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.
I was just thinking about the awesome and fateful legal battle in
Njal’s Saga and the power of the courts when I realized that I felt
something was missing from Reign.
I'm exploring taking the Company actions and making the decision making
a little more strategically and tactically oriented. In such an event,
when things happen and how they're paired with other things can be
pretty important.
One of the regular criticisms of the One Roll Engine is the (perceived
or real - debate rages) issue of whiff with dice pools lower than 6.The odds say with 4d you've got even odds of throwing some kind of set, but for whatever reason, it sometimes doesn't feel that way. And lets be honest- whiff sucks.
Here's a REIGN social combat system you can fit on a playing card.You use Inspire or Fascinate or Intimidate or whatever seems relevant
to the type of argument you're making. Each person involved has a "goal
track." If you hit ten on your goal track you've achieved your goal.
Here's my rough guidelines for creating your own Martial Paths and Esoteric Disciplines. Creating them get easier the more you do it and you develop a certain flow for making them
after a while.
Some people are known for their precision shots and clean take-downs,
while others are known for their reckless abandon and severe amounts of
collateral damage. This path is for the latter. It is used with a
Thrown(Grenade) skill, and requires either that or a Demolitions skill
if your system only uses the generic Throwing or Athletics skills.
The automatic rifleman (nee “machine gunner”) is a vital part of any
modern fighting force. Their ability to put a tremendous volume of fire
downrange gives mobility and survivability to their teammates.