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.
Here are some more spells. Instant
duration, combative casting time, no attunement for each unless
otherwise noted. Most are low intensity. Many are (I'm afraid) D&D
adaptations.
The monks of the Resplendent Willow monastery practice a strange form
of pacifistic self-defense which they claim helps center the mind and
body. The monks say that excessive effort in one's actions degrades the
self, and that one should strive to achieve a state of "effortless
effort" in all things. Though the philosophy escapes many, the efficacy
of the techniques is undeniable. Their regimen combines intense studies
of body language and spatial awareness, meditative exercises, and the
occasional surprise beating to train students to avoid blows by the
barest of degrees. Practitioners learn to avoid strikes without the
frantic capering of the Insouciant Monkey school, but instead through
measured and well-timed avoidance, never moving more than they have to.
The jungles of Helluso and Milonda are home to several species of big
cats, which are viewed, depending on the person doing the viewing, as
symbols of fortune both good and bad. Regardless of personal views,
however, these creatures are universally respected as consummate
stalkers and hunters.
For gunfights with semiautomatic weapons, I use the lowest loose die as
the number of shots actually fired. Higher skill levels result in a
greater chance of that lowest loose die being a 1, so you're more
efficient with your killing. Untrained characters throw around tons of
ammo to get a single hit.
I also have a "roll with the blow" rule - if you get hit, you drop ALL
remaining sets (assuming you had at least one), fall over, and can roll
Body + Vigor and get Width + 1 in light armor. Your next action must be
defensive (run, parry, dodge, take cover).
You can take an Assist action, and throw Width in dice to someone else
next round, or take it yourself. Wild Talents has this as a function of powers,
but I like the general utility of it, so if players do it creatively
they can use anything they like for an assist.
My players really dig it, and it gives them something to do when
there's a mismatch between their characters' capabilities and the
current menace. They can assist the guy who's making an impact.
A
few credulous hero-worshippers claim mutation every time a myth
describes someone of unusual strength or unnatural prowess. But between
the research of Charles Fort (which earned him the post of U.S.
Secretary for Unusual Humanity) and a few well-publicized corpses
preserved with obvious traits off the baseline, it seems clear that
there were superpowered mutants in the past, even if Napoleon and
Ghengis Khan weren’t among their number.