Modern Action/Suspense Risus-based game - the Detective and the Religious Fanatic Woman
I used the Big List of RPG Plots to generate a main plot, secondary plot and a plot twist for the main plot. I first decide between a normal plot, outside plot, or reverse plot. Normal plot is where I play the protagonist. Outside plot is where NPCs are the protagonists and I either observe or support. Reverse plot is where I play the antagonist.

I based my game on Risus: The Anything RPG.

I choose to be a detective and paranormal investigator.

Here is my adventure:

I am a detective and paranormal investigator. Let's create some plots. First the main plot. Is it 1. normal, 2. outside, or 3. reverse plot?

2 = 2[d3]

24 = 24[d33]

24. Pandora's Box. The main plot is that someone has released badness and are trying to deal with it. What is the secondary plot?

1 = 1[d3]

9 = 9[d33]

9. Elementary, My Dear Watson. The secondary plot is that a crime has been committed. My detective must solve this crime. What is the plot twist for the main plot?

2 = 2[d3]

31 = 31[d33]

31. Take Us To Memphis And Don't Slow Down. The person/people who try to stop the badness released from Pandora's Box are on a big transport vehicle. The plot twist is that the transport vehicle gets hijacked at some point. Now I need another cliche for my character.

Apathetic genius.


I am a yet unnamed detective. Expert detective (4), Skilled paranormal investigator (3), Apathetic genius (2), Vigilant man (1). Am I accompanying someone who opens Pandora's box?

(Likely | 10[d10]) Yes, and...

he knows how to stop it. Who is it?

Serious female religious fanatic.

Generous driver.


I was accompanying a woman named Heather. Zealous religious fanatic (4), Serious badass female (3), Skilled driver (2), Astronomer (1). Is Pandora's box 1. physical or 2. magical?

1 = 1[d2]

Is it a prison?

(Likely | 6[d10]) Yes, but...

not for humans, but for monsters. Was I there when the monster prison opened?

(Somewhat Likely | 1[d10]) No, and...

I only recently found out. Heather is a friend of mine and I recently received a letter from her. She told me in the letter that she's going to fix the problem herself, but she wanted to let me know what was going on just in case... She seemed really troubled in her letter so I located her quickly. It was not easy finding her as lots of monsters are roaming around the area. Heather is not very clear on how she managed to release the monsters from the prison, but I suspect it has something to do with her religious fanaticism. She seems happy to see me though. The police chief of the town we're in has also heard I've arrived and urgently wants to speak to me about a crime that has recently been committed. Does Heather have what she needs to fix her problem?

(50/50 | 8[d10]) Yes.

She knows a ritual to make the monsters return to the prison, after that the cell doors in the prison just need to be locked again. Heather already managed to get a few monsters to return. Heather tells me that she doesn't require my assistance at this point so I'd better get to the police chief to help solve the crime.

Do I reach the police chief without anything happening?

(50/50 | 10[d10]) Yes, and...

he's happy to see me. What is the crime? 1. Someone released monsters from the prison, 2. Murder, 3. Burglary, 4. Theft, 5. Assault, 6. Robbery, 7. Abduction, 8. Combination of crimes.

7 = 7[d8]

Who got abducted?

Innocent surgeon.

The local doctor got abducted. Does the police chief know why?

(50/50 | 6[d10]) Yes, but...

not by whom. Why then?

Passion / Riches.

The kidnappers want a high ransom for the doctor. Does the police chief have any leads for me?

(50/50 | 10[d10]) Yes, and...

he shows me all the evidence and photographs of the crime scene. Does the police chief have a suspect?

(50/50 | 8[d10]) Yes.

Nervous sergeant.

The police chief suspects a deserted sergeant who lives in the area, he suspects that the sergeant is trying to get funding for evil plans. The police chief has come to this conclusion because the kidnapping went very professional and there are no other professional criminal groups in the area, but he has no real solid proof. That's where I, the detective, comes in. I am to check out the sergeant's farm which is a few miles away from the town to see if I can find any proof of the kidnapping or find the doctor himself. I am allowed to sneak into the farm, but I have to take care of my own safety. The sergeant is called Bad Mike. What are his cliches?


Wise bodyguard.


Bad Mike. Battle-hardened deserted sergeant (4), Adept defensive fighter (3), protected by bodyguards (2), likes to tinker (1). Do I reach Bad Mike's farm without anything happening?

(50/50 | 7[d10]) Yes.

Do I see anyone at the farm?

(50/50 | 3[d10]) No.

I try to sneak into the farm using Vigilant man (1). TN is 2.

