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've been thinking about Wild Talents, and come to the conclusion that I don't like hard dice much. They seem a bit too cheap for their
usefulness, and the fact that they always hit the head doesn't really match up with the idea of uncontrolled power. Neither of the
alternatives in the book interested me much, either. Rather than just
fret about it, I came up with a couple of alternatives, and I'd like to hear people's opinions of them.
Power Dice (pd): Inspired by the way the wiggle die on recoilless
autofire works. These dice act like wiggle dice, except that they can only be added to preexisting sets. Essentially, they don't increase
your chance of succeeding, but they do increase the degree of success.
Instinct Dice (id): When a power has instinct dice, when rolling, one distinct die is rolled along with all regular dice. All the instinct
dice are then set to the hight that the distinct die rolled. Obviously, these dice are only useful if multiple are bought. The can
represent a power that never fails, but isn't under the complete
control of the user.
What do you think? Do these die types both seem to be worth about
twice as much as a regular die?
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