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.
Darkeater (Darkened Path. Duh!) Intensity: 3 Casting: Seven minutes Duration: Width in hours Attunement: No Effect: The caster performs a stealth check. This attunes the caster to shadow magic by consuming all darkness in +-50 ft. radius.
The caster must stand in a place of relative darkness before she
begins. During casting the sorceror attempts to blend into the shadows,
practicing perfect stillness and silence (stealth check) for seven
entire minutes. If she succeeds, she quite literally consumes the
darkness around her in one giant gulp - the amount of shadows required
varies, as perfect darkness is more filling than normal half-lit
shadows. For the next hours, the caster can use the darkness she
devoured to power her Shadowbinding spells.
As a side effect of this spell, any area targeted actually becomes
slightly lighter due to the caster consuming the darkness. Such areas
become visible as if lit by a soft, twilight glow, such as might be
found during an exceptionally bright full moon. All sight penalties
drop by 1.
Lighteater (darkened path) Intensity: 3 Casting: Combatitive Duration: Width in minutes Attunement: Yes Effect: Blocks out the light of several fire sources for a few minutes.
The caster sprinkles a bit of obsidian dust around him, which
extinguishes up to twenty sources of light with a similar base (fire...
magic... whatever). This does not remove their heat or ability to burn
things.
Grove defenders (priests of Setekesh) Intensity: 6 Casting: Eight minutes Duration: Height in hours Attunement: Yes Effect: Summons (height) number of rank 3 unworthy opponents immune to morale attacks, with an armor of 1 vs. edged weapons
The Conjoiner calls upon the sacred Godess to protect the lands
anointed to her, ie. this spell can only be cast while standing in a
consecrated grove of Setekesh. The caster anoints the heart of the
grove with oils, milk, pure water and then spills enough blood (not
necessarily his own, but it must be human) to do two points of shock
damage to one limb, all the while mumbling supplications to the Godess.
If the spell is succesful, the heart of the grove immediately begins to
swell with vital energies - onlookers experience heart palpitations and
cold sweats as the spirit of the Godess enters the physical world,
grounding itself in her holy land. The ground ruptures as a leafless
black tree sprouts up within seconds, maturing and bulging until the
trunk simply splits open, spilling forth all manner of monstrous life.
The minions produced are shifting forms, mixtures of animal muscle and
plant mass - all skinless and glistening, jumbled limbs and horns and
claws and suppurating wounds (or mouths?). The creatures are loyal to
the caster and utterly fearless.
Once the duration runs out, the summoned creatures immediately collapse and crumble to dust. They make an excellent fertilizer.
The Call of the Grave (voodoo school of magic) Intensity: 6 Casting: Combative Duration: Repeats for Width rounds Attunement: ??? Effect: Attack spell. The spell does Width+3 shock, and waste dice in shock, and repeats for Width rounds.
To cast the spell the caster must burn some living or dead flesh into
ashes. A finger's worth is generally enough - for those perverse enough
to extract it from the living, the process deals one killing damage to
the target limb.
Upon casting the spell the sorceror blows the ashes gently towards a
target, calling down the wrath of the Grave Mother. The target is
wracked with pain as hungry spirits try to drag him into an early
death, his body withering under the wrath of the Beyond.
Wake the Dead (voodoo) Intensity: 5 Casting: Eight minutes Duration: Permanent Attunement: ??? Effect: Animates a single corpse to obey the caster.
The caster mixes the juices from a sappodilla fruit and the bark of a
grumichama tree - both are (un?)fortunately common in tropical areas -
to produce a crimson paint called basumata, which he then applies in
sacred patterns to the face of a corpse. After the spell is cast, the
magic moves from the paint into the corpse, animating it (it should be
noted that after this point the paint serves no purpose, and contrary
to popular belief washing it away does not break the spell).
The zombie is utterly loyal to the caster and possesses limited
cognitive abilities. It can speak (slowly) and will generally give off
an aura of mild mental retardation. The spell prevents the corpse from
decaying any further, though it does not remove rot that has already
occured. A fresh, unwounded corpse would not necessarily appear to be a
zombie unless inspected very closely. On the opposite end, the spell
can animate a skeleton, but that's a bit too visible for most vodouns,
especially as this spell is considered ILLEGAL in most decent places.
Dead Men Tell Tales (voodoo) Intensity: 3 Casting: Slow 3 Duration: Height in minutes Attunement: No Effect: The caster binds a ghost to a corpse and compels it to speak truthfully and to the best of it's knowledge.
To cast the spell, the caster must pierce the corpse's tongue with a
silver pin (the pin is not consumed in the casting and can be re-used).
The spell will obviously not work on a corpse that is lacking a tongue;
in fact, the entire head must be relatively whole (though the rest of
the body is not necessary) for the spell to be cast.
If it succeeds, the momentarily animated spirit must answer the
caster's questions truthfully. The spirit cannot lie, nor can it remain
silent, but clever ones can omit certain truths if they so desires.
Sorcerors should phrase their questions carefully if summoning spirits
of enemies.
This spell is forbidden by most communities as it's considered a desecration of the dead.
Judgement of the Loa (voodoo) Intensity: 4 Casting: Slow 3 (as the loa debate amongst themselves) Duration: Instant Attunement: ?? Effect: Curses or blesses one target with luck. Requires (social skill here) check.
The vodoun can bestow one target with unexpected good or bad luck. He
can even cast this on himself, though casting more than once a day on
yourself is a rather poor idea. A pompous windbag who keeps on telling
the loa how great he is is just asking to be taken down a peg or two.
(There are no limitations like this on other people, though each
additional casting on the same person during the same scene nets a
cumulative -1 penalty to the skill check).
To cast the spell the vodoun must take time to explain to the loa why
they should bring about good or ill fortune to the target. This
requires a (skill + stat) check. If it succeeds, the spell proceeds to
the Sorcery roll. If it fails, the spell still proceeds to the Sorcery
roll, but the loa have decided to accomplish the exact opposite of what the caster wished!
The actual effects of the spell are entirely up to the GM - the caster
only generally praises or condemns the target, and it is up to the loa
to act as they see fit. The roll determines how significant the stroke
of luck is, and how soon it arrives.
Height:
4 & 5 - Very small boon or bane. Enough to cheer you up or make you glum for a while.
6 & 7 -Minor luck. Argh! / Yesss!
8 & 9 - Significant stroke. It's terrific / horrible!
10 - Major luck. You'll remember this day (perhaps in your nightmares).
Width:
2x Within a day.
3x Within this scene or the next - or hours, whichever is shorter.
4x Within seconds.
And now for something completely different! There's an ORE random
creature generator at the Nemesis Project site. I used it for the first
time yesterday and rolled up this beauty:
Large, spiky, armoured blooddrinker. No arms. Flies, swims, hoards,
nocturnal. Fairly fragile. Very stealthy. It took some time to combine
all that into the final result.
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