Difference between revisions of "Nemesis (Action)"

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<noinclude>{{action limitation}}{{tocright}}</noinclude>
 
<noinclude>{{action limitation}}{{tocright}}</noinclude>
 
== Nemesis ==
 
== Nemesis ==
Your fate and purpose is linked to a particular enemy. You and this enemy are bound to run across each other again and again, and you have a mysterious way of ending up in one-on-one encounters with your nemesis. Your nemesis advances in power as you do, and has an amazing ability to survive and return to fight another day. And should he die, there is always someone else on the sidelines, ready to step in.
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Your fate and purpose is linked to a particular non-player character. You and your nemesis are bound to run across each other again and again, and have a mysterious way of ending up in one-on-one encounters. Your nemesis advances in power as you do, and has an amazing ability to survive and return to fight another day. And should he die, there is always someone else on the sidelines, ready to step in.
  
The DM has to approve your choice of nemesis; it is generally best to pick a nemesis you've met during play and that proved particularly interesting, memorable, and loathsome.
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The GM has to approve your choice of nemesis; it is generally best to pick a nemesis you've met during play and that proved particularly interesting, memorable, and loathsome.
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A Nemesis need not be out to kill you, or even cause you harm. It might be a rival who demands a duel, a one-sided romance, a bumbling cop that causes chaos, or a colleague that is out out to impress you but ends up as a constant obstruction. As long as the nemesis is an NPC foil that pops up to complicate your life and the plot, this is a relevant limitation.

Latest revision as of 14:31, 18 February 2015

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Heroic Action Role-Play

This is a Limitation for Action.

Nemesis

Your fate and purpose is linked to a particular non-player character. You and your nemesis are bound to run across each other again and again, and have a mysterious way of ending up in one-on-one encounters. Your nemesis advances in power as you do, and has an amazing ability to survive and return to fight another day. And should he die, there is always someone else on the sidelines, ready to step in.

The GM has to approve your choice of nemesis; it is generally best to pick a nemesis you've met during play and that proved particularly interesting, memorable, and loathsome.

A Nemesis need not be out to kill you, or even cause you harm. It might be a rival who demands a duel, a one-sided romance, a bumbling cop that causes chaos, or a colleague that is out out to impress you but ends up as a constant obstruction. As long as the nemesis is an NPC foil that pops up to complicate your life and the plot, this is a relevant limitation.