%%[[caption-width-right:250:some caption text]]

''Risus: The Anything RPG'', designed and illustrated by S. John Ross, is a [[UniversalSystem universal]] [[TabletopRPG role-playing game]] system that is (very) rules lite. Seriously. The rules are six pages long. And it's free. Download a free copy from the official page [[http://www222.pair.com/sjohn/risus.htm here]].

Risus is meant to be a more comedic roleplaying game. As Risus happens to be Latin for "laughter", [[IncrediblyLamePun this should come as no surprise to those Latin professors out there]]. However, Risus can, indeed, be used for more serious games. The rules are very simple when compared to many other number crunching [=RPGs=], such as ''TabletopGame/DungeonsAndDragons'' and ''TabletopGame/RuneQuest'' (the latter of which is even more rules heavy than the former).

[[ClassAndLevelSystem Classes and Skills]] have been replaced with "cliches" which are, well, [[ExactlyWhatItSaysOnTheTin cliches]].[[note]]Although you may feel free to call them Tropes instead.[[/note]] Cliches are given ranks in six-sided dice (and, with optional rules, in Funky Dice) from 1 to 6 (displayed in parenthesis next to the cliche). The cliches are broad descriptions of what your character can do in a given situation. So, for instance, a [[VideoGame/FinalFantasyVII Spikey Haired Blond Wielding a]] {{BFS}} (4) would be a fine example of a character who uses his giant blade and badassery to fight the BigBad, rescue (or lose) the girl, and save the world. Suitable actions this character may take would include: dispatching enemies with his {{BFS}}, looking badass in his costume, and winning Big Hair contests.

Characters may have any number of cliches, though, as in many other [=RPGs=], you are limited by character creation points and character advancement.

!!This tabletop RPG provides examples of:

* ActuallyFourMooks: While originally a video game trope the game contains an odd subversion of it: a single group of enemies may represent either a single enemy or an entire group of enemies. This allows for encounters against enemies such as A Pack of Rats (3), A Pride of Lions (5) and even A Thousand Orcs (1).
* BadassNormal: The game allows a Sous Chef (3) to stand a chance against an Angry Barbarian (4) (and even deal extra damage) in physical combat, as long as the player has an interesting roleplay to go with it. GM discretion.
* CharacterCustomization: The Cliche system essentially allows you to declare your own character classes. Exactly as powerful as it sounds. More details below.
* CharacterLevel: Averted. Characters are defined by cliches, which act as a package of skills and traits, so to speak.
* ClassAndLevelSystem: Averted. See CharacterLevel above.
* CoolAndUnusualPunishment: The winning side of a combat decides the fate of the losers. Sure, you ''can'' kill them, if you want, but it's much more fun to, say, make them dance half naked for your entertainment.
* HandWave: The Risus Companion actually ''encourages'' this: if the DM makes a mechanical decision (like, say, not letting the [=PCs=] teleport, when they could just fine yesterday), he needs to come up with ridiculous explanations for this. Such as ''feeling queasy'' due to eating sausage pizza.
* HitPoints: Averted. Damage is done to the cliches themselves. When you lose combat, your Cliche's rank decreases by one.
* LinearWarriorsQuadraticWizards: Averted. A Sword Swinging Warrior (4) and a [[SquishyWizard Squishy Sorceress]] (4) are on equal terms in physical combat.
** Somewhat depending on the combat type. If the warrior attacks first, it's a swordfight, while if the wizard attacks first, it's a magical fight. The only difference this makes is in terms of Inappropriate cliches - the defender is forced to roleplay in an entertaining manner, but deals 3x damage. If both attack, it's Fantasy Combat, and they're exactly equal.
* MartialArtsAndCrafts: Encouraged. A hairdresser can do three times as much damage as a barbarian in melee combat. The reverse is ''also'' encouraged -- the barbarian can potentially be three times as effective in an actual hairdressing contest as a hairdresser. And since at least technically neither cliche is ''inherently'' "more important" than the other...
* PointBuy: Cliches are bought at character creation by spending points.
* RPGsEqualCombat: Subverted. Although the rules are geared towards lots and lots of combat, said combat doesn't need to equal violence. Risus combat can include repairing spaceships, playing chess, PassiveAggressiveKombat, and pretty much anything else the GameMaster decides would be fun if portrayed as combat.
* SavingChristmas: One adventure module has an... interesting variation of this. Specifically, ''A Kringle In Time'', in which the only way to save Christmas is [[spoiler:to kill Santa. Seven times.]]
* StickFigureComic: The main rulebook is full of this.
** The additional books are full of this
* TakeThat: In the main rules, Creator/WilliamShatner is quickly mentioned as an example of a cliche. You have to look in the main text for it.
%%* UniversalSystem