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.
How
would a game keeper handle in-game gambling? What happens when a character wants to hit a gambling den and do some gambling.
Here's an idea that came to me while watching a poker tournament on TV this weekend.
One thing that always slightly annoyed me about the Call of Cthulhu system was the way that stats had very little influence on skills. I didn’t understand why the DEX skill didn’t influence one’s starting percentage chance of sneaking, etc. Of course, reflecting Lovecraft’s cerebral focus, one’s EDU and INT controlled the starting percentages, and dodge is controlled by DEX, but other than that, nothing. This works well for a classic Lovecraftian scholar-hero-victim, but less so for the tough PIs of noir fiction or the hardened agents of Delta Green.
The new Gumshoe rules system by Robin Laws present a new way to do
investigation games. Gumshoe give the players possibilities in the way
they can leverage resources to drive different kinds of
play/investigation. This is easily ported to ORE.
I'm doing a WT
game that is cinematic, as opposed to four color or
gritty. While deciding on the optional rules I'm going to allow, I included the following house rule.
The existing Skill List in NEMESIS and ORE had quite a few strange pieces of overlap and confusion in this author's opinion. For example, what's the difference between Lie and Bluff? And why have the Sight and Search skills both when a character's Search skill can never exceed their Sight Skill.
As such, I have rebuilt the Skill list to help clarify confusion as well as to remove duplicates. I have completely rebuilt the Sense skills to divorce them from the five senses and make them a bit more useful. I also tried to remove as much of the special rules in the skills when possible, while trying to make every skill distinct and useful mechanically.
The nWoD is easy to convert to the ORE system.
You could port just the resolution and mechanics, keeping the sheet essentially unchanged. Lets look at... vampires.
The default system of ORE makes blocking/parrying and dodging quite difficult. Attacks have to beat the height and width of incoming attacks. The following rules make defensive manuevers a bit easier.