Currently Champions has three Nemesis Personalities and one Mission Tree for all of them. I devised a system for expanding on this.
There is a set of 7 "plot missions" as opposed to "clue missions". There are Six different Nemesis Types which determine the 1st, 3rd, 5th, and 7th Missions. Each Type has three specializations. The specialization chosen determines the 2nd, 4th, and 6th Missions.
A Player may select more then one in which case one will be selected randomly. A player may also chose for one to be selected randomly. The Six Trees are as follows:
Street: Your Nemesis is a local crime lord and is after money and power on a local level.
Specialization: Gang Boss: Your Nemesis is the leader of a local gang much like the ones already in the game. Nemesis acts like a stereotypical mob boss, decietful yet polite and with a "don't mess with me or my 'family'" kind of deal.
Specialization: Crime-Boss: Your Nemesis is a more Lex Luthor like figure. S/he is adored by the public and has alot of money and power but has a darker other side which your hero must stop.
Specialization: Psychotic: Similar to the Lunatic option already in the game.
Arcane: Your Nemesis is a follower of the mystic and the occult. All manners of the arcane are their focus and will use a combination of mystic artifacts and spells to accomplish their ends.
Specialization: Fairy: This Nemesis option fits the fairy court from Shakespeare and the Old Ones of Cthulhus Mythos. They are not malicious they are just bored and playing with the little humans is in good fun. They may not realize the destruction they are causing or they may just not care. Their mindset is completely alien to the human mind and interactions with them will be surreal.
Specialization: Demon: This Nemesis is a pure malicious force sent to bring darkness and destruction. They are pure evil but there is no comedic MWAHAHAs and whatnot since some player would not appreciate that. Their missions mostly involve corrupting goodness and they act with spite and contempt towards the Hero.
Specialization: Knight: Not all Arcane Nemeses are magical beings themselves. The Knight is a honorable force of evil looking to die in a glorious battle against an equally powerful force of good. They are arcane because their missions focus around magical artifacts and ancient powers. They act with the utmost politeness even towards their enemy and will congratulate them on good hits. Despite this they are incredibly aggresive and will attempt to conquer the world by force if neccesary looking for someone to challenge them.
Science: Your Nemesis is a scientific force and focuses around the collection and utilization of technology. Similarish to what is already in the game.
Specialization: Alien: Your Nemesis is either from space or closely alligned with such beings. Their missions will deal with the Qularr and the Gadroon. they could be an A-List Alien invasion with lots of subtetly and nuance to their invasion or they could be a C-List Invasion force where some aliens beam to Earth and just start shooting stuff. Either way they are the invasion force come to claim Earth for the homeworld.
Specialization: Robot: Your Nemesis is a mechnized being. They think mechnaical and despise the human race for beak weak, lazy, and worst of all inefficient. They are the nemeses most purely focused on technology and will try to steal as much of it as possible.
Specialization: Mad Scientist: Your Nemesis is a silver-age mnad scientist performing vile experiments for SCIENCE! Not much to say here really although I will note this is one of the more comedic options being flavored after the Silver Age. Similar to the Mastermind option already in game.
Natural: Your Nemesis is a creature of of the wildlands and will attack civilization after being disturbed. Plans mostly to attack civilization with all the "Children of Nature"
Specialization: Beast: Similar to the Savage option already in game.
Specialization: Elemental: Your Nemesis is a pure force of nature, possibly with one of the elemental powersets to compliment, they will make reference to how ancient and powerful they are and how civlization is an affront to them.
Specialization: Renegade: Your Nemesis is actually a person outlawed from society. They have bonded with nature and will return to destroy the society that shunned them.
Cosmic: In the upper worlds and throughout existence and eternity your Nemesis is a known force of power that wreaks havoc throughout the Cosmos. And now they come to as they put it "puny little planet". Can they hope to be stopped? Only one hero can stand in their way.
Specialization: Conquest: Your Nemesis is a warlord and has come to take control of the planet by force. Acts like a military general and missions involving keypoints of power in the world.
Specialization: Conversion: Your Nemesis through force of will causes the planet to fall to their whim and only the strongest willed of heroes can resist the call. Missions involve taking control of stronger heroes and villains and forcing them to fight your hero.
Specialization: Destruction: Your Nemesis finds the planet so insignifigant that instead of taking control of it they are going to destroy it to stop any resistance that may eventually come from it. Pretty Self-Explanatory.
Personal: This Nemesis may or may not be evil. They may or may not be powerful. The thing they have in common is they want to kill your hero specifically.
Specialization: Servant: Maybe your Nemesis is a devoted acolyte or maybe they are a hired mercenary, they are trying to take you down for the big guy. They are business-oriented and cold and will attack methodically and rationally.
Specialization: Zealot: Your Nemesis want to kill you because your hero and all other heroes like yours are villains in their eyes, for one reason or another. Many Anti-Hero or Villain Player would like this nemesis option.
Specialization: Rivalry: Whatever the reason the conflict beween your hero and your nemesis runs deep. They have a long and twisted history and the Nemesis cares about nothing else but killing your hero.
As mentioned each Main Tree will affect the opening mission (1st) the ending mission (7th) and two more in the middle (3rd and 5th)
Main Tree Missions:
Street:
1: Bank Robbery!
A twist on an old favorite. Your nemesis robs a bank but using a bit of stolen Qulaar technology puts up a forcefield around the bank.There are only a few police within the force field and the only superhero who was in the forcefield was your Superhero. Escape similar to Lemurian Artifact.
3: A Very Special Episode
Your Nemesis raids a scientific lab to try and steal various experimental superserums to give themselves and the henchmen superpowers.
5: Think of the Children
Your Nemesis kidnaps several children from school who all secretly have superpowers to try and raise them loyal to him/her. You must go in and rescue the children.
7: Playing with the VIPER
Your nemesis strikes a deal with VIPER to attack MC in order to bring despair to the world as the symbol of superheroes in the world (the Champions Building) is brought down. Both your nemesis and VIPER are planning to betray the other. You must get into the VIPER base (which contains VIPER forces and your nemesis’s henchmen) and stop them.
