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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.

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Home arrow ORE Rules arrow Experimental Rules
Experimental Rules
[Hack] Dice Exceeding 10 PDF Print E-mail
Written by Bipolar Bear   
Thursday, 27 August 2009

Each die in a pool that exceeds 10 allows the player to re-roll a die after they have been cast.

For example: one character in my Fallout game is a major user of combat drugs. When he gets his weapon skill + Coordination to 12 with pharmaceutical enhancement, he can roll 10 dice and then re-roll any 2 he wants.

 
[Hack] Multiple actions PDF Print E-mail
Written by Halloween Jack   
Thursday, 27 August 2009

You can always use multiple sets that you roll, without declaring or taking a penalty for multiple actions, with the caveats that:
a) You can only use them for the skill that you rolled
b) you can't use multiple sets against the same target.

So the advantage of declaring multiple actions and taking the penalty is that you can use two skills at once, or attack/use a skill on the same target multiple times.

This is, of course, meant for high action games.

 
[Hack] Semiautomatic weapons and rolling with the blow PDF Print E-mail
Written by Admiral Duck Sauce   
Thursday, 27 August 2009

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).

 
[Hack] Assisting others PDF Print E-mail
Written by Benjamin Baugh   
Thursday, 27 August 2009

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.

Similarly, defending other people.

 
One Roll Seasonal Events- v1. PDF Print E-mail
Written by Baard Enoksen   
Thursday, 14 May 2009

First draft of a One-Roll "what happens in the character´s world" table. Intended for Reigns Company rules, but maybe usefull elsewhere?

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My Baby! Who will save my baby? PDF Print E-mail
Written by Benjamin Baugh   
Monday, 04 May 2009

So... innocent bystanders... I came up with a quick way of handling them in play for last night's Aeon Mall game. I take a handful of dice representing Bad Things Happening to Good People (or whatever... it can represent all kinds of things, but really easily maps to innocent bystanders).

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Optional Rules for Threats PDF Print E-mail
Written by Chris   
Monday, 23 February 2009

Not everybody likes to roll buckets of dice for the bad guys that threaten the PCs. Here are a couple of options to make various threats more "GM friendly".

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One Roll NPC Descriptions PDF Print E-mail
Written by CodexArcanum   
Thursday, 19 February 2009

I got a weird idea today, so I followed through and come up with this little One-Roll gizmo that generates NPC descriptions. There's no stats or anything, just a short list of quirky things that you can mention when designing a random guy to talk with the party. A little explanation, then I'll post the stuff.

Read more...
 
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