Nemesis
Gambler/Trickster Cult
History
Before Time
Nemesis was the only son of Selene, the Moon-Goddess. He was the epitomy of the Dissolute Youth
. His father was rumored to have been Mithras
who may have bedded Selene when they fought together in the Night against the Trolls. However, none of the three cults will admit to this. While his
mother fought the Trolls and his father saved the Sun, Nemesis idled away his life gambling. He would have lost the love of even his mother were it
not for the fact that when the deities of Chaos, Darkness and Light were arguing over the Great Compromise. It was established early on that one Chaos
deity would have a place of honour and the most palatable choice for all concerned was Selene. But neither Light or Dark could agree as to whether the
moon should be placed in the Day-sky or Night-sky. Both Selene and the Light deities wanted the moon to invade darkness, whereas the darkness deities
preferred their element unsullied. Hence at last, Selene's son came to her aid, for he challenged the foremost of the Darkness deities, Zorak Zoran,
to a duel with dice! The Troll Deathgod agreed impetuously, refusing to believe that the effete youngster could overcome his mightiness, but the
Gambler's skills were great and so was his luck, for he beat Zorak Zoran with but three throws of the dice. The Troll Deathgod would have slain the
upstart there and then, but the forces of Sunlight and Moonlight intervened. Since then, Nemesis has had a firm hold on his mother's heart and
occasional recognition from the Light cultists.
Since Time
Once time began, Nemesis searched the Earth for followers, and attracted folk like himself. He took down and out dropouts and gave them the merest taste of self respect. Although small, his cult is found in practically every city with members in any gambling-den. Cultists can always be recognised for their predeliction for silver jewelry and cheap finery, and their habit of always using a rapier with parrying dagger in combat.
Life After Death
Cultists all life is a gamble, and Death the ultimate loss. A cultist may be resurrected by magic or Divint, but cultists will not do so for themselves or other cultists as they believe the chances are that any future life has got to better than the one they have at present.
Runic Associations
Nemesis has his roots in the Moon Rune he inherited from his mother. The Man Rune was possibly derived from his father, but it is the Chance Rune that gives the cult its philosophy!
Nature of Cult
The gambler gives the unfortunates in the world a means of making a living and some self-respect. Cultists believe that Luck is the ultimate determining factor in life; however, far from being fatalists, they believe that luck is on their side and so they can show amazing bravura at times, (though usually they prefer not to push their luck). Cultists become Riverboat Gamblers, Dicefiends etc. But they only bet on games of skill, never on horses and chariots.
Socio-Political Position and Power
The cult has never been powerful or influential. Very occasionally, an individual gambler will rise to prominence, but even this won't lead to a rise in the cult's fortunes, (except for legalisation of gambling-dens, reduction in gaming tax etc.). Generally, the gamblers are viewed with a mixture of suspicion for their motives and methods, contempt for their livlihood, and admiration for their style and panache. As with all Lunar Cults, they frequently suffer from persecution, particularly at the hands of Zorak Zoran.
Particular Likes and Dislikes
Nemesis shares the Lunar dislike of Darkness and Trolls, he looks upon the Light cults with friendly rivalry, though they are not so friendly in return, especially Mithras!!! Of all the Light cults, Rhadamanthus is responsible for the most persecution, but always on firm legal grounds. Nemesis cultists never look for trouble and almost invariably lack any political ambitions.
Organisation
There are no Temples to Nemesis. A Runelord Gambler will usually keep 1 to 4 apprentice protegés. Sometimes a gambling-den becomes so large and famous that it reaches the rank of Temple. However, anyone can enter to gamble, (even Trolls and Darkness cultists), and there are never any shrines or altars to be seem, unless a card-table can be considered thus!
Centres of Power and Holy Places
There are no Holy Places and no place is powerful. The occasional game-house reaches large proportions, e.g. Caesar's Palace in Heliopolis. Gambling isn't a crime under Rhadamanthite Law, though it is usually restricted by licencing laws.
Holy Days and High Holy Days
There is a yearly High Holy Day on All Deities Day, on which the cult celebrates the beating of Zorak Zoran at dice. On that day, no cultist will
gamble in any game, save Craps. Each cultist must dice at least once and wherever he gambles on that day, he must stake all his ready cash on the
outcome. Otherwise, there are no Holy Days. Instead, when a cultist commences a game of chance, (this includes combat), he will sacrifice a point of
POW to Nemesis for ;good-luck
. This is important as no cult skill or spell will work properly without this.
Lay Membership
Membership is open to all races save Dragonewts, Duck and Trolls. Non-human races must join at −10 CHA. Although dominated almost entirely by
humans, sometimes a non-human achieves Runelevel, among these is the dashing, swashbuckling Pixie River-Gambler, known to all as Air-Elf-Flynn
.
In order to join, a prospective candidate must locate a Gambling-den, (automatic unless peasant or barbarian; roll POW×3 for peasant, POW×1
for barbarian). If the character is aiming for a starting-character gambler, then only one attempt at joining is allowed. Otherwise, 1 can be made per
season. Once a den is located, the applicant must attempt to impress a Runelord Nemesis cultist with his gambling prowess by rolling his
CHA+((POW+DEX)×2)%. If successful, he becomes a Lay Member; if not, he losses 10-60% of all his money and must find another den. If he fumbles,
then he loses all his money and is captured by the local police in a raid - thereafter following a criminal career unless a noble, in
which case he is sent to join the mercenaries or to sea by his family.
