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 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.
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.