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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.

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

Edward “The Bull” Jenkins: Our first Briton, Edward is an experienced sailor and has gained a reputation as a stalwartly loyal man after being on the receiving end of two mutinies under two different captains. He is a large and burly gentleman with an honest face and a quick laugh. His last voyage from London ended when he was forced to abandon his loyalty to his captain as the man went gradually insane, since then he has come to the Caribbean to make his fortune far from the dangerous questions that might be asked back home.
The Bull is Driven and has so far focused on Hyperpugilism. 

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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. 

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[Wild Talents] New Setting: Arete Anarchy PDF Print E-mail
Written by Antonidas   
Tuesday, 20 November 2007

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Today is special. You didn't think you'd make it half this long. Today is the aniversary. For no rhyme or reason, every single human being was... empowered. Oh sure, you loved it at first. So did everyone. Even the people that ended up with crappy powers could appreciate a police force made of supermen. Doctors that could make new arms and legs out of thin air. Juries that could read minds. The most beautiful music and the most moving poetry. Things were wonderful, until the supermen realized that they could do whatever they wanted. 

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Exemplars - a Wild talents drift PDF Print E-mail
Written by Spooky Fanboy   
Tuesday, 06 November 2007

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1995 was not meant to be a Year of Historic Infamy. It was a year of relative peace and marginal prosperity (at least in the First World). It was a decade that many in the US considered a rehash of the 1970's. Music was grungy and drugged-out with metallic overtones, heroin was making a comeback (and meth was starting to be a problem), and everything seemed muted and depressed. 

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Adding dice-effects of Control/Create to any 'Useful' power PDF Print E-mail
Written by Benjamin Baugh   
Saturday, 29 September 2007

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One fairly simple modification that I found to be quite useful is generalizing the dice-adding effects of the Control or Create powers to any power with 'Useful'. If you can come up with a creative way for your power to help you, roll it, and you can add up to Width in dice to another roll if you pay 1 Willpower per die added. 

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Extra: No Willpower Cost (x2) PDF Print E-mail
Written by Shane Ivey   
Sunday, 12 August 2007

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With this extra a power has no Willpower cost at all. If it ordinarily requires you to bid a point of Willpower for activation (such as Block or Harm), you do not lose Willpower if you fail to activate it. If the power ordinarily costs Willpower to use it at all (such as Cosmic Power, Regeneration or Size Shift), you do not have to spend any Willpower to activate it. 

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New Power - Gate Maker PDF Print E-mail
Written by CodexArcanum   
Sunday, 12 August 2007

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The Gate Maker can open portals between two points. The general form is a swirly vortex-like wormhole, like from Stargate or Sliders. The appearance is up to the player though, and specialized forms might warrant extras or flaws, such as If/Then for requiring a literal door that must be opened before stepping through. Anyone and anything may pass through the portal as if it were a tunnel between two rooms. 

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New Extra - Taint PDF Print E-mail
Written by James O'rance   
Sunday, 12 August 2007

AberrantEvery nova has a Base Taint of 1. For every 10 Taint points gained, the Base Taint automatically increases by 1. Increasing Base Taint does not "spend" accumulated Taint points, and Base Taint does not decrease when the GM spends Taint. In effect, a characters Base Taint measures how much Taint the character has ever had. 

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