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Character Generation

1444575335
Pat S.
Forum Champion
Sheet Author
Character generation steps 1: Choose race 2: Choose role (primary cliche then the rest of cliches) 3: Spend your dice (10 dice) 4: Name, appearance, optional info, background. Character Creation All characters start with 10 dice to be spread among their cliche. No cliche can be more than 4 dice when starting out. Cliche ranking description 6 Master of that cliche 5 Superior in that cliche 4 Professional 3 Trained 2 Skilled or natural aptitude 1 Beginner or Unskilled Tools of the trade is generally assumed to be part and parcel of your primary cliche. If you are a spacer, it is assumed you have access to some type of spacesuit for your race. It is also assumed you have a weapon or two that fits with your character appropriately. In the course of the game, a character might come across an item that is referred to as Bonus-Dice Gear. There are other items that could be found and they could have a mixture of benefits and restrictions. If you find any item, beware and choose wisely. Standard target numbers (TN) description 5: A cinch. Routine for a pro 10: A challenge for a professional. 15: A heroic challenge 20: A masters challenge 30: An almost impossible challenge The target number is decided by the GM depending on the event. Some cliches will fit the event while others can be classified as inappropriate and fall under that ruling. Risus zip : This is a direct download link to the zip file that continues the 3 files (pdf, epub, and mobi) that are just copies of the rules.
1444575368

Edited 1444799751
Pat S.
Forum Champion
Sheet Author
Optional rules Lucky shots With this option, players can spend their starting dice on some lucky shots. 1 cliche die can purchase 3 lucky shots. Each shot is usable once per scene (may be changed if it does not work properly in pbp). A lucky shot boosts any Cliche roll by a single die for a single roll. Sidekick With this option, players can create one loyal npc that will travel with them on their adventures. To create a sidekick, a player spends 1 die to acquire a 3 dice npc. Maximum of 2 dice can be spent but the npc can not be higher in primary cliche dice than the player character. That means a pc can make multiple 2 dice npc sidekicks but none of them can have any primary cliches greater than the PC. Hooks and Tales [can not be applied to shield-mates option] +1 creation die for a hook (character flaw)(2 max) +1 creation die for a tale (origin and backstory) (1 max) The Tales option should include a Motivation A Motivation is basically a few words on what makes the character tick,why he acts the way he does and what drives him, his personal beliefs. Whenever a character attempts an action in the game that is directly related to his Motivation, he gets a +1 to his Cliché roll (just +1 to the total, not an extra die). The downside of a Motivation is that, if the GM feels that the characteris taking an action that is AGAINST his Motivation, he may penalize the character by -1 or more to the roll for doing so. The GM has final approval on Motivations, and should not allow players to abuse them (such as a character taking a Motivation of 'Beat everybody up' so he can get a +1 every time he gets in a fight). The character's Motivation should tie into his Hooks (very Freudian,no?). Pumping [+1 die to roll at cost of 1 die after roll] A character may "pump" a cliche for 1 die but it lasts for that roll. Afterwards that die is automatically subtracted from the normal amount then any other damage from the encounter is subtracted. Encumbrance [Each slot over 10 used is subtracted from primary cliche] Keeping track of the weight of objects, from ammo packs to cadavers, is tedious and frustrating. On the other hand, having to drop something valuable to make space for something potentially vital, only to have it turn out to be worthless, is hilarious. Therefore you can only carry ten things. Each thing you carry beyond ten is worth a die of encumbrance. If the objects are unusually large or awkward, it will cost 2 dice. Any time you need to do something requiring ease and grace (like avoid falling into a