TEXT: for 
  Risus: The Anything RPG
  Written by Timothy Groves
  Star Wars is owned by LucasArts and 20th Century Fox.  Risus was created by Cumberland 
  Games.  In no way do I challenge their copyrights.  Please don't sue me.
  
  Table of Contents
  Character Creation...............................................................................3
  Time Lines.......................................................................................3
  Some Suggested Cliches................................................................4
  The Force.............................................................................................5
  Luke Skywalker...............................................................................4
  The Dark Side.................................................................................5
  Races....................................................................................................6
  Droids..............................................................................................7
  Gadgetry...............................................................................................7
  Improving Gadgetry.........................................................................8
  Droids Redux...................................................................................8
  Gaining Gadgetry after Character Creation....................................8
  Losing Gadgetry..............................................................................9
  Wealth.............................................................................................9
  Sample Gadgets...........................................................................10
  Starships.............................................................................................11
  Sample Ships................................................................................11
  Character Advancement....................................................................12
  The Advancement Roll..................................................................12
  
  Star Wars for  Risus seems a natural concept:  the cinematic 
  playstyle  of  Risus,  and  the  cinematic  flavour  of  the  Star  Wars 
  movies.  
  This supplement for Risus covers character creation and certain 
  elements of game play, as specifically applies to a Star Wars game. 
  For the most part, the rules as found in the Risus rulebook apply. 
  However,a few new rules need to be added, in five different areas: 
  The Force,The Dark Side, Races, Gadgetry, and Starships.
  The new rules in this document rely heavily on the Teamwork 
  rules from Risus.
  Character Creation
  Characters in Risus Star Wars are created with ten six-sided dice. 
  Funky Dice are not used.  Characters may have double-pumpable 
  clichés,  and  one  cliché  in  particular  (the  Force)  may  only  be 
  purchased double-pumpable.  Both Hooks and Tales may be used.
  Time Lines
  The exact time line being used in the game will, of course, affect 
  a character's style.  The Star Wars films provide us with three time 
  lines  to  play  with:   The  Republic,  The  Clone  Wars,  and  The 
  Rebellion.  In addition, Star Wars comics novels have given us a few 
  more time lines:  The Pre-Republic Era, Tales of the Jedi Knights, 
  and The New Republic.  These eras are listed chronologically below.
  The  Pre-Republic  Era –  Starships  are  larger,  slower,  and 
  generally  clunkier.   Droids  are  rare, and much  larger  and more 
  primitive.  Most importantly, neither the Jedi Temple nor the Order of 
  the Sith have yet arisen, so any Force wielders will be poorly trained. 
  Lightsabres haven't been invented yet.
  Tales of the Jedi Knights – The Old Republic is at its height, 
  and the Jedi have risen as its defenders.  However, they are locked 
  in a war with the Sith.  Both sides have many Knights, and fight 
  openly against each other.  Technology is still rather clunky.
  The Republic – The Jedi are dwindling in number, reduced to a 
  role of police, judges and diplomats, but the Sith are believed to have 
  been wiped out.  The Republic itself has started to decline, due to 
  internal dissention and corruption.
  The Clone Wars – The Republic is coming apart at the seams, 
  due to the influence of the returned Sith.  The rebellious worlds, 
  headed up by the Trade Federation, the Banking Clans, and the 
  Techno-Union Army, have started an interstellar war of grand scale.
  
