Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
I've very recently started
running a Kerberos Club game. Inspired by the game of a friend of mine
and knowing my group's tastes, I decided to write up a list of
achievements for each character as a bit of fun. We've agreed that upon
completing the achievement, the character gets an experience point as a
reward.
So, I thought I might share them with all of you for your reading
enjoyment. These are a pretty incomplete list (especially for the last
character, whose player was a late joined) and I hope to expand. If you
have any suggestions, feel free!
Method:
Gold is unique among the metals of Heluso and Milonda in that it never
tarnishes. Even the finest steel eventually shows rust, but gold is one
step removed from time, as eternal as the sky. Auric Chornugists work
with gold, crafting golden talismans and using the metal’s timelessness
to bend space and time itself.
Method: Shadow Hand uses a complex language of arcane hand
symbols to create the phantasms that they are known for. An
illusionist’s ability with this form of magic relies heavily on his
facility with this magical language of gestures. Shadow Hand
Illusionists can and do use this language as a form of communication.
Whenever I look to make sorcerors in Reign, I find myself instantly
drawn into the evocative Attunements. Which is well and good, but
sometimes you want a concept somewhere between "attuned to this one
school for life" and "from that culture and knows a spell or two". What
you want is a professional dabbler-- A talented, and probably
well-traveled, sorceror who has picked up the Intensity 1 Cantrips, and
Intensity 2-3 commonly known spells, of quite a few schools.
Bigger Bads is written by Monsters creator Benjamin Baugh—multiple Ennie Award nominee for Monsters and Other Childish Things and the Monsters sourcebook The Dreadful Secrets of Candlewick Manor—and illustrated by Monsters artist Robert Mansperger.
Bigger Bads introduces REALLY big monsters to the game, along with new rules for range, new extras for monster powers, new “weird kid” powers expanded from The Dreadful Secrets of Candlewick Manor, new rules for major threats faced by kids and monsters, a new campaign setting, and a ton (actually, a LOT of tons) of new antagonists.
The text of Bigger Bads is finished. This project covers the costs of writing, illustrating, editing and laying out the book. When this project succeeds we will lay out the book, print it, and mail it to backers. After all contributors have received their copies, the remainder of the printing will be made available to other gamers.
Also known as the Dancing Demon Head Discipline, Iron Face was
developed by strange tribes living in the Grave of Fools. The Truils
call them White Faces (wear skull make up from the white clay) and the
Ulds call them Skull Dancers. These people revere iron and steel,
engineering and metallurgy as the masculine equivalent of childbirth.
Blacksmiths are their priests. As such, every member of the tribe may
receive metal weapons and equipment based on their birth rank, gender
and rite of adulthood. But shields are seen as sacred tools as
necessary to survival in the Cold Barrens, so each and every child
receives a shield when they turn thirteen.