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.
This is the first draft of my conversion of Reign (with some Wild
Talents) for use with D&D (specifically Forgotten Realms). I havent
had a chance to playtest these yet, so if theres any gaping holes
please feel free to point them out.
The conversion itself itsn't 100% faithful to standard D&D, beyond
the fact that it doesnt use classes and levels there are also some
other more subtle differences. The main one is probably the fact that
magic is no longer 100% effective, while its small there is a chance
that a spell caster will simply fail to cast a spell (even without
outside interference). I dont think its a major issue, it doesnt really
change the general feel of the forgotten realms as presented in the
fiction and fluff, which is what I was more interested in emulating. If
it is an issue then it isnt one that requires much tinkering to work
around.
To do:
* Add Problems
* Fine tune One roll options
* Finish magic item rules
* Sample Magic Items?
* Sample spells?
* Template Races? (can be purchased with xp)
Basic Races
Human - Cost 0
Elf - 14 points / 3 dice
* Elves receive +1 to Coordination or Knowledge, players choice
* More than human: Elves may upgrade their Coordination or Knowledge
dice to expert dice for the cost of 10 points per dice converted
* +1 Weapon (Sword), +1 Weapon (Bow)
* Low Light Vision: Low-light vision allows the character to see as
normal in starlight, moonlight, torchlight, and similar conditions of
poor illumination. He retains the ability to distinguish color and
detail under these conditions.
Dwarf - 16 points / 3 dice
* Dwarves receive +1 to Body or Sense, players choice
* More than human: Dwarves may upgrade their Body or Sense dice to expert dice for the cost of 10 points per dice converted
* Ancestral Skills: Receive a +1 Weapon in the weapon of his choice
(most dwarves use axes or warhammer's) as well as +1 in any smithing or
stonework related craft.
* Darkvision: Darkvision allows the character to see when there is no
light at all. Darkivision is black and white only. It is not spoiled by
the presence of light.
Gnome - 9 points / 2 dice
* Gnomes receive +1 to Body or Knowledge, players choice
* More than human: Gnome's may upgrade their Knowledge dice to expert dice for the cost of 10 points per dice converted
* Low light vision: Low-light vision allows the character to see as
normal in starlight, moonlight, torchlight, and similar conditions of
poor illumination. He retains the ability to distinguish color and
detail under these conditions.
Half-Elf - 7 points/ 1 die
* Half-Elves receive +1 to Command.
* Low Light Vision:
Low-light vision allows the character to see as normal in starlight,
moonlight, torchlight, and similar conditions of poor illumination. He
retains the ability to distinguish color and detail under these
conditions.
Half-Orc - 9 points/ 2 dice
* Half-Orc's receive +1 to Body.
* Darkvision: Darkvision
allows the character to see when there is no light at all. Darkivision
is black and white only. It is not spoiled by the presence of light.
Halfling - 9 points/ 2 dice
* Halfing's receive +1 to Coordination or Charm, players choice.
* More than human: Halfling's may upgrade their Coordination dice to
expert dice for the cost of 10 points per dice converted
* Ancestral Skills: Receive a +1 Weapon (Sling) or any thrown weapon.
Planetouched Races
Aasimar - 20 points / 4 dice
* Aasimar receive +1 to Charm and Sense
* More than
Human: Aasimar's may upgrade their Charm or Sense dice to expert dice
for the cost of 10 points per die converted
* Darkvision: Darkvision allows the character to see when there is no
light at all. Darkivision is black and white only. It is not spoiled by
the presence of light.
* Light: You can create light equal in intensity to a bright lantern.
You can place this light source anywhere within your visual range. If
placed close to an opponents eyes it reduces all their pools requiring
sight by 1d. It can be generated a number of times per day equal to
your Charm
Gensai - Air - 35 points / 7 dice
* Air Gensai receive +1 to Coordination and Knowledge
*
More than Human: Air Gensai may upgrade their Coordination or Knowledge
dice to expert dice at the cost of 10 points per die converted
* Darkvision: Darkvision allows the character to see when there is no
light at all. Darkivision is black and white only. It is not spoiled by
the presence of light.
