Freelance Traveller - Doing It My Way - Conversion Rules - Travelling Light: A Risus Conversion for Traveller Travelling Light: A Risus Conversion for Traveller by S. John Ross with Christopher Thrash Editor’s note: This article originally appeared on the Freelance Traveller web site in 1999, and was reprinted, lightly edited into this form, in the November/December 2012 issue of the magazine. Risus is a complete Role Playing Game (RPG) designed to provide an “RPG Lite” for those nights when the brain is too tired for exacting detail. Risus is especially valuable to GMs assembling a quick convention game, or any late-night beer-and-pretzels outing. Character Creation Characters are defined by Cliché (sometimes several of them). Clichés are defined in terms of Dice (by which we mean the ordinary six-sided kind). Characters are created by naming and describing them, and listing their Clichés. Grolfnar Vainsson the Swordworlder Description: Tall, blond, and grinning. Sample Clichés Following are some examples of Clichés and actions that they might be good at: The Game System 5: Simple. Proper Tools
Wraith: The Oblivion Welcome to White-Wolf.com. White Wolf Publishing has produced gaming universes for over 20 years including World of Darkness, Exalted, Trinity, and many more. White Wolf merged with CCP Games to focus on translating the World of Darkness IP into a massively multiplayer experience, and the North American office is fully dedicated to making this evolution a reality. In order to continue to support our existing RPG and LARP communities, we have entered into a number of partnerships with individuals and groups who can focus their full attention on the art forms White Wolf created and lived in. Digital Publishing and Print On Demand Both new and classic White Wolf products are available for digital download and Print On Demand through DriveThruRPG.com. Tabletop Roleplaying Games Our tabletop RPG publishing continues via Onyx Path Publishing. Live Action Roleplaying Games Our live-action "Mind’s Eye Theatre" publishing returns by way of By Night Studios. Live Action Organizations
One Sentence - True stories, told in one sentence. Risus optional rules Coloured*Skies House rules (’n’ stuff) for Risus: The Anything RPG Risus is the elegant, rules-lite, omni-utilitarian RPG created by S. John Ross. THE GAME SYSTEMDrama diceAre awarded at the end of each session. Roll as many dice. The GM seeds the drama pool at the beginning of any adventure, say with ten pips. Unused pips at the end of any session carryover to the next session, doubled. Credit: thanks to SJohn for his comments about this option, as originally presented. The GM sets the TN in the usual manner but also requires a specified number of wins. Source: adapted from WW’s Mage: The Ascension. Frex: Rupert, Nightblade (4), wants to lasso a chandelier, swing across a hall, somersault through a stained glass window, and land in the saddle of his horse, ready to make a getaway. Rupert is going to have to pump—or draw on some drama dice (cf.), if the GM allows such—to have any real prospect of success. Comment: adding five for an extra feat seems like a lot. Source: adapted from R.
Vampire: The Masquerade - Bloodlines/Character creation — StrategyWiki, the free strategy guide and walkthrough wiki Clan Each clan is different providing a specific strength and weakness. Each clan provides a set of three disciplines to use throughout the game. The chosen clan will also affect your starting stat distribution. Brujah Hot-headed, brash, idealists, and rebels, the Brujah are a rather militant clan. Advantage: +1 to brawl skillsDisadvantage: -2 to frenzy checks Stat Distribution Gangrel Wild and feral, Gangrels are animalistic and insulure. Advantage: +5 to strength, stamina, and wits during frenzyDisadvantage: -1 to frenzy checks Malkavian Kooks and crazies. Advantage: +2 InspectionDisadvantage: Insanity - unique dialogue and gameplay Nosferatu The monsterous and deformed Nosferatu are cursed to live eternally with a horrible visage. Advantage: Extra blood gained when feeding on ratsDisadvantage: Appearance 0 - can not be raised higher Toreador Advantage: Double humanity gainsDisadvantage: Double humanity losses Tremere Ventrue Feats Combat
How could the universe expand faster than the speed of light? That seems impossible! In science fiction universes, traveling the galaxy is a snap – just engage the “warp” or “hyperspeed” drive, and off you go, cruising the cosmos at several times the speed of light. But back in reality, we’ve all been taught that the speed of light is a strict traffic law that can’t be broken. This is true, but slightly misleading. Einstein’s theory of special relativity, first published in 1905, asserted that the speed of light is a constant (300 million meters per second), no matter who measures it. The speed of light affects us more than we realize – it helps us understand the difference between cause and effect. Now that we have a taste for Einstein’s theory, we know that baseballs don’t go faster than the speed of light. Right after the Big Bang, the universe had a monstrous growth-spurt called inflation. This ultra-fast growth seems to contradict what we’ve just discussed, but it makes sense if you understand the distinction between expansion and motion.
