No Mates Risus - Cthulhu Edition
No Mates Risus - Cthulhu Edition
No Mates Risus - Cthulhu Edition
Simple rules:
You’ll need paper, a pen or pencil, 4 d6 dice these tables & your sanity..
1. Create your Risus character with 10 dice. Now roll 2 d6 to determine your sanity points and 1d6 for
Investigation points.
2. Roll on the number of rooms table. This gives you the size of the mansion.
3. Roll for the number of exits in the room. Ignore single exit rooms unless you can backtrack to another
room with unexplored exits.
5. draw on your paper the room and choose where you want the exits (this includes the one you came
through). Its nice to see your journey unfold, and helps keep track if you need to backtrack.
7. If no enemies roll for loot, regain 1 lost cliche dice and choose exit. Goto step 3.
10. If you survive roll for loot, regain 1 cliche dice. Now roll 1d6 for sanity loss and choose your exit.
12. Do this until you reach your last room (determined by step 2). Then roll for your Elder God Boss.
13. COMBAT!!!!!
14. In the unlikely event that you survived roll 4 times on the loot table and proceed directly to the nearest
asylum.
You may then choose to level your character in the usual Risus way.
Investigation
Whenever you enter an empty room you may use one of your Investigation points to roll on the
Investigation table. As you will see it doesn’t always end well but it may be worth the risk.
Artifacts
If you find all artifacts you can combine them to regain all sanity points lost, or save them in a
vain attempt to trade for items. Or if you can then back track through all the rooms, re rolling for
encounters in each, and escape, you win.
Equipment
All Adventurers start with the tools of their trade PLUS 1 x Sanity stabilizer (use to regain 1
sanity point). That is all. Obviously if you wish to advance your character over multiple games
you can start with any special items you have previously found. Just up the difficulty for yourself
by adding +1 monster for every encounter.
Sanity loss
If your sanity reaches zero you need to roll on the insanity chart at the end of each room for an
effect. Once at zero, sanity cannot be regained, you are officially a babbling lunatic.
Number of Rooms Room Exits
Roll Room Roll Room
2-3 8 2-3 1
4-5 8 4-5 1
6-7 8 6-7 2
8-9 10 8-9 2
10-11 15 10-11 3
12 20 12 4
11 The Conservatory
2-4 1
5-9 2
10-11 3
12 4
3 Ghoul 2
4 Cultist 3
5 Glaaki 4
6 Dimensional Shambler 4
7 Young Chthonian 4
8 Elder Thing 3
9 Flying Polyp 4
10 Hunting Horror 5
11 Leng Spider 5
12 Nightgaunt 5
Loot Type Special Item Type (can be traded with
other PC's)
Roll Treasure
Roll Item
2-3 Sanity Stabilizer
2-3 Cross of Elder Hatred +1
4-5 Artifact Roll dice to combat rolls.
6-7 1 shot Common Creature Dispel 4-5 Enchanted 6 shooter +1 dice
(get rid of a common creature) to combat rolls.
8-9 Artifact roll 6-7 Book of Horrors if an enemy
strikes you they are frozen in
10-1 Investigation Point
fear and remove 1 dice.
1
8-9 Eldritch Shotgun +1 dice to
12 Sanity Stabilizer and Artifact
combat rolls
12 Special Item
Investigation Roll
Roll Investigation Bonus/Hindrance
Boss Type
Roll Boss Dice
2-3 Shoggoth 8
8
6-7 Star Vampire
10-11 Gug 8
Science = 4
The arts = 3
Babbling = 2
Wine tasting = 1
The least sought after PI in local history. Every Contrary to popular opinion Remington is a
case he takes ends up with the employer in an fantastic investigator - Able to adjust
asylum or dead. investigation rolls by +2, twice per game.
Magnum PI - 4
Wooing Ladies - 2
School of hard knocks - 3
Bourbon Neat - 1