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Game System and Rules.

Posted by GMFor group 0
GM
GM, 3 posts
Mon 10 Feb 2014
at 16:38
  • msg #1

Game System and Rules

"Rules are the shackles of the unimaginitive."
-The First Traitor



Reborn in Iron will use the Arcdream publishing co's O.R.E. (One-roll engine).

A tutorial can be found here:

http://arcdream.com/home/2011/...oll-engine-tutorial/

And the complete rules for NEMESIS (which uses ORE) can be found here:
http://www.arcdream.com/pdf/Nemesis.pdf

Damage is modified slightly as shown here:
(http://www.arcdream.com/pdf/AltCombatRules.pdf)

In brief, this modification uses height of a roll as damage instead of width.

Overview:

    ORE is a dice-pool system using 10-sided dice.  For any test, the pool of dice is the sum of the stat and skill.  Dodge is a Coordination skill, so the dice pool to dodge would be Dodge + Coordination.  Once the dice are rolled, look for any sets of matching dice.  The number of dice that match is called the Width, the value of the matched dice is called the Height.  2x3 means two dice each showing a three.
    The width is the speed the task is accomplished (and thus also initiative in combat) and the height is the skill and aplomb with which it is accomplished.

    ORE is a quick and dirty system and combat is likewise fast, simple and very lethal.  An arrow to the head will normally be lethal with no saves or miraculous recoveries possible.  Quite commonly, avoiding combat is the best option.

Combat:

    In combat, all participants choose their action and roll together,  Initiative is built into the roll since width (number of dice that match) is speed.
    ORE is a very streamlined system with very gritty combat.  With the exception of a small amount of movement, anything you choose to do in combat counts as an 'action'.  This includes attacking, dodging, ducking behind cover, running, pulling a weapon, activating a device, etc.  Since dodging/blocking/ducking behind cover is an action, there is no automatic defense difficulty for attackers.  This makes combat quite deadly if you're not careful.
     An important rule to keep in mind is that taking damage will remove a die from any existing sets.  For example, if I roll my pool and get a pair of 6's (denoted 2x6) I would succeed at the task.  However, if I were damaged by someone going before me in initiative, I would lose one die from my set.  Since I would then no longer have a pair of matching dice, my action would fail (too distracted by being hit).
     Defensive rolls (dodge, block, etc.) succeed if they tie (or beat) the attack in initiative and also beat the opposing attack in height.  A success at such a defensive roll will "gobble" or remove dice from incoming attacks equal to its width.
     Movement and position in combat are a little fuzzy in ORE.  Each round you can move a short distance (based on your Body) without penalty to your action.  However, because things like dodging and leaping behind cover are themselves actions, in order to, say, jump behind some barrels and shoot at an enemy you would incur a multi-action penalty.  ORE also has very little granularity on distance and positioning in combat.  There is no flanking or gang-up and unless the GM says otherwise, no penalties/bonuses for range.

Initiative
     To make combat more dynamic and blocking more feasible, initiative will be based on width alone, with matching widths going off simultaneously.


Adjusting the Hit Die
     The first die rolled is your hit location.  A successful called shot (which loses 1d from your pool) allows an adjustment of 2 in either direction.  Additionally, you may trade power (height of attack set) for accuracy.  To do this, reduce the height of the set by 2 then you can adjust the hit location by 1 in either direction (do this only once per set).  Finally, if you have an extra pair you don't want to use, you can ignore it to adjust the hit location by 1 in either direction.

Quick Chart, Damage

Body PartFilled w/ShockFilled w/Killing
HeadUnconsciousDead
Torso-4d to Coordination/BodyDead
LimbUnusableSerious damage, destroyed or lost

Non-standard use of Skills:

Although each skill has a linked attribute, there are times when it will be appropriate to use a different attribute.

As an example, combat normally uses Melee + Body.

However, studying a warrior to learn his techniques, weak spots, etc. could use Melee + Sense.  Teaching armed combat to a novice might be Melee + Brains.
This message was last edited by the GM at 13:51, Fri 05 Dec 2014.
GM
GM, 19 posts
Mon 10 Nov 2014
at 13:44
  • msg #2

Forum and player Rules

Forum Rules:

-Naturally, all players are expected to conduct themselves in an appropriate manner.
-OOC discussion should be kept in the OOC threads whenever possible.  Out of game comments within a game post are permitted for context, etc.  Please denote these with [OOC: comment] or the like.

NPCs
     I will normally post stats for named or specific NPCs you run into.  If you want, say, the stats on a random person in the crowd, let me know in private messages.  I will post whatever stats I feel are relevant so sometimes things will be left out until later.

Combat
     Unlike in some other systems, initiative is part of the roll in O.R.E.  The same roll will determine success, initiative, and degree of success (in combat often damage).  Because we don't know who goes when until everyone has rolled, combat will be done in the following way:
     When a combat round is announced by the GM, each player will post the action(s) he is attempting that round along with the roll. You can post the entire roll, or you can just post the height and width (HxW) of the roll.  As an example:

    "Bob attempts to shoot the Pirate with the snazzy belt (Shooting 2x3 location 5)."

