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 it is folks, my school of The Cabal of the Death Stealers. This is
a magic school for guys who commit suicide to gain power over life.
They're like the REIGN version of liches or vampires. They've got some
very powerful spells, and some very high costs as well. I'm very open
to critique and balancing suggestions. Next, I'm going to work on a
"beastiary" of sorts detailing some of the different kinds of Death
Stealers, for use as both examples and antagonists. Without further
ado:
Someone somewhere complained that the One Roll Generators in Reign produced too-much-like D&D classes. In keeping with this fine D&D tradition of classes in Reign, I
decided to try creating a One Roll Sorcerers chart. Here is is. It's
rough but let me know what you think. I tried reworking my old Hedge
Wizardry advantage. I can see use for other sorts of Fighters or Rangers and Thieves or Assassins.
The
Way of the Wood found itself in Dindavara a handful of generations or
so ago. Travelling Dindavarans went up and down the Empire eventually
came to visit the massive sprawling forests and swampy lands of
Deerwood.
Inside the Cusp, the very edge of the Shadow Lands, close to Shade, a large sprawling city, there is a place called the Well. From around the Sunless Plains and other places around the Empire
shadow-binders they come and converge at this place, a series of caves
and caverns deep and warm. For the Darkened Path magicians, the Well is
the closest place they have that resembles a guild or fraternity.
Rather than have a series of five-step Esoteric Disciplines, I decided
to create a series of one-off advantages just for sorcerers. Instead of
the maximised spread of Disciplines and Paths, each sorcery advantage
acts as a specialisation and only affects the single spell it was
bought for.