A Lay Member can get full price training in Rapier Attack and Parry and Dagger Attack and Parry; Dagger is usually taught off-handed for use as a parrying weapon for the rapier. No other weapon skills are taught. The young Lay Member can learn Oratory, Hide Item, Spot Hidden, Hide in Cover, Move Quietly and Pick Pockets at full price. A Lay Member will be expected to learn dice and card gaming, these are both taught at 200/500/1200. No other skills and no spells can be learnt as a Lay Member. Typical Dice Games are Knucklebones, Craps and Poker Dice while the commonest Card Games are Pontoon and various variations of Poker.
Initiate Membership
A character can initiate once he has Card Gaming and Dice Gaming at 50% and convince his mentor by rolling (POW+CHA)×5⁄2%. Initiates are quite free to take leave of absence, though finding their mentor again might be a bit of a problem. An initiate may not exchange his mentors, though he can attempt to influence his mentor to let another Runelevel teach him a skill or spell, he may attempt this but once per season. The mentor will teach his initiate, or see he gets taught, Rapier Attack and Off-Handed Dagger Parry, Dice Gaming and Card Gaming for free, plus the skills taught at Lay Level at full cost, plus the skill of Gambling at half cost.
A mentor will also ensure his protegé is taught Moonwall for free, (see Selene), and a specific version of Demoralise which is used in card games to cause a single opponent to back-down when the caster bluffs. Must be cast as the caster bluffs and causes the opponent to fold if the POW vs. POW roll would beat the victim's POW plus his hand value as follows.
| Hand | Value | Hand | Value |
|---|---|---|---|
| Pair | 1 | Run | 6 |
| Two Pair | 2 | Four of a kind | 7 |
| Three of a kind | 3 | Running Flush | 8 |
| Full House | 4 | Royal Flush | 9 |
| Flush | 5 | Five of a kind | 10 |
If the spell succeeds, but fails against POW+Value of Hand, then the target sees
the caster. Used mainly in Poker and related games.
Cultists are also taught Detect Cheat, (cast at single opponent in games causes victims to glow to all Nemesis initiates if he has cheated in the present game), and half price Glamour and Fox Troll. All other spells are taught at full cost save Bludgeon, Darkwall, Lightwall, Mindspeech and Multimissile. Nemesis Speedart can be cast simultaneously on all the coins in one hand in preparation for using the cults only missile weapon, (apart from Thrown Dagger).
Runelord Membership
To qualify for Runelordhood, an initiate must have 90% in Card Games, Dice Games and Gambling plus two other relevant skill; which one may be Rapier Attack and Dagger Parry. He must also have a POW of 15+ and a CHA of 18+ or 90% Oratory. It is not necessary to pass a test, but he can only become a Runelord by acclamation from fellow cultists after breaking anyone at the table or doubling his initial stake.
It is customary, though not obligatory for a Runelevel, (slang Dicelord
) to acquire at least one protegé, and teach him the necessary
skills of gambling. A Nemesis Dicelord is dedicated to the art of Gambling for money and will travel hundreds of miles to play in a tough game. The
stiffer the opposition the better! He may specialise in his Runelord skills or set out to master new games so that he can widen his repertoire.
Nemesis Runelords are noted for wearing Silver jewelry, black velvet and white silks, (if successful).
They have all the normal benefits of their status. They are not given any Iron, but can attune whatever they find. Most Runelords prefer not to wear heavy armour preferring leather/cuirboilli generally, but Iron weapons are not uncommon. If he does use Iron armour, then he will have it lacquered black and inlaid with Silver. It will only be used in very dangerous areas. Allied Spirits are placed in lucky coins or silver set in broaches or necklaces. Familiars are not used.
Runepriesthood
An applicant for Runepriest must have 18+ POW and have been an initiate for at least a year. He must be consecrated by another Runepriest. He will suffer the usual DEX×5% limitations on DEX skills, but can train his DEX, in order to work towards Runelord. He gains all the other restrictions and benefits of a Runepriest, save that he is not allowed Iron armour. He is expected to work to improve himself to qualify for Runelord.
Runespell Compatibility
Nemesis Runepriests Summon Small Lunes as elementals and have access to the following Standard Runemagics. Dismiss Elemental I, II, III; Divination, used only to determine the nearest gaming house and confirm a cheat; Divine Intervention, Nemesis Runepriests can use 1 point of Divine Intervention to change a drawn card or a die roll; Shield; and Spell Teaching. They also gain access to the following Cult Special Runespells.
One Point Spells
Clean Dice: Range: 2m; Duration: Variable; Non-Stackable; Reusable
Cast upon a set of dice before the first roll. Provided that they are free of any attempt to bias them, the spots will be seen to glow with a silvery
light by any Nemesis initiate until the end of the session, or until someone tampers with them.
