So one of my players is playing a Pirate Prince of the Ragged helix and plans on making a series of greater minions based around having the size (1) trait, fanatical, high defense and medicae, while the player having high agility/fellowship, good dodge/parry, assassin strike, a jump pack and the unholy devotion talent.
The player is arguing that the minions will be on them at all times, by carrying rules, and as such, can hang on indefinitely, jumping in front of attacks when need be, healing their own damage, healing any damage the player might take, if, by chance, the player were to take a hit through their own 2 dodges, shield, ability to stay out of range and minion support.
Which, as you can imagine, leads to a series of problematic thoughts.
At first we considered mounting rules, but that would drastically limit the number of actions the player would be able to take, as it would impose that the minion would be moving with the player's movement, and the player would just be able to have one attack per turn, along with a myrriad of other issues. So, we scrapped that idea as it simply didn't make sense. So the logistics of that, and of any method of how actions fucntion when being carried by another individual, are up in the air and unexplained.
Secondly there is the issue of the fact that the player currently has managed to attain a fellowship bonus of 8 or so, which when combined with lord of chaos, means they will soon be able to get up to 12 minions of this description, which will make them all but invincible in just about any situation other than one in which I am purpously singling them out to antagonize.
Even if there's no real way to reign this in, I'd at least appreciate some level of assistance understanding the rules that would come into play in regards to carrying around 12 minions on you at all times.
Edited by Neonir