Difference between revisions of "Nemesis (Action)"
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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. | 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 Nemeis need not be out to kill you, or even cause you harm. As long as this is an NPC foil that pops up to complicate your life and the plot, this is a relevant limitation. |
Revision as of 08:56, 18 March 2010
Heroic Action Role-Play |
This is a Limitation for Action.
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.
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 Nemeis need not be out to kill you, or even cause you harm. As long as this is an NPC foil that pops up to complicate your life and the plot, this is a relevant limitation.