3 = 3[d6]

What do I see?

Fully / Cold.

Offensively / Weak.

The farm seems abandoned. Is it?

(Likely | 7[d10]) Yes.

I try to find evidence of the kidnapping using Expert detective (4). TN is 14.

15 = 6[d6]+4[d6]+3[d6]+2[d6]

I carefully search the farm and eventually find a note saying something about kidnapping a doctor. I take it with me and return to the police chief. How does he respond?

Busily / Rotten.

The police chief is annoyed that I found nothing more and that the farm seemed abandoned. He doesn't know where to look next. I am free to go and if I learn something new about the crime I should let the chief know about it. I try to locate Heather again. I use Expert detective (4). Do I find her? TN is 12.

20 = 6[d6]+6[d6]+3[d6]+5[d6]

I find her very quickly. She's back in town, preparing to go after the next monster. I want to go with her. Does she let me?

(Somewhat Likely | 7[d10]) Yes.

She tells me that a few monster have run off quite some miles away and that she wants to take a ferry up the river to get there. Do we reach the ferry-boat without anything happening? We use Heather's Skilled driver (2) skill, TN is 4.

7 = 2[d6]+5[d6]

We reach the ferry-boat. We leave Heather's car at the parking lot near the docks and move to the boat. We buy a ticket and get on board. Are there many people on the boat?

(50/50 | 9[d10]) Yes.

Do I recognize anyone?

(Unlikely | 5[d10]) No, but...

Someone recognizes me, it is...

Shrewd Canadian survivalist.

Bob the Canadian. He travels a lot and has seen me investigating a paranormal scene a few years ago in a different part of the country. He starts to talk to me, but has little of interest to tell. What else do I see?

Carelessly / Ugly.

The ferry-boat has seen better days, it looks old, ugly and badly maintained [][]. (Two bonus dice to get advantages)

Does the plot twist happen now?

(Somewhat Likely | 10[d10]) Yes, and...

it goes too quick for the detective to realize. Then it happens, after travelling for some time up the river. Several people appear while holding guns. They are yelling at everyone to get down on the floor. Everyone does as they say. The boat is hijacked by some criminal organization. They seem very professional. They don't say a word about where we're going. Do I see a way out of here? I use Expert detective (4). TN is 15.

16 = 3[d6]+4[d6]+4[d6]+5[d6]

Using my detective skills I notice I can probably sneak out without being seen. I try to sneak out, using Vigilant man (1). TN is 3.

4 = 4[d6]

I sneak out. I feel bad for leaving Heather, but I have to deal with this. I try to reach the control room. Surely the leader must be there. Can I reach it? I use Vigilant man (1) and use the badly maintained status of the boat as bonus by carefully listening if I hear bad guys moving around. TN is 6.

8 = 3[d6]+5[d6]

I manage to sneak to the control room. Is the leader there?

(Very Likely | 7[d10]) Yes.

Is it Bad Mike the deserted sergeant?

(Likely | 9[d10]) Yes.

Bad Mike is standing in the control room of the ferry with two bodyguards and a few other bad guys. The captain of the ferry is also in the control room and held hostage. Is the doctor there too?

(Somewhat Likely | 5[d10]) Yes, but...

He does not seem to be held hostage. Is he working together with Bad Mike?

(Likely | 9[d10]) Yes.

Give me cliches for the Doctor.

Ditzy female European brain surgeon.

Dumb luck.

The Doctor. Highly skilled man of medicine (4), Very secretive man (3), Ditzy neurologist (2), Lucky guy (1). He appears to be the sergeant's right-hand man. How many other bad guys are there?

2 = 2[d3]

Two other armed bad guys are there too. One is steering the ferry and the other is guarding the door. There are too many to take down by myself. I need Heather's help, or the police's help. Can I find Heather? I use my Expert detective (4) skills, TN is 13.

15 = 5[d6]+3[d6]+2[d6]+5[d6]

I was almost caught a few times trying to locate Heather on the boat, but I eventually found her. Did she manage to avoid getting caught?

(Somewhat Likely | 4[d10]) No, but...

She is guarded by only one armed bad guy (2). Do I have the jump on the man?

(50/50 | 3[d10]) No.

The man spots me as I try to get to him. "Stop right there!" he yells, "get down on the floor". Now that the bad guy is distracted, Heather uses her Serious badass female (3) skill to attack him.

16 = 6[d6]+4[d6]+6[d6]

10 = 4[d6]+6[d6]

Heather jumps up and kicks the bad guy down. He drops his weapon.

