Some minion suggestions wanted

By GunslyHoneycutt, in Black Crusade

After a few frustrated attempts at making my character a tad bit more unique, my GM and I came to a conclusion that if I progress my minions all the way from lesser to greater I can ignore the high fellowship requirement at greater by -5.... It's actually impossible for my character to get higher than 51 because of his base 31 at start.

So playing with the minion creation progress, I've come across some issues regarding human minions. The lesser ones seem just impossible to make, the traits don't seem to cover any legit human qualities. Y'all have any suggestions besides just representing them as mutant children? Also I would like to hear other suggestions for some cool progress ideas that don't feel like they're evolving Pokemon :-p

GunslyHoneycutt said:

After a few frustrated attempts at making my character a tad bit more unique, my GM and I came to a conclusion that if I progress my minions all the way from lesser to greater I can ignore the high fellowship requirement at greater by -5.... It's actually impossible for my character to get higher than 51 because of his base 31 at start.

So playing with the minion creation progress, I've come across some issues regarding human minions. The lesser ones seem just impossible to make, the traits don't seem to cover any legit human qualities. Y'all have any suggestions besides just representing them as mutant children? Also I would like to hear other suggestions for some cool progress ideas that don't feel like they're evolving Pokemon :-p

One way to look at some of the less mundane traits is to alter them into specialty equipment or cybernetics that only that minion has. That way they are still human, just with special, unique war gear.

That just gave me some crazy ideas, thanks. Will post results up for a little feedback... They might be a little controversial, but isn't that the point of BC?!

This is what I got so far

Lesser: primal urchin
Description: Still just a kid, his main weakness is his ineptitude, but he was raised as a hunter which is the primary reason he was recruited by Lucius. He's small enough to hide from things that'll treat him like a snack, and good enough with his arrows to put some scratches to let the poison to sink in.
WS BS S T AG IN PER WP F
1 23 5 10 20 15 20 5 1
Skills
Survival
Dodge
Stealth
Awareness
Talents
Weapon training Basic SP (prefers bows)
Quick draw
Rapid reload
Heightened senses sight
Sound constitution
Traits
Toxic 1 (arrows)
Size 3
wounds3
Move 2/4/6/8
equipment
Bow
1d10r range 40m
fur leathers 3 all

Looks like you have pretty solid concept there.

Using the Toxic trait redefined as poisoned arrows is exactly the type of thing I was suggesting. Glad I could help the crazy ideas start flowing.

It has been suggested that you could "downgrade" unwanted trait slots into additional skills, talents or (*5 or *10) characteristic points. The current system indeed favors trait-heavy Igor-type minions rather than relatively normal people.

I personally find the Minion system to be a little 'blah' anyways. Then again, as a GM, I find excess characters a pain in the ass to try and fit into combats and certain roleplay situations. I guess it is left over stress from the days of D & D where I used to have guys that wanted swarms of followers, and the stacks of game sheets just became ridiculous. Like c'mon, go play a game of tabletop if you want to control an army...

However, there are two ways that I do really enjoy Minions:

1. I like a Heretek that builds himself a retinue of servitors. I think that's uber cool. The minion system is perfect because servitors don't need to be complicated.

2. I like a Sorceror that builds himself a little cult of thrall wizards to follow him around. Then he sacrifices them and makes psychic happy time. mwa ahaha.

Those are really the only situations where I have "respect" for Minions... I think that Black Crusade provides a great opportunity to make the masses do your bidding, so you don't need Minions for random tasks when there is a galaxy full of people that will bow down to you. Use Intimitade and cool Talents like Demagogue to make people do things. I mean, you're an evil super human, why get a Minion when there are thousands of free ones out there that you can throw into the fire.

I understand your stand point on the d&d followers, dryad. When I DMed in high school had a friend that wanted to play a necromancer with a plethora of minions... Which I eventually just went into narrative because the long roll-play battles that got boring to the other players.

The other players and I in the BC game in have a more high demand of story from our GM rather than the battle heavy style. I say that and my end character is rising general renegade of khorne... But every general needs his trusty officers and tacticians. Just like every Inquistor needs his acolytes.

Cifer said:

It has been suggested that you could "downgrade" unwanted trait slots into additional skills, talents or (*5 or *10) characteristic points. The current system indeed favors trait-heavy Igor-type minions rather than relatively normal people.

With the aprooval from the GM came up with a normal version of him when we go on a long voyage so he can get a growth spurt. I'm a bit pleased at the results.

