Subsystems and You 10: Nemeses
Perhaps even more compelling than the final boss of a campaign themselves, there are few things more memorable than a compelling recurring villain, someone who time and time again is there to act as a foil to the party, and thwart or be thwarted by them.
The nemesis might indeed be a major part of the main conflict, or they might be a relatively two-bit villain who just won’t die or give up. Heck, depending on their reason for opposing the party they might not even be evil. An extreme stickler for law and authority might take extreme offense to a freewheeling band of vigilantes, for example.
In any case, the Nemeses system from Ultimate Intrigue provides a way for GMs to keep track of how their recurring villain feels about the party, and therefore how much resources they are willing to put into acts against them, as well as various stratagem challenges that the nemesis may put forth in their attempts to do so. This has the added benefit of providing an excuse for all sorts of story rewards of XP and more for the party.
The first step to having a nemesis is to provoke the potential nemesis. Now this is entirely up to GM fiat. They may have planned for the party to have this nemesis from the get-go, or the party might surprise them and end up vexing someone who the GM decides would definitely hold a grudge. Either way, the GM has final say on who becomes a nemesis.
From there, the GM determines what sort of nemesis there are (which this subsystem provides plenty of examples), which will determine what types of stratagems they might use, and inform how they go about it.
They also gain a nemesis score, which upon reaching certain thresholds, will upgrade the degree of enmity the nemesis feels for the party, and therefore, how vicious the stratagems they bring against them will be. These can be as basic as providing extra funding to a group of villains the party will face, to as overt as outright murdering someone or something the party cares about.
Periodically, whenever the GM feels it makes sense, they will enact an appropriate stratagem for the situation and the nemesis’s level of enmity, representing their attempts against the party. Some can be thwarted, but others must be endured, and offer XP rewards for the party if they succeed.
What’s more, each stratagem also comes with an opportunity, some misstep or vulnerability that the nemesis exposed in taking action against the party, which can lead to new encounters or adventures as a keen-minded party take advantage of them, all getting them close to the final confrontation with their nemesis.
Such a final confrontation varies a lot by the nature of the nemesis and their role in the greater campaign. They might be the final boss themselves, a minion of the true villain, or perhaps a third party that may try to align with the true villain in order to get at the party (which may result in anything from being betrayed by the true villain, coming to realize that their own villainy was a dark path, or simply ending up being a pawn for the greater villain, whichever you like). Either way, no matter where in the campaign your final confrontation ends up being, it should lead to a sufficiently dramatic and high-stakes conclusion… unless you plan to throw a plot twist and have them come back anyway!
I could probably do an entire week’s special on writing a good villain, but I’ll save that for another time. For now, that does it for this week’s special. I hope you enjoyed it! Tune in next week for more archetypes and character options!















