/ore/ One Roll Engine General

Rolling Dirty Edition

This is a thread for discussing Monsters and Other Childish Things, Wild Talents, Reign and any other games built on Greg Stolze's One Roll Engine.

>***The System
Roll some d10s. Find matches. The number of matching dice is your Width. The number ON the dice is your Height. So a Set of [5,5,5] has a Width of 3 and a Height of 5, written as 3x5. That's it. Width and Height tell you a lot about your action, such as how fast it was, how strong it was, how precise it was, etc. Everything in the system is built around this fast, simple mechanic.

>***The Games

>Nemesis
A game about cosmic horror using the Madness system invented and popularized by Unknown Armies. It's available for free on ArcDream's website here: arcdream.com/pdf/Nemesis.pdf

>Godlike
Superhero roleplaying during World War II. Fight supersonic Nazis and invisible French knife maniacs in a brutal setting where you're equally likely to be killed by a mortar blast as from a supervillain.

>Wild Talents
The sequel to Godlike, blowing the doors of the system to let you create any superpower you can imagine. /tg's favorite ORE game.

>Monsters and Other Childish Things
You're a kid with an imaginary monster friend who's real, and you have adventures. Converts nicely to Jojo and Persona.

>Reign
High fantasy roleplaying in a crazy world that would need to have an entire post just about it.

>A Dirty World
Noir at its best. Relentlessly focused on character growth and psychology. A much lighter system than the others.

>Better Angels
You're a supervillain whose power comes from a contract with a demon. Try not to get dragged to hell.

>***Pastebin Archive
pastebin.com/WiT4BhFM
---A compendium of tips, advice, homebrews and other content assembled by /tg from /ore Generals past

>***This Thread
...converting MaOCT to play Persona & creating characters
...Wild Talents character and campaign discussion
...ORE homebrew and house rules

Other urls found in this thread:

arcdream.com/home/2011/04/night-of-the-necromancer/
suptg.thisisnotatrueending.com/qstarchive/1409350/
suptg.thisisnotatrueending.com/qstarchive/1558979/
discordapp.com/api/oauth2/authorize?client_id=282751290029899776&scope=bot&permissions=67488832
drivethrurpg.com/product/91028/GODLIKE-Official-Rules-Expansions
discord.gg/aWZMuZP
twitter.com/SFWRedditImages

Lets Iron out the basics of combat for the Velvet Book. For example, innitiative uses the child's (persona user's stats) but then how would a wild shadow, who functions like a persona, determine initiative?

Possibly by using a hit location that suggests quick thinking or movement?

to keep things simple, how about the GM makes one 10d10 for the whole group of monsters and the result is treated as the brains+outthink. If there are no pairs then monsters go last. if there is one pair then all shadows act once. If there are multiple pairs then the monsters can be divided amongst the sets and fight in that order.

example: three shadows show up, and now it is time for combat. Actions are declared by lowest brains+outthinking for the players, but the gm rolls 10d10, and gets 3x7 and 2x4 in the roll. The gm can now divide the shadows into two groups one group that uses the hight of a set for their brains + outthinking stat. So now the shadows are in two groups with a fake brains+outthink total of 7 and another with 4.

then actions are declared and rolled for.

Wild Talents newbie here, I'm trying to build a power template for Stands and I'm having trouble making it so that the Stand and the User share damage. Any help?

That's easy: we make it a part of the Shadow's point cost. By default Shadows have an initiative of 0, meaning they always declare before the player party. You can raise Initiative by +2 for 1 point.

So Jack Frost might look like this:

Jack Frost (Magician-7) 5d
>Attacks (Ice, *Fire*), Useful (Icy Tricks)
>Initiative 2

It's 5 points for the 5d, 1 point for the Useful and 1 pt for Initiative 2. Since it's a Magician it gets a free use of the Element Extra, so it has *Fire* for free.

Just saw Wonder Woman. Wrong war capeshit, but semi relevant.

Dude here's the thing: unless you give a Stand it's own hit boxes with the Extra Tough miracle, any damage it takes DOES go to the stand user. So you literally don't have to do anything to already have that functionality built in.

All you need to do is write in the description for the Stand User archetype that damage done to the Stand goes directly to the equivalent hit locations of the Stand User.

Depending on how it works the Stand itself could just be special effects as far as the mechanics are concerned. I'm not super clear on how they work though, so I could just be talking out of my ass.

In Wild Talents, what's the verdict on stats, skills, and which ones matter most and least in actual play?

For background, we're playing stand-users (basically normal people with super-powered ghosts called "Stands" attached to them) with 50 points for our normie teenage PCs and 300 for our stands. For the PCs themselves, who are in high school, maximum skill rank is 2, maximum for each stat is 3. The stands seem like they probably will only be active in a persona-style dark dimension, so I'm operating under the assumption that our puny teenagers will be on their own in meatspace.