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The Source PDF Print E-mail
Written by Felix   
Thursday, 27 August 2009

This has been sitting on my hard drive for a while. I made it partly to test the rules for building spells in one of the Reign supplements. I can't decide whether it's awesome , stupid , or some combination of the two.

Domain: The source is dedicated to controlling the physical and mental world through manipulating the spiritual.

Method: Using your mind to understand the true connection you have to the universe.

Associated skill: Sense

Society and beliefs: While there was a formal school a generation ago, the Source has all but died out following betrayal from within the ranks. As you can see from the effects ofattunement below, this might have been inevitable. A few masters still practice it, scattered around the world. There are at least four potent adepts left who may still teach the techniques: a wizened midget in the Savage Barrens; a sage in a backwater village in theRuhini Dessert; the lord of a Mud Duchy who was once been a senator from Uldholm and his deformed general.

Users of the Source generally say that the power comes from understanding man's connection to people and the universe. They get their power from this universal Source of energy, hence the name. There was once a school of thought among Source users that said the power comes from being bitten by tiny bugs created by an ancient wizard calledCloros and his disciples, but most people quite rightly reject the "mites of Clorians" theory as just plain stupid.

Required knowledge: A Source user must have at least Eerie 3 to feel the necessary cosmic energies needed to cast a Source spell. Tutors also claim discipline and meditation are needed, but Reign doesn't have a Willpower stat, so that's up to you.

Feel The Source Flowing Through You

Intensity: 2
Casting time: Slow 1
Duration: Height in minutes
Attunement: No

This spell gives the caster a 3 ranks in a "sixth sense" to perceive their surroundings. A GM may allow it to give them a burst of intuition. More frequently, it is used in place of sight or hearing if a character is blinded or deafened, allowing them to functioned as if unimpaired. If you want to show off with this hit moving objects while blindfolded. (Using this in combat is a multiple action combining your other actions with a Sense+Sixth Sense roll.)


Use the Source
Intensity: 2
Casting time: Combative
Duration: Instantaneous
Attunement: No
This is telekinesis. The caster may manipulate a small item within about 100 paces. The action must be something that could be done one-handed with ease. This can be used to bring a shield to your hand, or pull a level. It can't be used to directly cause damage.

For game purposes, the action happens instantly. While there's flavor narration of the sword flying to your hand, there's no chance for anyone to grab it in mid-air.

Your skepticism disturbs me

Intensity: 4
Casting Time: Combative
Duration: Height in Rounds, or until caster stops concentrating
Attunement: Yes
Effect: The caster merely points at the target, and makes a gesture like "I'm crushing your head." This is effectively a psychic choke hold. The target takes one point of shock damage to the head for each round the spell lasts.

The caster must concentrate and make the gesture throughout, or Your Skepticism Disturbs Me stops working.

An elegant weapon
Intensity: 3
Casting Time: Combative
Duration: Width in rounds
To use this, a caster must have a specially crafted silver hilt known as a Moon Cutlass. (Moon Cutlasses are Level 3 Magic Items, which means that only the extremely rich, or disciples of a Source user, can acquire them. And if you're not a disciple, you've got a paper weight that costs as much as a mansion.)

Anyway, when An Elegant Weapon is cast, a blade of moonlight, shaped like a sword, comes out of the Moon Cutlass. It glows faintly, no matter how bright the environment is, and makes a sound like someone blowing into a jug when waved around. It functions like a normal sword (Width+1 Killing), and can be used with Body+Fight or Coordination+Sorcery.

There are kick-ass Martial Disciplines which can only be used with a Moon Cutlass. They let you make it unparryable, use Coordination+Sorcery to parry instead of attack, deflect hails of arrows, and change the shape of the weapon to resemble anything of your choosing.


Now I Am The Hero
Intensity: 4
Casting Time: Combative
Duration: Width in minutes, or when the Moon Cutlass wears out, whichever comes first.
Attunement: No

Hero, in the spell's title, refers to the Dindavaran name for elite warriors. Which is what this spell can turn the caster into, for a while.

By sacrificing a point in Charm and Knowledge, the caster raises his Coordination by 2. It only works when he's holding an activated Moon Cutlass. That's how past-their-prime casters become real nasty combatants. (Well, that and a Master Die in Sorcery.)

I sense a vast disturbance
Intensity: 2
Casting Time: 5 Days
Duration: Permanent
Attunement: No
Some people mistake I Sense A Vast Disturbance for the Source's Attunement spell. But it's not. A period of intense meditation brings the caster in touch with the universe.

What I Sense... does is to make all Eerie rolls work as if they were sensing a spell with an intensity of three greater than it was. A First Intensity spell may be felt from 50 feet away (with a successful roll). Anything spell with an intensity of Eight or more can be felt anywhere on the two continents (again, roll required).

