Reason for being a beggar:
Cursed to constantly loose material goods. Food, money, clothes, they never stick around. Food stays shortest of all. So he's resorted to feeding on other beggars, hobos, and urchins.Depending on which mechanic the stats run on (+/-, then point bonus, then die pool), with a rough guess to point limit:
Pitifulness: ++ (or 3, or 6)
Inventfulness: ---- (or 0, or 2)
Liveliness: - (or 1, or 4)
Feistiness: + (or 2 or 5)
Wickedness: ++ (or 4, or
Edit: Ooh! Roll to Nemesis.
You create a character, and a slightly stronger evil opposite is generated for you. Using a system adapted from what I imagine mastahcheese's Battle Arena 2.0 (BA2) to be like, as well as taking from Bravely Default (BD) and early Homestruck (HS), your actions take up a unit of time (BA2). You can stuff more action into one action at the cost of it taking more time (BD). But for every action you post, and the more you stuff actions into one, the more your nemesis gets to act (HS). Actions like moving a certain distance don't take much time (BA2+HS); actions like swinging a sword or parrying take more so (BA2+BD); charging up a powerful attack takes a lot (BD+HS).
Character creation is by selecting aspects. These aspects affect the time and difficulty of certain actions; sometimes the connections may not be entirely clear. Each one is worth X points, as set by the GM after the player picks them; the player then may put + or - into the aspect, for said X points each. By putting - into an aspect, you gain points for putting elsewhere, but become the opposite of the aspect. By putting + into an aspect, you spend the points and become more of it. By putting neither into it, you don't spend or gain any points on the aspect and are neutral to it. You may of course pick any number of aspects, and won't spend any points until you +/- them. Once the point value for an aspect has been set, you must make your score equal 0; by subtracting and adding from aspects.
Of course, picking bad aspects (fat, sluggish, lazy, infantile, etc.) will yield a negative cost.
The Nemesis gets to +/- the same stats as you. But for every 2 +s you have, he/she gets 3 +s; he doesn't have to pick more -s. Also, his +s and -s are not reflective of the point value of the aspect!
EG, I pick (some of these may be tropes)
Fragile Speedster,
Mighty Glacier,
Lightning Bruiser, Vampire, Bulletproof, Experienced Fighter, Matrix Bullet Time, Stupid, and War Hammer User.
The points assigned to them are 2, 2, 4, 6, 3, 3, 6, -1, and 1 respectively.
So I assign the points as so:
Lightning Bruiser: +++ (+12)
Vampire: + (+6)
Mighty Glacier: -- (-4)
War Hammer User: ------ (-6)
Bulletproof: ---- (-12)
Fragile Speedster: ++ (+4)
And drop the other aspects.
So my nemesis, gets 12 -s, and 6*1.5=9 +s. He puts the +s into the best stats and -s into the worst and this is the results::
Fragile Speedster: ++ (+4)
Vampire: +++ (+18)
War Hammer User: ------ (-6)
Bulletproof: ++ (+6)
Lightning Bruiser: ++ (+8)
Mighty Glacier: ------ (-12)
Meaning he has around 18 points more than me.
Once players are in, the have to work together to defeat all the nemesis(es? No... that's not it...?). It would be recommended that players pick portfolios of about 20 aspects or so each, for character diversity. Specific aspects that dip too low start to affect other things; for example, neither me nor my nemesis would be good with any weapons, ESPECIALLY war hammers, as a result of our low stats. And weapons other than bullets might start seeming magnetically attracted to me because of my low bulletproof skill.