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Au Katan PDF Print E-mail
Written by Zaster   
Thursday, 01 February 2007
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 

 

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

 
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