Risus Advanced Combat
Risus combat is good for drawn out engagements( or it may seem that way ) but these optional rules below should help provide uniqueness to each combat the characters are in:

Section 1: Minor Character Creation Adjustment
During character creation each player character starts with 10 health which is adjusted by:
1...for each cliche die that suggests strength,toughness,resistance to pain or damage add +1 health
2...for every cliche die the suggests weak body strength, lack of fitness, or overall wimpynesssubtract-1 health
Example:
" Bob the fighter has reckless fighter (4) giving him a health total 14."

Another Example:
" Randy the annoying computer geek(3) giving him a health total of 7 "

determining Npc health is done the same way.

Section 2: Combat Rules
OK, now to combat....

Step 1: the order of battle
Each player and Npc ( or Npc group ) rolls a one of their cliches that suggest speed, reflexes , senses (hearing,sight, smell ,etc) , or other detection ability. The highest Npc or character goes first followed by the next highest and so on.

Step 2: Turns
Each turn every character gets one basic action such as:
drawing a weapon
using a weapon or item
attacking
moving
dodging
other


and unlimited free actions such as:
talking
parrying
whatever else the GM defines as a free action


Attacking:

Is done as a standard combat roll except the loser does not lose a die they take damage:

Damage is done like so:

thecharactertakes...

1D6-3 for very small weapons ( fists )
1D6-2 for small weapons ( e.g. short knives, billy clubs )
1D6 for medium size weapons (e.g. long knives, swords ,rifles .sub-machineguns )
1D6+2 for large weapons( machine guns, rocket launchers, mini guns)
1D6+3 for very large weapons ( tank guns, magic fire ball spells )
etc...
obviously damage does not always depend on size ( "size matters not" ) for example a hand grenade does a lot of damage but is small .

Section 3: healing
is done in the normal fashion as in the rules of Risus.
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