  The  Rebellion –  Though  the  Clone  Wars  have  ended,  the 
  Republic is now ruled by the Sith Lord Darth Sidious, and only a 
  small number of worlds fight to free the Galaxy  and restore the 
  Republic.
  The New Republic – With the defeat of the Emporer, the Rebels 
  form the New Republic and begin rebuilding.  Some worlds, however, 
  remain loyal to the Empire, splitting the territory of the Old Republic 
  into two opposing interstellar nations.
  Some Suggested Cliches
  Administrator –  filling  out  paperwork,  distributing  red  tape, 
  analyzing complex forms and regulations 
  Belter –  Piloting  through  asteroid  fields,  mining  asteroids  for 
  precious metals, using vacc suits
  Diplomat – compromising, getting everyone to feel like they're 
  getting the best part of the deal, talking in really, really complex terms
  Doctor –  making  sick  people  well,  analyzing  new  diseases, 
  having really bad handwriting
  Farmer – growing things, recognizing plants, spitting
  Fighter Pilot – flying fighters, shooting down other fighters, trick 
  flying, attracting members of the opposite sex
  Gunfighter – shooting things, quickdraws, trickshooting
  Jedi – swinging a lightsabre, affecting people's minds, talking 
  mysteriously, making a simple brown robe look cool
  Mechanic - fixing or modifying things, scrounging parts, bitching 
  about poorly-written tech manuals
  Merchant –  Buying,  selling,  analyzing  the market,  appraising 
  goods, trying not to lose his shirt
  Moisture Farmer – trying to grow food on a planet with no water
  Pirate – using any sort of weapon with minimal training, stealing 
  ships, stealing cargo, stealing virtue
  Scientist – making the simple complex, talking confusingly, and, 
  oh yeah, science
  Sith  Lord –  swinging  a  lightsabre,  looking  menacing,  killing 
  people over the vidscreen, plotting to rule the galaxy
  Smuggler –  flying  freighters,  appraising  contraband,  shooting 
  blasters, making wise-ass remarks
  Soldier – firing guns, operating tanks or speeders, taking orders
  
  The Force
  The Force is a subtle and powerful ally.  As a cliché, it must be 
  purchased double pumpable, so every die in The Force costs two 
  dice to purchase, and no character may start with more than two dice 
  in The Force.  
  A  character  with  two  dice  in  both  The  Force  and  Jedi  is 
  considered a Knight; six dice in both Jedi and The Force are required 
  to be a Jedi Master.
  The Force may be used in any of the following ways:
  ➢ As a sense roll, rather than using any other cliché;
  ➢ As a Team Member on any Jedi roll, contributing its sixes;
  ➢ As a pool of double-pumpable dice on any other roll.
  For example, Luke Skywalker  desperately needs to drop a proton 
  torpedo into a small thermal exhaust port on the Death Star.  He 
  pumps his Force one die (meaning he'll drop to Force [1] for the rest 
  of the battle), gaining three dice to add to his Fighter Pilot, bringing 
  him to Fighter Pilot (7) for his next attack.
  Want to control another's mind with the Force?  Roll your Force 
  against the opponent's highest cliché.  If you win, the target must do 
  what you ordered him to do.  If you lose, the target may do as he 
  likes.
  Usually, mind controlling is done subtly.  The target thinks he 
  percieves  something that he does  not, or comes  to an incorrect 
  conclusion ('These aren't the Droids we're looking for').  Direct control 
  not  only  leaves  the  target 
  aware that something is up, but 
  is considered an evil use of The 
  Force,  and  causes  the  Force 
  user to gain a Dark Side die.
  There are, of course, many 
  other uses  for The Force  not 
  covered  above.   But  for  the 
  most  part,  these  can  be 
  achieved by using The Force to 
  boost another cliché.  In a few 
  rare  occasions,  however,  the 
  GM  may  allow a character to 
  roll The Force as a stand-alone 
  cliché  for  purposes  beyond 
  merely sensing things.
  Luke Skywalker
  (As of the Battle of Yavin IV)
  Concept:  
   Moisture  Farmer 
  turned Fighter Pilot and Jedi 
  Knight
  Story:  See Star Wars Episodes 
  IV to VI
  Hook:  Darth Vader is his father, 
  and is trying to turn him to 
  the Dark Side
  Clichés:   Fighter Pilot (4), The 
  Force [2],  Farmer (1)
  Gadgets:  Father's Lightsabre (4)
  
