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.
Setting: The game is set in the Caribbean of 1709
right at the end of the Golden Age of Piracy. There exist supernatural
goings on, but the attitude toward them is the historical attitude in
1709 e.g. it is considered low class to believe that supernatural
happenings exist, the Church views them as the work of the Devil etc.
The players were encouraged to make fully fleshed out period characters
with a variety of supernatural powers.
Redness – 5: so far
history has been unaltered by the presence of the supernatural, it
remains to be seen how long that will continue. Blueness – 2: There
is really just one source of power (magic) but everyone has a different
idea about where the portion of the supernatural they believe to be
real comes from. Golditude – 3: Having power does not really make
people more or less malleable than not. Gaining power might, but that’s
another story. Blackosity – 2: It’s a tough world out there and right and wrong are often difficult to distinguish.
Rules: I
absolutely cannot pick up a game system without fiddling incessantly
with it, so there are a number of changes I made to the core Wild
Talents system. The big four are:
Fluid Numbers: I did away with the range and speed charts, hard numbers just don’t have a place is cinematic swashbuckling.
Glancing Blows: I wanted combat to be less 1 hit 1 kill, so I
introduced a glancing blow rule for when an attack and or a defense
partially succeed.
Skills: I seriously pared down the list of skills to a more Nemesis-like 3 per attribute.
Experience: I wanted characters to advance quickly and I felt the
willpower system could be abused, so I banned the expenditure of
willpower for advancement but upped the XP per session to 20 and
allowed spending in life or death situations.
Powers: The characters are built on 125 points to start and they can choose from the following archetypes:
Driven – Your character is simply naturally skilled… to a supernatural degree
May purchase any Hyperstats or Hyperskills
May acquire a focus-based power during gameplay
Cursed – Through some happenstance your character has been cursed by
potent magic, there are certain advantages of this mark however.
May purchase any number and kind of powers based on a single theme, in general the theme should include no more than 5 powers.
Adds one to a stat of their choice
May purchase intrinsics as powers (or flaws)
Must determine what cursed the character, and why powers are a curse.
Sorcerer – You have been initiated into an esoteric order that has trained you in the hidden arts
May purchase the Spellcasting miracle
May purchase 1 focus-based power of your choice, to represent a mystic item you found or received from your order.
Receives 2 additional base will.
More Info: I
have posted the rules / flavor document on google docs if you care to
get more information about my rules tweaks or setting. This is the
updated version of the packet that all my players get. http://docs.google.com/Doc?id=ddd4bkck_11fqpncs