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.
“Each to your own gods but death is for us all, in equal measure, every one, king or begging leper.”
DOMAIN: Mastery of the
overlap between Death and Life, the Bleak Garden. The Unspoken are the
secret servants of the Burial Cult, those that have willingly met death
on his own lands, embraced him, and returned to the living.
METHOD: The Unshriven are
austere and simple, spells do not require fancy words or symbols, like
weapons, spells must merely react to the sorcerer’s resolve, cast by
force of will only.
ASSOCIATED SKILL OR STAT:
Command. Although the Unshriven also require a high Fight or Weapon
skill as to use multiple actions. More commonly that not, sorcerers
cast two to three spells in meditation beforehand before launching into
war.
SOCIETY AND BELIEFS: The
Unspoken are the walking dead sorcerers, clad in obscuring robes and
wise with the way of swords, are the warrior-priests to a strange,
secretive sect of death-worshippers, the Unshriven Servants of the
Burial Cult. The final Unspeakable Task is the cultist must suicide to
enter the Bleak Garden, the shadowy place between life and death. If
death finds favour with their bravery, he allows them to return as one
of the Wakened Dead.
As a sect of warrior-priests, they encourage their initiates to
enter the bland and barren temples, the Havens of Death Idealised with
their weapons and armour, their tools of the trade and holy symbols. As
a religious order, the death motif is very unobtrusive and simplistic.
Since the Waked Dead have the briefest, blurriest memories of the Bleak
Garden, that’s all they say of it. Besides, the Unshriven say, to visit
death by dying so you can come back stronger than before.
This Unspeakable Task is not so much evil and terrible is that
people coming back do not remember much of the afterlife. What they can
recall is snatches of fragments, old dream-like images with no meaning
or context sometimes banal, surreal, or disturbing.
Their magic is also very efficient, relying on the wilful demand of
the sorcerer. Magic must react as a weapon, without the need for sound
or artifice or scrolls of written words.
The Burial Cult has extremely little in the way of religious
structure or mythology since theirs revolves around the utmost
practicality for warriors, many of them mercenaries, disenfranchised
from their own lands and culture through exile or enlightenment from
travelling. The Burial Cult often forms a tight social network and a
neutral place to resolve disputes. Usually the leadership roles defer
to the oldest and most experienced first. There is little in the way of
politicking apart from might makes right. If members do arrive into
some sort of intractable dispute, they fight according to their own
rules.
Although named Havens of Death Idealised, the temples are sometimes
abandoned houses or isolated caves but a few are simple stone
structures required to house the dead and living alike.
REQUIRED KNOWLEDGE:
Technically there is no ancillary knowledge although all who pass
through the Havens of Death Idealised, the temples to the Burial Cult,
all show some merit and cunning with battle in all its forms. Instead,
to mark the character as a willing initiate into the ways of the Burial
Cult, buy a one-point Secret, Servant of the Burial Cult.
The Burial Cult has an almost purely fragmented oral history which
has been changed down the years. Some Imperial scholars believed to
have originated in Opetka as a peasants death cult to assist in
improving crop yields. Long since banned, the cult attracted soldiers
and mercenaries whose stock in trade is the taking of lives.
SORCERY OF THE DEAD
The sorcery of the dead is intentionally quick and long lasting.
Since combat is long hours of dullness punctuated by seething violence,
the spells are best cast as a bunch before battle and then hoping they
all last that long.
THE RECKONING OF INJURIES
Intensity: 2
Casting Time: Combative
Duration: Width in Hours
Attunement: Yes
Effect: In the heat of battle, people lose their way, lose swords,
and are trapped helpless. By casting a Reckoning of Injuries, the
Unspoken gets to lash out with his fists and fury, releasing some of
the terrible injuries laid upon mortals through the ages as though
levied to the Unshriven by the very ghosts that suffered them.
Just by using your fists the death sorcerer inflicts damage equal
to what weapon the opponent is using. If your opponent throws down his
weapon, you only inflict fist damage to him. The caster can parry with
his naked arms and hands.
THE THIRST OF ALL WOUNDS
Intensity: 3
Casting Time: Combative
Duration: Width in Hours
Attunement: Yes
Effect: This terrible spell enchants the sorcerer so any damage he
causes, that life he spills is fed to him and proceeds to heal his
injuries. Each two points of Killing damage the sorcerer inflicts heals
one point of Killing or two points of Shock in any locations chosen on
his body.
