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.
Method: Shadow Hand uses a complex language of arcane hand
symbols to create the phantasms that they are known for. An
illusionist’s ability with this form of magic relies heavily on his
facility with this magical language of gestures. Shadow Hand
Illusionists can and do use this language as a form of communication.
Associated Skill or Stat: Language (Shadow Hand Gestures)
Society and Beliefs: According to the secret tales they tell
each other, the school of Shadow Hand contains a terrible secret. Some
say the root of the secret is in the spells that play with illusion,
expectation, and desire and skirt the boundaries of mind and emotion
control, claiming that lost high-Intensity Shadow Hand spells were
capable of true mind control. Others believe that the secret lies with
those Shadow Hand spells that create semi-real phantasms and claim that
Shadow Hand magic actually summons its illusions from another world;
that high-Intensity spells summon terrifyingly powerful , deeply
malicious, and horribly real entities. More practical Shadow Hands
simply point to their school’s potent abilities to deceive and agree
that their magic can be deadly in the wrong hands.
Whichever story she believes, all Shadow Hands agree on one thing:
their magic once led them – and perhaps the entire world – to the brink
of destruction, and while it should not be abandoned, it cannot be
trusted. Thus, most Shadow Hands live in obscurity. They practice their
art in secret, and while they are not above using it for personal gain,
they try to avoid the temptation to seek greater and greater power for
fear of accidentally uncovering the secret. Few Shadow Hands take royal
appointments or become part of a nation’s military.
A single school of Shadow Hand magic coexists with the tiny nation of
Salk on the Maemeck/Opetka border. The Shadow Hands created Salck’s
legendary illusionary wall. In return, the Librarian-Kings of Salck
allow the school to remain unmolested within their borders. Most Shadow
Hands do not receive their initial training at this academy. Instead,
they are usually trained one-on-one by a master of the art. However,
all Shadow Hand Illusionists who have heard of the Shadow Hand Academy
aspire to study there some day.
Required Knowledge: In order to successfully imitate a
phenomenon, a Shadow Hand Illusionist must have a clear idea of what it
is like. A Shadow Hand who has never seen a lion is going to be
hard-pressed to make his illusion realistic. When using one of the
flexible illusion spells to create the likeness of something he has
never personally seen or experienced, a Shadow Hand’s dice pool is
capped by his Language (Shadow Hand Gestures) + Relevant Skill (usually
Expert). As a result, many Shadow Hands cultivate many varied interests.
Special Note: Many Shadow Hand spells are maintained by the
caster’s concentration. As soon as his attention lapses, the spell
ends. Taking any other rolled actions while maintaining a Shadow Hand
spell imposes a -2d penalty on the other action.
Petty Fantasy Intensity: 1 (+1 Area, +1 Effect: Dice, +0 Duration, -2 Casting Time) Casting Time: One minute Duration: Width Minutes Attunement: No
Effect: With a few dramatic passes of his hand, the caster
renders himself capable of spontaneously creating minor illusions. He
can easily conjure faerie lights, the sound of silver chimes, or the
smell of cinnamon. All this comes with one major limitation: nothing
this spell produces can be mistaken for reality. Onlookers might not
know that what they are looking at is magic, but they can tell that
it’s fake. This spell’s illusions are for entertainment value only.
That said, Petty Fantasy is good at entertaining. A magician who uses a
few well-placed illusions to enhance his performance can add +1d to a
Jest or Performance roll.
Effect: With a moment’s concentration and a snap of his fingers,
the caster creates a ball of light about the size of a golf ball. The
caster can set the color when he casts the spell and can’t change it
without dispelling the original spell and trying again. The light cast
by this spell has roughly the intensity of a candle (about a five foot
radius).
Effect: The caster makes a gathering gesture with both hands,
then draws his dominant hand into a fist and throws it towards his
opponents, opening it as he does. A swarm of horrible creatures emerge
from his hand. They can be beetles or bats or more fanciful creatures,
like winged scorpions or fanged eyeballs with butterfly wings. Whatever
it looks like, the swarm fights like a number of Threat 1 Unworthy
Opponents equal to the casting roll’s Height. The swarm has one
limitation: it deals no real damage. Their “hits” still penalize their
victims’ dice pools, since having an enormous beetle snapping at one’s
eyes is pretty distracting. On the other hand, the illusionary
creatures don’t have lives to be concerned about and are immune to
Morale attacks.
