B-Grade Basic Rules

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Basically the ORE system but heavily converted. See other pages for more details

BASIC RULES

  • 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
    1. 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.
    2. You CAN roll more than 10 dice. (unlike normal ORE rules)
    3. Round down. Whenever dividing or averaging results in a fractional result, round down.
  • Dice Pool
  • Character abilities, skills, and conflicts are resolved using a Dice pool composed of 10-sided dice.
  • 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

be augmented by additional dice.

    • 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

  • There are 6 stats
  • There are around 5 skills per stat.

Sets

  • 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.
    • 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.
  • 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.
  • 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.

DEGREES OF SUCCESS

Different width sets represent different degrees of success

  • Width2 = minimal success
    • 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
    • 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).

Width3 = adequate success

    • The Success occurs this round. The door crashes to the ground.
    • In combat, you will cause 1 wound plus an extra benefit that you choose from a list (such as bonus dice next attack, etc)

Width4 = good success

    • The success occurs this round and something extra happens
    • In combat, you will cause 2 wounds plus an extra benefit that you choose from a list (such as disarming your foe, etc)

Width5 = spectacular success

    • The success occurs this round and something truly spectacular happens.
    • In combat, you will cause 3 wounds plus an extra benefit that you choose from a list (such as knocking out your foe, etc)


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 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: 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.

Static and Dynamic Contests

  • 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/

Dice and Possibility Points

!!!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 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). !!!Working Together Characters can cooperate to perform a task, provided two requirements are met:

  1. The task can be accomplished in a cooperative fashion.
  2. The combined dice pools are for the same Stat + Skill.

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. 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). 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.


B-Grade makes use of a drama deck (much like the Torg system did). A normal deck of cards is used.

  • Each character has a hand of 4 cards that he keeps to himself. When he uses a card he replaces it by drawing another.