8 = 2[d6]+2[d6]+4[d6]

3 = 3[d6]

Heather picks up the weapon and beats the man unconscious. "Thanks for distracting him." Heather says. "Now I have to stop this hijacking to get back to my mission." Heather attempts to run off.

But I stop her. "I have seen the leader of these bandits." I say, "I know who it is, the police chief had asked me to find him." I continue to explain all I know. Does Heather agree to work together?

(Likely | 10[d10]) Yes, and...

she says I can take the lead. Probably because I'm better at sneaking around. I use Vigilant man (1) to try to escort Heather to the control room. Do I succeed? TN is 6.

6 = 6[d6]

Luck is on our side. We managed to avoid all bad guys. We are hiding in an air vent, we can look into the control room. Is everybody still there?

(Very Likely | 10[d10]) Yes, and...

we can surprise them [] (1 bonus dice per character). We jump out of the air vent. We need to fight the bodyguards (2) and the armed bad guys (2) first. Does Heather attack the bodyguards?

(50/50 | 9[d10]) Yes.

Heather uses Serious badass female (3) with a surprise attack bonus dice.

18 = 2[d6]+5[d6]+5[d6]+6[d6]

10 = 6[d6]+4[d6]

She beats one of the bodyguards down, he falls to the ground unconscious.

12 = 2[d6]+5[d6]+5[d6]

6 = 6[d6]

The other bodyguard raises his gun but Heather is faster and shoots him down. At the same time of Heather's fight I attack the armed bad guys. I use Exper detective (4) with a surprise attack bonus dice.

Because the two bad guys are too far away from each other. They become 2 'Armed bad guy (2)'. The detective attacks the first one.

20 = 5[d6]+5[d6]+2[d6]+6[d6]+2[d6]

4 = 3[d6]+1[d6]

I use a choke attack I learned from an old friend and the first bad guy is down. The other bad guy gets up from the steering wheel and aims his gun at me.

The bad guy gets an advantage. Expert detective (4) temporarily uses 3d6.

12 = 1[d6]+5[d6]+6[d6]

3 = 2[d6]+1[d6]

I manage to trick the bad guy, I dodge a bullet and hit him in the face.

9 = 3[d6]+1[d6]+5[d6]

5 = 5[d6]

He stumbles and I kick his knee. He falls down and I kick his head, knocking him out. Heather and I team up against Bad Mike the deserted sergeant and The Doctor.

I use Expert detective (4), Heather uses Zealous religious fanatic (4) (because this is a main event for her religious fanatic quest). Heather gets to be team leader. Bad Mike uses Battle-hardened deserted sergeant (4), The Doctor uses Very secretive man (3) (his fighting skill is part of his secrecy). Bad Mike is team leader.

17 = 5[d6]+3[d6]+4[d6]+5[d6]

16 = 4[d6]+4[d6]+6[d6]+2[d6]

17+6 = 23 for team Heather.

19 = 6[d6]+3[d6]+4[d6]+6[d6]

9 = 4[d6]+4[d6]+1[d6]

The Doctor does not manage to do any damage, but he does protect the sergeant. The Doctor gets hit badly. He tries a saving throw because of his Lucky guy (1). TN is 6.

2 = 2[d6]

He fails and loses two dice on the next round. Bad Mike gets a Vengeance bonus, his dice are doubled to 8 for the next round.

Heather and the Detective continue to attack. It's a fist fight, but now Bad Mike is able to grab his pistol after being protected by the Doctor. The Doctor wields a scalpel.

19 = 5[d6]+3[d6]+6[d6]+5[d6]

10 = 5[d6]+1[d6]+3[d6]+1[d6]

27 = 1[d6]+5[d6]+3[d6]+5[d6]+5[d6]+4[d6]+1[d6]+3[d6]

3 = 3[d6]

19 vs 27. Bad Mike shoots Heather and hits her arm. She starts to bleed, she loses 2 dice. The Detective manages to fend off the Doctor's attacks. The Detective gets a Vengeance bonus, his dice are doubled to 8 for the next round. Heather is getting desperate and gets in a fanatic berserk state, temporarily getting back to 3 dice.

9 = 1[d6]+4[d6]+4[d6]

21 = 2[d6]+4[d6]+6[d6]+2[d6]+1[d6]+1[d6]+3[d6]+2[d6]

15 = 1[d6]+5[d6]+3[d6]+6[d6]

2 = 2[d6]

9+6 = 15 for team Heather. 15 vs 15. Heather throws herself at Bad Mike, but Bad Mike manages to block all her attacks. The Detective and the Doctor are busy calculating their next moves, they are being careful and are analyzing each other.