  The Dark Side
  The Dark Side is a faster, more seductive and easier road to 
  power.  Dice in The Dark Side may be gained during character play, 
  but this  is  not a  good thing!   In  any  game  session  where  the 
  character does something evil, the GM may require the player to 
  make a Dark Side improvement roll.  As with standard  Risus, this 
  means that the player must roll dice equal to his Dark Side cliché, 
  and if all the dice come up even, he gains another.
  Should the character wield The Force in a decidedly evil fashion, 
  he will automatically and immediately gain one die in The Dark Side.
  Whenever dice are gained in The Dark Side, the player must 
  immediately roll his total Dark Side, including any dice just gained.  If 
  any of these dice come up ones, the character has fallen to The Dark 
  Side of the Force.  The character becomes an NPC under the control 
  of the Game Master.  If a character gains a total of six dice in The 
  Dark Side, the fall to the Dark Side is automatic.
  The Dark Side may be used in an identical manner to The Force, 
  with the following differences:
  ➢ As a non-double-pumpable Cliche, only two dice are gained when 
  The Dark Side is used to pump another Cliche.
  ➢ The Dark Side may be used as a stand-alone cliché in actual 
  injuring combat.
  ➢ Any  use  of  The  Dark  Side  is  considered  an  evil  act,  and 
  guarantees an improvement roll at the end of the session, as 
  detailed above.
  Eventually, the character's evil actions will turn him to the Dark 
  Side, controlling and absorbing his entire life.
  A character may start with one die 
  in the Dark Side at character creation. 
  Doing so will grant him one additional 
  die  for  use  elsewhere  on  the 
  character.  This is in addition to any 
  bonus  dice  granted  by  Character 
  Hooks or Character Stories.  
  However,  gaining  this  die  means 
  that  the  character  must  immediately 
  roll  as  per  gaining  Dark  Side  dice, 
  above.   If  the  result  is  a  one,  the 
  character cannot start with the Dark 
  Side die, and does not gain the bonus 
  die.
  Darth Vader
  Concept:  Sith Lord and 
  fallen Jedi
  Story:  See Star Wars
  Hook:  Pawn of Emporer 
  Palpatine
  Clichés:   Sith  Lord  (6), 
  The  Dark  Side  (6), 
  Fighter Pilot (4)
  Gadget:  Lightsabre (4)
  
  Races
  A horde of alien races exist in Star Wars, ranging from the near 
  human to the totally bizarre.  If a player wishes to play an alien Race, 
  the GM must define two things:
  ➢ The Race's Cliche;
  ➢ The Race's Hook.
  A Racial cliché indicates the sort of things that the Race is noted 
  for.  As an example, Wookies are noted for being intimidating, for 
  being fierce brawlers, and for being able to build or fix anything 
  mechanical.   Racial  clichés  may  be  teamed  with  appropriate 
  clichés(Brawler or Mechanic for a Wookie, for example).
  Racial Hooks are the flaws and problems associated with being a 
  member of an alien Race.  Wookies, continuing our example, cannot 
  speak Basic and are considered slavesby theEmpire.
  Any persons electing to play an alien Race gains the Racial Hook, 
  as well as one bonus die in the Racial cliché.
  Droids
  It is possible to play a Droid, if the player so desires.  The Droid 
  cliché  grants  the  ability  to  speak  the  binary  language  plus  an 
  increased tolerance of unpleasant environments – Droids don't need 
  to breathe, eat or drink, though they do need power and lubricants. 
  Droids also frequently have interesting built-in devices, allowing them 
  to perform several different tasks.   The player should select the 
  general type of Droid – Protocol, AstroMech, Probe, Medical, just to 
  name a few - and consider that when using such built-in gadgetry.
  The  downsides  to  playing  a  Droid  -  the  Droid  Hook  -  are 
  numerous and considerable, however.  First of all, Droids must be 
  owned by someone, usually another party 
  member.   Droids  are  disliked  by  many. 
  ("We don't serve their kind here.")  
  Finally, Droids do not recover lost dice 
  in  the  normal  fashion  –  they  must  be 
  repaired, requiring a Mechanic roll with a 
  Difficulty of five per die currently missing. 
  Each such roll replaces one lost die.  If 
  correctly equipped, a damaged Droid may 
  perform such repairs himself.
  