Crevice: Range: Touch; Duration: 15 mins; Stackable up to 3 points; Reusable
Can be placed upon a hand held coin causing it to critical automatically if it hits when thrown. Each point affects an extra coin and can be stacked
with Speedart. A coin may only be thrown once as it makes the Silver brittle, so that it breaks on impact. Protection and Shield count, but at half
effect.
Fresh Deck: Range: 2m; Duration: Variable; Non-Stackable; Reusable
Cast upon a deck of cards before dealing the first round. Provided that they are free from any deliberate attempt to mark them, and the deck is
complete for the game in question, will cause the cards to glow with a silvery light and mask any accidental marking of the cards until the end of the
session or until someone tampers with them.
Fumble: Range: 160m; Duration: 1 round; Stackable; Reusable
Upon a successful POW vs. POW roll, causes the victim to roll once on the RuneQuestTM Fumble Table. Each extra point stacked causes the
victim to fumble in successive rounds. Roll at beginning of each Round; if above 74, then attack table applies first if applicable.
Two Point Spells
Knifeguard: Range: Touch; Duration: 15 mins; Non-Stackable; Reusable
Cast upon a dagger, causes it to triple its HP's for parrying purposes. In fact an Iron dagger can only break on a fumble. Will stop 24 points of
damage, adds +20% to parry.
Slicecheat: Range: Touch; Duration: 15 mins; Non-Stackable; Reusable
Cast upon a Rapier, causes it to inflict double damage and adds +20% to the chance of a hit if the opponent has just cheated in a game of chance, or
broken his word to the caster with malicious intent.
Three Point Spells
Lucky Streak: Range: Self; Duration: 15 mins; Non-Stackable; Reusable
When cast, causes recipient to have the ability to reroll any one die-roll per round should he so wish. Does not affect fumbles or any form of POW
roll. It is due to this spell that the cult is known for its incredible luck and why Nemesis Runelords have been seen to fearlessly take on Zorak
Zoran Deathlords with Rapier and Dagger and win! For the purpose of POW rolls, the caster may add 4 to his POW.
Subservient Cult
Spirit of Reprisal - Ill Fortune
If a cultist cheats in a game with another Nemesis cultist, or leaves the cult etc. Then henceforward, he will also be branded a cheat, no cultist will play with him and most fearful of all; when attempting any roll for a skill etc., he must make an additional POW×5% roll, failure will cause a fumble.
Associate Cults
Selene
Nemesis's mother remains the only deity close to Nemesis to offer any real aid, she offers her Gambling son the following spell.
Moonglow: Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 2 pt
Causes a 60m radius to be illuminated as if by moonlight, works in daylight and darkness. Affects Trollkin and Cave Trolls as if Daylight. Confers
+20% defense to recipient, this last feature works only at night. This spell is subject to the Lunar Cycle, see Selene, and is not usable on Freezeday,
Waterday, Clayday, Years End and New Years Day.
Miscellaneous Notes
Cult Skills
Gambling Knowledge/Perception Skill; Base 05%; Cost: 500/1000/2000/EXP
Allows the user to either know the next card he will draw or else one of the dice he will roll. In games between two cultists, one can use his
skill to parry
the other, a parried miss
or a fumble causes the user to misread the card or dice as damaging as possible,
(GM's discretion). The skill can never function higher than the user's skill at the game involved. Allows the user to know if partner in bridge has
got one specific card once per hand.
Quick and Simple Method: At the start of a game, each participant rolls on their Dice Gaming or Card Gaming to see how well they understand the tactics of the particular game. A success gives a 15% bonus, a special gives a 30% bonus, and a critical gives a 45% bonus. Then each round, each participant's effort is abstracted as d100 + gambling skill + bonus. The highest total wins that round. A tick is gained if the total is over 100.
Thrown Coin STR -; DEX 13; Dam 1D3; 400/800/1600/EXP; Range 5m; Rate 1 /2 Rounds; Base 00%
Enables the caster to throw 1-3 shillings at one target. It takes 1 entire round to prepare the coins which can be thrown next round at DEX SR. One
Speedart spell can simultaneously be cast on all coins in one hand. Usually used as a surprise attack upon entering melee. Masters of this skill can
throw coins and draw their daggers in one motion.
Starting Player Character Gamblers
If a player rolls a starting character in Nemesis, the character will have 50% plus bonuses in Rapier Attack, Off-Hand Dagger Parry, Card Gaming and Dice Gaming; have 30% in all thief skills bar those listed under Lay Membership; and 30% plus bonuses in Rapier Parry and Off-Handed Dagger Attack and Thrown Coin. If they qualify as Initiates, then they may be initiated and start the game with all the benefits that go with their status.
Weapons Use
Initiates are not specifically forbidden to use non-cult weapons, but it is rare for them to do so. Runelevels never use non-cult weapons.
Characteristic Raises
Two DEX raises, one for each other characteristic, but only one point can be gained on STR.
Spells
Moonwall, Demoralise, and 3000sh of any other, (Glamour half price), roll to see if the mentor knows each spell required as below.
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Armour
Roll on thief tables.
Money
1D10 + Gambling×1D10 + Gambling sh.