Basic Rules

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BASIC RULES[edit]

  • The basic dice mechanic of One Roll Engine (ORE) provides all of the information needed to determine the speed and result of an action with a single roll.
  • The Cardinal Rules
    1. Roll only when you need to. There's no sense in rolling for trivial tasks.
    2. Round down. Whenever dividing or averaging results in a fractional result, round down.
  • Dice Pool
  • Character abilities, skills, and actions are resolved using a Dice pool of 10-sided dice.
  • The dice pool for any action is the appropriate Stat + appropriate Skill. Sometimes, there are bonuses and penalties to the dicepool. Sometimes difficulty numbers must be met.
    • eg. Wolfman Jackson has a Body Stat of 3 and a Brawl Skill of 4. To hit someone in hand-to-hand combat, Wolfman generally rolls 7d10 (3 from Body and 4 from Brawl).

STATS AND SKILLS[edit]

  • There are 6 stats and around 4-5 skills per stat.
  • The six Stats: Body, Coordination, Sense, Knowledge, Charm, and Spirit.
  • Stats and Skills

SETS AND WIDTH, HEIGHT AND AREA[edit]

  • When a player rolls their dicepool, look for matches (pairs, triples, etc). Those matching dice are called Sets. A set has Width, Height and Area, and is written as W x H when it's described. The Width of a set is how many dice came up matching, while the Height is what number is matched. Area is only sometimes used, and is width multiplied by height.
    • eg. Wolfman Jackson takes a swing at a nazi. The results of the roll are 3, 5, 5, 5, 6, 8, and 10. Since three dice came up 5, he has a Set. The set is Width is 3 (three dice are in it), and it's height is 5. This is written as a 3x5 set.
  • Sets indicate a number of things about the roll. The width of the set determines how quickly the task was performed, while the Height of a set determines whether the task was done sufficiently well enough to overcome certain difficult circumstances. Wider sets are faster. Tall sets (in height) are successful in most difficult situations.
  • If your roll results in no Sets, your attempt to perform a task fails.

DIFFICULTY[edit]

  • Typically, any roll that results in sets is sufficient to succeed at a task (even if only barely). However, for challenging tasks, the Gamemaster may decide to set a Difficulty for the roll. The Difficulty of any task is the set of shortest height that can be rolled that is still considered to be a success.
    • Example Difficulties
      • Minor stumbling block: diff 2
      • Typically difficult: diff 3
      • Imposing: diff 4-5
      • Appallingly hard: diff 8
  • Golden rule - Alwyas use a difficulty rather than a penalty, unless the rules state otherwise.
    • Example: Wolfman Jackson is trying to break down a reinforced door. The door has a strength of 4, which establishes the Difficulty of breaking it down. Wolfman will need to have a set of height 5 or more to succeed. Heights of 1 to 4 on Sets will fail in this task. The time taken to break the door down is (5-width) rounds.

STATIC AND DYNAMIC CONTESTS[edit]

  • Static contests occur when a character is attempting a task, but is not competing with any person or other entity to complete it. Dynamic contests mean that you have an opponent, usually a person, but very occasionally some other factor.

OTHER THINGS[edit]

  • Multiple Actions
    • Performing multiple actions is simple: declare multiple actions, and if you roll multiple sets, allocate them as you desire to the actions you wish to take (if you only roll one set, you'll need to decide which action you wish to perform). There is a -1d penalty to dicepool for each multiple action, but only if the multiple actions use different stats.
      • eg. performing 2 actions results in a -1d penalty. Performing 3 actions is a -2d penalty.
  • Working Together
    • Characters can cooperate to perform a task, provided The task can be accomplished in a cooperative fashion.
    • To cooperate on a static contest, the 'main character' rolls first. Then the 'helper' rolls and any sets that he rolls turn into an ED that has the height of the set. The main character then can use these 'helper ED' to make matches with the dicepool he has already rolled.
    • Note that a helper can provide more than 1 ED to the main character's dicepool.
      • eg. Wolfman Jackson is trying to rewire a malfunctioning giant robot using Brains + Gadgets. Wolfman Jackson rolls his dicepool (rolling 1,3,3,4,5,5,7). Larry the Lecherous Leprechaun wants to help too. He rolls his dicepool of Brains + Gadgets (6d) and rolls very well - 3,3,3,7,7,9. He has rolled a set of 3s and a set of 7s. These turn into an ED of 3 and 7 for Wolfman to use in making matches. Wolfman Jackson now has a 3x3, 2x5 and 2x7 set to choose from.

SPECIAL DICE[edit]

  • There is only 1 special die available in Torglike: Possibility Dice (PD)
  • Possibility Dice (PD)
    • Possibility dice are very powerful. They can be set to whatever value you want, AFTER you roll (much like Master Dice). Thus, you can set them to make wide or tall sets as you see fit.
    • Possibility dice are not attached to a stat or skill. They are gained when a character spends a possibility point. Also, possibility dice are gained when using a drama card or hero card (from the Drama Deck).

