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Gary Furash

Discussion  - 
 
I got very excited about using the One Roll Engine as a universal system, then saw the very complex looking character write-ups in the Kerberos Club for fairly low powered heroes.

1) is character creation as tremendously crazy complex as it looks from the writeup?

2) as a GM, I'll need to make all sorts of antagonists. Since there isn't a Wild Talents bestiary, how do you manage to make antagonists in a reasonable amount of time?

Thanks!

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Bruce Turner's profile photoIan Borchardt (Reverance Pavane)'s profile photo
2 comments
 
One of the best character creation systems in existence is the One Roll Character creation table in Reign. If I ever need a slightly more developed fantasy character I use that for NPCs. Simply roll 10d10 and divide the results up into groups and cross reference the three tables and you get an instant workable character. Make some dice fixed if you want specific professions. [It's a widely adaptable idea.]

There is also the Monsters and Other Childish Things approach where you just divide dice up into individual Attack, Defence, and Use pools and don't worry overmuch about the details. [There might be several groupings of such pools by the way, especially if a character has distinct abilities.]

In other words just wing it, although it helps to have built a few characters so that you generally know which limitations, restrictions and enhancements are typically bought for a power. Use the characters's general values for ideas as to the level of dice their opponents should have and adjust accordingly. Remember that gobbling dice can be painful.

[Also you could probably roll a pool of dice and group them as normal for ORE games and assign them as the various pools for a character according to how reasonable you think it is to assign that. Why has the tiger only got 1 die in it's movement pool. Well it's obviously been badly crippled by a hunter/bison/trap.]
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Gary Furash

Discussion  - 
 
Has anyone come up with a house rule to make combat a bit less lethal?
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Gary Furash's profile photoKasper Blomdell's profile photo
9 comments
 
Reduce or remove damage that deals both shock+killing so they instead only deal one damage type.

Increase the default wound boxes for characters, or if you just want Talents to be tougher, give them all a few levels of Extra Tough for "free".

Give base will increases and encourage/remind players they can spend it to reduce incoming damage. Also helps put Passion and Loyalties front and center, which is basically a one-way ticket to Hook City, population: you.

Regeneration. In particular, characters with any level of regeneration can prove viciously hard to kill thanks to the "Stay Alive" use for willpower. Spend 1, don't die, regeneration kicks in, no longer dying.

While not a direct lethality mod, I've found that discouraging/limiting/banning HD and WD on attack miracles and skills helps keep combat less dangerous and more unpredictable.

In the same vein, Medium Armor greatly helps create a more even curve of risk in comparison to Hard Armor.

In particular, banning HD interference powers without a glaring weakness (Armored Defense, If/Then etc) vastly helps to diminish ORE's rather unique combination of padded sumo rocket tag combat.
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U. Asriel

Wild Talents  - 
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Scott Maclure

A Dirty World  - 
 
Question on A Dirty World's Conflict resolution - can you talk someone out of shooting you at the same time?

By that I mean, if the opponent wants to shoot you (Graceful Courage), instead of dodging (Graceful Defiance) can you instead use Persuasive Honesty and use gobble dice to remove their successes?

Or is it too late for talk?


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Sean Worcester's profile photo
 
I would totally allow it.  If you can't gobble all the attack dice it just means that the aggressor took a deep breath, steeled herself and shot you anyway. All dice gobbled may mean that the aggressor misses or just doesn't pull the trigger.

That's how I'd play it.
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John Szucs

Wild Talents  - 
 
Does anyone have some house rules to simulate Coolness Under Fire, or a similar fight/flight mechanic that is somewhat simpler than in the advanced combat rules for Godlike? The PCs are not soldiers on a field of battle, but I think they would nonetheless have to struggle with inflicting lethal damage to other people (knifing, shooting, etc.).

I was thinking of having a Coolness Under Fire trait rated from one to five. In order to expose oneself to lethal combat one would have to roll (CUF x 2) in d10 (i.e., 2 to 10 dice) and come up with a match (height would be variable and linked to the deadliness of the encounter). Perhaps a point of Base Will could be spent to automatically succeed; otherwise Willpower could be spent to add more dice to the roll or squish an existing roll.

Similarly, a Hardened to Violence (HtV) trait could measure how easily one commits lethal violence to others: roll (Hardened rating x 2) in d10 to commit an inhumane or cruel, callous act one would have to roll (CUF rating x 2) in d10 and get at least a match in order to proceed. Again, the height required for the roll could be linked to the type of violence being inflicted. Example: player character wants to shoot master villain in the head; wanton murder, as it were; this would require a HtV roll of at least height 7 (it is a master villain, after all; for a regular person I'd require height 9).