Arcane:
1: Sleep Spell
Your Nemesis uses a spell that puts MC to sleep,Witchcraft desperatly calls out and you’re hero’s psyche manages to respond. The mission is spent in a psychic fortress similar to something you might find in Demonflame. Your hero defeats them in the subcouncious but their physical form is still very much active.
3: Blizzard Wizard
Your nemesis creates a huge blizzard in Canada and your hero must hurry to defeat them before the blizzard destroy the base in Canada. The Storm is near Kigatilik’s Maw and your hero must be careful or be blown away by the storm winds.
5: Circle of the Scarlet Moon
Your Nemesis has inflitrated with and become the leader of the Circle of the Scarlet Moon. Although not all like this leader and are planning to backstab him/her. Your hero will go in and interrupt one of the circle’s rituals and side with the dissenters in overthrowing the nemesis leadeing them to lose a good deal of their magical power.
7: Dimensional Rift
Your Nemesis has made deals with dark powers and manages to open up a rift in space-time allowing evil beasts to emerge as well as power himself/herself up. Your hero will have to get through their summoned forces and close the rift by beating them.
Science:
1: Lemurian Artifact
As the mission sequence already in the game
3: Deep Sea Dentente
As the mission sequence already in the game
5: Recumbent Incumbents
As the mission sequence already in the game
7: Doomsday Device
As the mission sequence already in the game
Natural:
1: Reinforcements
A team of explorers charting an unnamed forest somewhere has not been reported from for a long time and your hero is sent to investigate. After freeing most of the explorers from the henchmen they tell your hero that their leader was taken by some…thing into a desolate temple, your hero enters and fights the nemesis but it escapes into the forest heading towards civilization.
3: For the Earth Mother
Your Nemesis attacks some minor Power Armor based heroes (NPCs) who, depending on specialization, it sees as thiefs from the Earth Mother since metal comes from the Earth or just shiny things that do not normally appear in the wilds. Your hero must go in and free them from your nemesis’s clutches.
5: From the Deep
Your Nemesis’s presence causes sea monsters to appear caughting offships and endangering civilian sailors. The mission is accesible from MC’s docks or from Lemuria. The mission consists of fighting your way past a few sea monsters through a few ships until your hero reaches the one where the Nemesis is.
7: Fury of the Wilds
Your Nemesis having hid in the wilderness picked up a virus that causes random traits on animals including larger size then usual, increased aggression etc. and intentionally spread them to the other animals on the island. If they leave the island and reach the mainland the whole Earth will be infected and human civilization will be destroyed! If you stop your nemesis you can get the antidote from them. You must hurridely defeat the nemesis before time runs out. There are a number of vicious animals NPC but they attack both your hero and your nemesis.
Cosmic:
1: Arrival
Your Nemesis enters the Earth’s orbit planning to just steamroll it. Worried about the unidentified object in orbit UNTIL (or some other organization) beams you up in a small spaceship. Your nemesis attacks it with a few villains and when they are defeated attacks it directly. In the struggle the spaceship crashes to Earth, it is only afterwards that you get reports that your nemesis is still alive. And looking for you.
3: Deadly Alliance
Your Nemesis, wishing to gather more energy breaks into Stronghold to recruit the being with the strongest aura on the planet, the psychic Menton! Your hero has to go in after your nemesis and stop him/her.
5: Leet Haxors
Altered Form of the mission sequence already in the game
7: World Leaders Conference
World Leaders hold a conference on how to defeat your nemesis. Your Nemesis attacks and holds them hostage planning to cripple the world’s organization and resistance by killing them and your hero once s/he shows up to help them. It’s up to you hero to break in, defeat your nemesis and save the leaders of the world.
Personal:
1: Assassination Trap!
City Hall gets a fake hostage letter specifically asking for your hero. When you get there the Nemesis springs a trap on your ending in a direct fight with your hero. When reinforcements break through the Nemesis escapes only wanting to deal with your hero.
3: Old Friends
Your Nemesis recruits one nemesis at random from your rogue gallery and the two launch an assualt on your hero. If this is the first nemesis, Black Talon is used instead.
5: Ambushed!
During combat Socrateswill offer your hero the mission stating your nemesis has been spotted in the area and you should keep a lookout. A certain length of time after the mission is accepted your nemesis and a group of minions will attack you anywhere you are (yes anywhere, nowhere is safe from the Personal Nemesis)
7: Personal Duel
Your Nemesis, sick of all this, sends you a private message inviting you to a personal duel. At the designated area there are a good amount of henchmen but your nemesis is not at all surprised or impressed that you beat their “little test.” During the actual battle your nemesis uses a lot of traps and tricks and grows more and more desperate as the fight grows on eventually resorting to calling lots of henchmen in during your personal duel althrough the last chunk of the fight has no henchmen and no traps-just a straight-up one on one duel between your hero and a really angry nemesis.
As mentioned the Specialization Missions include the 2nd, 4th, and 6th Missions. I have done all the ones except the "Personal" ones since those are hard for me to think up. Any suggestions welcome.
Street: Crime Boss
2: No such Thing as Bad Publicity
Your Hero is called down to the Police Station for unknown reasons. When your hero gets there it turns out Your Nemesis has framed your hero for a crime. After defeating the guards you have to find the “witnesses” to your hero’s crime (who were either buillied into it or are henchmen in disguise) and prove your innocence.
4: Journalist in peril.
Your Nemesis sends his/her goons to intimdate the local media into writing good about him/her. Your hero stops the goons and only finds out the true motives later…
6: President Nemesis
Your nemesis in true Lex Luthor-like fasion plans to run for president while secretly having his/her political enemies assasinated. You have to protect the other candidates and expose your nemesis by finding notes on the defeated Henchmen.
Street: Gang Boss
2: Officer in Trouble
Several Police have received distress calls from an abandoned building. In reality it was your Nemesis who planted a trap to teach them a lesson about “makin’trouble on my turf.” Your hero is called in to go and save them.
4: Unlikely Allies
Your Nemesis calls a dinner with the other Gang Leaders to discuss the defeat of the MC police. Your Nemesis is really planning on backstabbing them and taking full control of every gang in MC. Your Hero must enter the restaurant and lead the gang leaders out.
