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.
Setting variation for Wild Talents
Written by Pierre-Philippe   
Wednesday, 10 September 2008

To be frank, I never read Wild Talents myself, tough i’m quite interested in the second edition of the book. I just love the one roll engine. I just want to propose a setting variation that might add some punch to your chronicle. If I had the joy to have a regular group, I would definitely propose this kind of scenario. This proposition is qui simply a cross idea between the Battlestar Galactica and Heroes tv shows. Interested? Come along.

New Extra - Taint
Written by James O'rance   
Sunday, 12 August 2007

Every 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. 

The Kerberos Club
Written by Benjamin Baugh   
Tuesday, 27 March 2007

I ran the first real session of my alt-history Victoriana game The Kerberos Club last night using the slightly tweaked Wild Talents rules. I used my ‘UA style make’em’ups’ skill tweak. All the characters started with 1 in each stat, and 1 in each Core skill (of which there are 2 per stat), and then they could make up the rest of their skills as needed. This included backgrounds like wealth, contacts, a reputation, peerage, or your own slavishly loyal death cult. 

Written by Tomb's Grave   
Thursday, 01 March 2007

Most people think the world changed in 1969, when the chemical defoliant ROYAL-23 dropped over Vietnam. It really began in 1943, when Albert Hofman got a whiff of a chemical he'd created a few years ago. He started seeing things--walls growing mouths, chairs spreading lips and whispering secrets. 

Grim War
Written by Greg Stolze   
Thursday, 01 March 2007

The premise is: Sorcerers have always been around. They gain power through pacts with otherworldly intelligences, and have lived in secret for most of human history. Enchantment is a learned skill, like pottery or cartography, but it remained covert. The powerful sorcerers wanted to monopolize their influence. The weaker ones who couldn't keep it in their pants got burned at the stake.

Broken Dreams
Written by Spook   
Thursday, 01 March 2007

The last masked vigilante retired 20 years ago. Now super-humanity (homo sapiens obscura) fits neatly into the rest of the world as reporters with batwings, or artic breathed accountants. Any rare Obscure who turned to high profile crime was quickly dealt with by government and law-enforcement armed with potent power inhibiting weapons. 

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