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Project Nemesis

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.
Wild Talents: Pirates! PDF Print E-mail
Written by Xarei   
Tuesday, 20 November 2007

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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

Comments
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Shane Ivey     | 24.178.185.128 | 2007-11-23 02:22:10
This looks awesome! Let us know how it goes.

We'll be publishing a Wild Talents sourcebook that's all about voodoo in late 2008 -- it would fit this setting perfectly.
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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