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Project Nemesis

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.
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Alternate Magic rules for Nemesis ORE based on "Cthulhulike" PDF Print E-mail
Written by David Lai   
Sunday, 27 August 2006

CoC uses a magic points system. "Cthulhulike" by Shane Ivey also has a magic point based system for "Godlike" based on CoC. The obvious step was to try to adapt the article for Nemesis ORE which I've done here.  There are several optional rules presented for readers to consider, use or discard as required. 

Alternate Magic rules for Nemesis ORE based on "Cthulhulike" by Shane Ivey.
A discussion document by Dave Lai. 


The Basics:
This system makes use of the idea of a magic points based system as popularised by the Basic Role Playing (BRP) rules used in CoC.  It makes use of a new derived stat called Willpower (or Base Will), which is the sum of Command and Empathy stats.  This stat is analogous to POW in BRP.

 Willpower (or Base Will) = Command + Empathy

Example:  Archie has stats Command 3d and Empathy 2d, so his Willpower is 5d

Will power in turn also leads to another quantity called Will.  Will can be expended on the basis of 1 Will point = 1d to aid in the casting of spells.  The total Will can rise and fall as it is spent and replenished though the course of a game.  In most ordinary cases, a character's Will points cannot exceed the Will power of a character.

 Will points (at start of the game) = Willpower

A person's Will points are replenished at the start of the day after a good night's rest, or by making use of the meditation skill.  (Roll Mind+Meditation, height of the roll indicates the number of Will points restored up to the value of the character's Willpower stat.  Time taken is 5 - width of roll in hours.  The meditation must be uninterrupted to gain some benefit here.)

  Example:  Archie (Mind 3d & Meditation 1d) has only 1 Will point left after casting several spells.  He decides to meditate to restore his Will points ready for the next skirmish.  He rolls Mind+Meditation giving him a total of 4d.  He rolls 1, 5, 5 & 6, meaning he can regain 5 Will points.  As his maximum possible is 5 and he already has 1 Will point when he started to meditate he gains only 4 more points from the height roll of 5.  The time taken to do this is 5 - 2 = 3 hours.

Conversion note:  It works out roughly that:

3 Magic points in CoC = 1 Will point,

3 POW in CoC = 1 Willpower (or Base Will) 

Optional rule 1: At the Keeper's discretion Will points may be spent to add to a character's roll to represent a heroic effort on the part of the PC.  NB: If this optional rule is applied, it is suggested that saving throws against spells could be made against the PC's current Will rating.  The expenditure of these points may leave characters dangerously vulnerable to magical attacks.

 

Command rolls and Command contests: Some spells require Command rolls to succeed: Roll the caster's Command stat and look for success.  However the caster can bolster the Command dice pool by adding one or more Will points, adding 1d to the roll for each Will point expended.

This mechanic emulates the ubiquitous CoC POW vs POW (or MP vs MP) contest and can become a dynamic contest between caster and recipient in Nemesis in the form of dynamic contests of Command vs. Command or Command vs. Empathy.  Will points can be spent by either side to bolster their pools in the hope of gaining more successes over the opponent.  Note that here, width (i.e. time) is not relevant: the contest goes to the one with the highest successful roll.

Example: Archie (Command 3d & Will 5) wants to use Dread Curse of Azothoth to intimidate a Deep One priest (Empathy 2d & Will 7).  Both use their Will points but one to boost their pools, for a total of 7d (3d + 4d = 7d) for Archie and 8d (2d + 6d = 8d) for the Deep One. Archie rolls 2x5 and the Deep One rolls 3x2.  Archie's height of 5 beats the Deep One's height of 3.  The Deep One screeches as the Dread Curse takes effect.

Optional rule 2: At the Keeper's discretion the width of the roll could be translated into the height of the roll instead.  Example: a roll of 3 x 2could therefore be counted as a height of 3 instead of a height of 2!

Optional rule 3: In the above optional rule 1, the dynamic contests become caster's Command + expended Will vs. recipient's current Will instead.

 

Sanity loss:  Sanity loss for spell casting is handled as normal.  The sorcerer makes an Unnatural Equilibrium check against the maximum SAN loss of the spell cast as listed in the CoC rulebook as the intensity of the check.  Note that permanently insane spell casters that are still capable of casting spells need not make these checks.  If the spell is a summoning spell, don't forget the Unnatural Equilibrium check for the appearance of the summoned creature...