* Levitate: You can fly at five yards per round. To activate this
ability roll Coordination+2d, the ability lasts for width rounds. The
character can re-activate the power while in flight. The character has
enough flight control to dodge or fight while flying.
* Breath of Air: The character does not need to breathe.
Gensai - Earth - 25 points / 5 dice
* Earth Gensai receive +1 to Body
* More than Human: Earth Gensai may upgrade their Body dice to expert dice at the cost of 10 points per die converted
* Tough - As per advantage
* Darkvision: Darkvision allows the character to see when there is no
light at all. Darkivision is black and white only. It is not spoiled by
the presence of light.
* Pass without trace : The character can move through any type of
terrain and leave neither footprints nor scent. Tracking the subjects
is impossible by nonmagical means. The character can use this ability
Body times a day.
Gensai - Fire - 16 points / 3 dice
* Fire Gensai receive +1 to Knowledge
* More than Human: Fire Gensai may upgrade their Knowledge dice to expert dice at the cost of 10 points per die converted
* Darkvision: Darkvision allows the character to see when there is no
light at all. Darkivision is black and white only. It is not spoiled by
the presence of light.
* Control Flame: This ability allows the character to increase or
decrease the intensity of an already existing flame. The character
rolls Knowledge (or Knowledge + Expert:Flame Control) ) and may
increase or decrease the fire's intensity a number of steps equal to
the roll's width. Each step increases or decreases the fires damage by
one die, if reduced to zero damage the fire is extinguished. This
ability lasts for Height in rounds and may be used Knowledge times a
day.
Gensai - Water - 25 points / 5 points
* Water Gensai receive +1 to Body
* More than Human: Water Gensai may upgrade their Body dice to expert dice at the cost of 10 points per die converted
* Darkvision: Darkvision allows the character to see when there is no
light at all. Darkivision is black and white only. It is not spoiled by
the presence of light.
* Breathe water: The character can breathe as normal underwater and is
unaffected by the cold and pressure of the ocean depths.
* Create Water: The character can create up to ten gallon of waters a
day. This water is pure and drinkable. The character can use this
ability Body times per day. In certain circumstances the character may
wish to use this ability to aid allies or hinder enemies. To do do they
roll Body and may apply a 1d bonus or penalty per width of the roll.
Tiefling - 25 points / 5 dice
* Tieflings receive +1 to Coordination and Knowledge
*
More than Human: Tieflings may upgrade their Coordination or Knowledge
dice to expert dice at the cost of 10 points per die converted
* Darkness: You can create an area of mystical darkness which obscures
vision. Roll Knowledge to activate. Each character within the area
suffers a penalty on all dice pools requiring sight equal to the Width
of the roll unless they succeed in a Sense+Hearing roll. The effect
lasts for Height in rounds. This ability can be used Knowledge times a
day.
* Darkvision: Darkvision allows the character to see when there is no
light at all. Darkivision is black and white only. It is not spoiled by
the presence of light.
Skills
Counterspell is no longer a default skill and may only be purchased by
magic-users or characters with the Arcane Experience advantage or
Cursed disadvantage.
Martial Paths and Esoteric Disciplines
The character may purchase more than fifteen martial techniques. To do
so the character must have fully mastered at least two martial paths.
Each additional technique purchased after the fifteenth costs double.
Path of the Razor Heart - May be used with any one handed edged weapon
The Horsewoman's Course - Renamed as ?
The Winnowing Axe - May be used with any weapon
The Black Thirst - The Black Thirst techniques may be used with any weapon.
Guai's Path - These techniques can only be used if the warrior
is holding a short bladed weapon in each hand, e.g. short swords,
daggers, etc.
Broadcutter's Path - Unless otherwise noted these techniques can only be used with a two-handed sword or axe.
Advantages
Arcane Experience - 2 points
You are familiar with magic and while unable to cast it you are
familiar enough with its working that you can disrupt its use. This
advantage gives the character one rank in and access to the
Counterspell skill.
Arcane Training - 5 points
You have been trained as a wizard in the arcane arts. This advantage
gives you a Thaumaturgy skill of 1 and a weave point pool equal to
three times the sum of your Sense and Knowledge stats. If your Sense or
Knowledge statistics are increased so is your weave point pool.
