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This tome was written in the 14th century AD in the Coptic language of
Egypt. It is a dusty but beautiful relic, hand-written on gilt-edged
rag paper and stitched between wooden covers wrapped in faded red
leather, decorated with metal and glass inlays. The ink is a curious
red-brown color that instantly reminds the reader of dried blood.
Elaborate and artfully rendered sigils and diagrams grace many of the
yellowed pages, while terminologies from both Islam and Coptic
Christianity are applied to mythos concepts with irresponsible abandon.
The book seems to be the product of some ancient cult of Yog-Sothoth
worshippers, and focuses primarily opon the All-in-One and his
servants.
There is only one copy of this work, sealed inside a large clay jar
inside a cave hidden behind the shunned ruins of an old monestary. The
monestary is near an abandoned mountain pass far to the east of Sudr,
Egypt. In this dry, desolate setting the book has remained in a
remarkable state of preservation. At the keeper's option, the cave
might be guarded by a spectral hunter.
Perhaps the book will soon be discovered by archaeologists or relic
hunters, or by some madman tormented be clairvoyant dreams. If the
keeper prefers, perhaps this dangerous tome has already been discovered
and is currently in circulation.
Spells: Suggested spells for Au Katan include the following;
Beseech Ancient Ones - Opens
communication with Tawil at'Umr, the guardian of the Ulimate Gate.
Mechanically, this works like any Contact Deity spell, with the same
sacrifices and chances for success. It requires expensive incense and
an all-day ritual, after which the caster's dreaming mind enters into
the presence of the ancient ones. If the caster is found unworthy, he
may be stripped of his sanity (1D20/1D100 Sanity loss to see Tawil
at'Umr's uncloaked form), or his mind might be sent on to some other
realm while his body falls into a permanent catatonic stupor. If Tawil
at'Umr is feeling more cooperative, he may impart the sought-after
information telepathically.
Call Celestial Spirits - This
is a Contact spell which brings forth an "old one". Statistics for the
old ones appear in Cthulhu Dark Ages. The spell costs 5 magic points to
cast, and 1D3 Sanity points. It should be cast in an area where the old
ones have been seen, even if the last sighting was many hundreds of
years ago. It must be cast after sun-down in a secluded and quiet
location. Under these circumstances, it succeeds automatically.
Call Tomb Spirits - This is a
Summon/Bind spell which brings forth a member of the tomb-herd.
Statistics for the tomb-herd appear in "Cthulhu Dark Ages" and in "Ye
Book of Monstres II". Magic point cost for this spell varies. For each
magic point spent, increase the chance for a succesful cast by 10
percentiles. A result of 96-00 is alsways a failure. The spell also
costs 1D3 Sanity points to cast. The spell should be cast in a cemetary
which is still in use, near the entrance to a tomb or crypt. The
tomb-herd will arrive in its insubstantial form. Unless bound, it will
soon attempt to enter a human host (the caster, if necessary) so that
it can feed. However, if one of the special statues favored by the herd
is present, it will be satisfied to enter that instead.
Inscription of Passage - This
is a version of the Gate spell. It requires the inscription of a large
and complex diagram using a paste made from ground gypsum and oil. This
diagram will thereafter appear at the far end of the gate as a faint
greenish-gray tracery with a very subtle luminescence. The diagram must
appear upon a flat, vertical surface in both locations. A person
entering the gate appears to walk straight into the surface upon which
the diagram appears, almost as if that surface were made of mere fog or
smoke. The caster must be able to visualize the destination ahead of
time, which means he must previously have viewed it at least once (a
photograph or supernatural vision will do).
Rite of Transformation - This
is the Become Spectral Hunter spell. Statistics for the spectral hunter
appear in "Ye Book of Monstres" volume one. The figurine utilized in
the spell must be of the darkest clay, with two glittering garnets for
eyes.
Coptic language, -1D6/1D10 sanity; +10 Mythos; Spells (see below); 8D8 weeks (average 36 weeks) to study and comprehend