"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 Part | Filled w/Shock | Filled w/Killing |
---|
Head | Unconscious | Dead |
Torso | -4d to Coordination/Body | Dead |
Limb | Unusable | Serious 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.