Divine Calling - 5 points
You have been called to service by a divine force. This advantage gives
you a Prayer skill of 1 and a weave point pool equal to three times the
sum of your Sense and Knowledge stats. If your Sense or Knowledge
statistics are increased so is your weave point pool.
Familiar - 3 point per rank
The witch's cat, the diabolists's imp, the wizards owl - all are
represented by this advantage. The familiar is a creature enhanced by
or created whole cloth from its masters life energy. The character does
not need to be a magic user to purchase this advantage. Familiar's can
be created for an gifted to individuals by a wide range of people and
powers.
The familiars Body and Coordination are determined from a pool equal to
its rank x2. Once set these values cannot be changed unless the
advantage is increased with experience points. The familiars Sense,
Knowledge, Command and Charm are equal to its masters. Familars also
share their masters Linguistic skills.
Familiars have a number of health box's in each location equal to their
rank. However, while its master lives a familar can never be truly
killed. If killed the familiar will revive or reform in twenty four
hours (assuming their master still lives). Familiars begin with an
unarmed attack skill equal to their rank.
The familiars master can invest their familiar with the upgrades listed
below either at character creation or later via experience:
* Flight - 3 points
Your familiar can fly at a speed of 20 feet per round.
* Skilled - Variable
You can purchase skills for your familiar at the normal skill costs.
* Mental Link - 2 points
You can communicate mentally with your familiar out to a distance of Knowledge miles.
* Shared Senses - 4 points
You can share your familiars senses, allowing you to see what it sees,
hear what it hears, etc. To purchase this upgrade your familiar must
already have the Mental Link upgrade. While sharing the familiars sense
you are entirely oblivious to your current surroundings.
Prayer - 5/10/20 points
This is the ability of the truly devout to harness their god's powers
to change the world. To purchase it you must have a Prayer score of at
least 1. It costs 5 points per normal dice, 10 points per Expert Dice
and 20 point per Master Dice. This may be purchased with experience
points.
Trappings: Holy Symbol and vestment's of your faith.
Sorcerous Legacy - 5 points
You were born with the potential for sorcery. This advantage gives you
a Sorcery skill of 1 and a weave point pool equal to three times the
sum of your Sense and Command stats. If your Sense or Command
statistics are increased so is your weave point pool. This advantage
also gives you access to the "Arcane Blood" ability
Sorcery - 5/10/20 points
This is the skill that sorcerer’s use to channel the magic of their
blood to change reality. To purchase it you must have a Sorcery score
of at least 1. It costs 5 points per normal dice, 10 points per Expert
Dice and 20 point per Master Dice. This may be purchased with
experience points.
Trappings: One suit of stylishly designed clothing
Thaumaturgy - 5/10/20 points
This is the ability of Wizards to shape reality through learning and
the mastery or arcane secrets. To purchase it you must have a
Thaumaturgy score of at least 1. It costs 5 points per normal dice, 10
points per Expert Dice and 20 point per Master Dice. This may be
purchased with experience points.
Trappings: A sturdy and well bound spell book
Tough - 5 Points
As per Hard as Leather, this advantage may be purchased multiple times and may be purchased with experience points.
Weave points - 1 point
This advantage may be purchased multiple times. Each time it is
purchased it adds one to the characters weave point (WP) pool. The
character must possess a weave point pool prior to purchasing this
advantage. This advantage may be purchased with experience points.
Problems
Demonic Compact
Method 1:Point Buy
When using point buy race must be selected and purchased prior to statistics and skills.
Template races can be purchased at any point in character generation.
Characters may purchase any of the regional options from Chart D below for 5 points.
Method 2:One Random Roll
Step One: Baseline
Start with 2 in each of the six Stats and one MD in your character's native language.
Step Two: The Roll
If you are playing a Human roll 11d10.
If you are playing any of the other races then roll 11d10 less the number of dice listed.
Step Three: Professions
The Height of the match (or matches) shows what profession (or
professions) you've practiced in your life. The Width of the matches
shows how accomplished you were at the job you chose (or, just as
likely, the job circumstance thrust upon you).