     From your dice pool, the first number rolled is used as the hit location die as well as part of your pool.
      If your roll gives multiple sets (for example, 4, 6, 1, 6, 6, 4), choose which set you'd like to use.  If you have a special skill like Martial Arts, please include in the post which benefit you are using in the round.  Please also include any modifiers to initiative (which some weapons provide).

     Once each player has posted his attempted action, the GM will figure out initiative and post a results summary, i.e. who hit, who missed, etc.

     Depending on the situation, the GM may post all intended enemy actions before players or may keep them secret until players have posted.

     If a player fails to post for 3 days when it is your turn in initiative you will automatically take a "hold action". This is to keep the game moving for everyone and will be announced by the GM.

Skills
    You can use your skills whenever they seem appropriate, just work them into your post dialogue and make the roll.  Post the result in brackets and I will make a post describing what happens.  Also I will occasionally call for checks, make the checks and insert a private line into the next post you make with the results.
    For these sorts of rolls, the only information you'll need to post is the height and width (denoted HxW) of the roll.  For example: "I climb the wall 2x4 success".  If you have multiple sets, choose the one you'd like to use.

Character Sheets
    You will be responsible for maintaining your character sheet.  There is a place in the Character Details tab for you to put it (separate from your bio under "the Cast").  I generated blank sheets to fill out and I would suggest keeping the rough formatting the same, as it's easier to view that way.  Make a place for your gold, gear, etc. as I will be posting what you get but not keeping track of who has what.

Chatter
      When you speak in the game, please do it in a color specific to your character. The way to accomplish this is <color > text </color > ( text ).  This helps to differentiate dialogue from actions.  If you want to type inner monologue use italics. <i > text </i > ( text ). Red is already reserved for the GM.

Non-combat Playtime
      During times when initiative isn't being used.  Players can post what they say and their actions whenever they want.  There are no player turns, it's open forum.  If you decide to move from one place to another (i.e Bar to Town Hall) describe yourself as leaving and the GM will describe your entrance into the new location.
      If you need to step away for IRL reasons or just don't post for a while your character will have assumed to fade into the back, not talking or contributing but following along with the group, so that when you return you can hop right back in with everyone else.

Rolling
      When using the Dice Roller, please put a comment in the comment section stating what the roll is for.  This helps to keep thing less complicated for the GM.
This message was last edited by the GM at 20:18, Mon 17 Nov 2014.
GM
GM, 135 posts
Fri 19 Dec 2014
at 15:10
  • msg #3

House Rulings

Here will be things not covered in the book that I have ruled on so far:

GM assumptions on Rolls

-if you have multiple sets, you can choose which to use.  If not I'll assume the one that looks better.  If the chosen set is broken and you have a back-up set, I'll use that.

- Please specify which enemy you attack when you roll.  If you don't, I'll assume you attack whoever you attacked last turn, next whoever is closet, finally the most injured enemy.  Similarly, if you block/dodge/defend and don't specify against whom, I'll assume it's against whoever attacked you last turn.

Adjusting Hit Location

- The first die rolled is your hit location.

- A called shot (delcared before you roll) removes 1d die from your pool.  If you get a set, you may adjust the hit location by up to 2 in either direction.

- You may elect to reduce the Height of your match by 2 to adjust the Hit Location by 1 in either direction.  This can be done only once.

- If you roll an extra set you don't want to use, you can "spend it" it to adjust the hit location by 1 in either direction.  If you 'spend' the extra set in this way, you will not have it available as a back-up if your chosen set is broken (say by taking damage).

Martial Arts/Grappling

-you must choose the Martial Arts bonus you are going to use BEFORE you roll.

-Martial Arts is a Coordination skill when using a weapon.  Once you're wrestling/grappling with someone or fighting without weapons, you can use Body instead of Coordination if you like.

-To continue choking, you don't need to roll, you just declare it and the damage will automatically happen and the END of the round.  Please post a Body/Coordination + Martial Arts or Brawling roll anyway just in case  I need the results to oppose your target breaking free.  If this roll failed to make a set, your hold WOULD NOT automatically break unless the target gets a set to escape.  This gives the target a chance to escape before being hurt.

-Key difference between choking and pinning (you can do both).  When you choke without first "setting it up", you're just standing in front of them with your hands around the enemy neck, and thus he's free to punch you in the gut to get free.  If the enemy is pinned and then you start a choke, he can break the 'choke' but still be pinned. I won't make everyone roll all that, based on relative skill I may just declare that you're "better" than him enough and rule that you choke him out.

- Blocking a weapon like a waster barehanded is fine, doing so against a sword, axe or anything with points/metal will "work" but have dire consequences for your hands/arms.


Combat/Damage Effects

- When knocked down, you will need to spend your action getting up if you want to stand again.  From the ground you can crawl, slowly, or make attacks/blocks at reduced effectiveness.  You cannot do things like dodge, run, etc.

- If your dominant arm is disabled, it will incur a -2d penalty to related die pools.

- If one leg is disabled, you will incur a -1d penalty to Dodge/Climb etc.  Additionally your Initiative while standing and fighting will be at -1.
This message was last edited by the GM at 16:53, Fri 19 Dec 2014.
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