Effect: You wouldn’t think that a spell with a name like
“Severance” would be a good thing, but it is. With a sharp gesture, the
caster cuts himself off from any illusion spell he is currently
concentrating on. The spell continues with the duration of Severance,
but it is no longer under the caster’s control. He can run off, cast
another spell, go to sleep, whatever he likes, and the spell goes on.
If the caster is ambitious, he can even take a multiple action to cast
the initial spell and Lesser Severance at the same time.
There are several limitations. First of all, the caster takes one Shock
to all his limbs as the spell steals a small portion of her life force
to seal the enchantment. Secondly, if the caster is severing a dynamic
illusion like Shadow Sound or Greater Shadow, he has to specify exactly
what the severed illusion is going to do for the rest of its duration.
Finally, if the caster fails to cast Lesser Severance, the effort
disrupts whatever illusion he was maintaining, ending it prematurely.
Lesser Severance cannot be detected with Eerie.
An Intensity 3 version of this spell, Severance, is the same in every
way except that it extends the duration of the newly-independent
illusion to Width hours. Greater Severance is Intensity 4 and lasts for
Width days. True Severance is Intensity 5 and lasts for Width years.
Finally, Epic Severance is also Intensity 5, but it lasts forever and
deals one Killing to each limb.
Effect: The caster covers his eyes with the middle fingers of
his left hand and wraps a protective cloak of shadows about his form.
He gains a +2d bonus to all Stealth rolls.
Effect: The caster passes his hand over his face and removes his
presence from the world. As long as he focuses on remaining unseen (and
stays still, and maintains concentration on the spell) he is completely
invisible.
Empty Room Invocation cannot be detected by Eerie.
Effect: With a violent slicing gesture the caster unleashes a
terrible magical attack. The specifics vary depending on the caster’s
imagination: a gout of boiling acidic bile, a cloud of razor-winged
obsidian butterflies, or just a plain old burst of magical flame. It
isn’t real, but it hurts to the tune of Width + 3 Shock Damage; waste
dice deal Shock Damage, too, to whatever locations they indicate. This
shock damage is special, however, in that it’s all in your head.
Instead of only half of it disappearing at the end of combat, all of it
disappears at the end of combat. Your victims should mark it
differently on their character sheets so they don’t get confused.
Knowing the attack isn’t real doesn’t help. It still hurts.
Mask of Beauty Intensity: 3 (+1 Target, +0 Effect: Abstract, +0 Duration, +3 Extra, -1 Misc. Flaw) Casting Time: Combative Duration: Special Attunement: No
Effect: By making a flowing gesture with the first and second
fingers of his left hand, the caster makes any individual he can see
into a paragon of beauty. The illusion affects all five senses,
replacing unpleasant breath with the scent of fine perfume as easily as
it removes blemishes. The individual gains the benefit of Beauty equal
to the Height of the caster’s roll. The illusion persists for as long
as the caster concentrates on his spell.
Mask of Beauty cannot be detected with Eerie.
Mask of Beauty Intensity: 3 (+1 Target, +0 Effect: Abstract, +0 Duration, +3 Extra, -1 Misc. Flaw) Casting Time: Combative Duration: Special Attunement: No
Effect: By holding his fist over an object with his thumb
pointed down and slowly rotating it until the thumb points up, the
caster makes any object he can reasonably hold in his hands appear to
have great value. The illusion affects all five senses. The object’s
apparent Wealth value increases by the Height of the caster’s roll. The
illusion persists for as long as the caster concentrates on his spell.
Mask of Beauty cannot be detected with Eerie.
Shadow Caress Intensity: 3 (+2 Area, +1 Effect, +0 Duration, +3 Extra, -1 Misc. Flaw, -2 Casting Time) Casting Time: Three Minutes Duration: Special Attunement: No
Effect: The caster makes a complex series of gestures, almost
too fast to follow, and creates a simple, unmoving tactile illusion
affecting a fifty foot radius. Anyone who walks into that area feels
whatever the caster sets them up to feel. Though perhaps unpleasant,
this illusion isn’t powerful enough to cause serious pain (or dice
penalties). Its real use is in deception, not combat. Shadow Caress
only lasts as long as the caster concentrates on his spell.
