Turbert: Exiled Soldier Becomes a Wizard

Background:Reign is a fantasy RPG by Greg Stolze using the One Roll Engine (ORE). ORE uses d10 pools where a single roll determines all aspects of the outcome. Instead of looking for a specific number you’re looking for matching numbers. Taking a set of matches they have width (the number of matching dice) and height (the value on the matching dice). If you have multiple matches you choose which one (or ones in some cases) to use.

When I say they decide everything the best example is combat. In combat width determines when you hit and how hard (initiative and damage) while height is where you hit (1 hits a leg while 10 hits the head). Thus, combat consists of everyone declaring what they are doing then rolling. Width determines order of resolution. Additional rules cover multiple actions (take a die from the pool for each extra and look for multiple matches), dodging and other counters (you matches can neutralize their matches), and other complications.

A key idea is a limit of dice pools to 10 dice to avoid automatic successes.

There is one exception. While most ORE games are point generation Reign offers a second method. One Roll Characters are created by rolling 11d10. This ensures one match. Matches of 2-5 dice give abilities according to a chart with each number representing particular profession (all 9s are magical abilities while all 6s are warrior skills). The values are cumulative so if you roll four 7s then you get the two 7 abilities and three 7s abilities as well. If you have 6+ matches, re-roll the dice over 5 matches. Waste dice, those that have not match, are used on one of three charts (your choice) to give a variety of things that happened in your past.

Reign: Enchiridion (the generic rules only version) give generic tables. I know the various supplements give tables specific to different cultures in the default setting of Heluso and Milonda. I’m not sure if the core book with setting has a generic or specific cultures or both.

Generating the Character:Given I own Reign: Enchiridion Turbert will be a generic table character. To provide setting details when done I’ve decided to make a Forgotten Realms character. Stats all start at 2 (the stats are BODY, COORDINATION, SENSE, COMMAND, CHARM, KNOWLEDGE) and I have a MD (a special die which isn’t rolled but whose roll is picked after the rest of the pool is rolled) in my native language.

Rolls: 5,5, 8, 8, 9, 9, 9, 1, 10, 6, 7

Matches: 2×4 is an Able Seaman, 2×8 is a Squad Leader, 3×9 is a Hedge Wizard

For the unmatched dice I’ll just go table A, table B, table C, and the back to A. This gives me: Exiled, Diplomatic Incident, Saved Someone’s Life, and Rescued an Injured Animal
Able Seaman: COORDINATION +1, fight +1, climb + 2, student: sailing +2 (skills to specialize in something are called expert: thing except for KNOWLEDGE based ones which are student: thing)

Squad Leader: COMMAND +1, fight +1, ride +1, tactics +1, inspire +2

Hedge Wizard: counterspell +2, eerie +1, sorcery +1, spells +1

Sorcerer’s Apprentice: No, I didn’t roll this, but it’s the 2×9 result which I get for rolling 3×9 as well as the Hedge Wizard 3×9. KNOWLEDGE +1, lore +1, eerie+1, sorcery +1, spells +2

Exiled: plead +3, dodge+1, run +1

Rescued and injured animal: student: animal training +2, Advantage: animal Companion +3

Diplomatic incident: Patron +5, problem: enemy

Saved Someone’s Life: Patron +5

Turbert Ymor
BODY: 2
Fight: 1
Run: 1
Vigor: 2
SENSE: 2
Eerie: 2
CHARM: 2
Plead: 3
COORDINATION: 3
Climb: 1
Dodge: 1
Ride: 1
COMMAND: 3
Inspire: 2
KNOWLEDGE: 3
Student: Sailing: 2
Tactics: 1
Lore: 1
Sorcery: 2
Counterspell: 2
Student: Animal Training: 2
Advantages Patron:
Patron:
Animal Companion:
Spells

Burning Hands(1): One target within 100 paces takes width and waste die shock damage if it fails to dodge.
Light Fire(1):Starts a full fire in a bundle of flammable material that is no more than one person can carry.
Wizard Challenge(3):One target within 100 paces is targeted with an arcane bolt doing shock and width if not dodged while the activation dice become gobble dice against the next spell (helpful or harmful) directed at the caster.