6: Rat in the Corner.
The MCPD has learned location of Your Nemesis’s HQ. While police attack from the front allied forces from the other gangs attack from the back. Your Hero has to secretly penetrate the building and let both sides in so they can defeat the bulk of the henchmen there. The Nemesis escapes but most of their forces crushed. As they leave they swear to get revenge on the whole of MC.
Street: Psychotic
2: Prom Night
Your Hero recieves a message from Your Nemesis asking him/her to prom. Your Nemesis attacks a High School Prom to become the Prom King/Queen s/he always wanted to be. You must burst in and save the kids. Their henchmen use a few of those items that force everyone to dance.
4: Mid-Life Crisis
Your Nemesis activates an army of Toy-Bots to steal all the candy in MC. Your Hero must fight their way up a tower of Toy-Bots to win the Candy back from the Nemesis.
6: Enter the Madman
In the dead of night Your Nemesis breaks into Harmon Labs to steal an unknown piece of technology. When your hero goes to stop him he uses the technology on the hero. The technology causes your hero to switch bodies with your nemesis. Using your army of henchmen and your nemesis’s powers you must stop your nemesis before he assassinates Mayor Biselle with your hero’s body.
Arcane: Demon
2: The Corruption
Your Nemesis taunts you to try and fight them in a false lair. Their your hero fights illusions of heroes who seems to have turned evil.
4: Awakening
Your Nemesis plans to use the power of the Kings of Edom to awaken the great dragon Tiamat who will destroy the world. Your hero must keep the dragon asleep with a lyre while fighting off Your Nemesis (who is trying to awaken it) and his/her henchmen.
6: End Times
To Gather power and prepare the world for the apocalpyse Your Nemesis sends out the 4 Horsemen; Pestilence (Infernal Supernatural), War (Heavy Weapon), Famine (Fire), and Death (Darkness). Each one drops a piece of the Demon Charm and all four allows teleportion to the lair Your Nemesis.
Arcane: Fairy
2: War of the …Planets
Your Nemesis kidnaps the young heir to throne of the Gadroon and plans to frame the Mandaarians to start a war that could devastate the Galaxy so they can watch from the safety of the otherworld. Your Hero must stop the Nemesis and return the heir through the portal.
4: The Court of Stars
Your Nemesis, angry at your hero spoiling his/her fun, appeals to the King and Queen of the stars, Oberon and Titania. Your hero must perform a test or survival to see if you are worthy of being the true foe of your Nemesis. Your hero is brought to an empty room and must survive X time with random enemies from throughout the game spawning throughout the room to defeat you. The time and difficulty scale based on level.
6: Dark Pact
Your Nemesis, desperate for victory makes an alliance with the Deep Ones. Lemurian and Human forces are held off by Your Nemesis’s illusions. Your Hero stops your Nemesis from allowing the Deep Ones from rising again but the Nemesis escapes with a signifigant deal of power from the Deep Ones.
Arcane: Knight
2: A New Challenger
Your Nemesis starts attacking military bases calling for the hero who once bested him/her in the mind to try their luck in the flesh. During the Battle reinforcements come in and the Knight outraged at the unfair fight escapes.
4: Sword in the Snow
After the blizzard incident your Nemesis retreats to try and draw more power by finding the legendary blade of King Arthur, Excalibur. Your Hero has to infiltrate the camp, defeat the Nemesis and take back the Blade.
6: Acolyte of the Apocalypse
Your Nemesis, getting more desperate to defeat your hero, goes to Vibora Bay and becomes the champion of Therakiel, giving him/her a signifigant boost to all stats. Dr. Ka gives your hero a trap to hold the Nemesis. After using the trap the Nemesis goes into a furious frenzy (in comparison to their usualy subdued and polite nature) at the deception absorbs holy and unholy energy from the light and dark statues and escapes through a hole in reality.
Science: Robot
2: Cyber Villany
Your Nemesis is attempting to hack into computers throughout the world and delete all virtual currency in existence collapsing the global economy. You have to find and defeat his/her henchmen throughout the City and get the passcodes back to SOCRATES.
4: Networking
Your Nemesis merges conciousness with Mechanon and takes control of both henchmen to launch a devastating attack. Your hero busts in and fights back the Nemesis who in losses the connection to mechanon while rebooting.
6: Everyone Do the Robot!
Your Nemesis invades the Major Tech Center of the world and makes robot duplicates of himself/herself (all of whom are weaker versions of the normal.) Your Nemesis escapes with the devices while your Hero is distracted trying to fight of the robot duplicates.
Science: Alien
2: Alien Sands
Your Nemesis tries to use the beacon from the tutorial to rile up the Qularr in Area 51 to overthrow the human in the desert.
4: Alliance for Xeno Americans
Your Nemesis goes to the Gadroon Leader in MC to make an alliance. Your hero needs to attack the meeting to make Your Nemesis look bad so the Gadroon won’t ally with your Nemesis.
6: Invasion
Your Nemesis and henchmen launch a full-scale invasion on the biggest Military Base. Your hero must first help shot down airships either with a vehicle, or a turrent, or just with normal powers. Then they must help defeat the ground forces that are swarming the base. After this your Hero is informed that while the invasion was going on the Nemesis was secretly stealing materials for a doomsday device!
Science: Mad Science
2: Honey, I shrunk the Superhero!
Your Nemesis uses a shrink ray to make himself invisible and starts commiting crimes! Your hero must also get shrunk down and fight off the Nemesis on top of an atom.
4: Back to the Present
Your Nemesis invents a time machine and starts using it to mess with your personal history. During the mission your Hero’s powers and maybe even costume to a small extent changes randomly and at random intervals. Your Hero must chase down the Nemesis through a timeline occasionally defeating some weak henchmen. The real challenge is chasing the Nemesis though when the travel power changes randomly.
6: Space ...Skrimish
Your Nemesis’s base is found! An eccentric little station on an asteroid full of weird inventions. When your hero gets their they find that that your Nemesis has mined a strange resource from the asteroid. After fighting off a baseful of weird inventions the nemesis escapes with a few things including the odd resource.
