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.
_A Campaign of Hearts and Minds_
The Musician's Guild dealt with their ongoing efforts to build up
public support, and to start beefing up their guards and thugs for the
coming time of struggle. Mostly, this was a wash-- Tulia got chased
away from recruiting mages, Hulcion provided ample muscle, Ardl
shmoozed (see below), and Rugo spent money like it was water. They did,
however, manage to turn aside some of the growing support for the
Performers, inspiring many on the streets to question, "why aren't
these performers part of the Musician's Guild?"
_The After-Party and the Alley_
Ardl attended the performer's after-party and spent the evening cozying
up to Nina, a beautiful (and apparently dangerous, assuming what she
slipped into Ardl's cup with poison and not, say, a breath mint) leader
of the performers. Tulia tried to join in, but got caught up with an
"old friend" from the Mage's guild, who led her to an alley at
knife-point. Tulia ducked away, and her wolf, Fenrik, dealt soundly
with the fool.
_A Romantic Interlude_
Both Tulia and Ardl got a little hint of uneasy romance. For Ardl, this
comes when a meeting (and Rugo's grand play announcement) is
interrupted by the return of the spy, Mino, who shockingly confesses
her love for Ardl. Ardl doesn't trust her, and coolly rejects her...
for now. For Tulia, the uneasy hint of romance came when she
interrogated a thug from the Mage's guild who had attacked her. The
thug revealed that certain higher-ups in the Sage's guild want to hurt
Satavo-- which includes hurting his ex-lover.
_The Road to the Manor House_
It was decided that whatever had been stolen from Satavo, it needed to
be investigated. Rugo visited his manor house, and was disturbed to see
that some of the guards at his house had been... corrupted. Rugo
luckily got out without incident, and informed the others. Ardl, Rugo,
and Hulcion gathered up a posse and set out, fearing the worst. They
were intercepted on the way there by a large group of torch-wielding
toughs from the Sage's Guild led by Satavo. Apparently, Satavo's
lieutenant Urla had been killed, his head sliced cleanly off, and
Satavo believes that Rugo may be a Dindavaran spy (patently ridiculous,
of course). There's a tense stand-off, but Ardl eventually heads off
the situation, leaving Rugo and Hulcion to lead the troops onward.
_Fire and Silver_
Rugo and hulcion find a situation that seems safe and normal... at
first. The confused seeming guards let them in to the manor, where they
discover the Mercury being guarded by possessed guards-- and the guards
they passed by were feigning ignorance, and were possessed as well.
Damn! A battle begins, both for their lives, and to reclaim the silvery
fluid. Rugo uses his skillful rapier to reduce a possesse to a lifeless
wreck, while Hulcion prefers to smash them to bits with his two
weapons... his fists. Both Rugo and Hulcion were stabbed by the silvery
ichor coursing in the possesse's bodies, and are forced, later, to
painfully burn it out. On the plus side, they do regain possession of
the jar of fluid. Oh, and they find guards with heads sliced cleanly
from their bodies, and a piece of paper sharp on all sides, which Rugo
burns.
_A Heated Argument_
Hulcion rushes the jar to Satavo's, where Ardl is already debating with
Satavo and confronting him over Mino, who he summoned to join them.
Mino admits her theft (and her failure to thieve), as well as the
knowledge that the wise Ob-Lob woman of the Trafficker's set her to
this task. When Satavo discovers that the jar of Mercury has been
hidden from him in his own office, he speculates on who would do this
to him, and refuses to take the jar back. Finally, Ardl and Hulcion
convince him to keep it and destroy it, and Satavo bids them farewell.