I thought I would post this here for anyone who was interested and/or wanted to steal them for their own game. This is a house rule set I designed for our game, to represent the ability to acquire people who were a little better then the random Bob on the ship. There are about a dozen that have been bought in our game so far. Its based, in many ways, on a stripped down version of Black Crusade.
Minions
Minions are a special kind of Acquisition representing an additional, lesser character who accompanies the player's main character on adventures. Unlike friendly NPCs, who's loyalty may be fleeting and their lives tied up in their occupations, Minions represent individuals who are under the Player's direct control, and although they may not follow every order perfectly, they are willing to serve, fight or even die for their leader. Minions can represent anything from servitors and servants to skilled assassins and bodyguards. Each Player may have a number of minions equal to their fellowship bonus.
Abilities : All stats start at 20, and you have 135 points to distribute among the nine basic stats. (Note: that's 15 each if you spread evenly) No stat can go above 45 at this stage. In addition to the standard Abilities, each Minion starts with a Loyalty score equal to it's leader's fellowship score.
Skills/Talents All Minions start with the following Skill/Talents:
Basic
:
Awareness, Barter, Carouse, Charm, Climb, Command, Concealment, Contortionist, Deceive, Disguise, Dodge, Evaluate, Gamble, Inquiry, Intimidate, Logic, Scrutiny, Search, Silent Move, Swim
Trained
:
Lore: Common (Imperium), Speak Language (Low Gothic), Trade (Pick One)
Talents
Weapon Proficiency (Pick 3 individual non-heavy/non-exotic)
Experience
Minions gain an amount of XP to spend based on their hiring price. This is spent on the minion's table below. The amount of experience a minion has is dependent of their Availability. Likewise, the maximum Tier the minion can buy from is based on their quality.
Ubiquitous (0 xp)
Abundant (500 xp)
Plentiful (1000 xp)
Common (1500 xp)
Average (2000 xp)
Scarce (3000 xp)
Rare (4000 xp)
Very Rare (5000 xp)
Extremely Rare (6000 xp)
Near Unique (7000 xp)
Unique (8000 xp)
Poor (Tier 1)
Common (Tier 2)
Good (Tier 3)
Best (Tier 3)
Due to the costs of upkeep, minions are always bought individually, and gain no bonus for this.
Starting Items Minions start with 4 items, of the same quality as they were bought at, and a maximum rarity two levels more common than the minion was purchased at.
Spending Experience
Characteristic Increases
: (including loyalty)
Simple (+5): 250 xp
Intermediate (+5): 500 xp
Skills :
Tier Basic Trained Expert (+10)
Tier 1 50 xp 100 xp 150 xp
Tier 2 100 xp 150 xp 250 xp
Tier 3 150 xp 250 xp 350 xp
Tier 1 Skills:
Acrobatics, Awareness, Blather, Carouse, Charm, Climb, Common Lore (Administorum, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperial Navy, Imperium, Koronus Expanse, War) Deceive, Drive (Ground, Walker), Evaluate, Inquiry, Intimidate, Performer, Search, Swim, Speak Language (High Gothic, Techna-Lingua, Trader's Cant), Trade (Any Simple Trade), Wrangling.
Tier 2 Skills:
Barter, Commerce, Common Lore (Adeptus Arbites, Adeptus Astra Telepathics, Adeptus Mechanicus, Navis Nobilite, Rogue Traders, Technology), Concealment, Disguise, Dodge, Forbidden Lore** (Archeotech, Heresy, Mutants, Pirates, Psychers, Xenos), Gamble, Literacy, Navigation (Surface), Scholastic Lore: (Astromancy, Beasts, Bureaucracy, Heraldry, Imperial Creed, Legend, Numerology, Philosophy, Tactica Imperialus. Secret Language (Military, Rogue Trader (Drake), Technology, Under-deck), Scrutiny, Security, Shadowing, Slight of Hand, Silent Move, Speak Language (Eldar, Explorator Binary, Kroot), Survival, Trade (Skilled Trade)
Tier 3 Skills:
Chem-Use, Ciphers (Rogue Trader, Mercenary, Nobilite Encoding, Astropath, Underworld), Command, Demolition, Drive (Skimmer), Forbidden Lore (Adeptus Mechanicus, Demonology, Inquisition, Navagators, The Warp), Interrogation, Invocation*, Lip Reading, Logic, Medicate, Navigate (Warp, Steller), Pilot (All), Psyniscience, Scholastic Lore (Archaic, Chymistry, Cryptology, Imperial Warrants, Judgment, Navis Nobilitie, Occult), Secret Tongue (Administratum, Ecclesiarchy, Navigator), Tech-Use, Tracking.
Dangerous to Know : Any Minion who takes Forbidden Lore skill also gains 1d5 insanity, and must make a willpower check (+0) or suffer a Mental Disorder.
Talents
:
Known
Tier 1 250 xp
Tier 2 500 xp
Tier 3 750 xp
Tier 1 Talents
Ambidexterous, Basic Weapon Training (Any 1), Berserk Charge, Cat Fall, Chem Geld, Concealed Cavity, Decadence, Double Team, Hatred (Any 1), Leap Up, Light Sleeper, Melee Weapon Training (Any 1), Quick Draw, Thrown Weapon Training,
Tier 2 Talents
Assassin Strike, Basic Weapon Training (Universal), Blind Fighting, Cleanse and Purify, Combat Sense, Crushing Blow, Deadeye Shot, Disarm, Flame Weapon Training (Universal), Frenzy, Guardian, Heavy Weapon Training (Any 1), Heightened Senses, Melee Weapon Training (Universal), Mighty Shot, Paranoia, Peer, Sprint, Unarmed Warrior, Unremarkable, Unshakeable Faith,
Teir 3 Talents
Autosanguine, Blade Master, Bulging Biceps, Duty unto Death, Exotic Weapon, Foresight, Training (Any 1), Good Reputation, Hard Target, Heavy Weapon training (Universal), Jaded, Litany of Hate, Marksmen, Mechadendrite Use*, Mimic, Polyglot, Psychic Technique*, Pure Faith, Resistance, Flesh is Weak (1), Total Recall, True Grit, Two Weapon Wielder (Ballistic, Melee)