{"id":12246,"date":"2017-12-08T07:00:48","date_gmt":"2017-12-08T13:00:48","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=12246"},"modified":"2017-12-11T11:20:10","modified_gmt":"2017-12-11T17:20:10","slug":"the-gm-awakens-nemesis-guide","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/the-gm-awakens-nemesis-guide\/","title":{"rendered":"The GM Awakens: Nemesis Guide"},"content":{"rendered":"<p><em>This series follows the trials, tribulations, successes, and failures of a fairly inexperienced GM who has recently picked up the hobby after a long time away. It aims to assist new GM\u2019s by examining what worked, didn\u2019t work, and what failed miserably as he spins up new campaigns, modules, encounters, and adventures for his friends and family in Fantasy Flight Games\u2019 Edge of the Empire\/Age of Rebellion\/Force and Destiny system.<\/em><\/p>\n<p>As I try to continue to improve as a GM, I often browse the boards, forums, and groups about the SWRPG and GMing in general.\u00a0 You know all those moments where you&#8217;re waiting and pull out the phone to kill some time?\u00a0 I do try to notice trends or things that others are discussing.\u00a0 One thing that I often see discussed, even years after the launch of the system as more and more GMs join the ranks, is the question about how to make NPCs.\u00a0 Most specifically, Nemesis enemies.\u00a0 Questions about how hard to make them, what to give them, and how to run them.\u00a0 So, as a follow up to my <a href=\"https:\/\/www.d20radio.com\/main\/the-gm-awakens-swrpg-npc-creation-guide\/\">NPC Creation Guide<\/a>, I thought that I&#8217;d focus on the Nemesis today and examine how to make a fantastic one.<\/p>\n<h2>General<\/h2>\n<p>For the basics of a good Nemesis, I have a few rules of thumb.\u00a0 First, as a general rule, the Nemesis will be more powerful than the PCs to an extent.\u00a0 Fighting a Nemesis one on one should be a highly risky proposition.\u00a0 It should feel like it takes several party members to take one Nemesis down.\u00a0 Wound thresholds should be in the 20s for a Nemesis, and you might even consider bigger.\u00a0 Why?\u00a0 Well, in my case, I have a party with around 1000 XP earned under their belt.\u00a0 There are up to six of them in a game.\u00a0 This means they can wipe out a Nemesis in one round if they get to go first.\u00a0 They have amazing guns and abilities and hitting even a tough opponent is not a difficult check for them.\u00a0 So, don&#8217;t think that going higher is out of the question.\u00a0 Your own party&#8217;s abilities will let you know how strong to make them.\u00a0 Strain thresholds should be near the level of the wound thresholds.<\/p>\n<p>As far as characteristics go, they should rival most of PCs.\u00a0 By that I mean, if you look at them and see that they resemble what a party member might have, you&#8217;re on the right trail.\u00a0 For a bit more specifics, one of the characteristics for the Nemesis should be a 5, at least a 4.\u00a0 (Remember for my party, they&#8217;re crazy high level and I need to buff them up.)\u00a0 Then you want 3s for most secondary characteristics, and then 2s for ones the Nemesis won&#8217;t really utilize much based on his\/her role.\u00a0 Don&#8217;t be afraid to get one to a 5 if you want them really nasty at something.<\/p>\n<h2>Skill Ranks<\/h2>\n<p>What I usually do here is think of the main things the Nemesis will be doing and make a list of the skills he or she needs.\u00a0 To determine how many skill ranks to give, you should let your party size and strength determine that.\u00a0 In other words, how hard to you want the Nemesis to hit?\u00a0 How often?\u00a0 How much damage?\u00a0 As a rule, I would give no less than Rank 2 in key skills, and likely Rank 3 for one or two that I really want the Nemesis to be nasty in.\u00a0 Be sure to give them a rank in Cool or Vigilance if you want them to be a force when it comes to initiative order.<\/p>\n<p>Give them enough skills and ranks to rival a decent PC.\u00a0 Two or three ranks in the really important stuff, and one or two ranks in the secondary skills.\u00a0 You can justify four ranks in a skill if you really want them nasty at something specific, but use that with care.<\/p>\n<h2>Talents<\/h2>\n<p>Let&#8217;s talk the big one first, Adversary.\u00a0 Adversary is a talent all Nemeses should have.\u00a0 A lot of questions are out there about how many ranks in Adversary a Nemesis should have so let&#8217;s talk about that first.\u00a0 Nemeses, most of them as a rule, will have Adversary 2.\u00a0 A weaker one can have Adversary 1, and big ones like an Inquisitor, can have Adversary 3.\u00a0 Two would be the average.\u00a0 The way I judge how many to give is to determine how many Despairs or Threat I think checks should generate.\u00a0 So, Adversary 4 would be something like Darth Vader to me, and 5 the Emperor or something I think.\u00a0 I will say I have used Adversary 3 with a Nemesis going against my 1,000 XP group for sure.