Natural-Renegade
2: Spore
Your Nemesis causes a giant mushroom to take root in an abandoned building in MC and when your hero enters vines encompass the building keeping reinforcements from getting in. The Mushroom will soon release powerful spores strong enough to kill all sentient beings in the greater part of MC. Your Hero must destroy the mushroom which your Nemesis will be protecting.
4: Miner
Your Nemesis emerges deep udnerground in a mining operation kidnapping the miners as hostages for your hero. The battle of this mission takes place in one room on an almost completely dark floor with a single shaft of light in the center of the floor. Your hero will need to be creative to defeat the enemies.
6: Megalution
Your Nemesis takescontrol of the Powerhouse (just an instance don’t worry.) and using the innate power of the area to supercharge his/her minions with random powersets. After your Hero clears the room Your Nemesis escape and mysterously disappears.
Natural-Elemental
2: Eye of the Storm
Your Nemesis calls upon the mystically affected elemental energies in Vibora Bay to create a giant mystic vortex. Your hero will need to navigate to the center where they are to stop the vortex and save the City.
4: All Natural Products
Your Nemesis goes to the Desert and using the radiation to grow very large and takes charge of the irradiate forces. Your hero must fire down the giant Nemesis while at the same time fighting off irradiate forces.
6: Jungle Temple
Your hero goes to the jungle temple where your Nemesis gets his/her powers from and after navigating the tricks and traps of the temple reachs the apex and completes the ritual summoing the nemesis who because of the ritual cannot teleport away. After defeating the Nemesis the Nemesis flees anyway losing much of the power because of the ritual.
Natural-Beast
2: Rampage
Your Nemesis is going to attack Vibora Bay leaving a path of destruction in it’s wake. An UNTIL Team tried stopping it and found themselves swatted aside like flies. Your hero must rescue the UNTIL members and trick the nemesis into the ravine. Once it falls into the ravine it gives a loud roar at the Hero and scurries away.
4: Packlord
Your Nemesis resurfaces in Canada and it’s presence drives a huge horde of wolves to gather and attack at humans thinking them on their territory. Your Hero must purge X Wolves and save X Civilians at which point the creature will mysteriously leave and the wolves will return to normal and disperse.
6: From the Waters
Your Nemesis emerges from the bay around MC in truly Kaiju-style fashion. Your hero and various police teams must stop the beast and send it back to the Ocean before it destroys MC.
Cosmic: Conversion
2: Wanted: Alive
Your Nemesis turns ordinary citizens evil and Your Hero must knock them uncouncious without killing them.
4: Stand by Me
Your Nemesis, pretending to be interested in peace calls your Hero to them. The Nemesis then tries to use their conversion powers directly on your Hero! Your Hero resists and in shock Your Nemesis flees. Your Hero must then chase them through MC.
6: Beacon of Evil
On a deserted island your Nemesis crafts a giant tower which when activated would give your Nemesis control of every person on Earth. In the fight at the top of the tower the tower crumbles and the Nemesis leaves falsely thinking your hero was killed.
Cosmic: Conquest
2: Death from Above
Your Nemesis plans to destroy the Renaissance Center from atmosphere to cripple the World’s superheros. Your hero must stand atop the Champions Building and shoot them down with a space laser. After plummeting they escape before more heroes arrive to stop them.
4: Warzone
In Africa near where Serpent Lantern occurs both the VIPER and the UNTIL bases are being attacked by the forces of your Nemesis. They are heavily outnumbered and outgunned. Your hero must somehow get through the crowd and take down the nemesis himself/herself forcing a retreat.
6: Barrage
Your Nemesis’s army from space attacks Earth directly and your Hero leading an army of loyal spaceships and aircrafts must fight them in a large vehicle battle. At the end after having his/her army destroyed your Nemesis directly attacks your Hero’s ships sending it crashing and leaves thinks your Hero has been killed.
Cosmic: Destruction
2: Destruction to the Center of the Earth
Your Nemesis attacks the Earth’s core planning to put it out to kill all life on Earth. Your hero must stop them.
4: Armaggeddon
Your Nemesis has taken a giant asteroid in space and directed it towards Earth. Your hero must battle them atop the asteroid and defeat them to crumble the asteroid. As the battle wears on more and more of it crumbles.
6: Not with a whimper, but with a bang.
Your Nemesis goes to attack the Sun and make it go Supernova and turn into a black hole so the entire solar system will be destroyed as punishment for resisting him/her. Using the qularr ship from the invasion (mostly good as new) your hero flies up and shoots them down.
I love this! I'm posting before the follow-up mission descriptions are up but just the initial design is wonderful. Just a little variety goes a long way.
I do feel that the Nemesis system is due for an expansion. Even if it's not new server tech, just more content to fill it out. I love the idea that your villain could be defined more by their overall goal and then specialization. Even a stripped down version of this where the specializations merely affect the dialog text would make a big visible difference.
I love this! I'm posting before the follow-up mission descriptions are up but just the initial design is wonderful. Just a little variety goes a long way.
I do feel that the Nemesis system is due for an expansion. Even if it's not new server tech, just more content to fill it out. I love the idea that your villain could be defined more by their overall goal and then specialization. Even a stripped down version of this where the specializations merely affect the dialog text would make a big visible difference.
Hopefully these ideas are taken seriously.
Thanks!
I alway thought the Nemesis content was big unique thing that Champions had going for it (well that and it's character creator)and I thought it a shame that they didn't do more with it.
I added the Main Mission Trees but I am still writing up the Specialization mission trees so that will come a tad later.
Cosmic mission tree... battles in spaceship at the start...
/signed /signed /SIGNED
And saving highschool kids on prom night, rescuing journalists in peril, protecting world leaders...
And every hero can go through each of these trees with a nemesis of their own design....
THIS IS WHAT THIS GAME NEEDS!
___________________________________
While she has been rescued
what diabolical mastermind
was behind the devious brain-napping of
the Volterrific Dr Cerebellum?
