Eh, thanks! =)
I like Foul Play too. While many people are honorable,
others are not and this option could serve to
represent that, whether it is used in a duel or when
trying to slander someone or whatever. I think it's
all good when you describe your character is cheating
and all, but when you actually get something out of it
that kind of makes everyone want to cheat! But then,
what gentleman would resort to such tactics? The
setting is Elizabethan-inspired, so honor and disgrace
In Fortune Favors the Bold, whenever a 1 is rolled it
is kept and added to the total. If the breakthrough
option is also used, then it works for both the 1 and
6 (but only for a 1 die cliché). I thought up this one
because last time I played, people (first time Risus
players) were not keen on investing in 1-die clichés
because of the overall "uselessness" of one die. I
personally like 'em! Now if you combine this option
and foul play, dirty 1-die clichés can become nasty!
You got Pushing the Limit right. The caveat, however,
is that you can also put yourself out if you use this
option. Let's say you have a Questionable Duelist (3).
After losing the first roll, he's now a QD (2). He
could decide to go on like this, but when facing a
Competent Fencer (3), that might not be wise.
Therefore, the Questionable Duelist decides to push
himself, becoming a QD (3) again, but with 2 normal
dice and a "pushed" die. On the next roll, he rolls
three dice. If he loses, he'll become again QD (2),
but with one normal die and one pushed die. If, on his
second roll, his pushed die rolled a six, one of his
normal dice also becomes a pushed die, meaning that if
he now loses, he'll lose his last remaining normal die
and be left with only pushed dice, which puts him out
of play. Oh! I should have added that all pushed dice
are removed as injury after the conflict is resolved.
Basically, it's an option to give a character the
choice between rolling less dice when injured, or
rolling more dice with the possibility of putting
itself out of combat.
As for another word, I only thought of "exerted".
--- Kurt Rauscher <krauscher@...
> On 8/31/07, A Z <tristevoix@...> wrote:
> > Hi all,
> > I devised some options I might want to add to a
> > setting I'm working on and I thought I could post
> > here and see what kind of review they'd receive.
> > Hopefully, nobody came up with these before!
> > OPTION: FOUL PLAY
> > Foul play is when a cliché gets down and dirty
> > starts resorting to disloyal tactics and
> > unsportsmanlike blows. A cheating cliché
> > turns one of its cliché dice into a dirty die (a
> > different color one is better). A dirty die is
> > normally, but it is re-rolled (and keeps adding to
> > total) as long as it shows a 4, 5, or 6.
> > If foul play leads to victory, the dirty die
> > to a normal cliché die. Otherwise, the dirty die
> > removed in addition to any injury.
> > Finally, nobody within the vicinity can fail to
> > notice that foul play is at hand whenever the
> > die is re-rolled.
> That's interesting, if you do well you might do even
> better! but it's
> dastardly! I like dirty tricks, and the chance to
> lose the die if you
> still fail. Nice!
> > OPTION: FORTUNE FAVORS THE BOLD
> > Whenever a cliché has only one die to roll, this
> > is re-rolled on a 1. Treat this as a breakthrough
> > (which can be used in addition to this option).
> Almost like a "last chance" breakthrough. I'm
> assuming on the reroll,
> a 1 or 6 still allows another reroll, or can you
> only continue
> rerolling if it's the same number? Which situation
> could apply?:
> * you roll 1, then 1, then another 1, then 3 and
> have a 6 total, OR
> * can you roll 1, then 6, then 1, then 6, then 3,
> for a 17 total?
> > OPTION: PUSHING THE LIMIT
> > Whenever a character loses a cliché die, it can
> > decide to tough it out and push itself harder. A
> > pushed die (a different color one is better) is
> > to the cliché pool. Normal dice and pushed dice
> > exceed the cliché's original score. However,
> > a pushed die rolls a six, a normal cliché die
> > a pushed die. Any injury is taken from the normal
> > only. Whenever a cliché is left with only pushed
> > it is out of play.
> I'm not sure I get this one. When you lose a die,
> you don't really
> lose the die until you've taken enough damage to
> have "normally" taken
> you out? The term "pushing" is pretty similar to
> "pumping", so maybe
> another term might work... Stressed die? Strained?
> "Breaking point"?
> Kurt Rauscher -:- krauscher@...
> "I find it disturbing that mothers approved Kix
> without even testing
> it." - lorebrandcomics.com
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