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.
Why doesn't combat work exactly the same as regular skill rolls? Width
as speed and height as quality, with quality in this case meaning
damage. There are also several strange anomalies in the rules as they
are written. This questions led to the creation of these alternate
rules for Nemesis. The rules below are based upon the alternate combate rules for Godlike by Tom Miskey.
We have installed a new and - we think - useful component to the website. With the "Your Content" link from the user menu (left) you get more control over the content you have submitted to the website.
Hans Werner Schlinck was born on February 1st 1911 in the Westphalian
town of Hagen that marks the border between the industrial region of
the Valley of the Ruhr and the rural Sauerland hills. Schlinck's father
was an entrepreneur owning a couple of lumbermills along the river
Lenne and a steelwork in the town of Schwerte near Dortmund.
You need some fresh inspiration for your horror scenarios? Then just go back to the source, but not all the source. Let's take just one
story, the Dunwich Horror, and use it in isolation from the other
stories as inspiration.
We are, as a race, completely and utterly mad. Born into the world
screaming and insane, we are raised and civilized, our bodies and minds
carefully shielding themselves, adapting themselves to a life that we
can tolerate.
Just meeting a Shoggoth is not in itself horrific. Rather, it is a question of placement.
The key to good mythos horror is to take the familiar and and
introduce the terrifying into the familiar in a shocking way: things
not working as they should, places being where they aren't supposed to
be, and things challenging your assumptions about how the world/your
body/science/religion etc. should work.