For the Heroes
If you are a player hoping to join a game of New Eden this is where your adventure begins.
Introduction
New Eden is a game of post-apocalyptic adventure set in the near weird future, and built on the Risus gaming system. The Risus gaming system is intentionally loose and narative and particularly well suited for fast games with large groups played late at night. It is built to marry with homebrew settings and to be house ruled as seen fit. Perfect for our group!
New Eden is a setting that allows for wild customization in character creation and advancement and, unlike other post-apocalyptic worlds, has definite story goals and objectives. Before reading further, please read the Risus rules as the balance of text assumes that you have.
New Eden is a setting that allows for wild customization in character creation and advancement and, unlike other post-apocalyptic worlds, has definite story goals and objectives. Before reading further, please read the Risus rules as the balance of text assumes that you have.
Character Creation
Creating a character in New Eden is fundamently the same as in the Risus rules as written. Exceptions noted below.
- Proper Tools: all cliches should be made with tools or conditions noted or implied.
- Hooks and Tales: fervently encouraged.
- Pumping Cliches: go for it!
- Double-Pumps: only allowed for non-physical psi Talents, Charasmatic abilities and Summoning.
- Funky Dice: applicable for NPC and advanced items like mecha or blessed weapons.
New Eden Cliches
New Eden PCs begin with 10 ranks in 3 or more cliches with a maximum begining rank of 4. PCs must have one, and only one, race and as many occupations as they prefer. Culture specific occupations are listed after the race to which they belong. Characters could also have a general cliche to round out their character. The occupation cliche list is not exhaustive, but only Elri may have Summoning cliches, only Norkers may have Tek cliches, only Humans can have Charismatic, Mutant or psi Talent .
- Elri Race (Elri knowledge, agility and wisdom abilities, aristocrat society, Summoning cliches)
- Drakken Rider (drakken husbandry, flying on drakken, fighting with drakken)
- Shadow Dancer (asian style weaponry, riduculous posturing and acrobatic butt kicking)
- Traveler (bending Dark Space to move toward or away from a location within sight or mind)
- Evoker (bringing elelmental energy from Dark Space to create bolts, blasts, walls)
- Conjurer (bringing alien creatures from Dark Space to hunt, kill, gaurd, search)
- Norker Race (Norker knowledge, strength and intelligence abilities, corporate society, Tek cliches)
- Hacker (access, control, manipulte all technology)
- Decker (drive or pilot all Norker vehicles)
- Mecha Fighter (pilot and fight with mecha)
- Field Tek (repair, improvise, alter all technology in the field)
- Remnant Humans (Human knowledge, endurance and wisdom abilities, military society, military cliches)
- Gunner (shoot people with guns, repair guns)
- Pilot (fly or drive human vehicles)
- Fighter (kung fu and other HTH fighting)
- Army Engineer (building stuff, fixing things or blowing it up)
- Charasmatic Humans (Human knowledge, endurance and charisma abilities, church society, Charasmatic cliches)
- Healer (restore cliche levels by touch, at distance, to groups, with items)
- Channeler (smite evil by touch, at distance, to groups, with items)
- Miracle Worker (create food, walk on water, prophetic uterances)
- Avatar (holy anime wrecking machine of old testament proportions)
- Mule Humans (Human knowledge, variable and wisdom abilities, slave society, Mutant cliches)
- Cat (great agility, move without being noticed, hunt by smell, attack suddenly with teeth and claws)
- Gorilla (great strength, kill with great prejudice, jump, attack hard with teeth and fists)
- Rhino (great endurance, charge, armor, attack with horn)
- Falcon (great agility, flight, hightened sight, attack with claws and beak)
- Blasted Humans (Human knowledge, endurance and intelligence abilities, magna society, psi Talent cliches)
- Physical Adept (magna style HTH fighting)
- Dominator (confusion, mind control, mental spikes)
- Telekenisis (moving items, self and others with mind)
- Telepath (mental buffing, mental illusions, mental communication)
Group Creation & Team Leader
Once the players are done creating their individual characters the fun begins: Group Creation! The characters need to work together to create the vision, mission and goals of their group. With the disparate background of the different people groups of New Eden it is on the players to contrive a reasonable reason why the characters work together and what they are hoping to accomplish.
Now that the players are a group they can elect a leader. The leader is given a bonus cliche Team Leader with a number of dice equal to half the number of team members. The Team Leader cliche is spent on other team members to temporarily boost any one of their cliches that are being used to further the team's vision, mission and goals. The Team Leader cliche refreshes after each session of game play, it may not be pumped or double pumped, and only one dice can be used per turn. The Team Leader must be able to speak and be heard in order to use the Team Leader cliche. The bonus dice may be applied before or after the team member's roll and does not use up the Team Leader's action for their turn.
Now that the players are a group they can elect a leader. The leader is given a bonus cliche Team Leader with a number of dice equal to half the number of team members. The Team Leader cliche is spent on other team members to temporarily boost any one of their cliches that are being used to further the team's vision, mission and goals. The Team Leader cliche refreshes after each session of game play, it may not be pumped or double pumped, and only one dice can be used per turn. The Team Leader must be able to speak and be heard in order to use the Team Leader cliche. The bonus dice may be applied before or after the team member's roll and does not use up the Team Leader's action for their turn.
New Conflict Rules
Dubrow Initiative
Dubrow Initiative is simple. The Narrator roles a die. On an even roll play proceeds from the player to his left around the table clockwise with the Narrator going last. On an odd roll play proceeds from the player to his right going around the table counter clockwise with the Narrator going last.
Serious Damage
Serious Damage introduces the possibility of one hit kills and knockouts into Risus combat. Durring an opposed dice contest, if a player rolls a results that is more that double the result of their opponent, said opponent is automatically out of the combat and their cliche is reduced to zero dice. Whether the character who is struck down in this fashion is dead or knocked out is up to the attacker and the discretion of the Narrator.
Dubrow Initiative is simple. The Narrator roles a die. On an even roll play proceeds from the player to his left around the table clockwise with the Narrator going last. On an odd roll play proceeds from the player to his right going around the table counter clockwise with the Narrator going last.
Serious Damage
Serious Damage introduces the possibility of one hit kills and knockouts into Risus combat. Durring an opposed dice contest, if a player rolls a results that is more that double the result of their opponent, said opponent is automatically out of the combat and their cliche is reduced to zero dice. Whether the character who is struck down in this fashion is dead or knocked out is up to the attacker and the discretion of the Narrator.