  Gadgetry
  Every die spent into Gadgetry gains two dice for the Gadget. 
  Examples of Gadgetry are Han Solo's Millennium Falcon, or Luke 
  Skywalker's Lightsabre.
  Gadgets have their own cliché dice, divided up into whatever 
  clichés the player desires.  The Gadget may team up with the player, 
  though never as the team leader, and thus lend its sixes.  Gadgets 
  may have Hooks, granting them one additional die.
  A character may start with one item of Gadgetry.  A player may 
  not spend more than two dice into a Gadget at character creation, 
  meaning no starting Gadget will have more than four dice, five if 
  Hooked.
  If at least half of the character's backstory (if the Character Story 
  option is in use) details the gaining of or modification of the Gadget, 
  the  player  may  place  the  additional  Story  die  into  the  Gadget, 
  allowing Gadgets of six or even seven dice.
  Improving Gadgetry
  Gadgetry may be improved.  One pip can be added to a Gadget if 
  the character makes a Mechanic roll with a TC of three times the dice 
  value of the Gadget.   Three  pips  equals  one die, and must  be 
  converted as such; pips are otherwise ignored, but must be recorded 
  for upgrade purposes.  Upgrading a Gadget may be done at the end 
  of any session in which the character states that he is spending time 
  upgrading the Gadget.  No Gadget may be improved above nine 
  dice.
  A new cliché may be added to a Gadget if the GM approves.  The 
  difficulty to add a new cliché to a Gadget is equal to eight times the 
  number of clichés the Gadget already possesses.  Note that only one 
  cliché may be used at a time on a Gadget, and no Gadget may have 
  the Force, Jedi, or the Dark Side.
  Droids Redux
  A Droid may be gained as a Gadget, becoming an NPC controlled 
  by the GM,  but owned (and required to obey, to the best of its 
  ability)by the character with the Droid Gadget.  Droid Gadgets gain 
  three dice per die expended, rather than two, and have both the 
  Droid Hook and one die in the Droid cliché as a free bonus.
  However, bear in mind that while the Droid must obey its Master, 
  it can only do so to the best of its ability.  Sometimes, its behaviour 
  will be...not what the Master expected.  Thus the increase in dice 
  gained for selecting a Droid as a Gadget.
  
  Gaining Gadgetry after Character Creation
  A character may be 'loaned' Gadgetry during play, but such things 
  will never permanently belong to the character.  At the end of the 
  current adventure, the Gadgets in question will be lost.  This covers 
  the Rebel Alliance assigning a starfighter to a pilot, for example;  the 
  starfighter is not the pilot's personal property, to use as he sees fit.
  If  a  character,  at  the  end  of  an  adventure,  has  any  “Free” 
  Advancement Points, he may assign them to a new Gadget, as with 
  any other cliché.  If a successful Advancement Roll is made for the 
  Gadget, the player may add it to his character sheet.  Such a Gadget 
  will, of course, start at one die, or two dice for its clichés.  Gaining a 
  Gadget in this manner reflects some amount of effort put into the 
  Gadget, such as a Jedi Padawan building his first Lightsabre.
  Gadgets may also be merely purchased, by expending dice in 
  Wealth.  This is covered in greater detail below.
  Only one new Gadget may be gained per Adventure, and only 
  one Gadget may be used at a time in any event.  Each improvement 
  traded in will grant the character one die in his new Gadget.  No more 
  than four improvements may be traded in on any single new Gadget.
  Losing Gadgetry
  A character may choose to expend a Gadget's dice by "Taking 
  The Hit" with the Gadget. However, should a Gadget be reduced to 
  zero (or fewer) dice through such action, the Gadget is destroyed 
  and erased from the character's sheet.  Gadgets may be repaired, if 
  not destroyed, requiring a Mechanic roll with a Difficulty of five per die 
  currently missing.  Each such roll replaces one lost die.
  A Gadget may also be lost as a consequence of a player's action, 
  beyond merely “Taking The Hit”.  For example, Luke Skywalker loses 
  his father's Lightsabre in Episode V when his hand is cut off.  A 
  Gadget lost in such a manner may be replaced by succeeding in one 
  Advancement Roll.  No bonus dice are gained for this roll;  rather, the 
  Gadget is replaced.  The roll is made with the dice invested in the 
  Gadget, not with the dice the Gadget itself possesses.
  A Gadget may be marked as 'Expendable'.  Such Gadgets are 
  used up after the first time their dice are rolled, successful or not. 
  This  halves  the  cost  of  the Gadget  (or,  alternately  but  equally, 
  doubles the dice you get for selecting the Gadget.)  The Gadget may 
  be replaced, as detailed above.
  A Gadget may instead be 'Depleting'.  Such Gadgets lose one die 
  from their cliché on each use, successful or not.  This is considered a 
  Hook, but grants  two additional dice rather than one.  The Gadget 
  may be repaired, as detailed above.
  
