Guts

Each character must have a Hook and Tale, but instead of granting additional cliché dice (unlike standard Risus, see p.5) characters automatically start with 2 dice in their Guts cliché. Every character has Guts which can be used for several purposes:
  • Second Wind: 1 die can be burned to ‘heal’ 1 die of damage to another of the character’s clichés
  • Lucky Shot: 1 die can be burned to pump a cliché 1 extra die
  • Saving Throw: All remaining Guts dice can be burned to reroll all dice

Guts dice do not regenerate like a normal cliché. It is fully replenished only after a good night’s sleep, but single points can be recovered by excellent roleplaying or a character willfully invoking a Hook (namely displaying virtue or falling prey to vice in an disadvantageous moment) at the GM’s discretion. A character’s Guts cliché can be advanced to 6 dice like any other cliché.

Guts

Outlaws of Triune havens