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.
One of the most infamous Talents of the 1960s went by the name Setekh.
Nobody knew who he was, really, but he styled himself the incarnation
of the ancient Egyptian deity Set, god of desert storms and chaos.
Setekh was clearly insane, and not in an entertaining, comic-book
supervillain way. He would shift from literally raining destruction
over some offending city to spending weeks in staring isolation.
Of course, in some traditions Set was god of fertility. In 1967, Setekh
deemed he needed an heir, or even better a whole line of them. His
ensuing depredations were among his most unsavory, and the fact that he
particularly favored superhuman consorts, willing or not, led to his
downfall. Any number of Talents soon were out for blood, and Setekh was
physically obliterated in a battle with half a dozen of the most
dangerous. Nobody mourned.
Henry Regan, born in early 1968, was found abandoned shortly after
birth in downtown San Diego. He was quickly adopted; whatever name his
birth mother gave him, if any, nobody knows. He grew up altogether
ordinary in the suburbs. He always loved planes, and surprised nobody
when he became a helicopter pilot after high school. Marriage followed;
two kids of his own born in 1993 and 1997. He was on his way to being
the most normal family man on the block.
On his 30th birthday, everything fell apart.
The day started fine. He drove to the airfield, headed for the hangar,
and then the clearest blue sky turned mauve and some impossible sheet
of energy sent him flying across the tarmac.
As Regan blinked, nearly deafened and slowly realizing he sported
several broken bones, an old man in a shabby suit stood over him,
hating.
"She killed herself, you know. Couldn't take the memory of it. Of you.
Of the thing growing inside her. The Amazing Kite, Cleveland's savior,
cut her own wrists on our third anniversary. And here you are again."
Regan didn't know what the hell the old man was talking about. He said so. The old man spat on him. Then the old man killed him.
But it didn't take.
Bloody and broken, Henry Regan stood up in a dazed fugue. Punched the
old man in the face, shattering his jaw. Called down a hurricane wind
to knock the old man off-balance, like it was the most natural thing in
the world.
The old man launched yet another death-glow but it went astray, and
Henry snapped the rest of the way. He tackled the old man and hit him
again and again, breaking bones with every blow. Eventually the old man
died.
Regan ran for it. Freak lightning and sandstorms drove the police off
his trail. His mind was utterly warped. Sometimes he dreamed of old
Egyptian gods with heads like wolves and jackals. Sometimes he dreamed
of his father -- his real father, insane as they come, dead before
Regan was ever born.
After a year, he woke up. The storms subsided. The police caught him.
Self-defense didn't wash -- nobody else saw any deadly purple light --
and Regan spent eight years in a Talent-security prison for
manslaughter. As with many Talents, parole was not an option. He served
every day the judge handed down.
He went in confused and terrified, hating himself. He came out,
somehow, better. It was ugly and it was violent, but in prison he
learned about his father, and he was able to surmise pretty accurately
about his mother. He learned about the dead old man and his long-dead
wife, Ace "Negator" Wilson and Gillian "The Kite" Wilson, Talents
themselves who had done some good things back in the day. He learned
how to cope with his abilities. He learned not to be so afraid that he
really was his father's son.
Henry Regan could be a poster child for prison reform, a case study of
what happens when the system goes right, if he wasn't so utterly
miserable. The strain of it destroyed his marriage; his wife is now
happy with a producer in Burbank and his kids have two half-siblings.
Regan is out of work -- certainly no chance of a pilot's license any
time soon -- and he just knows there are more bitter survivors of his
father's insane rampage still out there, not to mention friends of the
old man.
It's time to start over.
Henry "Setekh" Regan Archetype: Mutant (5 pts)
Source: Genetic; Permission: "Weather god" power theme.
Miracles:
Control Weather 9d (45 pts)
ADRU.
Detect Weather Control 10d (10 pts)
ADRU; Rare element, -4/8/16.
Second Chance 1 (6 pts) RU.
Stats (110 pts):
Body 6
Coordination 6
Sense 3
Brains 2
Cool 3
Command 2
Base Will 5
Willpower 5
Skills (74 pts):
Brawl 4 (10d)
Drive: Car 1 (7d)
Endurance 3 (9d)
First Aid 3 (5d)
Health 3 (9d)
Language: Spanish 2 (4d)
Navigate 3 (5d)
Pilot: Helicopter 3 (9d)
Pilot: Light Aircraft 1 (7d)
Resistance 2 (5d)
Run 2 (8d)
Sense Motive 3 (5d)
Sight 1 (4d)
Streetwise 3 (5d)
Throw 2 (8d)
Survival: Desert 2 (4d)
Comments:
My 9d roll came up 10, 9, 2x8, 6, 5, 4, 3. That's one power or power package and a whole lot of background.
Powers (determined by the 2x8): Control [Element] and/or Detect [Element].
Careers (chosen from the unmatched dice): Everyman; pilot.
Events (chosen from the unmatched dice): Adopted; responsible for a
death; unjustly imprisoned; feral; child of a notorious supervillain.