Showing posts with label Nemesis. Show all posts
Showing posts with label Nemesis. Show all posts

Nemesis II

Nemesis II
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Dex:   8   Str:   6   Body:    6
Int:   7   Will:  5   Mind:    6
Infl:  5   Aura:  4   Spirit:  5
Initiative: 24  Hero Points:  30

Powers:
Invulnerability: 8
Regeneration: 4
Running: 5

Skills: *linked
Acrobatics: 8*
Artist (Musician): 4
Martial Artist: 8*
Weaponry: 8*

Limitations: Invulnerability is Contingent on Regeneration, and doesn’t work against decapitation or massive damage to cardiac tissue.

Advantages: Connections: Justice Society of America (Low); Lightning Reflexes

Drawbacks: Archenemy (her sister and father); Serious Irrational Attraction to battle; Minor Rage.

Alter Ego: Soseh Mykros
Motivation: Seeking Justice
Occupation: Enforcer
Wealth: 2

Equipment:
Tulwar Sabre (x2) [BODY 12, EV 04]

Shuriken (x6) [Body: 2, EV: 3]



Source: adapted from Writeups.org




Ed's Notes: Following a long history of such racial tokenism (Apache Chief, Samurai, El Dorado, the Global Guardians...) DC introduced many foreign heroes, but somehow all three from the Mediterranean ended up begin chicks with swords. And I've got nothing against that - my last relationship with such a chick lasted 25 years, so... yeah, bring on the sword-wielding badass chicks! She is the second Character to take on the mantle of Nemesis, and honestly I think she's a vast improvement. Too bad most of the DC Planet heroes didn't last very long in prominence.




Nemesis

Nemesis
________________________________
Dex:   7   Str:   4   Body:    5
Int:   9   Will:  6   Mind:    6
Infl:  6   Aura:  4   Spirit:  7
Initiative: 26  Hero Points:  65

Skills: *linked
Acrobatics: 7*
Artist (Actor): 6*
Charisma: 6*
Martial Artist: 7*
Military Science: 9*
Thief: 7*
Vehicles: 7*
Weaponry: 7*

Advantages: Connections: Suicide Squad (High), U.S. Intelligence (Low); Connoisseur; Intensive Training; Lightning Reflexes; Scholar (Disguise)

Alter Ego: Thomas Tresser
Motivation: Seeking Justice
Occupation: Secret Agent
Wealth: 6

Equipment:
Concussion Gun [Body: 3, EV: 7, Super Breath: 5, R#: 3]

Quick-Change Masks [Body: 1, Chameleon: 10]  Masks are made of latex that applies quickly (4 AP's) and can be dissolved instantly with a special gas.

Tranquilizer Gun [Body: 4, EV: 4, Poison Touch: 6, R#: 2]




Source: Who's Who, 3rd Edition; 2nd Edition Background/Roster Book, page 55;  Batman Role Playing Game, page 136




Ed's Notes: A bad-ass normal with so potent guns and a gift for infiltration. This would be a very interesting character to play in the right scenario.  The Batman RP
G leaves off his Acrobatics Skill and Intensive Training Advantages. It also gives his the Guilt Drawback and an "Irrational Attraction" to disguise.