Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
The jungles of Helluso and Milonda are home to several species of big
cats, which are viewed, depending on the person doing the viewing, as
symbols of fortune both good and bad. Regardless of personal views,
however, these creatures are universally respected as consummate
stalkers and hunters.
For gunfights with semiautomatic weapons, I use the lowest loose die as
the number of shots actually fired. Higher skill levels result in a
greater chance of that lowest loose die being a 1, so you're more
efficient with your killing. Untrained characters throw around tons of
ammo to get a single hit.
I also have a "roll with the blow" rule - if you get hit, you drop ALL
remaining sets (assuming you had at least one), fall over, and can roll
Body + Vigor and get Width + 1 in light armor. Your next action must be
defensive (run, parry, dodge, take cover).
You can take an Assist action, and throw Width in dice to someone else
next round, or take it yourself. Wild Talents has this as a function of powers,
but I like the general utility of it, so if players do it creatively
they can use anything they like for an assist.
My players really dig it, and it gives them something to do when
there's a mismatch between their characters' capabilities and the
current menace. They can assist the guy who's making an impact.
A
few credulous hero-worshippers claim mutation every time a myth
describes someone of unusual strength or unnatural prowess. But between
the research of Charles Fort (which earned him the post of U.S.
Secretary for Unusual Humanity) and a few well-publicized corpses
preserved with obvious traits off the baseline, it seems clear that
there were superpowered mutants in the past, even if Napoleon and
Ghengis Khan weren’t among their number.
Whether it was the pythian oracle, the witch of Endor,
bone-pointing Aboriginal killers or voodoo-active pirates, there have
always been people around who could call upon the supernatural and have
it answer. There are varieties (spirit-binders, fetish-makers, animist
shamans) but most forms of magic have long pedigrees.
As manager of Arc Dream Publishing I
have the privilege of working with a lot of really good games. To be
honest, that's pretty much the whole reason Arc Dream exists. My
partner Dennis Detwiller and I love roleplaying games; we particularly
love a very specific style of roleplaying games; and we want more of
those games to exist.
It can be hard to define exactly what that style is, but it usually
has a lot to do with a detailed and heavily-researched approach to
history, secrets that people die or kill to protect, a sense that power
always comes with consequences, and action that is fast, bloody and
suspenseful. It doesn't hurt if Greg Stolze and Kenneth Hite are the
authors, or if I can get Todd Shearer to provide illustrations.
All the supplementary stuff released for REIGN last year is available in one integrated document with a table of contents and everything. It's free! You can get it here:
www.gregstolze.com/reign/downloads/2YoORInterior.pdf