Thanks for all the responses. I am glad people like it. Does anyone have any ideas for missions for the specialization of the personal mission tree? I have a few ideas, but nothing I really like.
So I decided to start with some dialogue trees. Ideally we would be able to input our own but for the player who dosen't want here are some pregenerated ones base on Nemesis Type. There are more lines of dialogue, these are just the ones that all nemesis have a variation of. These are the generic nemesis lines of dialogue and the street versions:
Introduction: What the Nemesis says when they first appear.
Objective: What the Nemesis says when saying what they want.
To Minions: What the Nemesis says as generic comments to his henchmen.
Term for the Hero: What the Nemesis calls the hero.
On Getting a Critical Hit: What the Nemesis says when s/he gets a critical hit.
On Being Critical Hit: What the Nemesis says when the hero gets a critical hit on them.
On Being Stunned: What the Nemesis says when stunned.
When Winning: What the Nemesis says when the hero?s health % drops signifigantly.
When Retreating: What the Nemesis says when they escape.
When Captured: What the Nemesis says at the end of the last mission.
Street-Crime Boss
Introduction: Let's get this over with quickly, I have an appointment later.
To Minions: Hurry Up! What do you think I'm paying you for?
Objective: After this I'll finally be able to rid myself of those insolents heroes.
Term for the Hero: You Brute!
On Getting a Critical Hit: Take that Ruffian!
On Being Critical Hit: Insolent Mongrel!
On Being Stunned: What's happening?
When Winning: Nothing Personal. It's just business.
When Retreating: You'll pay for this!
When Captured: No, officer! I?m innocent! (while being lead off) Really!
Street-Gang Boss
Introduction: Hope you don't mind my crashing the party but I was just dying to test out this new tech. Do as I say and everything will be fine.
To Minions: Let?'s go boys, time for the fun part.
Objective: After this one I'll finally rule the MC underworld.
On Getting a Critical Hit: That was for the guys you took out!
On Being Critical Hit: Ooof! Your not half-bad at this.
On Being Stunned: Uuuggg,what did I drink?
Term for the Hero: Jeez! It's the Capes!
When Winning: And the ol one-two works again.
When Retreating: Feds and Capes! C'mon boys let's get outta here.
When Captured: Yea, Yea "You got the right to remain silent and all." I know the drill.
Street-Psychotic
Introduction: Woo! The fun is here. Well maybe not fun for you but who is asking you anyway?
To Minions: Fight like ducks! Merciless and Powerful!
Objective: After this I'll throw the greatest party ever. The party souveniers will be human heads... and chocolate!
On Getting a Critical Hit: Hehehe! Didn't see that one coming did ya?
On Being Critical Hit: You cheater!
On Being Stunned: Oh, pretty lights.
Term for the Hero: You Puppet!
When Winning: Wow this is fun! I haven't felt this good in years.
When Retreating: This game isn't fun anymore!
When Captured: No fair! I can't angrily flip over the board. We aren't done yet!
I like this, would love to give my nemesis more of a story. It kinda silly having a robot nemesis doing a magic thing, like releasing that god... I forgot her name, but it a cave mission haven't done them in a while. They are planning something with them.
Comments
Main Tree Missions:
Street:
1: Bank Robbery!
A twist on an old favorite. Your nemesis robs a bank but using a bit of stolen Qulaar technology puts up a forcefield around the bank.There are only a few police within the force field and the only superhero who was in the forcefield was your Superhero. Escape similar to Lemurian Artifact.
3: A Very Special Episode
Your Nemesis raids a scientific lab to try and steal various experimental superserums to give themselves and the henchmen superpowers.
5: Think of the Children
Your Nemesis kidnaps several children from school who all secretly have superpowers to try and raise them loyal to him/her. You must go in and rescue the children.
7: Playing with the VIPER
Your nemesis strikes a deal with VIPER to attack MC in order to bring despair to the world as the symbol of superheroes in the world (the Champions Building) is brought down. Both your nemesis and VIPER are planning to betray the other. You must get into the VIPER base (which contains VIPER forces and your nemesis’s henchmen) and stop them.
Arcane:
1: Sleep Spell
Your Nemesis uses a spell that puts MC to sleep,Witchcraft desperatly calls out and you’re hero’s psyche manages to respond. The mission is spent in a psychic fortress similar to something you might find in Demonflame. Your hero defeats them in the subcouncious but their physical form is still very much active.
3: Blizzard Wizard
Your nemesis creates a huge blizzard in Canada and your hero must hurry to defeat them before the blizzard destroy the base in Canada. The Storm is near Kigatilik’s Maw and your hero must be careful or be blown away by the storm winds.
5: Circle of the Scarlet Moon
Your Nemesis has inflitrated with and become the leader of the Circle of the Scarlet Moon. Although not all like this leader and are planning to backstab him/her. Your hero will go in and interrupt one of the circle’s rituals and side with the dissenters in overthrowing the nemesis leadeing them to lose a good deal of their magical power.
7: Dimensional Rift
Your Nemesis has made deals with dark powers and manages to open up a rift in space-time allowing evil beasts to emerge as well as power himself/herself up. Your hero will have to get through their summoned forces and close the rift by beating them.
Science:
1: Lemurian Artifact
As the mission sequence already in the game
3: Deep Sea Dentente
As the mission sequence already in the game
5: Recumbent Incumbents
As the mission sequence already in the game
7: Doomsday Device
As the mission sequence already in the game
Natural:
1: Reinforcements
A team of explorers charting an unnamed forest somewhere has not been reported from for a long time and your hero is sent to investigate. After freeing most of the explorers from the henchmen they tell your hero that their leader was taken by some…thing into a desolate temple, your hero enters and fights the nemesis but it escapes into the forest heading towards civilization.
3: For the Earth Mother
Your Nemesis attacks some minor Power Armor based heroes (NPCs) who, depending on specialization, it sees as thiefs from the Earth Mother since metal comes from the Earth or just shiny things that do not normally appear in the wilds. Your hero must go in and free them from your nemesis’s clutches.
