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.
Description: a bloated gray corpulent mass, humanoid and once human,
hairless, with wide, round, unblinking yellow eyes. Small vestigial
tentacles remind one of a Star-Spawn or of Great Cthulhu himself; they
surround the mouth. The sharp teeth remain proportional to a human’s.
Lacking earshells, the thrall hears poorly in air, though well in
water. This intelligent entity typically wears an expression of
contemptuous malevolence. It can speak; it’s tones have a dribbling
quality disgusting to human listeners.
Here is a new tome for Call of Cthulhu. Below is an excerpt from the
book, some history for the Keeper and the tome's stats. Together, this
should provide a Keeper with sufficient information to construct a
short scenerio around the adventures described below.
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.
We are often told that the Mi-Go have technology vastly superior to our
own. But, how do you go about making suitably advanced and alien
technology, without your game losing the Lovecraftian atmosphere,
taking on the atmosphere of a BLOOD BROTHERS-style game? The guidelines
below can help you create the sort of devices you want your
Investigators to run from, steal, or wonder at in your Call of Cthulhu
game.
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?
Appearance: The book is made up of three scrolls. The scrolls are all
of uniform length (18 inches approximately) and are 14, 13, and 18 feet long, respectively. They are made of a type of papyrus that is
tough, but extremely thin. The scrolls are wrapped around a single
ebony rod (extreme age and an obscure chemical process peculiar to
Atlatean bookbinders have left the rod as hard and smooth as marble).