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Basically the ORE system but heavily converted.
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Basically the ORE system but heavily converted. See other pages for more details
=='''BASIC RULES'''==
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*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.
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==='''BASIC RULES'''===
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*The basic dice mechanic of ORE is designed to provide all of the information needed to determine the speed, quality, and effect of an action with a single roll, rather than the multiple sequential rolls found in many other systems.
 
*'''The Cardinal Rules'''
 
*'''The Cardinal Rules'''
*#Roll only when you need to. There's no sense in rolling for trivial tasks.
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*#Roll only when you need to. There's no sense in rolling for trivial tasks or for anything that doesn't make for good fun.
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*#You CAN roll more than 10 dice. ''(unlike normal ORE rules)''
 
*#Round down. Whenever dividing or averaging results in a fractional result, round down.  
 
*#Round down. Whenever dividing or averaging results in a fractional result, round down.  
 
*'''Dice Pool'''
 
*'''Dice Pool'''
*Character abilities, skills, and actions are resolved using a Dice pool of 10-sided dice.  
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*Character abilities, skills, and conflicts are resolved using a Dice pool composed 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.
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*The dice pool for any action is the sum of the appropriate Skill and it's linked Stat (each skill is linked to a Stat; for example, Knowledge Skills are linked to the Intelligence Stat). In some cases, the pool can
**eg. Wolfman Jackson has a Body Stat of 3 and a Brawling Skill of 4. To hit someone in hand-to-hand combat, Wolfman generally rolls 7d10 (3 from Body and 4 from Brawling).  
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be augmented by additional dice.
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**eg. The Wolfman has a Body (this is a Stat) of 3 and a Brawl (which is a Skill) of 4. To hit someone in hand-to-hand combat, Wolfman's player generally rolls 7d10 (3 from Body and 4 from Brawl).  
  
 
==='''STATS AND SKILLS'''===
 
==='''STATS AND SKILLS'''===
*There are 6 stats and around 4-5 skills per stat.
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*There are 6 stats
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*There are around 5 skills per stat.
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==='''Sets'''===
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*When a player rolls dice, the results are examined to see if any dice match, and those matching dice are called Sets. A set is described in terms of Width and Height, and is written as W x H when it's described. The Width of set is how many dice came up matching, while the Height is what number is matched. A set also has area, which is the result of multiplying teh width by the height.
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**eg. The Wolfman 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's Width is 3 (three dice are in it), and it's height is 5. This is written as a 3x5 set. The area of the set is 3 times 5 = 15.
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*Sets indicate a number of things about the roll. The Area of the Set indicates, in general, how quickly the task is performed, the width of the set determines how successful the task was performed, while the Height of a set determines whether the task was done sufficiently well enough to overcome certain circumstances. Large area sets are faster, and wider sets are more successful. Tall sets (in height) are successful in most situations.
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*As you probably guessed, if your roll results in no Sets, your attempt to perform a task fails. A set of width two is only a minimal success.
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==='''DEGREES OF SUCCESS'''===
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Different width sets represent different degrees of success
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*Width2 = minimal success
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**Success occurs but it takes time, generally a few units of time (such as 3 rounds later). ''You slam the door repeatedly with your shoulder. It finally comes crashing down''
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**In combat, you get a small bonus to your next attack plus an extra benefit that you choose from a list (such as causing a point of shock on your foe).
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Width3 = adequate success
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**The Success occurs this round. ''The door crashes to the ground.''
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**In combat, you will cause 1 wound plus an extra benefit that you choose from a list (such as bonus dice next attack, etc)
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Width4 = good success
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**The success occurs this round and something extra happens
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**In combat, you will cause 2 wounds plus an extra benefit that you choose from a list (such as disarming your foe, etc)
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Width5 = spectacular success
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**The success occurs this round and something truly spectacular happens.
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**In combat, you will cause 3 wounds plus an extra benefit that you choose from a list (such as knocking out your foe, etc)
  
==='''SETS AND WIDTH, HEIGHT AND AREA'''===
 
*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'''===
 
==='''DIFFICULTY'''===
*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.  
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*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 tallest set of width2 that can be rolled that is still considered to be a success. Widths of 3 or greater do automatically beat the difficulty rating.
**Example Difficulties
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**Example: The Wolfman is trying to break down a door. The door has a strength of 4, which establishes the Difficulty of breaking it down. The Wolfman's result will need to have a height of 5 or more to succeed if he rolls only a width2 success. Width 2 Sets of 1 to 4 will fail in this task. Width3 or greater sets will automatically succeed.
***Minor stumbling block: diff 2
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***Typically difficult: diff 3
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==='''Static and Dynamic Contests'''===
***Imposing: diff 4-5
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*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/
***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'''===
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==='''Dice and Possibility Points'''===
*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.
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!!!Multiple Actions
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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 no penalty for multiple actions, but the actions must be mutually compatible and fall in the same "time scale" (in other words, shooting a gun and writing a software program do not happen in the same sort of timeframe, and so would not be compatible actions).
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!!!Working Together
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Characters can cooperate to perform a task, provided two requirements are met:
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#The task can be accomplished in a cooperative fashion.
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#The combined dice pools are for the same Stat + Skill.
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To cooperate on a static contest, the two characters simply combine their pool (to a maximum of 10d), and the pool is rolled normally. This method is also used for dynamic contests where time is not a factor.
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In dynamic contests where time is a factor, both individuals roll separately, and combine their hands for the best set (however, one character must get at least one set, or the attempt fails).
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Note that if one character spends a possibility point and the other character doesn't, then one character will be rolling d6s and the other will be rolling d10s.
  
==='''OTHER THINGS'''===
 
*'''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.
 
***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'''===
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B-Grade makes use of a drama deck (much like the Torg system did). A normal deck of cards is used.  
*There are 2 '''special dice''' available in B-Grade: Expert Dice (ED) and Hammer-time Dice (HtD)
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*Each character has a hand of 4 cards that he keeps to himself. When he uses a card he replaces it by drawing another.
*'''Expert Dice (ED)'''
 
**A die that you set the height of before you roll.
 
*'''Hammer-time Dice (HTD)'''
 
**Hammer-time dice are very powerful. They can be set to whatever value you want, AFTER you roll. Thus, you can set them to make wide or tall sets as you see fit. 
 
*Furthermore, both Expert dice and Hammer-time dice "buy off" penalties (such as wound penalties). When this happens, they remain in the pool, but are rolled normally (i.e., you don't set them). However, note that the buy off is MANDATORY - if you have an Expert Dice or Hammer-time dice and you face a dice pool penalty, you must use any special dice to buy off the penalty first.
 

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