Help for a Nemesis

By SirSprinkles, in Game Masters

I'm making a campaign for AoR, where the PCs are a special ops group, and are infiltrating an Imperial facility to steal a bioweapon that is in production there.

At the end, the PCs have to fight an Imperial scientist (and probably some Stormtroopers)

Could anyone help me for some stats for this scientist?

Thanks

I'll give him high Intellect and Knowledge (Education)

Edit: kind of obvious that a scientist would be smart

Edited by SirSprinkles

You'll probably want to treat the scientist as a leader type, able to inspire his troops give them extra maneuvers or even actions. See the Hired Gun: Mercenary for ideas. You could also give him things like Scathing Tirade.

If you haven't seen it, TCW has a similar plot in Season 1: The Blue Shadow Virus, and Mystery of the Thousand Moons. I could do without the clearly "nutty German ex-Nazi" stereotype, but the rest of it might give you some good ideas. If you do watch it, you'll see that the scientist himself can't really fight, but he has plenty of minions, rivals, and possibly other Nemeses to do his bidding. So in this case, the "Big Bad End Guy" would only be as threatening as his underlings. If you keep him always one step ahead of the PCs, hatching new diversions, etc that can be just as challenging as facing a combat thug directly.

No knowinv quite what you have planned for the adventure maybe something like....

Nemesis

B2 A3 I4 C3 W2 P2

Soak 3, WT18, ST 15

Skills: Atheletics 1, Coord 1, Cool 2, Deception 2, Discp 1, Leadership 2, Medic 3, Nego 1, Stealth 1.

Talents: Advesary 2, Imperial valor, Stim spec 2, Dodge, shortcut 2.

Equipment:Labcoat and uniform (+1 soak) or protective suit (+1 soak, immune to the effects of chemical or biological agents), light blaster pistol, 6 stimpacks, case of medical samples, three dispersal canisters containing Wildfire-88: ranged light, damage-, crit-, range short, enc 1, blast-, exposure 3, limited ammo 1.

Exposure: any character hit by this weapon must make an immediate Resiliancy check vs the ranks in Exposure (so in this case hard). They are considered infected on failure and take a critical wound. They must repeat the process once per day until cured, crits inflicted by the exposure cannot be healed until the illness is cured. Curing the disease, and details like contagiousness are up to the gm.

You'll probably want to treat the scientist as a leader type, able to inspire his troops give them extra maneuvers or even actions. See the Hired Gun: Mercenary for ideas. You could also give him things like Scathing Tirade.

If you haven't seen it, TCW has a similar plot in Season 1: The Blue Shadow Virus, and Mystery of the Thousand Moons. I could do without the clearly "nutty German ex-Nazi" stereotype, but the rest of it might give you some good ideas. If you do watch it, you'll see that the scientist himself can't really fight, but he has plenty of minions, rivals, and possibly other Nemeses to do his bidding. So in this case, the "Big Bad End Guy" would only be as threatening as his underlings. If you keep him always one step ahead of the PCs, hatching new diversions, etc that can be just as challenging as facing a combat thug directly.

Could you please give me some ideas for stats on your idea? I think its a good idea and have taken some ideas from it.

I finished the base idea for the Nemesis

Br - 2, Ag - 2, Int - 6, Cun - 4, Will - 2, Pr - 3

Coer - 2, Comp - 3, Cool - 3, Disc - 3, Lead - 2, Med - 2, Perc - 2, Vig - 2, Know (CW) - 3, Know (Edu) - 4

Command 2, Field Commander, Improved Field Commander, Scathing Tirade, Improved Scathing Tirade, Nobody's Fool 2, Adversary 2, Supreme Scathing Tirade, Inspiring Rhetoric, Mental Fortress, Natural Scholar, Stroke of Genius

Light Blaster Pistol, Protective Suit (Thanks Ghostofman), Datapad, Stimpacks (x6)

Any ideas for improvements/changes?

Edited by SirSprinkles

I'd suggest a group of scientists rather than one uber-scientist (no, not meaning a scientist that moonlights as a driver for hire).

I'd suggest a group of scientists rather than one uber-scientist (no, not meaning a scientist that moonlights as a driver for hire).

I brake and comment for cheesy puns that make me chuckle/snort/snicker/guffaw.

I have the basic encounter down now,

just as the PCs go to leave the lab, the Nemesis, 3 groups of 6 Stormtroopers and 3 Stormtrooper Sergeants will attack and attempt to stop the PCs from leaving. The number of Stormtroopers may be changed according to the strength of the PCs, but the numbers listed are the minimum

I have the basic encounter down now,

just as the PCs go to leave the lab, the Nemesis, 3 groups of 6 Stormtroopers and 3 Stormtrooper Sergeants will attack and attempt to stop the PCs from leaving. The number of Stormtroopers may be changed according to the strength of the PCs, but the numbers listed are the minimum

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If the character was a race that was used to a particularly hazardous environment then it could be interesting. The PCs may have to use special equipment to avoid its affect and the enemy could spend Triumph/Advantages to deactivate the equipment on a succesful hit. If the atmosphere is also toxic or hazardous then that could add seperate complications.

Just remembered - only 1 of my PCs has a glowrod, so even little things like shooting lights out can really have a negative affect on their progress.

If the character was a race that was used to a particularly hazardous environment then it could be interesting.

Neat idea!

http://starwars.wikia.com/wiki/Saurton