Heather's berserk state ends and she only has 1 dice left.

1 = 1[d6]

14 = 3[d6]+3[d6]+3[d6]+5[d6]

20 = 6[d6]+4[d6]+5[d6]+5[d6]

2 = 2[d6]

1 vs 20. Bad Mike takes another shot and hits Heather in the head. She drops down hard on the floor. Now it's just the Detective against Bad Mike and the Doctor.

I choose to take advantage of the badly-maintained state of the boat. Do I succeed? I use Expert detective (4). TN is 12.

13 = 6[d6]+3[d6]+2[d6]+2[d6]

I notice a rusty pipe being a bit loose and kick it. A cloud of steam appears, this startles Bad Mike and the Doctor, giving me an Advantage dice.

19 = 6[d6]+5[d6]+1[d6]+2[d6]+5[d6]

11 = 5[d6]+1[d6]+3[d6]+2[d6]

4 = 4[d6]

I punch through the water vapor and hit.

9 = 4[d6]+1[d6]+2[d6]+2[d6]

5 = 5[d6]

I hit the Doctor. He falls down on the floor. Now it's just me and Bad Mike. He recovers himself from the sudden release of water vapor and attacks.

17 = 5[d6]+4[d6]+3[d6]+5[d6]

13 = 6[d6]+1[d6]+1[d6]+5[d6]

I want to do a saving throw. I use Vigilant man (1). TN is 5.

5 = 5[d6]

I just manage to dodge Bad Mike's punches. Now I attack him!

18 = 4[d6]+5[d6]+3[d6]+6[d6]

14 = 3[d6]+4[d6]+1[d6]+6[d6]

I manage to hit him right on his jaw. It feels really hard on my knuckles. I continue to throw my punches at him.

13 = 6[d6]+2[d6]+1[d6]+4[d6]

17 = 6[d6]+6[d6]+5[d6]

But the sergeant manages to slam me against one of the walls. He dives after me.

4 = 2[d6]+1[d6]+1[d6]

11 = 6[d6]+2[d6]+3[d6]

But I dodge his attack and kick him. He falls down, giving me the advantage. I try to get him.

15 = 3[d6]+6[d6]+6[d6]

7 = 4[d6]+3[d6]

I get the hold on him. I apply my choke attack on him.

16 = 5[d6]+6[d6]+5[d6]

4 = 4[d6]

He passes out. I free the captain who is still tied down in the control room. He gets back to steering the ferry-boat. We are now travelling to the nearest docks. I quickly get to the radio in the control room to contact the police. I manage to get contact and tell them what happened. They will stand ready at the docks. Now we need to survive. The bad guys that are still left on the boat might try to get to the control room once they figure out that the boat is going in another direction. Do they come before we reach the docks?

(50/50 | 7[d10]) Yes.

How many?

6 = 1+5[d6]

A group of armed criminals (6) appears. Does the captain know how to fight?

(50/50 | 9[d10]) Yes.

Give me some clichés for the ferry-boat captain.

Attentive therapist.


The ferry-boat captain. Old ferry-boat captain (4), Skilled sailor (3), Amateur psychologist (2), Enjoys singing sailor songs (1).

I use my Expert detective (4) skill. The Captain uses Skilled sailor (3). I am team leader.

15 = 2[d6]+6[d6]+4[d6]+3[d6]

12 = 3[d6]+5[d6]+4[d6]

28 = 5[d6]+5[d6]+6[d6]+5[d6]+3[d6]+4[d6]

The Captain practically sacrifices himself in the attack of the criminals, he is hurt a lot. This however gives the Detective a chance to strike extra hard. The Detective gets a Vengeance bonus and attacks.

31 = 3[d6]+4[d6]+5[d6]+4[d6]+6[d6]+3[d6]+3[d6]+3[d6]

5 = 5[d6]

14 = 2[d6]+3[d6]+2[d6]+3[d6]+1[d6]+3[d6]

The Detective manages to shoot down two bad guys using Bad Mike's pistol. But they keep coming.

14 = 5[d6]+3[d6]+3[d6]+3[d6]

6 = 6[d6]

13 = 1[d6]+3[d6]+5[d6]+4[d6]

20 vs 13. The Captain manages to knock one of the bad guys down while the Detective holds the others back with pistol fire.

14 = 3[d6]+3[d6]+4[d6]+4[d6]

5 = 5[d6]

13 = 5[d6]+3[d6]+5[d6]

Another criminal gets shot down! There are only two left now. They are being careful now. They turn into two 'armed criminal (3)'. The fight continues. Rolling against the first one.

