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Modern-ORC (2006)

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2006
Primary Name
Modern-ORC
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ObjectID: 95087
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Year: 2006
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78 pages
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English
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Description Edit | History

From Introduction:

Modern-ORC is made up of two parts:

Chapter One is the modern-world skills, careers, equipment, advantages and disadvantages found in In Dark Alleys minus all the supernatural-stuff. In other words, it’s all the stuff one would need to play a mundane, real-world, modern-day ORC game.

Chapter Two is Organic Rule Components, the ruleset found in all Vajra Enterprises Role Playing Games, including Fates Worse Than Death, Tibet: The Roleplaying Game and In Dark Alleys. ORC was designed specifically:

  • To have every rule work from the same basic mechanic.
  • For dramatic, character-centered, ultra-realistic play.
  • To allow character classes that are realistically flexible.
  • To allow scaled complexity (so if a PC wants to cook something it takes a simple roll, but if a PC is hacking a computer he or she has several strategies and possible modifiers).
  • To have combat be realistically lethal and give players many real-life strategies.

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