Note that each level includes all the preceding levels.
If you got a match of 6x or Higher, take the extra dice and reroll them.
Note that Stats are listed in CAPITALS so that you won't look for them under the Skill lists. Advantages are listed in italics.
2x1 Tribesman
+1 BODY +1 Hearing +1 Run +1 Sight +1 Fight
3x1 Tribal Hunter
May convert any Fight dice into Weapon dice.
+1 Endurance +1 Weapon: Players Choice +1 Hearing +1 Sight +1 Parry
4x1 Barbarian Warrior
Learn the first technique of one Martial Path.
+1+ED Weapon +1 Parry Thick Headed
3x10 Minor Noble
+1 Intimidate +1 Lie +1 Status +1 Weapon +1 Wealth
4x10 Prominent Noble
Change one die of your choice to an Expert Die
+1 Wealth +1 Intimidate +2 Status
5x10 Of Royal Blood
Change an ED of your choice into an MD
Step Four: Unusual Experiences
Chart A contains the "standard" life experiences, Chart B incorporates
Passions, Chart C has the more outre events and Chart D provides the
character with their geographical area of origin (or one where they
lived for a while). Players may also use the charts from the main Reign
book if they prefer.
Chart A
1 - Brush with Undeath - You've been up close and personal
with one of the undead, anything from a shambling corpse to an effete
vampire lord. You managed to survive but it's was it left an impact
(either positive or negative).
+2 Student of(the undead in question),+1 Run,+2 Endurance
2 - Scout - Whether it was for a mighty army or a band of
hunting tribseman you have served as a scout and know how to stalk your
prey while remaining unseen. Why were you chosen? Where did you gain
this experience ? With who?
+2 Stealth, +2 Scrutinise, +1 Weapon(Bow)
3 - Bardic Tutelage - An early gift for performance was
teaed (or dragged) out of you by private bardic tutelage (or torture).
Who arranged for it? Who paid for it? Did you enjoy it? Do you still
pursue it?
+3 Perform(Players Choice),+1 Fascinate,+1 Graces
4 - Snake Oil - Whether it worked or not you hawked it,
and you did it well. Of course some unsatisfied customers are to be
expected. What was it you sold? Where did you sell it? Where did you
get it?
+2 Haggle, +2 Lie, +1 Run, Hated Enemy (Disgruntled Customers)
5 - Mystra's Mark - You entered the world with the symbol
of Mystara emblazoned on your flesh. A herald of your innate arcane
talent, and perhaps of some future destiny. Where is the mark? What
trouble did it cause? Who instructed you in the Art?
Sorcerous Legacy
6 - Highwayman - "Your money or (and) your life", you
excelled at highway horseback robbery. Why did you do it? How did you
do it? Why (Did) you stop?
+2 Ride, +2 Weapon (Players Choice), +1 Direction
7 - Healing Hands - You've always had a talent for the medical arts.
+3 Healing,+1 Lore(Herbs),+1 Lore(Anatomy)
8 - Position of Command - Due to skill, circumstance or
connections you were placed in charge of an armed fighting force and
when your time in charge ended some of your men came with you. Who did
you lead ? Where was it? How big was the force? How sucessful were you?
Why did (or what made) you leave?
+2 Tactics, +2 Inspire, +1 Followers
9 - Private Schooling - You were lucky (or rich) enough to
avail of private tutelage. How could you afford it? Did you enjoy it?
Was it a private tutor or an exclusive academy?
+2 Lore(Players Choice),+2 Student of(Players Choice),+1 Language(Players choice)
10 - Inheritance - Someone shuffled off this mortal coil
and the coins rolled in. Who died? Why did they leave it to you? What
did you do with it?
+3 Wealth, +1 Status, +1 Graces
Chart B
1 - Lycanthropes ate my baby - Your son/daughter or
younger sibling was spirited away by a lycanthrope. What kind of
lycanthrope was it? Is the victim alive or dead? Either way you've
dedicated yourself to saving or avenging the purloined family member.
