Nemesis System

The **Nemesis** is a special enemy with its own identity, personality and modular quirks without usually be purposed to be an actual character. It generally is a ranked opponent such as a captain or an Elite soldier.

It is originally a gameplay system in the two *Middle Earth* video games, *Shadow of Mordor* and *Shadow of War*. Instead of Orks, this fanon uses an inspired version of this system, such as that every nemesis are female and that they're human or Yōma.

## Description

Nemeses are special enemies who stand out among others by unique characteristics and a combination of quirks giving them strength, weaknesses, a class and abilities. They can interact between each other, as allies or enemies, and kill or capture anyone they defeat, be it a character or another nemesis.

Their quirks can define their relations to others, elements and the environment which can be exploited or avoided depending on them; They have the possibility to cheat death If they are killed, or deceive it for a second round when nearly defeated. Cheating death is impossible if their whole body or heads were destroyed.

They can be accompanied by Followers, lesser enemies who follow them to motivate or assist them. Some classes of nemesis can make them armed assists while others just make them cheerleaders.

### Classes

Nemeses have two classes: the basic class defining their armory, and the advanced class defining their abilities. Followers have basic classes and just not advanced classes.

**Basic Classes**
 Fencer
 Two-Hander
 Polearm
 War Hammer/Axe
 Broad
 Savage
 Defender
 Ranger
 Archer
 Crossbow / Rifle
 Mounted / Artillery
 Hybrid
 Thrower
 Dragoon
 Suppressor
 Special
 Musketeer
 Janissary

**Advanced Classes**
They only have the default abilities according by their armories and actually fight by overwhelming their opponents with numbers.
 Marksman
They often are alone, and are better at range than at melee with rather light armor. Their accuracy and high damage form their main assets.
 Berserker
They are optionally accompanied, but their main assets reside in strength and speed at the expanse of defense. This is the truest when they are enraged and have strong special attacks, but that they can be countered.
 Assassin
Their assets are exploiting their targets' weak point and unawareness in order to quickly dispose of them, and to not leave them any chance to get back up if they achieve to defeat them. They though are weaker in conventional combat than others.
 Destroyer
They add to their armory powerful explosives which give them supplementary power, and at death they tend to explode themselves. Except this, their use of their armory is classic, and they have average defense and a tendency for friendly fire with their explosives.
Mines,
Explosive armory,
 Tracker
They are nearly impossible to definitively lose as they hunt down their opponents. They place traps to cripple them and call for reinforcements to overwhelm them, though less capable than commanders for this matter. They keep a classic fighting style outside of these.
 Tank
Their heavy armor and second breath, thus their defense, are their only asset. They are harder to kill than most but not necessarily stronger.
 Trickster
They bewilder and confuse their enemies through any means, like dodging and smoke bombs as well as clones. Though they are less resistant than most and little tend to play in their favor once they are countered.
Smoke bombs,
 Slayer
With defense , their high skills and high strength are their assets to eliminate their opponents, until they're outskilled or overpowered.
 Beastmaster
They're average everywhere as their beasts and ability to counter them are their only assets.

### Quirks

#### Strengths and Weaknesses

Each Nemesis or character have strengths and weaknesses giving them advantages and disadvantages against an opponent, and making their meat when fighting them.

##### Strength - Invulnerability

An invulnerability is a quirk that makes the Nemesis totally unaffected in any way by a specific thing, except when dazed or terrified if it it doesn't come intrinsically from its nature. Being invulnerable to something doesn't prevent the subject from being enraged by it.

Examples
 Invulnerable to Animals
 Invulnerable to Arts
(Works on Kagan only if the subject is not broken)

##### Strength - Rages

A rage is a quirk that makes the character/nemesis enter in a berserk trance. In such trance, the character launches strong and unblockable attacks for a while.

Examples
 Power madness
 Caring master

#### Abilities

Due to their class, power or being, Nemesis/characters can have abilities they can use to have another advantage on the opponent.

Examples
 No last chance
 Berserker Rage
 Beast Killer

#### Attributes

Attributes are characteristics every nemeses are capable of having, with a degree of rarity. They might have them randomly, or because they are members of a specy for which such trait is intrinsic.

* The trait is only owned by the specified species.

##### Weakness - Fear

A fear is a quirk that daze the nemesis and disable its strengths, easing its defeat. One can be terrified and led to retreat.

Note that some "fears" are not actual fears but rather a dazing sensitivity.

Examples
 Fragile Head/Glass Jaw
 Cowardly
 Superstitious

##### Weakness - Sensitivity

A sensitivity is a quirk that makes the nemesis take more damage from it. It is possible for one to be mortally sensitive.

