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.
Our story opened with an explanation of
the last memories of each of the characters prior to the game. Albinus
was knocked unconscious by his erstwhile rescuers, Jim last remembers
being branded aboard the HMS Valiant, The Bull was shanghaied upon
attempting to patronize a woman of questionable virtue, and Azaka was
poisoned by an apothecary he was supposed to purchase from.
Edward “The Bull” Jenkins: Our
first Briton, Edward is an experienced sailor and has gained a
reputation as a stalwartly loyal man after being on the receiving end
of two mutinies under two different captains. He is a large and burly
gentleman with an honest face and a quick laugh. His last voyage from
London ended when he was forced to abandon his loyalty to his captain
as the man went gradually insane, since then he has come to the
Caribbean to make his fortune far from the dangerous questions that
might be asked back home.
The Bull is Driven and has so far focused on Hyperpugilism.
Setting: The game is set in the Caribbean of 1709
right at the end of the Golden Age of Piracy. There exist supernatural
goings on, but the attitude toward them is the historical attitude in
1709 e.g. it is considered low class to believe that supernatural
happenings exist, the Church views them as the work of the Devil etc.
The players were encouraged to make fully fleshed out period characters
with a variety of supernatural powers.
Today is special. You didn't think you'd make it half this long. Today
is the aniversary. For no rhyme or reason, every single human being
was... empowered. Oh sure, you loved it at first. So did everyone. Even the people that
ended up with crappy powers could appreciate a police force made of
supermen. Doctors that could make new arms and legs out of thin air.
Juries that could read minds. The most beautiful music and the most
moving poetry. Things were wonderful, until the supermen realized that
they could do whatever they wanted.
1995 was not meant to be a Year of Historic Infamy. It was a year of
relative peace and marginal prosperity (at least in the First World).
It was a decade that many in the US considered a rehash of the 1970's.
Music was grungy and drugged-out with metallic overtones, heroin was
making a comeback (and meth was starting to be a problem), and
everything seemed muted and depressed.
One fairly simple modification that I found to be quite useful is generalizing the
dice-adding effects of the Control or Create powers to any power with
'Useful'. If you can come up with a creative way for your power to help
you, roll it, and you can add up to Width in dice to another roll if
you pay 1 Willpower per die added.
With this extra a power has no Willpower cost at
all. If it ordinarily requires you to bid a point of Willpower for
activation (such as Block or Harm), you do not lose Willpower if you
fail to activate it. If the power ordinarily costs Willpower to use it
at all (such as Cosmic Power, Regeneration or Size Shift), you do not
have to spend any Willpower to activate it.