+2 Scrutinize, +2 Student(Appropriate Lycanthrope),+1 Fight or Weapon(Players choice)
Mission: Avenge/Save Family member
2 - Sworn to Hoar - Someone wronged you in a manner most
terrible (at least to you) and you swore vengeance on them in an oath
sanctified by a cleric of Hoar. What was the wrong? Who did it? Why did
they do it?
+2 Scrutinize, +1 Weapon (Players Choice), +1 Endurance, +1 Vigor
Mission: Gain vengeance (preferably poetic)
3 - Forbidden Fruit - It was curiosity or circumstance
that made you try it the first time. Ever since then you've been
hooked. You have a craving for the flesh of a particular dangerous
monster. What is it? What made you eat it? What will you do to taste
it? +2 Student of (Creature in question), +2 Perform:Cooking, +1 Lie
Craving: The flesh of (Monster X)
4 - The High Life - You live it, you love it - you don't want it going
away. How did you get it? How do you live it? What will you do to keep
it?
+1 Graces, +2 Wealth, +2 Status
Craving: The good life
5 - Give me back my hand - The mystic arts can require
some strange ingredients and unfortunately one such ingredient was your
hand. Needless to say, your not too pleased about it. Who took it? How
was it taken? Why did they take it? What happened to it?
+2 Weapon(Players choice - one handed only),+1 Scrutinise,Arcane Experience, Missing Hand
Mission: Retrieve or avenge your apprehended appendage.
6 - Dragon Hunt - You were involved in a dragon hunt. In
the age old battle of man versus dragon you were the loser. But you
want a second round. Who was involved in the first attempt? How did you
survive? Who didnt survive?
+2 Student of: Dragons, +2 Weapon (One suitable for Dragon Hunting), +1 Run, Gruesome
Mission: Kill the Dragon
7 - Disgraced Doctor - Either by accident or design you
let an important patient in your care die and were driven out. Who was
it? How did they die? How do you feel about it?
+3 Healing, +1 Lore(Medicine), +1 Empathy
Mission: Regain your reputation
8 - Honour - You were raised to believe in and adhere to a
higher standard of honour than the general populace. What is this code?
Who taught you it? Who exemplifies it?
+2 Inspire, +2 Graces, +1 Empathy
Duty: Obey your code of honour
9 - Forbidden Knowledge - You have always lusted after
hidden knowledge and forbidden lore. The more obscure and terrible the
better. What have you found? How has your search affected you? How have
your finds affected you? How far will you go?
+3 Lore(Forbidden Knowledge), +2 Student of (the Obscure)
Craving:Forbidden Lore
10 - Fallen noble - You are the scion of a noble house
which is barely extant or just extinct. What caused this decline?
Whatever it was you seek to reverse it.
+1 Graces, +1 Inspire, +1 Wealth, +1 Status, +1 Weapon(Rapier or Longsword)
Mission: Reclaim family's glory
Chart C
1 - Mountain Blood - The old wives say you have the blood
of the mountains in your veins. Whatever the reason you've always been
at home among the peaks. +1d+ED Climb, +1 Athletics, +1 Endurance
2 - Lost in the Underdark - Through sinister design or
simple misfortune you ended up lost in the Underdark. How did you ened
up there? How did you survive? How did you escape?
+1 Lore(Underdark), +2 Stealth, +1 Hearing, +1 Direction
3 - High class escort - You worked a while as a high class
escort and interacted regularly with the cream of high society (no pun
intended). Why did you do it? Why (or did you) quit? Who were your
clients?
+2 Fascinate,+1 Lie,+1 Graces,+1 Beauty
4 - Favoured by Waukeen - A merchant venture you had a
hand in was lucky enough to find favour with the goddess of commerce
Waukeen. What was the venture? Who was involved? How did this fortune
manifest itself?
+2 Haggle, +1 Lie, +2 Wealth
5 - Dead - You bit the big one, the fat lady has sung. You
died, but someone or some power brought you back. How did you die? What
happened afterwards? Who brought you back? For what purpose?