  Wealth
  Some characters just happen to have a goodly supply of cash; 
  this cliché reflects this.  A Wealth roll is required only if the character 
  wishes to buy something quite expensive.  Examples include:  A 
  blaster (5), a droid (10), a landspeeder (15), a stock light freighter 
  (20), or a starfighter (25).  Unlike other rolls, failure does not result in 
  the loss of a die.  Rather, success causes the permanent loss of one 
  die  in  Wealth.   This  loss  can  be  recovered  through  character 
  advancement.
  Wealth can be used to purchase Gadgets, as suggested above. 
  In the event that it is used so, the character gives up one permanent 
  die per Gadget Die Cost gained.  This is instead of the loss given for 
  more mundane items.
  Sample Gadgets
  Holdout Blaster:  Blaster [1], Gadget Cost:  1d
  DL-16 Personal Blaster:  Blaster (2), Gadget Cost:  1d
  DL-44 Heavy Blaster:  Blaster [2], Gadget Cost:  2d
  S-14  Sporting  Blaster  Carbine:   Blaster  (3),  Hook:   Useless 
  against Armour, Gadget Cost:  1d
  E-11 Blaster Carbine:  Blaster (4), Gadget Cost:  2d
  T-37 Heavy Blaster:  Blaster [3], Gadget Cost:  3d
  Stormtrooper Armour:  Armour (3), Hook:  Poor Visibility, Gadget 
  Cost:  1d
  Bounty Hunter Armour:  Armour (4), Gadget Cost:  2d
  Mandalorian Battle Armour:  Armour (6), Gadget Cost:  3d
  Sonic Grenade:  Explosive [2], Expendable, Gadget Cost:  1d
  Thermal Detonator:  Explosive [6], Expendable, Gadget Cost:  3d
  MedKit:  Medicine (4), Depleting, Gadget Cost:  2d
  Padawan's Lightsabre:  Lightsabre [1], Gadget Cost:  1d
  Knight's Lightsabre:  Lightsabre [2], Gadget Cost:  2d
  Master's Lightsabre:  Lightsabre [4], Gadget Cost:  4d
  
