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Project Nemesis

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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file icon Herolike Armourhot!
09.02.2007

Notes on HerolikeArmour conversions. 

Hits: 173
file icon Dice probabilitieshot!
26.02.2008

Ever-reliable Hatch-attack Eric "Insubstantial Ninja" Hatcher has crunched some numbers for the chances of getting various sorts of sets. Handy stuff. 

Hits: 220
file icon CyberORE1hot!
19.07.2007

cp2050coverb

This is my attempt to translate some of the Cyberware from Cyberpunk 2020 and to a lesser extent Shadowrun to ORE. I did it some time ago before Wild Talents or even Nemesis had been realeased so the character creation I came up with might be a bit problematic as it is loosley based on Shadowrun.  I also included a basic Humanity Loss system that could be ignored pretty easily.  With all the potential of the ORE engine I thought everyone might get something out of this with a little work.  The page background and cover are both my own art work.  Enjoy.

 

Hits: 462
file icon Cthulhulikehot!
08.03.2006

Cthulhulike gives rules for using the ORE system with Delta Green and Call of Cthulhu. It includes stats for some common Mythos creatures, as well as for Majestic-12s Adolph Lepus. It is the mother of the current Nemesis system. 

Hits: 516
file icon (ORE) Blast Radius Area Tablehot!
03.09.2007

This is a page which contains all the descriptions of Area attacks from Godlike, Nemesis and Wild Talents.  This was to allow easier comparison between the sources, and also so that it would be simple to apply the Radius information from Godlike to weapons in the other settings.

I thought it might be useful, as with a better understanding of the comparison between weapons and their variables it'd be easier to fudge - for example, a weapon with a low Radius but a high Area, for a plasma grenade, or a high Radius with a low Area for an unfocused shockwave cannon.

Another variable would be Penetration, so that a small shaped-charge would have low-Radius, low Area dice - and thus low damage - but high Penetration to represent it not doing huge damage, but going straight through whatever armour was there.

Alternately that can be flipped around: High Area dice, high Radius, but low Penetration.  Big, diffuse explosion with little armour-busting capacity for its size.  Hell, something like a decent Fuel/Air bomb would fit for that.  10 Area dice, radius of at least 25 yards and penetration of...  3?  Maybe 4?  It's going to bust some armour, but nowhere near as much as focused blasts that size would.

This is a fun dynamic... 

Borne out of a discussion available here:

http://forum.rpg.net/showthread.php?p=7759940#post7759940

- The Unshaven. 

Hits: 192
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