+2 Patron(Players Choice),+2 Eerie, +1 Student of (the Afterlife)
6 - Born in Blood - Your birth was heralded by mighty
portents, you were the chosen of Tempus, God of War. Taken from your
parents at birth you were raised in his service. How do you feel about
that? How do you feel about Tempus? His church? Your duties?
+2 Patron (Church of Tempus), First and second technique of one martial path
7 - Chosen by God - Well not the god, a god. For some
reason, inexplicable or otherwise, you have been singled out to be the
divine messenger of a particular god. Whether you choose to embrace
this or ignore it is up to you.
+1 Divine Calling
8 - Three-Dragon King - You are an accomplished master of the popular card game three-dragon ante.
+2 Expert:Three-Dragon Ante,+2 Strategy,+1 Tactics
9 - Arcane Gift - Someone (or something) fashioned a
familiar for you and linked it to your existence. Who did it and why?
What form does your familiar take? Do you appreciate or abhor the gift?
+2 Familiar
10 - Red Right Hand - You served as the right hand man for
someone (or thing) of power and influence. Who did you serve? How did
you serve? What (if anything) ended the service?
+2 Status, +2 Fight, +1 Wealth
Chart D - Regional
1 - The North - is a region of wilderness, difficult winter weather, orc hordes, and barbarian tribes.
+1 Vigor, +2 Endurance, +1 Run, +1 Intimidate
Trappings: Hand axe and cuirass OR Battle axe and winter furs
2 - Amn - is a populous and powerful mercantile country that is currently overwhelmed by an infestation of monsters.
+2 Haggle, +2 Lie, +1 Wealth
Trappings: Thieves tools and a handcrossbow (Width shock,1 Killing - Short Range) OR a well made sword of the characters
choice
3 - Sembia - Perhaps the wealthiest and most powerful kingdom weast of the Inner Sea, Sembia is a sophisticated land
of duelists, merchants, and thieves.
+2 Graces, +1 Fascinate, +1 Weapon(Sword), +1 Wealth
Trappings: Heirloom longsword and buckler OR thorough bred stallion
4 - Sword Coast - The Sword Coast is a region of isolated city-states, fiercely competitive in commerce and prone to
open brigandage.
+2 Haggle, +1 Fight, +1 Lie, +1 Scrutinize
Trappings: Light crossbow and short sword OR worn horse and cart full of knick knacks
5 - Dalelands - Scattered beneath the branches of the ancient elven forest of Cormanthor, the Dales are a series of
small cantons with a tradition of fierce independence.
+1 Lucky, +2 Scurtinize, +1 Empathy, +1 Expert(Forestry)
Trappings: Longbow and Longspear OR Compound Bow and stout knife
6 - Anauroch - Also known as the Great sand sea, this great desert is all that remains of the ancient Netherese
Empire.
+2 Endurance, +1 Run, +1 Parry, First technique in one martial path
Trappings: Scimitar and dagger OR Curved bow and a full quiver
7 - Dragon Coast - The Dragon Coast is a perfect place to get things done.. to get anything done. As the Sembian
saying goes, "Everyone has a price, but the price is more reasonable on the Dragon Coast."
+2 Climb, +1 Student of Navigation, +1 Lie, +1 Athletics
Trappings: Cutlass and duffle bag OR battered fishing scow
8 - Cormyr - The Forest Kingdom is the heart of the Heartlands. It is a land of honour, strong rulers and valorous
knights.
+2 Ride, +1 Fight, +1 Lore(Goblinoids), +1 Expert(Players Choice)
Trappings: A suit of mail OR a light warhorse
9 - Halruaa - A land in the distant south where it seems that everyone knows something of the wizard's art.
Arcane Experience, +1 Counterspell, +1 Lore(Players Choice), +1 Student of Magic
Trappings: 3 2nd Intensity Spell scrolls OR 2 2nd Intensity potions of healing
10 - Waterdeep - or the City of Splendors, is a cosmopolitan metropolis of bustling commerce, skulking rogues and
mighty wizards.
+1 Graces, +1 Haggle, +1 Fascinate, +1 Lie, +1 Student of (Players Choice)
Trappings: Rapier and fine suit of clothes OR dagger and dark, anonymous attire