pit, or earn a few extra coins pole-dancing), you must defeat your encumbrance. Some types of items collectively count as 1 item: credits or ammo packs consume only 1 slot. Taking Multiple Actions A character may split his cliche dice to take multiple actions in a single turn. For example, a character with the cliche "Martial Artist (4d6)" may split his die pool as: "Karate chop thug#1, 2d6", "Roundhouse kick thug #2, 1d6" and "Monkey stomp Thug #3, 1d6". This is, of course, only possible for cliches higher than 1 die. Lucky shots may be spent as normal for each additional action, but only one action per round maybe Pumped. Specializing in Cliches : For every 2 dice in a cliche, a player may choose to specialize in a specific skill of the cliche which gives him +1 to that specific skill use. Orric the Merc [4] decides to specializes in two skills, he could go with [Pulse Pistol] and [Dirty Fighting]. This means if he gets into a fight and uses his [dirty fighting] Merc cliche skill he would be rolling 4d6+1 in dice against his opponent. If he loses the roll but continues, the next round he would be rolling 3d6+1. Gadgetry Every die spent into Gadgetry gains two dice for the Gadget. Gadgets have their own cliché dice, divided up into whatever clichés the player desires. The Gadget may team up with the player, though never as the team leader, and thus lend its sixes. Gadgets may have Hooks, granting them one additional die. A character may start with one item of Gadgetry. A player may not spend more than two dice into a Gadget at character creation, meaning no starting Gadget will have more than four dice, five if Hooked. Improving Gadgetry Gadgetry may be improved. One pip can be added to a Gadget if the character makes a Mechanic roll with a TN of three times the dice value of the Gadget. Three pips equals one die, and must be converted as such; pips are otherwise ignored, but must be recorded for upgrade purposes. Upgrading a Gadget may be done at the end of any session in which the character states that he is spending time upgrading the Gadget. No Gadget may be improved above nine dice. A new cliché may be added to a Gadget if the GM approves. The difficulty to add a new cliché to a Gadget is equal to eight times the number of clichés the Gadget already possesses. Note that only one cliché may be used at a time on a Gadget.
1444575402

Edited 1444799983
Pat S.
Forum Champion
Sheet Author
Character Advancement The standard Risus rules for character advancement will not be used. Instead, characters will be awarded a certain number of advancement points per chapter. These AP (advancement points) can be used to purchase any of the following character improvements: AP can be gained for the following: ➢ One for participating in the chapter; ➢ Two for role-playing the character's personality including flaws; ➢ One if a significant discovery was made; ➢ One if heroic behavior was displayed; ➢ Two if a significant challenge was beaten; ➢ Five if Chapter goal was completed. Raising a Cliché : Provided the improvement is justified, the character may purchase the next level of one of their clichés. The cost in AP is equal to the number of dice of the new level multiplied by 6. Thus, to raise a cliché from (3) to (4) would cost 24 points. Gaining a New Cliché : If a character has developed in ways that are not reflected in their existing clichés then the first die of a new cliché may be purchased. The cost of this cliché is 6, multiplied by 2 if the cliché is Double-Pumped. Gaining or Improving Lucky Shots : Use the rules for raising or gaining clichés, with every 3 Lucky Shots being equal to one regular die cliché. Thus, buying or increasing a character's Lucky Shots costs 6 points. Gaining or Improving Gadgets : See Raising or Gaining New Cliches. Sidekicks & Shieldmates : Assuming it makes sense in the context of the game, points may be spent to advance Sidekicks or Shieldmates as if they were regular characters. New Sidekicks or Shieldmates may be acquired as well. Note that Sidekicks and Shieldmates do not get the 1:3 discount that they receive during character creation. If the pc gets 10 AP then the sidekick will get a max of 5 AP.
1444575459
Pat S.
