A Nemesis is an arch-villain who, for whatever reason, is obsessed not just with defeating the superhero, but doing so publicly to prove his or her superiority to him. A Nemesis can be any person, group, or organization that has a personal investment in causing the superhero harm and the means to accomplish it. A Nemesis has two aspects, frequency and power. The frequency with which his Nemesis shows up in his life is based on his or her JP value. The superhero can have up to 4 Nemeses in his life at once.
Any other regular villains are just part of his Rogues Gallery, and though threatening and annoying, they don’t have the same personal stake in humiliating the superhero. The JP value of this comp is the total of the frequency and power of his Nemesis.
- Frequency: His GM will roll to see if his Nemesis shows up while designing his game and then work him, her, or them into the story. They will always be integrated into the plot, not just random people who throw grenades at the superhero out of spite.
- 1 JP: His Nemesis shows up on a roll of 3 or less on 1d20 during any given session.
- 2 JP: His Nemesis shows up on a roll of 6 or less on 1d20 during any given session.
- 3 JP: His Nemesis shows up on a roll of 9 or less on 1d20 during any given session.
- 4 JP: His Nemesis shows up on a roll of 12 or less on 1d20 during any given session.
- Power: His Nemesis has a number of JPs relative to his power. This includes the value of character levels. If the superhero was 5th level (if levels were 10 JP a piece) and had 35 JPs worth of powers, then he would have a total of 85 JP in his character. That means that a 2 JP Nemesis could have up to 45 JP in either levels, or powers, or both.
- 1 JP: His Nemesis has one quarter his JPs.
- 2 JP: His Nemesis has one half his JPs.
- 3 JP: His Nemesis has the same number of JPs as the superhero.
- 4 JP: His Nemesis has one and a half times his JPs.