Funky Dice 
With the Funky Dice option, we move beyond the standard sixsided cubical dice, and enter the world of the d8, d10, d12, d20 and (heavens preserve us) d30. These dice allow Risus to represent, say, superheroes or demigods, without resorting to large numbers of dice. Under this system, characters are given points to create their characters with, and each type of die costs points. Specifically: d6: 6 points d10:
10 points d20: 20 points Normal characters are created with 60 points to spend. Superheroes and godlings may be created with more (200 is a good number), if the GM wants a highpowered game. Doublepump dice cost double, of course, and 4 dice is still the limit for beginning PCs . . . but they can be 4 big dice. Points not spent when characters are created are lost. Sixsided dice are the smallest permitted, and thirtysided dice are the largest (and also loopy). When using this option, a character with Cliché (6) may still roll to improve! If the roll is successful, he drops to (5) dice, but of the NEXT HIGHER TYPE. So, your Astronaut (6) becomes an Astronaut (5d8). If the GM is allowing Hooks and Tales, either one will increase available starting points by 10 percent (so, normal Risus characters will get six extra points each for a Hook or Tale). When characters with different kinds of dice form a Team in combat, the Team Leader is still the one with the highestranking Cliché: Swordsman (4) "ranks" higher than Swordsman (3d10), for example. Those are the only rulechanges. Dice are still dice  if a Viking (3) wins a combat round against a Swashbuckler (3d10), the Swashbuckler loses a whole d10. Conversely, at the end of the game, the Swashbuckler has the same odds of adding a d10 to his Clichés as the Viking has of adding a d6 to his. A sample superhero, built on 200 points (4 were left over, and lost): Burning Rubber An expanded Target Number list for superhumans, compared to feats of physical strength: 30: Throwing a motorcycle. Note the nonlinearity! This ain't rocket science.

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