Forum Champion
Sheet Author
Species There are human and alien species in the Universe for the player characters to chosen from. Humans When the first Enigma was found on Mars in the Sol system, humanity was already on the verge of technologically assisted evolutionary transition. But the emergence of the technological singularity truly made genetic manipulation, nanotechnology and cybernetic augmentations available for most of the human population. For hundreds of years, there was a great deal of cultural resistance against the manipulation of the human genome, and most of the more radical alterations to human biology were banned by international laws and regulations. Still, this did not prevent the powerful megacorporations, the rich, or certain extremist transhuman groups from manipulating the human genome. Eventually, as humanity spread into the stars, new human species were born. With the new species, also known as tribes , more drastic changes in human evolution also started happening as humanity broke free from the moral restraints of earth-born species. Over time, this resulted in three very different branches in human evolution. A broad definition for a group of humans sharing the same distinctive innate traits or evolutionary vector is usually referred to as a tribe. This is not to be mixed with the Human Culture as a whole. There are countless cultural groups under the umbrella definition of Human Species. Baseliners Also: Lineals, Statics Baseliners are humans with only slight genetic alterations or none at all. They form the largest population in the Human Species and typically resemble their earth-born ancestors. There are exceptions, of course. Some baseliners can have minor adaptations or enhancements. It is not uncommon for the wealthy to undergo basic genetic sanitation or for the early colonist populations to have undergone more radical adaptive genetic redesigns resulting in exotic physical features like blue skin, ridges on forehead or elongated limbs. Genics Also: Hybrids, Splices Of all the humans, the genics are the most easily distinguishable from baseliners. Genics are usually descended from various transhuman species or human-animal hybrids originally created as slave labor or military purposes. In addition to hybridization, the genics also exhibit some other exotic genetic adaptations. The usual physical traits for genics are different animal features, a radically changed physique, additional body parts like tails or wings, or completely new genetically engineered organs and adaptations, such as a limited resistance to vacuum of space. Genics are especially common among original colonists populations on hostile worlds, and within nomad clans. Fractals Also: Fracs, Linkers The fractal population originates from the attempts to form a symbiotic relationship between human biology and nano-swarm based AIs. The enhanced nervous systems of the fractals offered the AIs a perfect platform to inhabit. In turn, the AIs provided the fractals with enhanced mental capacity and the ability to directly interface with other fractals, networked computers and devices without any hardware. Many fractal populations are also biologically attuned to neural uploads and cybernetic implants. Cybernetically unaugmented fractals look very much like baseliners, but there is a certain feel to them that makes them stand out in normal social interaction. Regardless of, or because of, the fractals’ enhanced mental capacity and constant information stream in form of fractal collective communication and augmented reality gives a certain “ autistic ” feel to them. Still, on the inside the fractals are very much aware of their surroundings – usually much better than anyone else. Alien species Druski The Druski Empire forms the largest allied alien culture in the Consortium. Were the Druski Empire not divided into several rival broods, each controlled by a single drusk lord, the empire would be much more powerful than it currently is. The druski are an insectoid alien species that go through various physical forms during their lifespans. The most commonly encountered adult druski resemble six-limbed giant spiders walking on two legs. During its lifespan, a drusk will usually undergo two metamorphoses, and three under certain rare occasions. There are rumors of a fourth metamorphosis, but many believe that this is just the stuff of legends and old sagas. The first phase is the nymph stage. The druski nymphs skitter around on four legs while serving their lord mindlessly. As the druski reach the adult stage, they will start walking on two legs and the middle pair of limbs atrophy to form a pair of smaller assisting “hands”. They also develop their own will, but are still controlled by their lords through pheromones. As a drusk adult matures, it will grow resistant to its lord’s pheromones. At this point, the mature drusk adult usually faces one of the three possible fates: it will submit and continue to serve its lord and retain it’s adult development stage, slowly losing its own will; it will challenge its lord’s rule and grow in size and eventually try to take over the control of the brood or; it will be exiled from the brood – either through banishment or voluntary exile – and retain its adult stage and free will. All of the drusk characters are mature adults exiled from their broods. The druski have a protective exoskeleton and they are naturally quick. They have also an excellent sense of smell and sense of pressure changes making them exceptional pathfinders and bounty hunters. Louhos Louhos are an underground-dwelling alien species with a knack for fine craftsmanship and trading. On average, louhos are a bit shorter than baseliners, and have a strong, muscular build and a thick hide. As the louhos age, their hide will thicken, eventually forming a hard turtle or armadillo-like carapace on their backs. Their skin color and carapace offer natural camouflage in rocky terrain. Louhos were enslaved by humans a long time ago, before the founding of the Consortium. For the most of humankind this is ancient history, but because of their long lifespan and their ability to partly inherit their ancestors’ memories, the louhos have not forgotten the cruelties humans committed on their people. Despite the fact that louhos are usually honorable and polite, they can be distrustful and aloof towards most humans. Surprisingly, this unwelcoming behavior does not seem to concern the nomad clans. Nibirans The nibirans are a species descended from opportunistic carrion-eating scavengers. Regardless of technological advancements, most likely accelerated by an Enigma located in their homeworld, the nibirans are still what their ancestors were – opportunistic carrion-eating scavengers. The nibirans look like huge beak-faced rats walking on two legs. They have a prehensile tail that can be used to grab things or to assist in climbing, for example. The nibirans are known for their advanced optical camouflages and portable force barrier technology, but besides this, their technology is mostly reverse engineered from other species. The nibirans are excellent scavengers and pilots. This is the likely reason why many nibirans work in salvage crews or enlist as pilots for exploration missions. Qu’ari The qu’ari are an amorphous, silicon based species that has lived in a sort of symbiosis with the druski for perhaps thousands of years. The qu’ari inhabit the druski cities, space stations and capital ships. Being resistant to small amounts of radiation and extreme temperatures, the qu’ari find their dwellings in places that are inhospitable for the druski or most other carbon-based species. The druski leave the qu’ari alone, and in return the qu’ari provide technical maintenance and security support. The amorphous form of the qu’ari allows them to move unresticted in confined spaces, such as ventilation ducts. The qu’ari do not “see” as humans do. Instead, they sense electromagnetic fields, such as magnetism, infrared and the like, around them. This makes the qu’ari excellent technicians as they can sense electric currents and radiation leaks without any tools or sensors. The qu’ari do not have a need for clothing or other apparel, but many qu’ar living with other species grow pseudopods to mimic the physique of their fellow species. Some even carry armor, weapons or other equipment when they prove useful.