I Have No Dice And I Must Game undefined NOTE: This page is dead, and has been for a while. I might replace it with something else eventually. If you want to read things of mine that aren't game rules and don't suck (or at least suck less), check out My deviantArt page . Welcome to I Have No Dice And I Must Game! RISUS: The Anything RPG A brilliant creation of master game writer S. Risus Illuminati - some words and settings for running an Illuminated campaign. - a more advanced version of Risus Illuminati, adding more complex rules to enhance paranoia - a Risus campaign based on The Matrix Risus Troubleshooter - A Risus campaign set in a world on the verge of becoming cyberpunk. Risus: The Wargame - A Wargame based on the Risus rules. Heavy Ordnance Lite - Little kids and big guns. Random Campaign Generator - A small tool for bored GM's and players planning on a one-shot adventure or just wanting a laugh. A gump simple wargame that puts the players in command of a company of futuristic Hovertanks. Does this rock?
Mage: The Sterile Version | Mob | United | Malcolm | Sheppard Originally published at Mob | United | Malcolm | Sheppard. Please leave any comments there. Mage: The Ascension is on my mind again. I’m planning to run a game at Anime North where the characters’ objective is to assassinate the Second Coming of Christ. I decided to continue fooling with the Dirty Version. I read a bunch of RPGNet threads about updating Ascension which were . . . well, we’ll get to that. I love Ascension. The Magic(k) Test That doesn’t mean it was an entirely successful game. Has this person alluded to the fact that Mage: The Ascension’s magic rules make no goddamn sense? If you play Ascension 2nd or Revised for any length of time you’ll immediately notice that the magic rules are — and I usually hold this term in low esteem — “broken.” This isn’t immediately obvious if you don’t play the game regularly. When the discussion doesn’t address the fact that Ascension’s mechanical bones are rotten, it often means the participants may be into it for the conversation over play.
Risus Risus Welcome to Bunnies & Burrows! B&B presents a world in which player characters are rabbits...faced with a land full of monstrous, hungry foes, with humans worst of all! B&B is a game of wits, rich in roleplaying possibilities. A rabbit can't bully his way through the world - not usually, anyway! Characters in this game must be clever to survive. In 1976, the original Bunnies & Burrows, by B. And now, in 2004, it has been converted to Risus: The Anything RPG, By S. B&B character should be created in the normal Risus way. Rabbit Clichés Here are a few sample clichés to get you started Warren Watch (Being big and tough, protecting the warren) Hoplite (Being swift, scouting ahead) Engineer (Inventing simple contraptions, understanding human machinery) Seer* (Using ESP, having scary dreams) Empathetic Healer* (Healing other rabbits' wounds) Herbalist* (Identifying plants, preparing snuffballs) Storyteller* (Telling entertaining tales, enthralling whoever is listening) * Can be double-pumped Seer
astromancer / Buccaneers and Basilisks This harr be thar page farr... oh, I can't be bothered keeping up the accent... This setting started out as a one-off game session I ran after having watched Pirates of the Caribbean II. On with the show... History and Basic Setting Stuff: 80 years ago, Carban was a pretty standard fantasy world, with knights in shining armour, Elven arches, marauding orcs, and suchlike. Up until a group of adventurers, one of whom was an alchemist, stumbled on a secluded tribe of trolls, hidden in the mountains. The alchemist was intrigued by the powder, and endeavoured to improve on the formula (which he and his friends, being adventurers, had of course stolen). 80 years on, wars have been fought over, and then with the powder. Now, you could run a interesting, serious land-lubbing campaign with all this... but that’s not half as much fun as being a Halfling pirate and swinging from the rigging of your dread pirate ship onto the decks of an ambushed elf merchantman. Why are we Pirates? Speaking of Fortune…