Sample Spell Conversions:

Call/Dismiss Deity:  To call a deity, the spell's pool equals 1d per 3 Will expended.  Multiple characters can contribute to casting: those that know the spell can contribute as much Will as they wish; those simply following instructions can only contribute 1 Will point each.  Total the Will spent and then roll the pool (remember the maximum 10d rule):  If it succeeds, the deity appears.  To dismiss a deity requires a dynamic Command vs, Command contest, sorcerer vs. deity; with additional spell casters able to assist in the Dismissal as per the Calling, adding 1d to the sorcerer's pool per 3 Will points expended.

Cloud Memory:  Costs 1 Will and requires a Command vs. Command contest.

Consume Likeness:  Costs 1 Base Will as the sorcerer consumes the victim.  The subject can be no more than 1 Body higher or lower than the sorcerer.  If injured - even for 1 point of shock - the sorcerer must revert back to his original form for 1 hour per point of damage.

Optional rule:  To reflect the loss of Base Will, a dice must also be removed from the Command or Empathy stat.

Contact [species]:  These function as written in the CoC rulebook.

Contact Deity:  Requires a point of Base Will and a simple Command roll.

Optional rule:  To reflect the loss of Base Will, a dice must also be removed from the Command or Empathy stat.

Create Fetch Stick:  Requires a point of Base Will and the spell's gruesome ceremony requires a Violence Equilibrium (intensity 5) and Self Equilibrium (intensity 5) rolls.

Optional rule:  To reflect the loss of Base Will, a dice must also be removed from the Command or Empathy stat.

Deflect Harm:  Costs 1 Will.  Once cast, the sorcerer gains 1 HAR per point of additional Will spent.  However the armour is ablative.  Every point of killing damage deflected reduces the spell's HAR by 1.

Dominate:  Costs 1 Will and requires a Command vs. Empathy contest.

Dread Curse of Azothoth:  Costs 1 Will and requires a Command vs. Empathy contest.  If successful the defender loses 1 point of Base Will.

Optional rule:  To reflect the loss of Base Will, a dice must also be removed from the Command or Empathy stat.

Elder Sign:  Requires a point of Base Will to create.

Enchant Knife:  Each point of Base Will spent on the knife adds 1d for casting Summon Dimensional Shambler.

Optional rule:  To reflect the loss of Base Will, a dice must also be removed from the Command or Empathy stat.

Grasp of Cthulhu:  Costs 3 Will per minute per target.  The caster rolls Command vs. Command for each target: those that succumb are immobilised and temporarily lose the roll's width in Body.

Power Drain:  This spell drains Will points from the target and requires an Unnatural Equilibrium (intensity 7) by the caster.  Requires a dynamic Current Will points of the caster vs. Current Will points of the target contest.  If the caster wins, the target loses Will points equal to the width of the caster's roll.  If the target wins, the process works in reverse and the caster loses Will points equal to the width of the target's roll.

Shrivelling:  Requires a dynamic Command vs. Command contest.  If the contest succeeds, the spell inflicts 1 point of killing damage to the target's head per point of Will expended.  (Used against monsters with no hit locations, it inflicts 6 points of general killing damage per point of Will.)  Note that Will must be spent whether the contest succeeds or not.

Steal Life:  Costs 3 Will and requires an Unnatural Equilibrium (intensity 5) and Self Equilibrium (intensity 4) rolls.  The victim loses 1 each from Body, Coordination and Command, per minute.  For every point of stat stolen, the caster becomes much younger.  See CoC rulebook for further particulars.

Summon/Bind Servitor:  Each point of will generates a Summon/ Bind pool of 2d.  (So spending 3 Will gets a 6d pool.)  A match indicates the servitor has been summoned.  A dynamic Command vs. Command contest will be required to Bind it.

Optional rule:  This spell could be used to wrest control of a summoned and bound servitor from a sorcerer.  The caster must gain a greater height with his spell than achieved by the original sorcerer.

Voice of Ra:  Costs 2 Will.  For 24 hours, the caster's Command and Empathy stats are increased by 2d.  The enhanced characteristics do not contribute to the characters Base Will nor increase his Will points.

Optional rule:  The spell does indeed enhance Base Willpower and hence Will temporarily for 24 hours.

Voorish Sign:  Costs 1 will to cast and consists of a series of hand gestures that can be completed in few seconds.  It adds 1d to any spell roll.

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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