THE WAKE OF HORROR
Intensity: 5
Casting Time: Combative
Duration: Width in Hours
Attunement: Yes
Effect: The Unshriven radiates a sense of bleak fear and
abandonment. While this is noticeable on an individual emotional level
it spreads through Unworthy Opponents like a brush fire. The spell’s
effects are complicated the casting sorcerer gains an MD in Intimidate.
Worthy Opponents gain a momentary temporary passion: Craving: Flee!
For Unworthy Opponents, seeing a dead man hewing through the
ranks, acts as a morale attack. This spell only affects those within
striking range (+/- 5’ radius).
THE FEVER OF BATTLE
Intensity: 4
Casting Time: Slow 3
Duration: Instant
Attunement: No
Effect: While in effect the caster is immunised to fatigue and
exhaustion. The caster rolls a Body + Vigor check and compares it with
the Fever of Battle set to see which to choose although he may add
identical sets together.
THE ARMOUR OF MISERY
Intensity: 2
Casting Time: Combative
Duration: Width in Hours
Attunement: No
Effect: The sorcerer numbs himself to minor injuries after
suffering worse. Any location that has suffered a Killing injury has AR
equal to the Killing Injury against Shock Damage.
THE SLEEPWALKER
Intensity 6
Casting Time: Combative
Duration: Width in Hours
Attunement: Yes
This spell raises a corpse to almost wakefulness. Its Knowledge,
like its Charm, is considered 0 but it may still roll Knowledge skills
if need be. It has the basic Wakened Dead advantages Deathly Flesh 1
and Grave Fortitude 1.
The corpse can do basic physical functions and even talk although
it sounds like it is sleepy or drugged and is largely unaware of its
surroundings. It will not reveal information it thought secret in life
but it can be tricked.
This spell will not work if the corpse is older than a day.
THE UNSPEAKABLE TEST OF THE BLEAK GARDENS
Intensity 3
Casting Time: Combative
Duration: Width in Hours
Attunement: No
This is the Unshriven’s permanent Attunement spell. The sorcerer
casts the spell and then dies according to whatever method he wants
that leaves his body vaguely intact.
If the caster rolls under the Intensity he rises in as many days
equal to lowest of Width or Height. If it exceeds he returns in as many
days equal to the highest of Width or Height. If he fails, his soul
doesn’t return and his body stays dead, rotting.
HEAVY KISS OF DEATH
Intensity: +2
Casting Time: Combative
Duration: Width in Hours
Attunement: No
This spell enchants a weapon to do an extra Width of damage if the attack penetrates the opponent's AR.
THE EMPTINESS OF THE UNHARMED
Intensity 7
Casting Time: Slow 1
Duration: Width in Hours
Attunement: Yes
This spell adds the Width of the spell as Wound boxes onto every
location. At the end of the spell, the extra wound boxes disappear
along with the actual damage although the cosmetic effects remain.
THE SWEETNESS OF SHALLOW BREATH
Intensity 6
Casting Time: Width or Height in Minutes (which is longest)
Duration: Width or Height in Hours (which is longest)
Attunement: Yes
This spell temporary masks the almost solid aura of death and
unpleasantness around the sorcerer and it gives him the appearance of
life for a little while.
BEGUILING THE DEAD
Intensity: 7
Casting Time: Width in minutes
Duration: Forever
Attunement: No
The sorcerer speaks to a ghost and asks him to leave. This spell
temporarily releases a ghost’s hollow grip on life. The ghost
automatically rolls its Command + Intimidate to act as Command +
Sorcery gobble dice.
The ghost becomes aware of the false, soothing nature of the sorcerer’s voice and can just as easily ignore him.
PERFECT UNSPOKEN ATTUNEMENT
There is no Imperfectly Attuned Unshriven sorcerer, just a corpse.
Perfectly attuned Unshriven sorcerers cover a lot of ground. Basically
they are the Wakened Dead.
I have purposefully made the Wakened Dead different from standard
gaming categories of undead. Neither zombies not vampires but a bit of
both – a zombies appearance with a vampire’s thinking. The dead are
animated by ambient magic. The cold or creepiness people feel is their
Eerie Sense picking up on the walking corpse.
Wakened come in three flavours a Moment Dead, a Week Dead, and a
Month Dead. There’re withered mummies who are considered Years Dead but
the affects are the same as Month Dead.
Becoming one of the Wakened Dead creates many changes…