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.
There are guilds where alchemists fabricate gold and living things are
born and stir in glass cylinders. There are cults of assassins with the
very shadows themselves stir to turn on their masters. There are
viziers who summon the spirits of the wind that hear all and speak with
the serpents of the earth that have lived for millennia. There are
colleges where the wisest and sagest of men and women go forth to share
their wisdom with the regents of the world. Magic is a force unto
itself.
This is a means of increasing one’s wealth by establishing an enduring
economic relationship with another company. The Trade must be
established with a company with a Treasure equal to one less or greater
than the initiating Company’s Treasure. Participating in the trade
route is a voluntary act by the trading partner, and might require role
playing and diplomacy to encourage the prospective trade partner to
enter into the relationship.
As it stands now, the only way to hit the wealth of another company is
through military action… which in some more sophisticated economies
doesn’t make much sense. Shouldn’t two merchant houses be able to wage
an economic war against each other?
I created this western role-playing game based on the Godlike system ages ago. It borrows heavily from deadlands system (which I borrowed from a friend) and the Feat system of D20 (the only thing worth salvaging in my opinion). Feel free to read, adapt, spell check of dispose of as you see fit.
The following is a pseudo-medieval city statted up for Reign.
The City is assumed to have some ruthless and powerful government --
whether that is an autocrat, a council of schemers, a theocracy, etc.
is up to the GM. The City Government has access to a certain number of
assassins, but these are not battlefield warriors and thus are not
reflected as a Might score.
Ship to ship combat in REIGN basically works like this. Every turn
of combat each ship involved has 4 main options: Manoeuvre, Attack,
Dodge, Pursuit. The ship does one of these things while the the other
characters on board can do other things. Note that naval combat rounds
tend to be longer than hand to hand combat rounds (the distances are a
lot bigger).
So, I was wanting to do a traditional berserker-type and have made a
martial school for it. This is the first school I've made, so I would
appreciate any comments about balance and ideas you have.