Cthulhu Risus: Manu Saxena
Cthulhu Risus: Manu Saxena
Cthulhu Risus: Manu Saxena
by
Manu Saxena
Table of Contents
Rules Summary
p. 6
Character Generation
p. 7
Game System
p. 12
Combat
p. 14
Tools
p. 20
p. 22
p. 24
Spells
p. 26
Monsters
p. 31
Options
p. 33
CTHULHU RISUS
http://www222.pair.com/sjohn/downloads.htm
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PROPER TOOLS
Every character is assumed to be
equipped with the Tools of His Trade (at
least the portable ones). Warriors are
wearing armor and wielding good
weapons. Cowboys have leather chaps,
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GUNS
For the most part these should be treated
like tools, or bonus die items if they're special.
OPTIONAL AMMO RULE: if while shooting
you roll just 1s and 2s and fail the check,
you've fumbled the reload, and have to
spend the next round reloading. If rolling
just 1s and the check is a failure, the gun
has jammed and is useless until repaired.
OPTIONAL AUTOMATIC FIRE RULE:
when firing a gun on automatic, add one
die to the roll and discard one die of your
choice. However, if the reload is fumbled it
takes two rounds to reload instead of one.
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INAPPROPRIATE CLICHS
Will not be used in Cthulhu Risus, unless
you really, really want to and it's going to
be really, really funny. If none of your
clichs are appropriate for what you want
or need to do, you get one free impaired
die (which means you lose on a tie) to use
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General spells:
Contact a specific type of monster (see
monster section below); takes 3 Sanity
checks to learn.
Summon a specific type of monster; takes
6 Sanity checks to learn, plus gain 1d3
insanity points automatically.
Bind a specific type of monster; takes 8
Sanity checks to learn, plus gain 1d6
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MORE OPTIONS:
Because we like to have options
To make monsters weaker: one way to
do this is instead of using the trauma rule
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