POSSIBILITY POINTS[edit]

Possibility Points

  • Spending a Possibility Point to change the dice pool has the following effect
    • Spent before you roll your dice pool.
    • Instead of rolling d10s, roll the same number of dice but now d6s (except the TORG dice remains a d20)
    • You can still disconnect while spending a possibility point. However, the chances of succeeding also increase when rolling d6s).
    • Here are the many ways that possibilities can be used in Torglike.
  • Changing Dice pool: When attempting an action, you may spend one Possibility before you roll the dice and change your dice pool from d10s to d6s (except the TORG dice is always a d20). No more than one Possibility may be spent on any

one action. You cannot spend a possibility when disconnected.

  • Buying A New Skill: To gain the first add of a new skill costs two Possibilities if your character can find a teacher, five if self-taught. Gaining a skill that cannot be used unskilled costs five Possibilities is taught, ten if untaught. If a skill requires

knowledge not native to your character's cosm the cost of learning the skill is doubled.

  • Countering Effects: Characters may spend a Possibility to rid themselves of the effects of damage. No more than one Possibility may be spent to rid your character of damage from a single blow. Possibilities spent to avoid damage may not be

countered.

  • Countering Possibilities: Whenever an enemy spends a Possibility to change their dice pool, your character may cancel this by spending a Possibility himself.You must counter at the moment the enemy spends a Possibility, before the dice pool

is rolled. Both points are spent, and there is no extra roll. This works both ways — the gamemaster characters can spend Possibilities to counter your extra rolls as well.

  • Damage Reduction: Characters may spend a Possibility to rid themselves of the effects of damage. No more than one Possibility may be spent to rid your character of damage from a single blow. Possibilities spent to avoid damage may not be

countered. Each possibility may do the following: 1. Remove 4 shock damage from the blow. 2. Remove 1 killing damage from the blow. + A player may spend one Possibility to reduce the damage from a single blow. The Possibility is spent after the blow is taken. Cards that act as Possibilities may be spent in excess of one.

  • Improving Stats: Stats may be improved but at a far greater cost than skills. A Stat may never be improved beyond the racial maximum. Improving a Stat costs Possibilities in the same manner as improving skills, but the cost is tripled.
  • Improving Skills: Improving a skill costs a variable number of Possibilities depending on how skilled you already are. The better you are, the more difficult it is to improve your skills. You improve a skill one die at a time, i.e. if you want to

improve a skill from four to seven dice you would have to buy skill five, then six and finally seven. You may not skip steps, although you may improve more than one level at a time if you have enough Possibilities. + To improve a skill costs a number of Possibilities equal to the skill add purchased. Increasing a skill add from three to four would cost four Possibilities.

  • Reality Bubble: Reality works differently between one cosm and another, & possibility energy constantly flows to maintain reality - meaning that equipment, magic, & even skills from your home cosm might not work so well in an alien

cosm. + A character in a foreign cosm may spend a Possibility and cocoon himself in a "reality bubble" for 15 minutes. During that time, everything — magic, technology, etc. — works for that character as it would work in the home cosm. There are restrictions, but leave those to the gamemaster.


DRAMA DECK[edit]

Drama Deck Initiative And Advantage

  • Determines only who declares their actions first. The dice pool still reflects the actually initiative order as per normal. If the drama deck card has heroes have initiative, then all villians declare actions first (from lowest to highest stat).

Conflict Line Advantages/Disadvantages

  • The advantage lasts until the next card in the deck is turned over (i.e. one round)
  • Flurry: Each character can perform 2 actions in the round without the -1d penalty. Performing 3 actions in a round attracts a -2d penalty (instead of -3), etc.
  • Inspiration: All shock damage (is not killing damage) is removed from all locations. Additionally, any characters unconscious (e.g. are full of shock damage in the head) now recover immediately and can perform actions this round (though recovering is

itself an action. Any other actions (such as firing a gun), are multiple actions this round)

  • Up: Each character gets to use d6s as their dice pool (instead of d10s) as if spending a possibility point. May not be countered.
  • Break: Villains only. Damaged characters (not unworthy) who fail to hit will flee. Also, successful attacks against villainous unworthy foes both deal damage and also act like the threaten simple maneuver (i.e. they do a morale attack equal to the width

of the success)

  • Confused: No player may activate a card from her pool.
  • Fatigued: All characters take a point of shock damage on each location.
  • Setback: Triggers setback event, or prevents affected side from taking offensive action.
  • Stymied: Characters lose the ability to spend possibilities for anything other than cancelling opponent's from spending them.
  • Taunt, Test, Trick, and/or Intimidate: If villain succeeds in a skill use, may remove card(s) from opponent's pool.