I know the World of Darkness rules have some type of morality mechanic in them. Do they port well over to O.R.E.?
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John Doe

Godlike  - 
 
The description for Zed is unclear to me. "Psychic, non-physical, non-visible, and self-affecting powers are not affected by Zed..."

What exactly does that mean? What if I am physically invisible? It's physical but self-affecting, as well as non-visible. Is it affected or not? What about HyperSense? Since sensory information is physical is it affected even though it is again self-affecting and non-visible? What about Insubstantibility? Is Ghost considered psychic? What about HyperCommand? Can I force Der Buttkicker to kill his Zed squadmate if I win the Will Contest since presumably the HyperCommand is non-physical, non-visible, and quite possibly psychic? Would a voiced command be considered physical and/or visible?

If the 'not affected' boxes are ticked does that mean Zed does not apply? If so I'm not sure how Null would have shut down 35 Soviet Talents-surely not every single Soviet had abilities that avoided the 'not affected' categories. Of course, I also presume that Null had to see these 35 in action before being able to counteract them, unless that part is confusing me as well.
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John Szucs

Nemesis  - 
 
Hi. I'm trying to get a handle on the dice rules from Nemesis. I'd appreciate your feedback on the accuracy of this interpretation of how the system would work.

A character with a Master skill die in unarmed combat and four Expert skill dice in unarmed combat, along with five regular dice from his Body Attribute, gets into a fight. He wants to do two attacks (-1d), go first (-1d), make a viscious attack (-1d; killing damage inflicted), and call his shot(s) to the head (-1d).

That's four dice of penalties...which is exactly how many Expert dice he has. Poof, each of his four expert dice cancels one of the dice penalties and then reverts to a regular die that he keeps in his dice pool and he still has a Master die left over.

He picks up his ten dice and sets aside one of them (his Master die), turns one of the remaining nine dice to his called shot location (in this case 10, "head or vitals"), then rolls the remaining 8 dice and gets 2, 2, 2, 3, 7, 8, 9, 9. Now he sets his Master die to 10, to match the called shot location. He has three useful sets (3x2, 2x9 and 2x10) but can only use two of them for his attacks, as he declared two actions. He picks the sets 2x9 and 2x10. Since he "went first," one set can be timed as if it is one wider than it really is, i.e. 3x10 rather than 2x10. The damage from one set can also be turned to Killing instead of Shock because he paid a penalty die to hit viciously. He again chooses the 2x10 set and causes 2 points of Killing damage to the head, instead of 2 points of Shock. The second set, 2x9, will cause 2 points of Shock to the torso (location 9). If his opponent was trying to block the attacks he would have to have rolled at least 2 wide and 9 high to block the torso shot; if he did this, each of the two dice in his set would become a gobble die. One gobble die could be used to ruin the character's 2x9 attack, since the gobble die matches both the width and height of the attack, but the remaining gobble die would not affect the 3x10 roll because the character's roll is both wider and higher (3x10 vs. the bad guy's 2x9). If the bad guy had rolled a 3x8 his block would be ineffectual since it does not match both width and height; and if he had rolled 4 wide but less than 9 high, his block would also be ineffectual for the same reason.
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Shane Ivey's profile photo
 
Correct.
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Colin Spears

Monsters & Other Childish Things  - 
 
So psyched for this! I may have to run a DSoCM after it comes out.
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Karlen “OFTHEHILLPEOPLE” Kendrick's profile photo
 
I see this and I want to do a "Miss Peregrine Meets the X-Men" crossover game.
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Daniel Stack

Discussion  - 
 
I'm curious - has anyone ever seen any virtual tabletop implementation of ORE - something like a script for Roll20? I'm mulling over a superheroes game for my virtual group and I'd really like something that would allow everyone to roll at once and magically sort the rolls...
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Daniel Stack's profile photoKasper Blomdell's profile photo
5 comments
 
True enough. That said, I've found that WT plays a lot smoother if you keep the number of HD and WD on active, oft opposed powers (ie the ones you'd roll in combat) very low.
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Matt Widmann

Discussion  - 
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About this community

This community is for roleplaying games using the One Roll Engine (ORE) rules first found in Godlike.

Kevin Denehy

Wild Talents  - 
 
I'm confused as to how movement happens in combat. I know that if you sprint, all-out, there's a roll (Body + Athletics, maybe?), and that would determine when your movement happens. But WT2nd says that movement less than half this maximum doesn't require a roll.

