills. Let that knowedge color your decisions. You don’t get any other clichés.
4. You start with 3d6 Gold Crowns.
5. We’ll be using the Highest Die option:
count only the highest die and multiples. For instance, if your roll 2,3,4,4 – your result is 8. If you roll 2,3,4,5 – your result is 5. In combat, if you roll more than twice as much as your opponent, it’s a Critical Hit: roll 1d6 again: the result is the number of cliché dice your opponent loses.
6. Tasks and required successes:
The GM rolls cliché dice for every opposition or task, against the player. For instance: an Arrogant Thief (4) is trying to pick a lock. The GM rules that the lock was made by a master locksmith, and is a Good Lock (3). He rolls 3 dice, with 2,4,5 – a 5. The thief rolls his 4 dice, with 1,2,4,6 – a 6, and so he manages to open it.
7. Magic is the offspring of Chaos.
It’s powerful, but dangerous. Spellcasters decide how many of their magic Cliché Dice they want to roll for any spell.
Choose one of six Schools of Magic you belong to. Each school practices one general type of magic.
Amethyst = death, undeath, entropy
Ruby = fire, hell, blood
Amber = animals, monsters, emotion
Gold = metal, industry, physics
Moss = plants, plagues, life
Sapphire = time, abyss/stars, thought
7.a. Casting Spells
Spells are freeform – describe what you want to achieve, and the gamemaster rolls the appropriate number (determined by them) of cliché dice against you. Roll as many of your Cliché Dice as you like.
7.b. When casting combat spells, roll your magic dice against a the target‘s cliché dice. For instance, you‘re casting a war spell against a Victim (3). You would roll your cliché dice against the Victim (3)‘s three cliché dice. Casting directly damaging spells against mundane targets grants you 2 additional Cliché Dice. Treat combat magic like regular combat. For instance, using a combat spell against a Feral Town Dog (3), an Inexperienced Wizard (3) rolls 5 dice.
7.c. Casting other spells follows the same logic. The GM rolls their cliché dice against you, you decide how many magic dice you roll, then roll them. If your roll is higher, your spell is successful. If not, it simply fizzles. If your spell manipulates another being in a non-combative way, the GM only rolls that being’s cliché dice, divided by 3. So, soothing a Feral Town Dog (3) with magic means the wizard rolls against Feral Town Dog (1).
7.d. Sixes explode: If you roll a Six when casting a spell, that Six explodes: roll that die again and see if you roll more sixes. If the new number you’re rolling happens to be another 6, keep rolling.
Every 6 you roll opens a rift in the fabric of the world, and Chaos creeps in. This directly affects you, the spellcaster. One 6 might be a minor mishap, 2 mean minor mutations and inabilities, 3 are major coinequences, and so on – but the more 6s you roll, the more gory and terrifying it gets. If you get between 1 and 5 sixes, consult the Mishap Table for your school of magic. If you ever happen to roll 6 Sixes for a spell, you’re doomed: Roll on the Doom Table for your school of magic.
8. Optional Rule: Gore Die
Fights have to be… a terrifying mess, frankly.After all, this is Warhammer, right? When you roll dice for combat, ONE of your dice should have a different color (preferably red). This is the Gore Die. The higher the result on that die, the messier, bloodier, gorier your hit is (if you hit).
Note that a gory, bloody, bloodspraying, disgusting hit will not kill the opponent if he still has cliché dice left – but it will definitely put some kind of negative modifier on his next roll, movement, abilities, skills and so on. Only when someone’s cliché dice are reduced to zero, that character dies. To give you a few rough ideas for Gore Die results:
Gore 1: drop weapons, superficial wounds, hits that knock the wind out of you, stumble, bruises, stuns, knockdowns
Gore 2: dislocations, shattered weapons, numb limbs
Gore 3: incapacitated limbs, deep wounds, smashed teeth, broken bones
Gore 4: severed arteries, internal bleeding, spine injuries, gouged out eyes
Gore 5: half a limb lost, organs ruptured
Gore 6: entire limb lost, body parts hacked in half
Gore 7: Texas Chainsaw Massacre, flying body parts, fuck what a mess
Gore 7? How? This is another optional rule: When a character is down to 1 cliché die, the next hit that takes him to his gods counts as Gore Die +3.