1444575502
Pat S.
Forum Champion
Sheet Author
Roles (Suggested cliches) Rifters can have different roles that reflect their innate talents/career. There are various roles and each of them is separated to further specializations which provide the characters with skills and special perks that make them stand out from the others. Suggested clichés -specializations Pilot- pilot, explorer, smuggler Mercs - infiltrator, bounty hunter, soldier Avatars- sensor op, drone rider, cyberghost Engineer- techie, scientist, doc Psychics- biokinetic, telepath, clairvoyant Nanokinetics- veiler, ripper, cynapse Crew Position cliches There are certain crew positions that the voidjammer needs to have. The first one is always the pilot and the second one an engineer. The other crew positions are determined by the voidjammer’s type. For example a refitted patrol craft will require a gunner (Merc) and an exploratory vessel a sensor’s operator (Avatars). Each of the crew positions implies that the character has skills and tools of the trade related to their position. For example, who else would know better all the nuts and bolts of the ship than the ship’s own engineer? This will give the ship’s engineer an ability to jury-rig when repairing the ship or boosting its performance if needed.
1444575531
Pat S.
Forum Champion
Sheet Author
PSIONICS In the Universe, the species of the Consortium have found new mental capabilities through genetic manipulation and nanotechnological symbiosis. Commonly these powers are called psionics. During the history of the Consortium humans have made the most progress in developing or studying psionics, but some other species have also developed or adapted similar abilities and technologies, some species even have natural psionic abilities. Most of these powers have been around now for hundreds of years – even longer in some cultures – and there are many different traditions and schools for the development and preservation of psionic abilities. In the Consortium there are a few official organizations devoted to the cultivation of these special gifts, but there are many other organizations operating underground hiding from the scrutiny of the Consortium officials. Psionic organizations have an important role in regulating and monitoring the use of these powers, but certain organizations also play an important social role in some of the cultures. Psionics are divided into two very different types: psychics and nanetics. People gifted with psychic talents are commonly known as psychics and the people whose central nervous system is attuned and modified to control highly advanced nano-swarms with their thought and instinct alone are known as nanokinetics. ( Game Mechanics : Psionics are functioning as always on. They automatically expend a minimum of 1 die per scene use in additional cost if roll fails. This means that after the first use they function as 1 die less no matter what. ) Psychics Also: Seers, Espers, Witches Psychics practice various psychic disciplines that can manifest as clairvoyance, prescience, telepathy and biokinetics. Humans have always had the potential in their genes, but it was only after the third enigma was deciphered when the first human Psychics were born. Nibirans and louhos have their own Psychics , but they follow very different traditions than humans do. The most well-known organization that deals with Psychics in the Consortium is Ordo Verugenus , also known as the Verugenite Sisterhood. Ordo Verugenus is a matriarchal society that uses eugenic methods to breed more potent Psychics . Other notable organizations include: Vala Templars – The valorous warrior-monks of the Louhos. The Silent Covenant – The mysterious and respected oracles of the Nibirans. The Cabal – The dreaded shape-changers who have devoted their psychic abilities to espionage and assassinations. Mentacore – Consortium’s secretive intelligence service and the highest authority in enforcing the psionic regulations in Consortium worlds. In addition to the formal organizations and schools there are other traditions that usually operate either hidden or away from the reach of the Consortium’s tight monitoring. For example nomads have their bioshamans and some metacorporations employ “wild” freelance Psychics to take care of their sensitive matters or psychic counter-measures. Nanokinetics Also: Cynaptics, NKs, Nics, Veilers Nanokinetics are human fractals or Qu’ari who have formed a symbiosis with an intelligent nano-swarm and undergone an extensive nervous system augmentation that allows them to use nanetics to manipulate nano-swarms called nano-veils with high precision and speed. Other species can have nano-controller implants to control regular nano-swarms, but their nervous system just is not advanced enough to control the nano-veils. Nano-veils consist of