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.
This is my attempt at removing Hit Locations from ORE/REIGN combat without changing existing rules about Width/damage.
With these modifications, the following changes occur…
SPEED
Height now determines Speed: 1 is the first and fastest Speed while 10
is the biggest and slowest. The round is paced by counting up from 1 to
10 and player's run their declared their action on their rolled Speed.
If Nalil’s player rolls a 3x10, Nalil’s 3X action goes on 10, possibly
the slowest action that round.
MULTIPLE ATTACKS
Multiple Attacks are freely permitted except that their total Height
cannot exceed 10, so a 2x2 and a 3x5 are permitted because they combine
to Speed 7. A 3x7 and 3x8 are not because their combined Speed is 15.
ARMOUR RATING
Armour affects Speed of combat and subsequently damage (See Wound Bars
below). The Weight of Armour affects the user's ability to perform as
well.
Charting Wound Bars
The character's BODY type determines his Wound Bar layout. The first,
for Killing Damage is determined by BODY and the second, for Shock
Damage is the total of BODY + BODY.
MODIFIERS
Thick Headed = Add +2 to the Shock Wound Bar.
Leather Hard = Add +2 to the Shock and Kill Wound Bars.
Once again: The first Wound Bar is Killing Damage. The second is Shock damage.
Killing Damage takes off both Kill and Shock Bars while Shock only
takes off Shock Damage. Killing damage just scribbles over the existing
Shock Damage, while Shock damage leap-frogs over the existing Killing
Damage.
Exceeding Shock Damage
If a character fills up all of his Shock Wounds, he falls unconscious and the excess is taken as Killing damage.
Exceeding Killing Damage
If a character takes all of his Shock in Wounds, he drops, possibly
unconscious, and takes the excess as Shock. The character also loses
one off his Shock Wounds every round until all his wounds are filled.
Once all the Wounds are filled, the character is dead.
RECOMMENDED PERMUTATIONS
This is obviously quite a deadly system which can be remedied by adding
+2 onto the Shock and Killing Wound Bars. This will stop unnecessary
jitters when combat presents itself.
ARMOUR RATING
Simply Armour coverts Killing damage into Shock damage and converts
Shock Damage into no Damage. People who are allowed can Squish their
Speed up by reducing Width damage (better reduced damage than none at
all).
PARRY
Parries are pretty much identical except they are timed with Height.
EXPERT DICE
ED do not have the Called Shot bonuses they once did but they do perform a similar function hedging rolls to avoid armour.
CALLED SHOTS AND AREA QUALITY
Called Shots now use Height multiplied by Width to generate a number which must equal or exceed a target or 'Equals' number.
Simply declare a Called Shot, determine the minimum Area Quality, place
the ED at the right Height and roll the dice. Here are some Area
Quality examples:
2x1 2 or the lowest success you can roll
3x3 9 an 'average' result
4x5 20 a good, competent result
5x10 50 or the highest number you can roll
The target number can be achieved in a number of WXH results so it's
best to call them Equals... okay, listen, if you're target number is
15, you call it as Equals Ten because 2x8, 3x7, 5x6, 9x2 all produce
numbers greater than 15, get it? if in doubt check the multiplication
tables below...
With that here are some minimums you’ll need to roll minimum Area to hit some locations:
ARM WXH = 15
LEG WXH = 15
TORSO WXH = 10
HEAD WXH = 20
You can easily tag additional details by adding +5 to the WXH= for
eyes, noses, hands or fingers, etc. If in doubt use common sense.
THE REALLY, REALLY SHORT ADVENTURE STORY OF NALIL THE GODLESS
In my previous example I showed combat with Nalil the Godless and two
cultists. To recap: Nalil has BODY 4 and doesn't use the =2 S/K
suggestion so his Wound Bars look like this.
In our story, Nalil snuck in to steal a dirty wooden bowl of odd coins
in the lean-to stall-shrine of the Seeing Eye cult but was spotted by
two half-blinded and fervid Seeing Eye acolytes and they surprise
Nalil. One attacks with a club and the other with a short sword.
The clubbing acolyte slam’s Nalil for 4S. Nalil’s Wound Bars now looks like this.
Reeling from the sudden blow, Nalil stumbles backwards and the sword
acolyte stabs Nalil with a terrible stroke to the back for 3K. Nalil’s
Wound Bars now looks like this.
Hurting from the attack, Nalil flees the scene and drags a trail of
blood to his home. Not merely content with hurting the thief, the
clubbing acolyte wants to teach Nalil a permanent lesson and follows
him with the blood trail to his one-room hovel.
Nalil sees the grubby cultists burst in the front door and grabs his with-a-broken-knife-blade-jammed-into-the-end staff. The cultist is
faster and cracks Nalil for another 2S. Nalil’s Wound Bars now looks
like this.
Not willing to die for not getting some dirty coins, Nalil jabs the
cultist with his illegal broom-handle spear for 3K. Firstly, let’s look
at the Seeing Eye Cultists Wound Bar with his 2 Body
SEEING EYE CULTIST WOUND BARS
KILL [1][2] GOING
SHOCK [1][2][3][4] DOWN
With Nalil’s 3K spear attack, the Seeing Eye Cultist’s Wound Bars now looks like this.
That’s nasty. The damage filled up the cultist’s Killing Wound Bar and
jumped down to fill up the Shock Bar with another point of Killing
Damage every round until the Cultist bleeds to death from his wounds,
perhaps unconscious, perhaps pleading weakly for help.