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nate:lost-alike [2025/03/26 15:06] paganininate:lost-alike [2025/03/26 16:15] (current) – [Dice and Die Levels] paganini
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 ==== The Tale ==== ==== The Tale ====
  
-The Tale is an Advanced Option in Risus. Here, it isn't. Every character has a Tale. Risus suggests that the Tale should be 3 pages long. Don't do that. Instead, make it exactly like a Pool/TQB Saga: 50/100 words. The Tale is a quick non-mechanical sketch of the character. Include things like appearance, style, general situation in life, and so on. The Tale is also a mirror of the mechanical description of the character (more on this down below), so when you're writing the Tale, also be thinking about Cliches. In fact, you can do both things at once, going back and forth between Cliches and the Tale. If you think of a cool Cliche you want, update your Tale to include it! When you're writing down your Cliches, scan over your Tale (and even revise it!) to make sure that you included all the Cliches mentioned in your Tale, and that your Tale mentions all your Cliches+The Tale is an Advanced Option in Risus. Here, it isn't. Every character has a Tale. Risus suggests that the Tale should be 3 pages long. Don't do that. Instead, make it exactly like a Pool/TQB Saga: 50/100 words. The Tale is a quick non-mechanical sketch of the character. Include things like appearance, style, general situation in life, and so on. The Tale is also a mirror of the mechanical description of the character (more on this down below), so when you're writing the Tale, also be thinking about Cliches. In fact, you can do both things at once, going back and forth between Cliches and the Tale. If you think of a cool Cliche you want, revise your Tale to include it! When you're writing down your Cliches, scan over your Tale to make sure that you included all the ones you mentioned in it
  
 ==== The Hook ==== ==== The Hook ====
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 You have 12 dice (regular 6-sided ones) to distribute among your Cliches. Every Cliche has to have at least one die, and no more than 6 dice can be assigned to any given Cliche. If you take just the 3 required Cliches above you can give each one 4 dice and have a pretty badass character. You don't have to do that though. You can create as many additional Cliches as you want, up to having 12 one-die Cliches. I wouldn't recommend that, though! You have 12 dice (regular 6-sided ones) to distribute among your Cliches. Every Cliche has to have at least one die, and no more than 6 dice can be assigned to any given Cliche. If you take just the 3 required Cliches above you can give each one 4 dice and have a pretty badass character. You don't have to do that though. You can create as many additional Cliches as you want, up to having 12 one-die Cliches. I wouldn't recommend that, though!
  
-So what do these dice levels mean? Well, one simply way to look at it is simple effectiveness, just like your Class Level in D&D. A 1-die Cliche is something you suck at. A 2-die Cliche is something you're not very good at. A 3-die Cliche is something you're successful at. A 4-die Cliche is something you're really good at. A 5-die Cliche is for super experts, and a 6-die Cliche is for the best in the world (since no one can have more than 6 dice in a Cliche). You should probably put 3 or 4 dice in your Core Cliche, unless being bad at your job is part of your character concept. +So what do these dice levels mean? Well, one way to look at it is simple effectiveness, just like your Class Level in D&D. A 1-die Cliche is something you suck at. A 2-die Cliche is something you're not very good at. A 3-die Cliche is something you're successful at. A 4-die Cliche is something you're really good at. A 5-die Cliche is for super experts, and a 6-die Cliche is for the best in the world (since no one can have more than 6 dice in a Cliche). You should probably put 3 or 4 dice in your Core Cliche, unless being bad at your job is part of your character concept. 
  
-On the other hand, you can also look at the dice as representing Story Importance. If you give a lot of dice to a Cliche, it means you, the player, want that thing to be important in the story. It also means that when that thing comes into play you, the player, will have more power to make the story go the way that you want it to. +On the other hand, you can also look at the dice as representing Story Importance. If you give a lot of dice to a Cliche, it means you, the player, want that thing to be important in the story. It also means that when that thing comes into play you, the player, will have more power to make the story go the way that you want it to go 
 + 
 +So what about if you want the story to be about how you're the world's worst pastry chef? You can do that two ways. Make your Core Cliche be "World's Worst Pastry Chef (1)." You will lose a lot of pastry-related rolls, and the GM will do a lot of narrating about how bad you are at pastry-making. OR you could make your Core Cliche "World's Worst Pastry Chef (6)!" Now you will win a lot of pastry-related rolls, but *you* will get to narrate how well things are going for your character at work, in spite of how bad he is at making pastry! 
  
 ===== Dice Dice Resolution ===== ===== Dice Dice Resolution =====
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 If there's a tie, discard the tied dice (just those two) and look at the next pair. If there's a tie, discard the tied dice (just those two) and look at the next pair.
 +
 +Pumps and double-pumps are allowed (double-pumps cost 2-dice per level during character creation, just like always); however, we will use no funky dice. 
nate/lost-alike.1743026762.txt.gz · Last modified: 2025/03/26 15:06 by paganini