5: From the Deep
Your Nemesis’s presence causes sea monsters to appear caughting offships and endangering civilian sailors. The mission is accesible from MC’s docks or from Lemuria. The mission consists of fighting your way past a few sea monsters through a few ships until your hero reaches the one where the Nemesis is.
7: Fury of the Wilds
Your Nemesis having hid in the wilderness picked up a virus that causes random traits on animals including larger size then usual, increased aggression etc. and intentionally spread them to the other animals on the island. If they leave the island and reach the mainland the whole Earth will be infected and human civilization will be destroyed! If you stop your nemesis you can get the antidote from them. You must hurridely defeat the nemesis before time runs out. There are a number of vicious animals NPC but they attack both your hero and your nemesis.
Cosmic:
1: Arrival
Your Nemesis enters the Earth’s orbit planning to just steamroll it. Worried about the unidentified object in orbit UNTIL (or some other organization) beams you up in a small spaceship. Your nemesis attacks it with a few villains and when they are defeated attacks it directly. In the struggle the spaceship crashes to Earth, it is only afterwards that you get reports that your nemesis is still alive. And looking for you.
3: Deadly Alliance
Your Nemesis, wishing to gather more energy breaks into Stronghold to recruit the being with the strongest aura on the planet, the psychic Menton! Your hero has to go in after your nemesis and stop him/her.
5: Leet Haxors
Altered Form of the mission sequence already in the game
7: World Leaders Conference
World Leaders hold a conference on how to defeat your nemesis. Your Nemesis attacks and holds them hostage planning to cripple the world’s organization and resistance by killing them and your hero once s/he shows up to help them. It’s up to you hero to break in, defeat your nemesis and save the leaders of the world.
Personal:
1: Assassination Trap!
City Hall gets a fake hostage letter specifically asking for your hero. When you get there the Nemesis springs a trap on your ending in a direct fight with your hero. When reinforcements break through the Nemesis escapes only wanting to deal with your hero.
3: Old Friends
Your Nemesis recruits one nemesis at random from your rogue gallery and the two launch an assualt on your hero. If this is the first nemesis, Black Talon is used instead.
5: Ambushed!
During combat Socrateswill offer your hero the mission stating your nemesis has been spotted in the area and you should keep a lookout. A certain length of time after the mission is accepted your nemesis and a group of minions will attack you anywhere you are (yes anywhere, nowhere is safe from the Personal Nemesis)
7: Personal Duel
Your Nemesis, sick of all this, sends you a private message inviting you to a personal duel. At the designated area there are a good amount of henchmen but your nemesis is not at all surprised or impressed that you beat their “little test.” During the actual battle your nemesis uses a lot of traps and tricks and grows more and more desperate as the fight grows on eventually resorting to calling lots of henchmen in during your personal duel althrough the last chunk of the fight has no henchmen and no traps-just a straight-up one on one duel between your hero and a really angry nemesis.
Street: Crime Boss
2: No such Thing as Bad Publicity
Your Hero is called down to the Police Station for unknown reasons. When your hero gets there it turns out Your Nemesis has framed your hero for a crime. After defeating the guards you have to find the “witnesses” to your hero’s crime (who were either buillied into it or are henchmen in disguise) and prove your innocence.
4: Journalist in peril.
Your Nemesis sends his/her goons to intimdate the local media into writing good about him/her. Your hero stops the goons and only finds out the true motives later…
6: President Nemesis
Your nemesis in true Lex Luthor-like fasion plans to run for president while secretly having his/her political enemies assasinated. You have to protect the other candidates and expose your nemesis by finding notes on the defeated Henchmen.
Street: Gang Boss
2: Officer in Trouble
Several Police have received distress calls from an abandoned building. In reality it was your Nemesis who planted a trap to teach them a lesson about “makin’trouble on my turf.” Your hero is called in to go and save them.
4: Unlikely Allies
Your Nemesis calls a dinner with the other Gang Leaders to discuss the defeat of the MC police. Your Nemesis is really planning on backstabbing them and taking full control of every gang in MC. Your Hero must enter the restaurant and lead the gang leaders out.
6: Rat in the Corner.
The MCPD has learned location of Your Nemesis’s HQ. While police attack from the front allied forces from the other gangs attack from the back. Your Hero has to secretly penetrate the building and let both sides in so they can defeat the bulk of the henchmen there. The Nemesis escapes but most of their forces crushed. As they leave they swear to get revenge on the whole of MC.
Street: Psychotic
2: Prom Night
Your Hero recieves a message from Your Nemesis asking him/her to prom. Your Nemesis attacks a High School Prom to become the Prom King/Queen s/he always wanted to be. You must burst in and save the kids. Their henchmen use a few of those items that force everyone to dance.
4: Mid-Life Crisis
Your Nemesis activates an army of Toy-Bots to steal all the candy in MC. Your Hero must fight their way up a tower of Toy-Bots to win the Candy back from the Nemesis.
6: Enter the Madman
In the dead of night Your Nemesis breaks into Harmon Labs to steal an unknown piece of technology. When your hero goes to stop him he uses the technology on the hero. The technology causes your hero to switch bodies with your nemesis. Using your army of henchmen and your nemesis’s powers you must stop your nemesis before he assassinates Mayor Biselle with your hero’s body.
Arcane: Demon
2: The Corruption
Your Nemesis taunts you to try and fight them in a false lair. Their your hero fights illusions of heroes who seems to have turned evil.
4: Awakening
Your Nemesis plans to use the power of the Kings of Edom to awaken the great dragon Tiamat who will destroy the world. Your hero must keep the dragon asleep with a lyre while fighting off Your Nemesis (who is trying to awaken it) and his/her henchmen.
6: End Times
To Gather power and prepare the world for the apocalpyse Your Nemesis sends out the 4 Horsemen; Pestilence (Infernal Supernatural), War (Heavy Weapon), Famine (Fire), and Death (Darkness). Each one drops a piece of the Demon Charm and all four allows teleportion to the lair Your Nemesis.
Arcane: Fairy
2: War of the …Planets
Your Nemesis kidnaps the young heir to throne of the Gadroon and plans to frame the Mandaarians to start a war that could devastate the Galaxy so they can watch from the safety of the otherworld. Your Hero must stop the Nemesis and return the heir through the portal.
