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 article is NOT about new magic rules, or about new spells. It is a
collection of reasonable and common sense suggestions which can make
life a misery for players.
The article takes into account that most occultists would have to be
highly secretive. In Call of Cthulhu, most of the great Mythos tomes
were written a long time ago, when religious persecution would be rife.
Therefore, it makes sense that anyone writing a mythos tome would take
their own safety into account. Here follows a list of precautions and
traps which will affect players.
Following are some suggestions on players beginning as sorcerers, and
keepers adding side effects to magical usage. They are intended to add
magical flavor to the Call of Cthulhu game.
I am a big fan of Sandy Petersen's Sorcery system. The only problem
I've ever had with it is that since it describes Sorcery as it is in
Glorantha, it lacks something when taken away from that world. In
Glorantha, sorcerers are worshippers of the Invisible God, and his
prophet Malkion, and can gain unique powers through the patronage of a
variety of Saints. All of this is well and good for Gloranthaphiles,
but what if your Sorcerer -isn't- from Glorantha, and/or is a devout
athiest?
CoC uses a magic points system. "Cthulhulike" by Shane Ivey also has a magic point based system for "Godlike" based on CoC.
The obvious step was to try to adapt the article for Nemesis ORE which I've done here.
There are several optional rules presented for readers to consider, use or discard as required.
Those cultists who through their loyalty and accomplishments have
become faithful servants of the Mythos often receive as gifts powerful
familiars to assist them. This article deals primarily with three
types of such allies: the animalistic demon, the scholarly daemon, and
the channeling beast. Individual Keepers are left to theorize exactly
how such beings fit within the framework of the Mythos.
A US Civil War-era cavalry sabre in excellent condition except for some
yellowish stains along the curved edge, as if something slightly acidic
has etched the metal. It comes with a much more tarnished metal
scabbard that is obviously not the original.
This spell requires total darkness and a room, or cave, at least 30
feet below ground. The ritualist(s) need to pour one gallon of human
blood in a black marble container which also contains some pulverized
lava stone and part of a root from an ancient oak (at least 100 years).
This ritual is a left-over from the titanic wars between the Great Race
of Yith and the Flying Polyps. No record exists of it in writing but
occasionally a Yithian Memory Crystal is unearthed that contains the
instructions. The ritualist need six rock crystals (approximately 1
foot long) inscribed with hyper-dimensional symbols fixed to a
complicated three foot high metal structure (somewhat resembling a
silvery centipede curled around an umbrella) made out of a precise
mixture of Silver and Scandium.