Shadow Caress can’t be detected with Eerie.
Word of Deception Intensity: 3 Casting Time: Combative Duration: One Spell Attunement: No
Effect: This is Shadow Hand Illusion’s temporary attunement
spell, and the only spell that requires the caster to speak aloud. The
caster says a single word in a long forgotten language and is
considered attuned to the school for the purposes of the next spell he
casts.
Effect: With a warding gesture, the magician causes his image to
blur and shift. Although it’s not hard to figure out his basic
location, or even his identity, in the rush of combat it’s pretty hard
to aim a sword or a bow at him. Mechanically, this means that the
spell’s sets act as Gobble Dice against all physical attacks, which the
caster can apply regardless of timing. The only limitation is that he’s
stuck with the sets he rolled when he cast the spell. They reset each
round, but he doesn’t get to roll again, so if he rolled poorly he has
to either deal with it or try casting the spell again.
For reasons that are unclear even to Shadow Hand masters, Misperception doesn’t protect against magic.
Shadow Image Intensity: 4 (+2 Area, +2 Effect, +0 Duration, +3 Extra, -1 Misc. Flaw, -2 Casting Time) Casting Time: Four Minutes Duration: Special Attunement: No
Effect: The caster makes a complex series of gestures, almost
too fast to follow, and creates an unmoving visual illusion. The
illusionist has about fifty cubic feet to play with and can make
whatever he wants. The illusion lasts for as long as the caster
concentrates on it.
Shadow Image can’t be detected with Eerie.
Shadow Sound Intensity: 4 (+2 Area, +2 Effect, +0 Duration, +3 Extra, -1 Misc. Flaw, -2 Casting Time) Casting Time: Four Minutes Duration: Special Attunement: No
Effect: This spell works just like Shadow Image (down to being
immune to Eerie checks), except instead of making an illusionary image,
it makes an illusionary sound seeming to originate from anywhere within
a fifty foot radius.
Simple Glamour Intensity: 4 (+1 Target, +2 Effect: Abstract, +0 Duration, +3 Extra, -1 Misc. Flaw, -1 Casting Time) Casting Time: Four Minutes Duration: Special Attunement: No
Effect: By passing his hands over an object, the caster seems to
transform it. The illusion is effects sight, hearing, smell, touch and,
should it become relevant, taste as well. However, the illusion only
lasts as long as the caster concentrates on it.
Simple Glamour cannot be detected be Eerie rolls.
Ammon’s Bluff Intensity: 5 (+5 Effect: Dice, +5 Area, -2 Casting Time, -2 Duration -1 ingredients) Casting Time: Six Minutes Duration: Special Attunement: No
Effect: No one remembers who Ammon was or why he was bluffing,
but this spell is the most common in the school. Some magicians who
have never heard of “Shadow Hand Illusion” still know and use Ammon’s
Bluff.
Unlike most Shadow Hand spells, Ammon’s Bluff is easy to detect with
Sense + Eerie. In fact, it grants a Master Die to the roll, practically
guaranteeing that the spell will be detected. The area of effect is
huge – everyone in a ten mile radius can feel the power Ammon’s Bluff
draws in. Once the six minute casting ritual – dramatic hand waving
over a silver bowl filled with pure water and a pinch of earth – is
begun, the spells lasts for as long as the caster continues the ritual,
continually drawing in more and more power.
The trick is this: Ammon’s Bluff doesn’t actually do anything. All it
does is draw in power until the caster stops the ritual or passes out
from exhaustion.
It’s a dirty trick, but terribly effective. Besieged cities and
approaching armies have broken down and surrendered or dropped their
weapons and run away out of fear of what the caster was preparing to
unleash on them.
Greater Shadow Intensity: 5 (+2 Area, +3 Effect, +0 Duration, +3 Extra, -1 Misc. Flaw, -2 Casting Time) Casting Time: Five Minutes Duration: Special Attunement: No
Effect: This spell is effectively a combination of Shadow
Caress, Shadow Image, Shadow Sound. With a complex series of hand
gestures, the caster can build any illusion he likes. The illusion has
visual, auditory, and tactile elements (and fools smell and taste, too,
as a bonus). Like Shadow Caress, it is insufficient to deal damage.