4: The Court of Stars
Your Nemesis, angry at your hero spoiling his/her fun, appeals to the King and Queen of the stars, Oberon and Titania. Your hero must perform a test or survival to see if you are worthy of being the true foe of your Nemesis. Your hero is brought to an empty room and must survive X time with random enemies from throughout the game spawning throughout the room to defeat you. The time and difficulty scale based on level.
6: Dark Pact
Your Nemesis, desperate for victory makes an alliance with the Deep Ones. Lemurian and Human forces are held off by Your Nemesis’s illusions. Your Hero stops your Nemesis from allowing the Deep Ones from rising again but the Nemesis escapes with a signifigant deal of power from the Deep Ones.
Arcane: Knight
2: A New Challenger
Your Nemesis starts attacking military bases calling for the hero who once bested him/her in the mind to try their luck in the flesh. During the Battle reinforcements come in and the Knight outraged at the unfair fight escapes.
4: Sword in the Snow
After the blizzard incident your Nemesis retreats to try and draw more power by finding the legendary blade of King Arthur, Excalibur. Your Hero has to infiltrate the camp, defeat the Nemesis and take back the Blade.
6: Acolyte of the Apocalypse
Your Nemesis, getting more desperate to defeat your hero, goes to Vibora Bay and becomes the champion of Therakiel, giving him/her a signifigant boost to all stats. Dr. Ka gives your hero a trap to hold the Nemesis. After using the trap the Nemesis goes into a furious frenzy (in comparison to their usualy subdued and polite nature) at the deception absorbs holy and unholy energy from the light and dark statues and escapes through a hole in reality.
Science: Robot
2: Cyber Villany
Your Nemesis is attempting to hack into computers throughout the world and delete all virtual currency in existence collapsing the global economy. You have to find and defeat his/her henchmen throughout the City and get the passcodes back to SOCRATES.
4: Networking
Your Nemesis merges conciousness with Mechanon and takes control of both henchmen to launch a devastating attack. Your hero busts in and fights back the Nemesis who in losses the connection to mechanon while rebooting.
6: Everyone Do the Robot!
Your Nemesis invades the Major Tech Center of the world and makes robot duplicates of himself/herself (all of whom are weaker versions of the normal.) Your Nemesis escapes with the devices while your Hero is distracted trying to fight of the robot duplicates.
Science: Alien
2: Alien Sands
Your Nemesis tries to use the beacon from the tutorial to rile up the Qularr in Area 51 to overthrow the human in the desert.
4: Alliance for Xeno Americans
Your Nemesis goes to the Gadroon Leader in MC to make an alliance. Your hero needs to attack the meeting to make Your Nemesis look bad so the Gadroon won’t ally with your Nemesis.
6: Invasion
Your Nemesis and henchmen launch a full-scale invasion on the biggest Military Base. Your hero must first help shot down airships either with a vehicle, or a turrent, or just with normal powers. Then they must help defeat the ground forces that are swarming the base. After this your Hero is informed that while the invasion was going on the Nemesis was secretly stealing materials for a doomsday device!
Science: Mad Science
2: Honey, I shrunk the Superhero!
Your Nemesis uses a shrink ray to make himself invisible and starts commiting crimes! Your hero must also get shrunk down and fight off the Nemesis on top of an atom.
4: Back to the Present
Your Nemesis invents a time machine and starts using it to mess with your personal history. During the mission your Hero’s powers and maybe even costume to a small extent changes randomly and at random intervals. Your Hero must chase down the Nemesis through a timeline occasionally defeating some weak henchmen. The real challenge is chasing the Nemesis though when the travel power changes randomly.
6: Space ...Skrimish
Your Nemesis’s base is found! An eccentric little station on an asteroid full of weird inventions. When your hero gets their they find that that your Nemesis has mined a strange resource from the asteroid. After fighting off a baseful of weird inventions the nemesis escapes with a few things including the odd resource.
Natural-Renegade
2: Spore
Your Nemesis causes a giant mushroom to take root in an abandoned building in MC and when your hero enters vines encompass the building keeping reinforcements from getting in. The Mushroom will soon release powerful spores strong enough to kill all sentient beings in the greater part of MC. Your Hero must destroy the mushroom which your Nemesis will be protecting.
4: Miner
Your Nemesis emerges deep udnerground in a mining operation kidnapping the miners as hostages for your hero. The battle of this mission takes place in one room on an almost completely dark floor with a single shaft of light in the center of the floor. Your hero will need to be creative to defeat the enemies.
6: Megalution
Your Nemesis takescontrol of the Powerhouse (just an instance don’t worry.) and using the innate power of the area to supercharge his/her minions with random powersets. After your Hero clears the room Your Nemesis escape and mysterously disappears.
Natural-Elemental
2: Eye of the Storm
Your Nemesis calls upon the mystically affected elemental energies in Vibora Bay to create a giant mystic vortex. Your hero will need to navigate to the center where they are to stop the vortex and save the City.
4: All Natural Products
Your Nemesis goes to the Desert and using the radiation to grow very large and takes charge of the irradiate forces. Your hero must fire down the giant Nemesis while at the same time fighting off irradiate forces.
6: Jungle Temple
Your hero goes to the jungle temple where your Nemesis gets his/her powers from and after navigating the tricks and traps of the temple reachs the apex and completes the ritual summoing the nemesis who because of the ritual cannot teleport away. After defeating the Nemesis the Nemesis flees anyway losing much of the power because of the ritual.
Natural-Beast
2: Rampage
Your Nemesis is going to attack Vibora Bay leaving a path of destruction in it’s wake. An UNTIL Team tried stopping it and found themselves swatted aside like flies. Your hero must rescue the UNTIL members and trick the nemesis into the ravine. Once it falls into the ravine it gives a loud roar at the Hero and scurries away.
4: Packlord
Your Nemesis resurfaces in Canada and it’s presence drives a huge horde of wolves to gather and attack at humans thinking them on their territory. Your Hero must purge X Wolves and save X Civilians at which point the creature will mysteriously leave and the wolves will return to normal and disperse.