17 = 4[d6]+6[d6]+1[d6]+6[d6]

5 = 5[d6]

15 = 6[d6]+5[d6]+4[d6]

The first criminal is unable to get closer and gets more frustrated. Now rolling against the second criminal.

15 = 2[d6]+2[d6]+5[d6]+6[d6]

3 = 3[d6]

15 = 5[d6]+5[d6]+5[d6]

The Detective and the Captain need to duck for cover when the second criminal shoots, but he can't get closer either. The Detective and the Captain attack the first criminal.

14 = 1[d6]+3[d6]+5[d6]+5[d6]

5 = 5[d6]

7 = 4[d6]+3[d6]

The bad guy is hit in his shoulder! He won't be able to take many more hits! Rolling against the second criminal now.

15 = 6[d6]+3[d6]+4[d6]+2[d6]

5 = 5[d6]

12 = 6[d6]+2[d6]+4[d6]

Now the second criminal gets hit too! His arm is scratched by a bullet. Rolling against criminal one now.

20 = 6[d6]+6[d6]+3[d6]+5[d6]

4 = 4[d6]

2 = 2[d6]

The first criminal is hit with a bullet in his head and drops down dead on the floor. Only one criminal left now. Does he run away?

(50/50 | 8[d10]) Yes.

The criminal tries to run away.

But the Captain grabs a pistol and shoots!

2 = 2[d6]

7 = 3[d6]+4[d6]

The Captain misses and the bad guy manages to get away. There's no point in chasing him. The police will get him. Do we reach the docks now without anything happening?

(50/50 | 2[d10]) No.

Does the boat stop suddenly?

(50/50 | 2[d10]) No.

Are we attacked by criminals again?

(50/50 | 2[d10]) No.

Are we attacked by a monster from the monster prison?

(50/50 | 4[d10]) No.

Are we bothered by civilians?

(50/50 | 3[d10]) No.

What then?


Is the Captain killed by a sniper?

(Somewhat Likely | 9[d10]) Yes.

All of a sudden a shot is fired from a distance, presumably somewhere from the shore. The Captain is hit right in his brain and falls down dead.

I duck for cover and ask myself who shot. Do I have an idea? I use Apathetic genius (2). TN is 9.

10 = 6[d6]+4[d6]

Is it the criminals?

(Somewhat Unlikely | 6[d10]) No, but...

It's a different criminal organization. I was able to read from the Captain that he pissed off other criminals too. They must have come to assassinate him.

I doubt I'm save from the sniper though, so I stay covered. Can I get the boat to the docks without being shot by the sniper? I use Vigilant man (1). TN is 6.

3 = 3[d6]

No, I'm unable to control the boat. I just have to wait for the police. Does anything happen before the police arrives?

(50/50 | 8[d10]) Yes.

Do we hit the shore?

(50/50 | 8[d10]) Yes.

The boat, being uncontrolled now, hits the shore hard. I fall down, but I manage to get back up again. It's been a few minutes since the sniper shot, so I take the chance to get up. I use the radio again to contact the police. I tell them what happened. Can I also tell them where I am? I use Apathetic genius (2). TN is 7.

8 = 2[d6]+6[d6]

I manage to make out where I am thanks to a map and some clear landmarks I see when I look outside the window. I tell the police my location. They will be here soon. Does something happen before they arrive?

(Unlikely | 7[d10]) Yes.

Am I being shot at by a sniper?

(Somewhat Unlikely | 7[d10]) Yes, but...

he misses. I duck for cover. Does anything else happens before the police arrives?

(Unlikely | 8[d10]) Yes.

NPC Action.

Eager police officer.


One eager police officer arrives at the scene before any other officer arrives. He successfully catches the remaining criminals. He hopes this will give him a promotion. Is the sniper still active now?

(Unlikely | 2[d10]) No.

The police arrive and the civilians get escorted away. The police are happy that I caught the sergeant, and they're surprised to hear that the doctor was working together with the sergeant. After the police heard me out, I am rewared a small fee and am free to go. People often describe me as apathetic, but nevertheless I feel sad for Heather, I'm just not good at showing it. She died on board of the boat. Surely other people will get the monsters back to the monster prison, but it will take longer now. I'm no monster hunter so I won't take over her quest from her. I return home, to wait for a new assignment.


I hope you enjoyed this adventure. I know I did with all the plot twists that were given to me by the system.
Very enjoyable adventure! Quite low TNs for your low cliché rolls (usually the character sucks at whatever is at 1), but of course this being Risus, there is no wrong way to play. Glad to see the system used, you gave me good ideas how to do this.

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