Example
 Tender target
 Edible
 Mortally Inflammable

### Actions

#### Fights Starts and Ends

##### Attack

The Nemesis attacks another nemesis and all parties are aware of it. It is the classical start of a Nemesis fight.

##### Ambush

The Nemesis attacks another nemesis without being invited and thus surprise them in the process. This is another classical start for a Nemesis fight.

##### Cheated Death

A rare start for a nemesis fight where the Nemesis was killed before but found to have actually survived and tries to avenge on its killer. It is stronger than when it died and even possibly became invulnerable to what killed it.

##### Retreat

The Nemesis flees seeing the fight too much at its disadvantage. Preferring to be pragmatic and not die uselessly, it runs away and will have to be fought another time. This is considered cowardice and have a chance to give them bad titles and more weaknesses, even if it constitutes a classical end for a Nemesis fight.

##### Defeat

The Nemesis is killed, knocked out or captured and will not be dealt with again normally, which is another classical end to a nemesis fight.  If knocked out, it will gain one weakness that it can lose by gaining revenge, and will have to be dealt with again. If captured, the winner can do whatever it wants to with it, including murder or others not very charming possibilities.

##### Victory

The Nemesis has killed, knocked out, captured all its opponents or made them retreat and will become stronger, gaining strength. It is the only "good" end of a nemesis fight and leaves it to do whatever it wish with the captured opponents.

#### Fight Actions

##### Strength/Weakness/Ability

One of the Nemesis's quirks were triggered and leaves it to benefit or suffer from it.

##### Attack

The Nemesis attacks its opponent, just that.

##### Dodge

The Nemesis avoid an attack launched at it.

##### Block

The Nemesis protects itself from an attack, taking no effect.

##### Parry/Counter

The Nemesis block an attack and return it against its opponent or strike back.

##### Deceived Death / Last Chance

The Nemesis was defeated once and put to the ground but instead of dying or be really defeated, it gets up to fight again. Its health is reset and the fight starts again until it is defeated a second time. The ability "No last Chance" Assassins have prevent this from happening.

### Groups

Nemeses belong to groups that give them advantages and disadvantages. As groups, they can also attempt to conquer and control regions if they are powerful and numerous enough. There is several main groups.

If their group's influence, power and number in a region is important enough, Nemesis can attempt to conquer the region, putting it under their control in case of success (Yes, they can fail).

The Nemesis that will stand out the most in the group will become a supreme leader for the region, while the ones that stood out but not as much become warlords that help it controlling and defending the region and their authority. Warlords are protected by Bodyguards, standard Nemeses that will always be  present with it in a fight but also have the possibility of betraying it.

#### Pre-E.G.O

Former groups which existed during the Total Wars and prior to the introduction of E.G.O.

* Smiths : Advanced weapons and armors, but generally rare and quite blatant. Turn their prisoners into work slaves.
* Mafiosi : Normal weapons, fancy style and quite discreet, but low if not no armor. Their prisoners become sex slaves.
* Gangsters : Makeshift and easy to find weapons, deceitful, numerous and frequent, but they are cowardly, weak a and armorless. Their prisoners become sex slaves.
* Paramilitary : Superior weapons, discipline, and armors. Through, they are dumb (obvious tactics), and will rarely be of "Smart" Nemesis types (like Tricksters, Trappers and Assassins). They also are so obvious that they can be spotted by anyone anytime anywhere. Their prisoners become sex slaves.
* Serial criminals : Random concealable weapons, and mostly Assassins and Tricksters, discreet outside of fighting, and mad when fighting. But always fight alone, and they need to kill their target, else they're detected and easy to defeat. The fate of their prisoners depend on the Nemesis...
* Illusionists : Mostly Tricksters, they try to fool their opponents using any way, however once their illusions are countered, they're quite weak.

Members of the same group can still be enemies through this is less likely, as members of the same group will more likely support their comrades or at least tolerate them.

#### E.G.O

Current groups which were created after the introduction of E.G.O, and using the latter weapon.

* Liushi : Warmonger group composed of Asian warriors. Led by Xiao the Iron Maiden, they have powerful technique and specialize in RED damage. They resist to BLACK damage and are weak to PALE.
* Children of Carmen : Sect vowing a cult for abnormalities and composed of proselyte and cultists. Led by prophets but no specific leader currently, they have large numbers of agents/soldiers and specialize in WHITE damage. They resist to PALE damage and are weak to BLACK.
* Brotherhood of Iron : Highly advanced group composed of cyborgs and robots. Led by Elder Mo the Ironclad, they have powerful high-tech equipment like mechs and specialize in BLACK damage. They resist to RED damage and are weak to WHITE.
* Harbingers : Nomad group composed of rogue rangers. Led by Kurisutofa the Conqueror, they have extremely powerful and accurate weapons and specialize in PALE damage.They resist to WHITE damage and are weak to RED.