More importantly, this illusion can move. It still only lasts as long
as the caster concentrates.
Most importantly, Greater Shadow cannot be detected with Eerie.
Effect: Until the spell wears off, everyone sees you as whoever
they most expect you to be. This is entirely context-dependent and not
always a good thing. This spell can lead to different people seeing you
in different ways, and whoever someone expects you to be isn’t
necessarily who you want them to think you are. It’s best to find
someone influential and get that person to start loudly and publicly
treating you as whomever they expect you to be so that everyone else
starts adjusting their expectations appropriately.
In situations where someone doesn’t expect to see anyone, you will
probably be seen as exactly what you are – an intruder. However, in
situations where someone doesn’t much care who he sees – when he
expects to see everyone – this spell actually acts as a form of
invisibility. Everyone sees you as just another face and ignores you.
Of course, Mask of Expectation can’t be detected with Eerie rolls.
Oath of Deception Intensity: 5 Casting Time: Nine Hours Duration: Permanent Attunement: No
Effect: This is Shadow Hand Illusion’s permanent attunement
spell, and one of the only two spells that requires the caster to speak
aloud. The caster recites a nine-hour long chant in a forgotten
language. If he recites the chant successfully, he becomes attuned to
Shadow Hand Illusion magic.
Glamour of Desire Intensity: 6 (+1 Target, +5 Effect: Abstract, +0 Duration, +3 Extra, -1 Misc. Flaw, -2 Casting Time) Casting Time: Six Minutes Duration: Special Attunement: Yes
Effect: The caster gestures around a single object no bigger
than a human torso, cradling it as though it were of great worth. For
as long as the caster concentrates on the object, everyone who sees it
will perceive it as whatever he most wants right now. The illusion
effects all five senses.
Imagine that the illusion is intelligent. It knows what you want. It
knows enough about what you know about what you want to be convincing.
So, for example, if you are an exiled noble who most wants to return
home, Glamour of Desire can make a piece of vellum look like a letter
from your king welcoming you home. The spell knows your king’s
handwriting, his manner of speech, and all the seals and stamps
necessary to make it legit – or, if you don’t know these things, it
knows what you expect it to look like and adjusts itself accordingly.
The spell doesn’t know anything its victim doesn’t know. So, for
example, if the king turns out to have died since your exile, you’re in
for quite a shock when you find out that not only was the letter a lie,
the king wasn’t even alive to have written it.
Flawless Shadow Hand Attunement
A perfectly attuned adept of Shadow Hand Illusion’s senses become
generally sharper; he adds 2d to his Sense stat. He also grows a third
eye in the center of the palm of his non-dominant hand (for some
reason, ambidextrous illusionists always grow an eye in their left
hand). This eye is usually gold, violet, silver, or some other unlikely
color. In addition to the various potential uses of an extra eye in an
unlikely place (for example, people usually think to blindfold
someone’s hand), this eye has the power to pierce illusions. When he
uses his third eye, a Shadow Hand Illusionist can add his Scrutinize to
his Sense + Eerie when trying to tell if something is real or false. Of
course, most people are going to react strangely to a guy with an eye
in his hand, so it’s prudent to keep the new organ covered. Although
the eye’s lid is made of tough, flexible skin so that hand’s use isn’t
impaired, the presence of a relatively fragile organ costs the limb one
wound box.
Imperfect Shadow Hand Attunement
Like a flawlessly attuned adept, an imperfectly attuned Shadow Hand
Illusionist grows a strangely-colored eye in the center of his
non-dominant hand. While this eye can see, it has no particular ability
to see through illusions and still costs a wound box. The lid of an
imperfect eye is no thicker than the lid on the adept’s natural eyes,
which means that any actions using the effected hand take a -1d penalty.
Cthulhu don't Surf
I, too, would love to see this.Mediafire...
A new ransom: The Re...
Seven days to go, 84% filled. If you're ...
ORE Toolkit
I'm just starting to dig in to the Tool ...
ORE Toolkit
This looks like it will be quite handy.I...
The Objects: A Campa...
Combination powers sounds awesome! Defi...