countless of microscopic nanomachines that can join and communicate together. Nano-veils are practically invisible when on stand-by, but when they are activated they form a kind of mist or veil around their controller. A nano-veil can manipulate matter on molecular level and change its own shape and state from gaseous form to a solid tendril or layer in matter of seconds or even milliseconds. As an example, a nano-veil can be used to create an optical camouflage, form a protective energy shield, shoot kinetic bolts or make solid appendages or clouds capable of manipulating objects. This gives nanokinetics almost magic-like powers and abilities similar to psychokinetics, but it has its price. A Nanokineticist can also attempt to take control of a nano-veil that is not theirs but it is a battle of wills. Nano-veils are singularity level AI technology and prohibited by the Consortium laws. Basically this means that any nanokinetic in Consortium space without Consortium’s mandate is considered an outlaw running around with potentially dangerous technology. How the player characters got their nano-veil is a story of its own and very good potential for some very interesting story hooks. Another drawback to using nanetics is the physical strain the nano-veils can cause to their host or surroundings in extreme situations. Usually nano-veils will draw energy and matter from their surroundings without causing any harm, but in emergency the host can sacrifice their own body heat and biomass to replicate more nanomachines when necessary. When taken to the extremes this can be dangerous to the host’s health.
1444575562
Pat S.
Forum Champion
Sheet Author
FACTIONS Consortium United Species’ Consortium (USC) has been the central political and economic power between the allied species for over five hundred years. It has created social conventions and standards to unify cultures and help them prosper. One of the greatest achievements of the Consortium is the fargate network that connects all the significant Consortium worlds. The fargates allow near instantaneous travel and communication between two fargates, but their construction is very expensive and time consuming. Only the richest and most influential worlds can afford to build a fargate of their own, and this has created a division between the wealthy gate worlds and the less influential and poorer frontier worlds. In the recent years, this has led to separatist movements appearing around the Consortium borders – including the Edge. Construction work on the first fargate in the Edge started roughly twenty years ago, but it was interrupted for over eight years because of the locust hostilities. Now the construction work is in progress again, and many of the metacorps are supporting it, but there are separatist worlds and other organizations that try to obstruct the efforts. During the past two years, this has led to armed conflicts between the Consortium and the separatists, and the situation seems to be getting more tense day by day. The Consortium has deployed armed forces into the region in order to secure the construction of the fargate. Metacorporations (also “ Metacorps ”) Metacorporations are commercial entities that have cultures of their own. The smallest metacorporations can consist of a few hundred citizen or even just a few dozen members, but the most influential ones rule over whole worlds. There are three major metacorps in the Edge region. House Azuria Trade Combine – One of the largest traders and manufacturers of consumable goods, smart fabrics, ore and energy in the Consortium. House Azuria runs extensive mining and amatium extraction operations on many worlds of the Edge. During the last year or two, House Azuria has begun to expand its operations into the Lost Expanse. Volk-Kozerog Collective – The undisputed leader in military and heavy machinery manufacturing, warclone and nemogen-slave production and military contract operations. Ushwami League – The League deals in advanced software development, technology industry, virtual applications and neural manipulation. Nomad Clans Nomad clans are mostly humans who live on huge interstellar space arks or wandering fleets. The Nomads usually avoid the gate worlds and move around the frontier worlds trading and offering their services to others. Each clan has their own culture and specialties they are known for. The Nomad clans do not have actual homeworlds, but they have a few safe havens close to the Edge and the Lost Expanse. Clan Kalaga – Known for their skills in trading and entertainment, they also have a reputation of being very adept smugglers. Clan Saratoga – Respected mercenaries. They are known for their honor and bravery, but also for their ruthlessness. Clan Taori – Asteroid miners and wreck salvagers, but also known as very capable privateers.