Nemesis Help

By HistoryGuy, in Game Masters

For my players, each one is getting their own nemesis to deal with that is tied to their obligation. Once they start to get a reputation and/or side with the rebellion, i will introduce a new nemesis that is for the whole group.

Has anyone else done this and if so how did it work?

I have somewhat and putting names to NPCs and fleshing out the PCs universe is nothing but a good idea. It really boosts PCs buy in and enjoyment I think.

For my players, each one is getting their own nemesis to deal with that is tied to their obligation. Once they start to get a reputation and/or side with the rebellion, i will introduce a new nemesis that is for the whole group.

Has anyone else done this and if so how did it work?

I've found that most of my PC's 'create' their own nemeses through rivalries with npc's. Generally speaking, if one of my PC's starts to hate on an npc, i just upgrade the npc to nemesis using Oggdude's exceptionally awesome character generator.

How strong should the nemesis be?

I don't personally play the raid boss from an mmo style with my nemeses. A good evil master has their 'minions' for that. If you want to have them directly involved you want them to be tough and mobile, so they can escape I think.

Edited by 2P51

How strong should the nemesis be?

As strong as they need to be for the encounter you put them in, given the result you hope to achieve. In other words, hold off defining them in detail until you need to for the particular session.

For my players, each one is getting their own nemesis to deal with that is tied to their obligation. Once they start to get a reputation and/or side with the rebellion, i will introduce a new nemesis that is for the whole group.

Has anyone else done this and if so how did it work?

Keep in mind that characters will often accrue new Obligation types and get rid of old ones. Make sure you design your personalized Nemeses in a way that means they can still be relevant even if the player gets rid of that particular Obligation.

BOUNTY HUNTER NEMESIS: Finally I have caught up with you, San Holo! Now I will take what you owe Jabba out of your hide!

SAN HOLO: Dude, I paid off that debt to Jabba two months ago. With interest. We're cool now.

BHN: ...crap.

For my players, each one is getting their own nemesis to deal with that is tied to their obligation. Once they start to get a reputation and/or side with the rebellion, i will introduce a new nemesis that is for the whole group.

Has anyone else done this and if so how did it work?

I think it's personally easier to develop Nemeses using the character's backstory over their obligation due to the changes as stated before.

For example, a mad scientist nemesis that was the creator of my PC that was a military bred clone encountered the group, tried to capture them, and they were at odds with him ever since. Talking with your players about their backstories will help introduce characters to hinder them

Good point. I'll keep that in mind. Real quick, what are the career skills for the Sentinel?

Edited by HistoryGuy

Check out the GM's kit for Edge of the Empire. Its got a nice little 'one-off' module in it, but it also contains information on building a Nemesis. The various 'classes' of Nemesis (such as Brawn, Brains, etc.) as well as which Nemisis' from the book would be a good place to start. One good idea is to take a 'loose end' and build them into a Nemesis. Did the PC's leave behind a flunky from the last job? Guess who turns up a few modules later with a grudge and a gun...

Check out the GM's kit for Edge of the Empire. Its got a nice little 'one-off' module in it, but it also contains information on building a Nemesis. The various 'classes' of Nemesis (such as Brawn, Brains, etc.) as well as which Nemisis' from the book would be a good place to start.

I picked that up a while back. It was helpful.

I was in a session where a rival escaped const multiple times over. He came back as a nemesis to get revenge on the players and to foil their plans.

Have you thought about letting them create two characters knowing one of them is to be a nemesis for another player character making it clear its a nemesis for another character not theirs.

It doesn't matter if they pick the same character to be a rival of only they start the game with one player character and a group of nemesis characters they know the background to so when one or more turn up they can identify them and explain part of their back story making it much more personal when you use these nemesis's.

Will try this myself if I ever get the chance to run another game!

How strong should the nemesis be?

Does not matter! The enjoyment the PC gets from defeating this guy ISN'T based on the achievement of whittling away of hit points, it is from finally defeating that nemesis that's been wreaking havoc in their lives or the lives of their family and friends. You could say that one shot with a holdout blaster on the nemesis is more cinematically dramatic than 15 shots in 20 rounds of combat that takes a hour to play out on the same guy to get past his (let's say) 8 Soak and 23 WT. Yeah, in something like Pathfinder or Saga Edition, it's all about defeating that 200 hit point uber-villain after 1hr+ combat encounter. Besides, with a heavy-duty NPC in FFG, you run the risk of a lucky shot or two of making short work of him anyways. Don't fall for the min-maxing, d20, uber-villain mantra where you give them the best armor and best weapons to make them "challenging".

Rather, if a PC has been hassled by bounty hunters and hired guns his whole existence and they always say, "Courtesy of Moff Tarkin!" when they do something dastardly, then that's going to sting worse! That satisfaction will be finally putting an end to it. IMO, one, dramatic shot would be more befitting. ....as would shoving someone out an airlock or off a building. Also, notice the stat blocks of Moff, and the like. Not so intimidating. Not based on combat potential. It isn't meant to be that way. Instead, focus on story. Let the henchmen be the combat challenges.