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Using NEMESIS for Dark Conspiracy PDF Print E-mail
Written by The Unshaven   
Wednesday, 26 March 2008

NEMESIS as she is currently known is an excellent fit for running Dark Conspiracy games. They are both modern, both deal with investigation and the supernatural, and I believe that the ORE does a better job of conveying the gritty tone than DC's native one.

As such, the adaptation required to run Dark Conspiracy using NEMESIS is minor.  The core element of DC that isn't an inherent part of NEMESIS is that in DC the characters are more likely to have access to Strange and Terrible Powers than baseline PCs in NEMESIS.

Modelling these powers is simple, particularly if you have access to Wild Talents.  However, you don't need WT in order to play DC using the ORE.

My approach is to give every character a new stat called 'Eerie.'  All normal humans have a free Eerie score of 2.  If players wish to have it higher, they buy it up as normal at character gen.  Correspondingly, those points can be moved elsewhere if the player doesn't mind having lower than average Eerie.

Eerie is the capacity every human has for detecting The Unnatural.  Cold chills down the back of the neck, the quiet discomfort that says that something Isn't Right... all of that comes from having 2 in Eerie.

If a PC has a reason to possess Strange Powers, buy them up as a Skill which attaches to the Eerie stat - and do not give them extra points to do so.

(I find that if using the optional Wealth and Contacts rules from WT, it's reasonable to give people extra points because you're giving them more opportunity to spend them on things.  However, in this case it's a choice between Powers or the usual character gen options, in an attempt to prevent Powers overshadowing the rest of the party.)

Powers within Dark Conspiracy tend to be focused on different flavours of ESP and telekinesis, controlling or communicating with animals or machines, and things like phasing through solid objects or making dimensional doors to teleport.  This is far from an exhaustive list and those already familiar with Dark Conspiracy will already have a good grounding in the tone of powers available.

So far, my approach has been to define the Eerie Skill by working together with the player and establish a simple rule-set which can be summarised in one paragraph on the back of the character sheet.  (As a guideline, DC powers are less complicated and less flexible than most of those in Wild Talents)

The skill is purchased as normal, with the normal price for basic, expert and trump dice – and can have Focuses if using the Alternate Skill List.  The reasoning has been that they are buying the skill from the same pool as normal, and that the core difference between NEMESIS and DC has been that DC is more flexible as to magical power than Delta Green is, for example.

Example:

Mindsense: The character can get information regarding the numbers, sorts (ie, predatory animal, human, etc) minds within an area around them.  The furthest distance out is about 200 meters, and more details about the minds available either closer into the character or based on the Height of the roll.  This skill can be used to tell the difference between a wildebeest which is going to charge, versus a wildebeest that is startled and sleepy.  It is an active skill that always requires a roll, and circumstances may require multiple-actions.

At most, it samples surface-level thoughts, such as whether someone is angry, tense or scared.  It is not mindreading, so much as detecting the presence of minds and gleaning a little bit about their state.

The module "Quiet Places and Forgotten Things" was originally run using these rules.  An article on re-including this Dark Conspiracy adaptation to the module is available here.

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

 
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