Medium hunter scout
After getting shooken up by some battles he finally embraces them in a more subtle way than I prefer. Understandably, from the "terrible horrors" he faced in his adolescence he's keeping his distance from my main force. With a few tech at his disposal now he's become an excellent scout and short ranged sniper with a more versatility of arrows making him adaptive at the many challenges he faces while I send him out.
WS BS S T AG IN PER WP F
1 35 5 20 30 35 35 33 11
Skills
Survival
Dodge
Stealth +10
Awareness
Navigation surface
Talents
Weapon training Basic SP (prefers bows)
Quick draw
Rapid reload
Heightened senses sight
Sound constitution
Marksman
Deadeye shot
Traits
Toxic3 (arrows)
wounds5
Move 6/12/18/24
equipment
Bow
1d10X range 40
Xeno hides 6 all
Incendiary arrows
Man-stopper arrows
Explosive arrows
Magnoculars best quality

Believeable, functional human minions are impossible to make even at the highest level. A standard Guardsman right out of the bestiary is more effective in general. All the written minion rules are good for are EXTREMELY one dimensional followers who will literally be unable to do even the most basic activity unless it happens to be the one thing you designed them to not suck at.

GMs...either put the time into fixing the existing rules or simply have your players give you a write up of what minion they want and then design a fair and useful minion for them yourself.

mjprogue1 said:

... All the written minion rules are good for are EXTREMELY one dimensional followers who will literally be unable to do even the most basic activity unless it happens to be the one thing you designed them to not suck at.

That is kind of the point of minions.

IMO, a minion should be one dimensional, they serve one purpose, they have one function. If you need something else done get another minion or do it yourself.

These are my houserules for creating minions. I've found them to be fairly balanced, and makes minions that are much more "three dimensional" than the standard rules.

Jackal_Strains Minion houserules.

Talents and Traits may be exchanged for Characteristics points, at the rate of 10 Characteristic points for each Talent or Trait.
Characteristics may not exceed the maximum for each level of Minion Talent (30 for lesser, 35 for normal and 40 for greater).

Talents may be exchanged for Skills at rate of one Skills for one Talent.
Talents may be exchanged for Traits at the cost of one Trait for two Talents.

Traits may be exchanged for Skills and Talents at the rate of two skills for one Trait and one Talent for one Trait.

Traits that come in levels (eg. Unnatural characteristics, brutal charge, machine etc) are bought at the rate of one for one. So unnatural agility (+2) and sonar sense would reduce the pool of available traits by 3.
Lesser Minions get 6 Traits, Normal Minions gets 10 Traits and Greater Minions get 14 Traits.

here are some examples of minions that my players and I have made during play with these rules:

Chaos Space Marine Bodyguard (Greater Minion)

Ws: 40 (4)
Bs: 40 (4)
S: 40 (10)
T: 40 (8)
A: 30 (3)
Int: 30 (3)
Per: 30 (3)
Will: 30 (3)
Fel: 10 (1)

Wounds: 16

Skills: Dodge+10, Parry+10, Athletics+10, Awareness, Intimidate +10, Linguistics (Low Gothic), Common Lore War

Talents: Ambidextrous, Bulging Biceps, Legion Weapon Training, Heightened Senses (Sight, Hearing), Nerves of Steel, Quick Draw, Resistance (Heat, Cold, Poisons), Unarmed Warrior

Traits: Unnatural Strength (+4), Unnatural Toughness (+4), Amphibious
Note: I didn't give him size, since he is wearing Power Armour

Equipment: Legion Power Armour (Sustainable Power Supply), Chain Greatsword, Legion Bolter, Legion Bolt pistol, Legion Combat Knife

4 traits exchanged for 40 Characteristic points, 1 Trait exchanged for two skills

Cultist (Lesser Minion)

Ws: 30
Bs: 10
S: 25
T: 25
A: 20
Int: 20
Per: 30
Will: 20
Fel: 30

Wounds: 4

Skills: Linguistics (Low gothic), Charm, Deceive, Awareness

Talents: none

Traits: none

Equipment: Chainmail coat, Axe

All 6 traits exchanged for 60 character points, all 5 talents exchanged for 50 characteristic points.

Demagogue (Normal minion)

Ws: 10
Bs: 20
S: 25
T: 30
A: 30
Int: 35
Per: 35
Will: 25
Fel: 35

Wounds: 6

Skills: Awareness +10, Charm +10, Deceive +10, Linguistics (Low Gothic), Scrutiny, Common Lore (Imperium, The Screaming Vortex), Dodge, Inquiry

Talents: Air of Authority, Heightened Senses (Hearing), Foresight, Inspire Wrath, Weapon Training (Sp, Primary), Jaded

Traits: None

Equipment: Stub Automatic, Staff, Xenos Hides

7 Traits exchanged for 70 characterisic points, 3 Traits exchanged for 6 skills,