There is a minor side effect. When feeling a 10th Intensity Spell, a caster may be momentarily dazed, with a 1 Die penalty to all actions for the next 3 rounds. Some goody-two-shoes Source users say that this is because of the suffering this sort of spells invariably brings.

These are not the unworthy opponents we're looking for
Intensity: 4
Casting Time: Slow 2
Duration: Height in Minutes
Attunement: No

I know Greg Stolze doesn't believe in mind affecting magic, so he might not want to use this spell in his campaign. However, this only affects weak willed people -- such as unworthy opponents who aren't important to the plot anyway. It will affect up to the width of the roll in UOs.

When casting this spell, the caster gives them a command, such as "Ignore me while I walk to destroy your fat leader who's kidnapped my sister and dressed her in skimpy clothing." This will fog the UOs' minds. In game terms, it suppresses their mission, meaning they'll stop guarding the fort, or will ignore their bounty.

Give in to the Source
Intensity: 3
Casting Time: Combative
Duration: Until next spell is cast
Attunement: No

This spell temporarily opens caster to the full spectrum of the Source. It's a temporary attunement spell. While under the effects of Give In To The Source, a caster gains a Craving -- to cause chaos and destruction.

Surrender to the Source
Intensity 8
Casting Time: 8 minutes
Duration: Permanent
Attunement: No

A Source user can only attune fully when being tested by the cosmos. Specifically, they must be confronted with a moral dilemma or temptation. By giving into the temptation, they can show they are willing to go with the flow of the universe, and not put personal goals, such as protecting the innocent, above the Source.

This is the permanent attunement spell.

You strike me down, but I get up again
Intensity: 2
Casting Time: Combative
Duration: Instant
Attunement: No

This spell kills the caster. But it lets them come back as a ghost. Because they died without the proper state of mind for traditionalghosthood , they can only materialize for a few minutes each week. But that's enough time to torment an enemy or advise a student. (And perhaps give them a bonus/penalty to their die rolls.)

Be Turned
Intensity: 7
Casting Time: 7 minutes
Duration: Height in minutes
Attunement: Yes

This is another mind affecting spell. To succeed, the caster must cast it while making a speech. This speech can take the form of Command+Intimidate or Charm+Fascinate, but must be about the majesty and power of using the full effects of the Source. (Though it doesn't need to be that eloquent. "Join me and we can rule the world as expert Source users" is fine.)

It the social roll and the Sorcery+Sense roll both succeed, the target is wracked with doubt. In came terms, he cannot use his Duty or Mission, and gains a Craving: Do destructive things.

This is often cast on promising adepts to get them to attempt to Attune, allowing them to be more destructive.

Be Destroyed
Intensity: 6
Casting Time: Combative
Duration: Instant
Attunement: Yes

Bolts of energy fly from the caster, causing intense pain to the target's limbs. The victim takes an Area 8 Killing Attack.

Death Pentacle
Intensity: 10
Casting Time: 10 hours
Duration: Width in Days
Attunement: Yes

A Death Pentacle is not easy to build. First, you need a company with Territory 3 or greater to have the resources and manpower necessary to construct this structure. Second, it takes at least a year to build one, using a team of experts to follow the complex plan. (And probably succeeding on the necessary skill rolls).

When you are done, you have a gigantic building, hundreds of feet across, with a carving of a star in the center. It's chock full of holes for troops to fire arrows out of; ports to drop rocks and burning oil on battles, and more.

Death Pentacle is the spell which lets you make this structure fly, about as rapidly as an eagle can, under the command of the caster. While a Death Pentacle is in effect during a conflict, you get +2 to all Might rolls. One of these babies can wipe out whole armies, hovering above the range of catapults and most other weapons which could damage it. (Used creatively, it can probably give other bonuses. People might find you a tad more influential with a floating death fortress.)

There is a relatively minor problem with the spell. The structure, which must be built to exacting specifications, has a weakness. A talentedbiachrus rider with a daring raid (and a 3x10 or wider Coordination+Archery roll) can destroy this with one well-placed shot.


Attunement
Perfect Attunement (5 pts): A perfectly attuned Source user is impressive. Their Command is increased by one, to a maximum of Seven. However, getting in touch with all elements of the cosmos, the bad as well as the good, has costs. Attuned users lose two wound boxes in the torso, and gain either the Gruesome or Unwholesome Problem (their choice, with no XP bonus). They also gain a Craving: Cause Chaos. (Or Cause Misery. Or something similar).

Flawed Attunement (1 pt.): A flawed attunement still results in the lost wound boxes, Problems (both, not just the one), and Craving -- and also a Duty: Obey Perfectly Attuned Source Users. No Command bonus, though. On the plus side, they can command giant flying death fortresses and crush people's head with a gesture.

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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