\u00a0 Sometimes it&#8217;s the only way to really challenge them.<\/p>\n<p>As far as the rest go, look through career specifications that are similar to what your NPC Nemesis will do to find Talents they can use.\u00a0 If the Nemesis is not a Force user, then usually I keep to 3 or 4 talents.\u00a0 If a combat-based Nemesis that I need to keep on his feet, then Parry and Reflect and the improved versions are almost necessary.\u00a0 (Assuming the Nemesis has a lightsaber or something that can block things.)\u00a0 But make sure to give them fun talents that are memorable.\u00a0 Remember, when you&#8217;re playing, you won&#8217;t really get to use most of the talents if you get too many.\u00a0 You just won&#8217;t have the opportunity to use many depending on the situation.\u00a0 So don&#8217;t go too overboard, but make them suitable.<\/p>\n<h2>Weapons and Equipment<\/h2>\n<p>When it comes to Weapons and Equipment, I take into consideration a few things.\u00a0 For equipment, whatever would round out the character concept makes sense.\u00a0 But for weapons, I specifically decide how many points of damage I want the Nemesis to do each round and work back from there.\u00a0 I also consider Autofire and other characteristics of the weapon that I want.\u00a0 But the damage per hit is the key.\u00a0 Do I want them one-shotting my PCs?\u00a0 Do I want a single hit to do a real lot of damage?\u00a0 Do I want them to seriously threaten the lives of the players?\u00a0 Look at the Wound Threshold your players have, and backtrack to the weapon of choice.<\/p>\n<p>For armor and soak, I decide how many rounds, if my players hit and hit hard, that I want them to stay alive for.\u00a0 I also look at how much damage my players do when they hit, and then figure out, calculating in Parry and Reflect if applicable, how much I want to take off those hits from my players, and that&#8217;s the soak.\u00a0 Sometimes it&#8217;s a lot, if my players can Autofire and do a ton of damage in one shot.\u00a0 Sometimes, depending on the group, and if they have a lot of shots, I need to take in and soak a lot of damage as the round goes on.<\/p>\n<p>Also consider if you want the Nemesis to return another day.\u00a0 If so, you&#8217;ll want the bad guy to stay up on his feet and stay alive through the encounter with your party.\u00a0 All these things are ones to consider when making a Nemesis.<\/p>\n<h2>Using a Nemesis<\/h2>\n<p>A Nemesis should be memorable.\u00a0 An enemy that your party always remembers facing.\u00a0 To do that, a Nemesis should be able to be up on his\/her feet long enough to do damage and be threatening, and also memorable.<\/p>\n<p>On page 421 of the Force and Destiny Core Rulebook, there is a sidebar area discussing a 2nd initiative slot for a Nemesis.\u00a0 The gist is, that you add a slot at the end of the initiative order for the Nemesis to go twice.\u00a0 The book recommends a party of 4 or more members to utilize this rule, but use your best judgement.\u00a0 I nearly always use this rule.\u00a0 I have 5+ in both campaigns and they often can rain blasters down on a Nemesis before he even gets the chance to go, so I need him alive long enough to be memorable.<\/p>\n<p>Another way to keep your Nemesis upright is to use the Squad rules that are spelled out in the Age of Rebellion GM Kit.\u00a0 In it, there are several squad formations that can help minions around a Nemesis keep him upright.\u00a0 Also there is a rule that while in a squad, a Nemesis may pass a hit on to a minion around it, like a shield.\u00a0 The catch is, the minion is automatically killed.\u00a0 But this will give your Nemesis several hits before taking damage if used correctly and narratively.<\/p>\n<p>Also, be sure to use the Parry and Reflect talents, and improved versions, to keep your Nemesis on his feet.<\/p>\n<p>So there you have it&#8230; my rules of thumb when making a Nemesis.\u00a0 Do you have any other guidelines you&#8217;ve used to make a good Nemesis for your games?<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>This series follows the trials, tribulations, successes, and failures of a fairly inexperienced GM who has recently picked up the hobby after a long time <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/the-gm-awakens-nemesis-guide\/\" title=\"The GM Awakens: Nemesis Guide\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":1164,"featured_media":12248,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[970],"tags":[66,65,64,38,67,61,126,156,47,181],"class_list":["post-12246","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gm-awakens","tag-age-of-rebellion","tag-edge-of-the-empire","tag-fantasy-flight-games","tag-ffg","tag-force-and-destiny","tag-gm-advice","tag-npc-stats","tag-roleplaying-games","tag-star-wars","tag-swrpg"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The GM Awakens: Nemesis Guide - d20 Radio<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" 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