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.
The One Roll Engine has really matured with Wild
Talents, Reign and Monsters and other childish things and I think it
offers exactly the right mix of grittiness and heroic potential that
I'm looking for in a Warhammer 40,000 RPG. I statted one of
the Characters in the demo using the rules below. (Incidentally bumping
them up to a level I think is appropriate for Throne Agents.)
Using Wild Talents as the baseline (For easy power/technology creation.), here are a few changes I'd implement:
Trim
the Skill list - This is very much a taste thing, but I find the WT
skill list too bloated, especially for the cost of skills. Something
like Reigns skill list, where every stat has about 5-6 skills under it
and thus costs five times as much as a skill works better for me. So a
bunch of skills would be combined and a couple of new ones would be
stolen from Reign, especially the Sense skills.
Add the Madness
Meter from Nemesis/UA - I love the UA Madness Meter and I think it
would work great for a 40k game, where Madness and characters hardened
by war are featured quite often. Also, it's easy to both add and remove
it, depending on the tone somebody's aiming for.
Shattered Hopes demo Scenario by Rob Schwalb
Make
ready your chainsword, strap on your bolter, and say a prayer to the
God-Emperor, for Warhammer 40,000: Dark Heresy is here. Step into the
role of an agent of the Inquisition, hunting out and destroying the
foul and twisted influence of Chaos.
This free booklet gives you a taste of the fantastic new roleplay game
from award winning publisher Black Industries. The long awaited
Warhammer 40,000
Roleplay: Dark Heresy will be available from February 2008.
Steal TSOYs
"Keys" to replace the XP system - Again a taste thing, but I find
WT/Reigns XP System pretty boring. Not really bad but not terribly
exciting either, so something more interesting would be nice. Enter
TSOY and its Keys. They'd allow p_layer_s to better define what they
want out of the game and to actually decide what they want to earn XP
for. Also, Buyoffs make for an awesome character change mechanic. ("Oh,
fuck this protecting people shit, Chaos doesn't look so bad now. I lose
the Key of Compassion and get the Key of the Heretic instead!") Also,
eyeballing the Costs of Wild Talents, having characters earn 5-10 XP
per session, maybe less with a modified 1-2-3 spread for Keys, seems to
fit alright... (I'd like characters to get at least one "Goodie" per
session, wether its a skill point or whatever.)
Pre-stat a bunch
of 40k Stuff - Describing various things we see in 40k in WT terms
doesn't seem too hard. Weapons are pretty easy: Lasguns of various
sorts seem to be about as effective as various modern day guns, so a
Laspistol might have Width in Shock+Killing, a Lasrifle Width+2 with a
few levels of Spray and/or Penetration, Flamers and various Plasma
weapons would have Burn and big damage and so on.
Various
races/monsters/occupations also wouldn't be hard to translate. Orks
would get lots of strength, a bunch of Extra Tough levels, maybe a bit
of Heavy Armor, the permament Size Shift mentioned on WT Page 111 and
I'd have the perverse itch to give them some power _base_d on Second
Chance, either representing the fact that they're too dumb to die or
the next generation of Orks that grew from their spores. (But then I'm
wierd.) Tau scream for many Foki to represent Battle Armor and High
Tech Gadgetry, as do Adepts of the Machine God. (Who are also the
perfect fit for the Gadgeteer power.) Psykers could be statted with
things like Telepathy, Harm, Precognition, Telekinesis and Ghost,
adding a few defects/intrinsics to represent the danger of posession
and other nasties.
Depending on what exactly I'd want to run (Rogue
Traders, Imperial Guard, Inquisitors, ...) different things would need
statting. In an IG game, few people would need to think about Psyker
Powers or Demons. (But then, who knows...)
Example character from Shattered Hopes demo
Name: Mir
You hail from the deadly world of Fedrid, whose forests are so dense and so full of dangerous predators, the Imperium trictly forbids offworlders from descending on the planet without a licence. Indeed, it’s a wonder that your people have survived, so hostile is Fedrid to human life. Somehow, your tribes managed and established small kolonies formed out of a need for mutual defence.
Unfortunately, your efforts are often for naught, for the Imperium culls the best and brightest warriors from your tribes to fill the ranks of the Imperial Guard, which was how you found yourself removed from everything you knew and battling for your life against horrid xenos and the shrieking tide of Chaos.
You found the work of a Guardsman specially suited to you; your fighting skills honed by fighting sabre cats, blood wolves and worse on Fedrid, and it wasn’t long before you attracted the attention of Lord Inquisitor Anton Zerbe of the Ordo Hereticus. Impressed by your zeal, natural toughness, and ability to take orders, he lifted you from the faceless throng of Guardsmen and gave you a place in his retinue. Having only served your master for a few weeks, you are not yet comfortable with your duties and wonder where fate will take you.
You are a rangy young man with fair skin, long brown hair and linty grey eyes. Whorls and geometric symbols cover your flesh, tribal tattoos you gained as a right of passage to adulthood. You still wear the uniform of your battalion, a camoulaged suite of fatigues and thick jungle boots, but you’ve worked in a number of disturbing trophies taken from your enemies — fingers, locks of hair, and scraps of clothing. You believe that by taking a trophy from a vanquished foe, you gain ownership over his soul.
Point Total: 160 seemed like a good fit, although 180-200 might be closer to my prefered level of power.
Archetype:
This would probably be a good place to either introduce various setting
archetypes (Imperial Guard, ...) or "splats" (Unmodified human, Space
Marine, Xenos, ...), but for now, I'll just leave that alone, instead
buying intrinsics as normal powers if necessary.
Skills: - Here I used the regular WT costs with a Reign-like Skill list. Most should be self-explanatory, though.
Fight 4
Guns 2
Parry 2
Vigor 3
Athletics 3
Stealth 4
Dodge 3
Climb 2
Intimidate 3
Direction 3
Sight 3
Eerie 2
Lore 2
Healing 1
Expert: Hunter 3
Equilibrium 3
Powers:
Extra Tough lv1
Madness
Meter: (Hardened/Failed) - Here, inspired by the rules in Nemesis, I
ruled that voluntary Hardened notches gave back two points and
voluntary Failed notches gave back four points. If I really planned to
run a campaign, I'd have to tweak these numbers to see if they actually
work.
Violence: 4/1
Self:0/0
Unnatural: 1/1
Helplessness: 0/0
Keys:
- I gave him two Keys without charging anything, although I figure if I
were to run this I'd probably let players buy additional Keys at
two-five points. Also, I just grabbed two Keys that seemed to fit
without being verly concerned to "get it right". In a real game, I'd
work with the player to make up Keys that really do what he wants.
- Key of Bloodlust
- Key of the Lost Child
Equipment:
Long Las (Width+2 SK, Penetration 3)
Axe (Width+1 K)
Las Pistol (Width SK)
Guard Flak Armor (Like a Kevlar Vest with a Riot Helmet, ie. 2 HAR+ 2 LAR on 7-9, 1 HAR+ 1 LAR on 10)
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