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.
Ship to ship combat in REIGN basically works like this. Every turn
of combat each ship involved has 4 main options: Manoeuvre, Attack,
Dodge, Pursuit. The ship does one of these things while the the other
characters on board can do other things. Note that naval combat rounds
tend to be longer than hand to hand combat rounds (the distances are a
lot bigger).
Has anyone else developed any completely different magic systems for
Reign using the guidelines in the main book. Actually, in the campaign
I'm currently preparing, I am using the "standard" magic system, but as
a thought experiment I developed...Reign psionics. Feedback welcome,
and enjoy.
I dig Reign’s chargen a lot, but I am a big fan of improvising setting,
so I set this up to allow for cities (or city-states) to be rolled up
with the same ease and flexibility that makes chargen in Reign so
awesome.
Weapons each have three qualities, analogous (IIRC) to Unknown Armies'
big/heavy/penetrating classification system. The twist is, there are
advantages to having weapons be small, light and blunt. E.g. a a light weapon gives you an Initiative bonus.
Simply put, it's not called the Cottage Industry for nothing. Here are
some of the movers and shakers and money makers that you might walk
into around your doss.
Sure you're willing to do questionable, sometimes despicable acts for money but you're also showing initiative and self-motivation. Anyway, if what you are doing is so repugnant and repellent to decency, why are you able to make a decent living off of it?