So how do you handle that? Does it have to combine with another action? And if so, what's to keep me from just making up an action from my best Stat + Skill combo to say that I'll use, just so I can move first.

I thought about just saying that movement would be an action in-and-of-itself, but you still need some kind of roll to determine WHEN it happens.

Any advice is appreciated.
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Shane Ivey's profile photoKevin Denehy's profile photo
3 comments
 
Thank you both for the answer. It sounds like the system is pushing players to do more than just move. Not sure what impact that will have, but thanks for the answers!
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Gary Furash

Discussion  - 
 
Hi. I've recently become super excited about the One Roll Engine and have purchased Reign, Wild Talents, Nemesis (that one may have been free), and a couple of the Wild Talents source-books.

1. does anyone have good 2 page pdf sheet for Wild Talents?

2. is there a way to stat up antagonists / creatures without going through the same work you do to create a full-on character?

Thanks!
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Ted LeBeau's profile photo
 
For Wild Talents:
I am afraid I do not have a two sheet, or anything of the like, however, the page 372 in the main book is something I use

As for antagonists, minions are on page 77, and are easy to use.
Lt. Evils I will give skeleton stats. A few things they are good at, basic combat mechs, and some powers. But they are just skeletons.
Full Awesome Villains I will make like a character.
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U. Asriel

Wild Talents  - 
 
I need share nothing more.
 
In the heady days immediately following the Gulf of Tonkin incident, Leonard Nimoy made a profound decision. It was 1964 and America was being torn apart. Ethnic minorities were rioting, the hippie m...
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Hello everyone

Has anyone thought of using ORE for running a Ghost In The Shell / Cyberpunk campaign?

Are there any guidelines/homebrews/houserules available?
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Kostis Papathanasiou's profile photo
4 comments
 
About 250 points?

Also how to build a full body cyborg?

It has armor, it gives inhuman strength, reflexes etc

Could you please stat up something like that to give me an example?


There are too many options and I feel a little overwhelmed
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John Szucs

Discussion  - 
 
I am playtesting a new skill system for O.R.E. It draws bits and pieces from Wild Talents, Reign, Nemesis, and is spiced with dashes of Lady Blackbird and Fate. Constructive criticism is welcome.

As of April 5, 2016, here is the meat of it: 

New Skill System Idea: Aspects and Tags
Aspects are broad traits that reflect your skills, qualities, and life experiences. Different Aspects allow you to approach problems in different ways. Sometimes how you approach a problem can affect its resolution in nuanced ways other than the simple binary of succeed or fail. Typical Aspects are Occupations, Backgrounds, and Qualities. Examples: Occupation: Firefighter, Occupation: Detective, Background: Trained by the Swordmasters of Ginaz, Background: I Come from the Land Down Under, Quality: Badass Motherfucker, Quality: Nerd! Beginning characters may have up to three Aspects. Cost: 5 XP per Aspect. 

A Tag is a facet of an Aspect and shows where you have special expertise or experience. Examples: Someone with the Occupation “Firefighter” might have the following Tags: Stamina, Drive Heavy Vehicles, Climbing, Lifting, Mentally Tough. Cost: 1 XP per Tag. To increase a Tag (up to rating 5) costs (New Rating) in XP.

When faced with a Task, think of your Aspects first. If the Aspect could reasonably apply to succeeding at a Task, you add +1d to your die pool. If one or more Tags under that same Aspect would help you succeed, add their ratings (typically +1d each) to your die pool. Ultimately, the dice in your pool are gathered from an Attribute, an Aspect, and one or more applicable Tags. If one of your Aspects does not apply to the task at hand, but one of the other Tags on your sheet does, you can still add that single Tag's rating to an Attribute to form a die pool.

Types of Dice
There are three types of dice used in the game: Regular, Expert, and Master. For baseline humans, Expert and Master dice may not be in the same pool; you must choose to use your expertise in one way or the other. Only the first die of a Tag can benefit from an Expert or Master promotion; multiple Expert or Master dice cannot attach to the same Tag.

Regular dice are rolled and read as they stand. If there are any penalties applied to your roll, each -1d penalty removes a die from your pool.

Expert dice are not rolled: each is set to a different value before rolling the other dice in your pool. Expert dice must be used to counter penalties before your Regular dice are affected: each Expert die cancels a -1d penalty and then turns into a Regular die which you still get to roll. You can have up to (Attribute used for the roll) Expert dice as a part of your dice pool.

Master dice are not rolled: each is set to a value (which can be the same) after rolling the other dice in your pool. Only one Master die can be part of a die pool for baseline humans; supernatural entities may have multiple Master dice. If there are any penalties applied to your roll, Master dice are affected last, and each -1d penalty removes one die from your pool.




