Nemesis Rules?

By Enoch52, in General Discussion

I keep hearing about guidelines for creating nemeses, and I'm about to introduce one to my group. Can anyone give me some idea what the advice is in here? I've heard something about talent selection, as well as flipping a Destiny point to allow them to escape.

Those aren't so much 'Nemesis rules' as just 'things you can do'. You wouldn't even necessarily have to flip a Destiny Point to allow a nemesis to escape, since as the GM you have a lot of say over the game world.

There are guidelines for making more effective Nemeses in the EOTE GM's Kit. They recommend, among other things, giving a powerful Nemesis an extra action at the end of a combat round. This is to avoid them being beaten too easily by 5 to 7 individuals who each have a turn for the Nemesis' single turn.

The other aspects of the GM Kit recommendations are more narrative. They're about the nature of a good nemesis in a story, and a variety of different nemesis 'types' which can enhance the flavor of a story.

My personal recommendation is to use the Adversary talent (but don't forget it's on there, as I have done in the past!). Adversary 1 means the PCs upgrade the difficulty of their attacks once when attacking the nemesis. Adversary 2 means they upgrade it twice.

I also recommend not worrying TOO much about talents and such. Perhaps give them a couple of 'signature' talents that they'll make use of in a fight, but you don't have to make them as complex as a PC.

I keep hearing about guidelines for creating nemeses, and I'm about to introduce one to my group. Can anyone give me some idea what the advice is in here? I've heard something about talent selection, as well as flipping a Destiny point to allow them to escape.

There is a series of steps for creation of Inquisitors in F&D. That's probably what you are reading about.

That's what I'm referring to. I'm familiar with the GM kit rules.

Adversary is useful, though my play the are better about remembering it than I am!

The rules lead you through a series of decisions giving you numbers to assign to attributes, skills, talents, etc. At the other end you can really tailor a serious baddie. You couple that with the new squad rules and it's definitely an opponent to challenge a group seriously.

Edited by 2P51