  Starships
  Starships of any sort must be purchased as Gadgets, if they are 
  to be the private possession of a character.  However, the rules for 
  creating Starships are a little more strict than for other Gadgets.
  A Starship's dice are divided among three  clichés:  Offensive, 
  Defensive and Cargo.  Any of these pools can be zero dice, but if all 
  three are zero, then there's not much point to having the Gadget.
  Offensive cliché covers  the ship's  weapons,  and to a lesser 
  degree its hull strength and shielding.  It is used when making an 
  attack with a ship.
  Defensive cliché covers the ship's shielding and mobility.  It can 
  be used in place of Offensive, provided the pilot is not intending to 
  actually damage his opponent.  It can also be used for speed checks, 
  when racing or fleeing.
  Cargo cliché covers the ship's cargo holds, tractor capability and 
  life support.  It can be used to boost a Merchant, Pirate, Smuggler or 
  Diplomat roll.
  Like any other Gadget, a Starship will gain two dice to split up 
  among its clichés for each die spent acquiring the Gadget.  Starships 
  can be damaged in combat, like any other Gadget.  The missing dice 
  can only be replaced by repairing the starship, requiring a Mechanic 
  roll with a Difficulty of five per die currently missing.  Each such roll 
  replaces one lost die. 
  Sample Ships
  A-Wing Fighter:  Offensive (1), Defensive (3), Cargo (0), Gadget 
  Cost:  2d
  X-Wing Fighter:  Offensive (4), Defensive (2), Cargo (0), Gadget 
  Cost:  3d
  Y-Wing Fighter:  Offensive (3), Defensive (2), Cargo (0), Hook: 
  Obsolete by modern standards, Gadget Cost:  2d
  TIE  Fighter:   Offensive  (2),  Defensive  (1),  Cargo  (0),  Hook: 
  Symbol of the Empire, Gadget Cost:  1d
  YT-400 Stock Light Freighter:  Offensive (0), Defensive (0), Cargo 
  (2), Gadget Cost:  1d
  YT-900 Stock Light Freighter:  Offensive (0), Defensive (1), Cargo 
  (3), Gadget Cost:  2d
  YT-1300  Stock  Light Freighter:   Offensive  (1),  Defensive  (3), 
  Cargo (4), Gadget Cost:  4d
  
  Character Advancement
  haracter Advancement in  RISUS Star Wars is tracked using 
  Advancement Points (AP).  Each cliché on the character's sheet 
  can gain Advancement Points.  In particular, an individual cliché will 
  gain an AP under each of the two circumstances:
  C
  ➢ The first time in the session that a character successfully uses the 
  cliché at a non-trivial moment; and
  ➢ The first time in the session that a character rolls all sixes on a 
  cliché roll.
  In addition, each character can gain anywhere from one to eight 
  “free”  Advancement  Points  per  session.   These  AP  are  “free” 
  because  they  are  not automatically  assigned to  any  one  cliché; 
  however, before any Advancement Checks are made, the character 
  must have no unassigned AP.  AP can be assigned to any cliché 
  with five dice or less, or to a new cliché not currently possessed by 
  the character.
  “Free” AP can be gained for the following:
  ➢ One for participating in the session;
  ➢ One for at least attempting to role-play the character;
  ➢ One if the character made a significant discovery;
  ➢ One if the character displayed heroic behaviour;
  ➢ One if the character solved a significant challenge;
  ➢ One to three if a Story was completed, based upon the difficulty of 
  the Story.
  The Advancement Roll
  At  the  end  of  any  session,  a  character  may  attempt  an 
  Advancement  Roll  for  any  cliché  that  has  Advancement  Points 
  invested into it.  This includes for new clichés, which are assumed to 
  have one die for purposes of this roll.  The character rolls the cliché's 
  dice, and if he matches or goes under the total AP for the cliché, then 
  the cliché increases by one die, and all AP are removed from the 
  cliché.  If, however, the Advancement Roll fails, the character will 
  lose a number of AP from the cliché equal to its current number of 
  dice.
  RISUS was created by S. John Ross, of Cumberland Games 
  (http://www222.pair.com/sjohn/risus.htm).  This document mentions 
  specific rules from RISUS, but does not directly quote from the RISUS 
  rulebook.  As such, it qualifies as a Type A, or RISUS Supplemental, 
  document.  The author would like to express his gratitude to Mr. Ross for 
  such a neat game.
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Risus/Supplements/Risus - Star Wars.pdf