An example character:

Johnston Mackey, auto mechanic; born and raised in Jamaica, but migrated to New Jersey in his early teens. He joined the army after high school and, once he mustered out, went into business with a squad-mate by opening a neighborhood garage. He has recently become interested in mountain climbing and is a long-standing member of a neighborhood basketball team.

Johnston Mackey (75-point normal: 45 pts. on Attributes; 30 points on Skills)
Body: 3 Mind: 2 Base Will: 5
Coordination: 3 Charm: 2 Willpower: 5
Sense: 2 Command: 3

Occupation: Auto Mechanic
Tags: Domestic Cars, Engine Work, Soup it Up, I Work Slow and Steady

Background: Former U.S. Army Infantryman
Tags: Rifleman, Survival Training, Disciplined, Division Boxing Champ, Mean Stare

Quality: Natural Athlete
Tags: Running, Climbing, Mountaineering, Basketball, Swimming, Catlike Reflexes
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John Szucs's profile photoTyrian Dunaédine's profile photo
3 comments
 
+John Szucs This method may be a little more complicated to calcul the lowest pool, the time to assert the tag. 
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John Szucs

Wild Talents  - 
 
Has anyone ever seen a Wild Talents or O.R.E. character sheet done in the style of the World of Darkness character sheet?
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U. Asriel

Wild Talents  - 
 
Hi! I'm involved with a group that's going to run a game of Inquisition demon-hunters in the European Dark Ages. I'm trying to design a capacity for Demons which 1. Possess mortals who have committed sins and 2. Which use their victim's willpower like a glorified Willpower Battery. I'm not sure how to cook up the Willpower vampire power, and so thought I'd run it past the community to see how well I've done so far. (The custom Archetypes and associated powers are on page 6)
Drive
A Torch in the DarknessBurning Up the Darkness a Reign/Wild Talents game of horror & action in the Dark Ages Initial Player suggestions: Medieval with powers Spooky Stuff / Lovecraft / Horror / Cults Anime / Action / Comedy Mystery / Problem Solving / Intelligence and Inquiry The Pitch: In the dark ages, KINGS no...
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Kasper Blomdell's profile photo
 
It works, though it's convoluted. A simpler option, though more brutal, could be to simply allow demons to burn the Base Will of their host for the usual return of 10 WP into their own pool. Opposed Roll versus Stability to resist, possibly with an If/Then get kicked out if you wanna add some risk to it.
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John Doe

Godlike  - 
 
Has anyone seen probability charts? I have no idea what the odds of getting width 3 with 'x' number of dice are, much less other widths. When characters have Heavy Armor or HyperCoordination it can be useful since the width will automatically be reduced.
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Bruce Turner's profile photoShane Ivey's profile photo
8 comments
 
There's a succinct breakdown of width probabilities here: https://1d4chan.org/wiki/One_Roll_Engine
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Scott Maclure

Discussion  - 
 
+Shane Ivey, I'm reading Star O.R.E, and I like it. Some questions:

1) I assume the more permissive approach to multiple actions was to allow the cinematic feel of Star Wars to come through? For example, no -1d penalty, no declaring up-front etc.

2) For multiple actions in combat, If you roll 2 sets when shooting, can you "aim" as the second action, gaining +1 to the next round's roll?

3) Why can't unarmed block melee? Narrative example: grabbing the wrist of a guy swinging a wrench at you? How about a +1d bonus to the attacker?

4) For weapons which "Can set on stun" - no penalty? Shock + daze is stronger than straight blasting?
E.g. Stun baton vs sword.
E.g. Blaster, why ever NOT use stun?
Possible solution: penetration of a weapon is excluded when using stun, armor shields effectively against it.
Or perhaps a range penalty.

5) During "suppressing fire" - when do NPCs roll Cool+Stability to check if they duck behind cover? Does that cancel their current action in the round? Next round? Does that mean people can change their actions for a given round?

6) How do you actually "draw on the dark side"? Drawing on the light side has mechanics (Cool+Meditation, etc), but dark side isn't clear to me. Do you just "do it" as an action?

That's about it for now, thanks for writing Star O.R.E.


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Shane Ivey's profile photo
7 comments
 
" thanks for writing Star O.R.E"

I hope you have fun with it! That was from between Attack of the Clones and Revenge of the Sith, so it has a lot of room for updating. 
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Scott Maclure

A Dirty World  - 
 
Anyone watching "Making a Murderer" on Netflix? It's A Dirty World indeed. Mind boggling corruption. Highly recommended viewing.
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