Ultraman Risus Campaign Guide
Ultraman Risus Campaign Guide
Disclaimer: This doc will not cover the basic essentials for Risus and Risus Ultima. Regarding
that, refer to the main document for Risus and in the pinned discord message at #risus-talk for
Risus Ultima.
A. Campaign Premise
The earth was in sudden danger as a huge number of past Kaijus emerged on various places,
bringing havoc of massive proportions. During the battle amidst such turmoil, Tiga, Dyna, and
Gaia got mysteriously teleported to an unknown distant planet and they couldn’t get themselves
out of it due to a mysterious force field surrounding the area. Upon exploring what seemed to
be the ruins of an unknown civilization, they came across the source of the force field as well
B. Cliches
Cliches are the number of dice/die you use to roll for an action (attack, defense, challenge rolls,
and other actions require you to roll the dice in relation to your Cliche’s Level).
Your cliches here isn’t gonna be named “Cliche”, it will be named after the current ultra-mode
you’re in.
For Gaia your cliches are [V2 Mode] and [Supreme Mode]
Each will give different modifiers (explanation regarding each in the next section).
C. Inventory Point
Inventory Point (IP) is the amount of miracle ultraman magic stuff you can do (something
like shooting a projectile shot, freezing an opponent, creating illusions, burning an opponent,
etc). At the start of the campaign, you all get 2 IP. Some cliches may allow you to have more
D. Cliche Point
Cliche Point allows you to create asspulls, bend certain rules, and change some details
regarding the predicament of your Ultra. You can also access special modes of some Ultras
with Cliche Point. At the start of the campaign, you all have 1 Cliche Point. You can get Cliche
The cliches of your Ultramen here are represented as their “mode” or their “type” (as mentioned
above). Each and every mode will have their own modifiers. Here’s the explanation of the
1. Ultraman Tiga
You will have 3 cliches and the cliches for Tiga are as follows:
*) Multi-type (4d6)
This is Tiga's base form. You can access his [Zepperion Beam] in this form.
*) Sky-Type (3d6)
This is Tiga's most agile type, he moves, jumps, and flies faster in this form. You get (+2d6)
bonus when you are facing against opponents that are [Agile-Type] or currently [Flying].
*) Power-Type (3d6)
The name's self-explanatory. You get a bonus (+2d6) when you face [Durable-Type] opponents
in this form.
>[Zepperion Beam]<
Tiga's main beam, whenever you kill an opponent using this, you get 1 Cliche Point.
When one of your cliche dice hits 0, you can use 1 Cliche Point to roll a 4d6. If the result is
higher than 10, Tiga turns into Glitter Tiga. Glitter Tiga has the dice level of 6 (6d6) and holds
2. Ultraman Dyna
You have three cliches if you choose Dyna, the cliches you have are as follows:
*) Flash (4d6)
Dyna’s base form. You can access his [Solgent Beam] in this form.
*) Strong (4d6)
Dyna’s strongest form in term of raw physicality. While in this form, every successful attack
rolls will deal (-2d6) damage to the enemy. You can only hang in this mode for 2 turns.
*) Miracle (4d6)
The name’s pretty much sum up itself. When entering this form, Dyna can pull out many forms
of special attacks (projectiles, area scanning, illusions, etc). Accessing this form immidiately
gives you +2 IP. You can only hang in this form for 2 turns.
Dyna’s Limitation: Dyna can only change forms 2 times per fight. You can choose to use your
Dyna’s finishing beam, gives you 1 Cliche Points for killing an opponent with it.
3. Ultraman Gaia
*) V2 Mode (4d6)
Gaia’s starting form, during this he can access his [Photon Edge] or [Quantum Stream]
Gaia’s final form, it lasted for a whole fight. To transform into this form, roll a 3d6, if the
number turns out to be higher than 15, Gaia can immidiately transforms into this form. If Gaia’s
cliche dice reaches 2d6, the player just has to roll above 10 to transform into this. The minimum
[Photon Edge] and [Quantum Stream] gives you 1 free Cliche Point for finishing an