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.
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.
Attacks with the Splash Quality are similar to Area attacks in that
they cover an area. The difference is that Splash attacks do not cover
the area uniformly. Splash attacks roll their pool normally. Instead of
looking for matches, however, every character in the Splash area rolls
a single Splash die.
A Party template
is the basic reason for a group of people to be together with a
motivation to get involved. It is a template that the Keeper controls,
and that the players pick an character type from which they generate.
Here are a couple of templates.
When facing a situation which is shocking, horrific, supernatural - or
just downright spooky - a character makes a Madness check. Roll stat +
Equilibrium against the intensity of the incident (seeing spilt blood
might be Intensity 1, witnessing someone explode in a gushing fountain
of body parts is probably Intensity 5).
Why doesn't combat work exactly the same as regular skill rolls? Width
as speed and height as quality, with quality in this case meaning
damage. There are also several strange anomalies in the rules as they
are written. This questions led to the creation of these alternate
rules for Nemesis. The rules below are based upon the alternate combate rules for Godlike by Tom Miskey.