6: From the Waters
Your Nemesis emerges from the bay around MC in truly Kaiju-style fashion. Your hero and various police teams must stop the beast and send it back to the Ocean before it destroys MC.
Cosmic: Conversion
2: Wanted: Alive
Your Nemesis turns ordinary citizens evil and Your Hero must knock them uncouncious without killing them.
4: Stand by Me
Your Nemesis, pretending to be interested in peace calls your Hero to them. The Nemesis then tries to use their conversion powers directly on your Hero! Your Hero resists and in shock Your Nemesis flees. Your Hero must then chase them through MC.
6: Beacon of Evil
On a deserted island your Nemesis crafts a giant tower which when activated would give your Nemesis control of every person on Earth. In the fight at the top of the tower the tower crumbles and the Nemesis leaves falsely thinking your hero was killed.
Cosmic: Conquest
2: Death from Above
Your Nemesis plans to destroy the Renaissance Center from atmosphere to cripple the World’s superheros. Your hero must stand atop the Champions Building and shoot them down with a space laser. After plummeting they escape before more heroes arrive to stop them.
4: Warzone
In Africa near where Serpent Lantern occurs both the VIPER and the UNTIL bases are being attacked by the forces of your Nemesis. They are heavily outnumbered and outgunned. Your hero must somehow get through the crowd and take down the nemesis himself/herself forcing a retreat.
6: Barrage
Your Nemesis’s army from space attacks Earth directly and your Hero leading an army of loyal spaceships and aircrafts must fight them in a large vehicle battle. At the end after having his/her army destroyed your Nemesis directly attacks your Hero’s ships sending it crashing and leaves thinks your Hero has been killed.
Cosmic: Destruction
2: Destruction to the Center of the Earth
Your Nemesis attacks the Earth’s core planning to put it out to kill all life on Earth. Your hero must stop them.
4: Armaggeddon
Your Nemesis has taken a giant asteroid in space and directed it towards Earth. Your hero must battle them atop the asteroid and defeat them to crumble the asteroid. As the battle wears on more and more of it crumbles.
6: Not with a whimper, but with a bang.
Your Nemesis goes to attack the Sun and make it go Supernova and turn into a black hole so the entire solar system will be destroyed as punishment for resisting him/her. Using the qularr ship from the invasion (mostly good as new) your hero flies up and shoots them down.
I do feel that the Nemesis system is due for an expansion. Even if it's not new server tech, just more content to fill it out. I love the idea that your villain could be defined more by their overall goal and then specialization. Even a stripped down version of this where the specializations merely affect the dialog text would make a big visible difference.
Hopefully these ideas are taken seriously.
Thanks!
I alway thought the Nemesis content was big unique thing that Champions had going for it (well that and it's character creator)and I thought it a shame that they didn't do more with it.
I added the Main Mission Trees but I am still writing up the Specialization mission trees so that will come a tad later.
/signed
/signed
/SIGNED
And saving highschool kids on prom night, rescuing journalists in peril, protecting world leaders...
And every hero can go through each of these trees with a nemesis of their own design....
THIS IS WHAT THIS GAME NEEDS!
While she has been rescued
what diabolical mastermind
was behind the devious brain-napping of
the Volterrific Dr Cerebellum?
/signed /signed /signed /signed /signed /signed /signed /signed
Consolidate currency!
Munitions additions
Petition to take in game report spam function out
Why not to do surveys and free offers
/signed
Would happily buy such a Nemesis expansion pack.
Cryptic???
MAKE IT SO!
Introduction: What the Nemesis says when they first appear.
Objective: What the Nemesis says when saying what they want.
To Minions: What the Nemesis says as generic comments to his henchmen.
Term for the Hero: What the Nemesis calls the hero.
On Getting a Critical Hit: What the Nemesis says when s/he gets a critical hit.
On Being Critical Hit: What the Nemesis says when the hero gets a critical hit on them.
On Being Stunned: What the Nemesis says when stunned.
When Winning: What the Nemesis says when the hero?s health % drops signifigantly.
When Retreating: What the Nemesis says when they escape.
When Captured: What the Nemesis says at the end of the last mission.
Street-Crime Boss
Introduction: Let's get this over with quickly, I have an appointment later.
To Minions: Hurry Up! What do you think I'm paying you for?
Objective: After this I'll finally be able to rid myself of those insolents heroes.
Term for the Hero: You Brute!
On Getting a Critical Hit: Take that Ruffian!
On Being Critical Hit: Insolent Mongrel!
On Being Stunned: What's happening?
When Winning: Nothing Personal. It's just business.
When Retreating: You'll pay for this!
When Captured: No, officer! I?m innocent! (while being lead off) Really!
Street-Gang Boss
Introduction: Hope you don't mind my crashing the party but I was just dying to test out this new tech. Do as I say and everything will be fine.
To Minions: Let?'s go boys, time for the fun part.
Objective: After this one I'll finally rule the MC underworld.
On Getting a Critical Hit: That was for the guys you took out!
On Being Critical Hit: Ooof! Your not half-bad at this.
On Being Stunned: Uuuggg,what did I drink?
Term for the Hero: Jeez! It's the Capes!
When Winning: And the ol one-two works again.
When Retreating: Feds and Capes! C'mon boys let's get outta here.
When Captured: Yea, Yea "You got the right to remain silent and all." I know the drill.
Street-Psychotic
Introduction: Woo! The fun is here. Well maybe not fun for you but who is asking you anyway?
To Minions: Fight like ducks! Merciless and Powerful!
Objective: After this I'll throw the greatest party ever. The party souveniers will be human heads... and chocolate!
On Getting a Critical Hit: Hehehe! Didn't see that one coming did ya?
On Being Critical Hit: You cheater!
On Being Stunned: Oh, pretty lights.
Term for the Hero: You Puppet!
When Winning: Wow this is fun! I haven't felt this good in years.
When Retreating: This game isn't fun anymore!
When Captured: No fair! I can't angrily flip over the board. We aren't done yet!
Nice work on this,
Stupid forum doesn't understand capital letters.
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
/signed