BillionSix wrote:I had an idea for a new Advantage, but am not sure how to define the details.
The game already has the Sidekick advantage, but what if you don't want Robin, but you do want Alfred the Butler. Someone who knows you are a hero, doesn't join you on adventures, but is still useful.
...
In combat, they would function as minions.
Maybe it's a weird desire for "game balance" but they would be much less powerful than sidekicks, so what balancing factor could I give them to make them worth the cost? What additional bonus?
I think your want for game balance is fine but I'd first ask more on WHAT you want this "Support Staff" to DO functionally in-game play?
Do you WANT to EVER be able to use it for ANYTHING rule-wise? Would your Support Staff ever BE in a battle (other than just being available to the Villain to mess with)? Would they be available to offer "support" with Skill Checks, Extended Checks, or just general advice or research for YOUR crime-fighting efforts? Would they be there to make make or do things to increase any of your situation beyond normal (ie. work breakthroughs that gain $$, or provide HEALING aid, or come drag you out of the fire, etc...).
What GAME RULE effect will they have? This would help you "balance" the idea for this Support Staff.
Or rather help you PICK which Advantage it should be. Or even determine that it's either NOT an Advantage at all - but instead JUST a background NPC character for your "family" (as in the "Bat-family" of support characters). Or it might even end up being a Disadvantage as a Ward (a Ward, from my reading, doesn't need to be the helpless kid or old aunt - it could be a perfectly reliable person that just gets into trouble around you like Jimmy Oleson maybe)
But I looked through the core rules and found all the rules that would apply to THIS idea.
What I came to, based on what you said, is that you DONOT need to make a new Advantage. There are plenty of rules that can cover it. They just don't SAY "Support Staff" in the text, but they could each totally be used for this. Let me explain:
Contacts: This Advantage would allow for 3 primary "staff" (the staff managers or lieutenants or minor bosses, whatever...) and a bevy of lesser incidental staff that you could spend a point to "get" access to for a specific need. (like if you need a specialist in Forensics and your main 3 don't have skills in that, you spend a point and they call Dr. Bones from your Forensics lab department to come up and explain things)
Headquarters: This Advantage could give you a Staff to "take care of daily maintenance and can assist you on occasion". Even if you didn't want a full HQ, you could easily take this Advantage for 1 pt and "build" the HQ down to exactly what you want (maybe you ONLY take the Staff option multiple times).
Mentor: This Advantage could give you a "staff" that "offers guidance and support". ... "You can periodically ask your Mentor (staff) for advice, hints, or for knowledge (the Mentor is usually very knowledgeable in one or two subjects) though the Mentor will not always be available (at the Narrator’s discretion). The Mentor does not travel with you- you must take time to go and visit your Mentor to get help." ... "A mentor may have powers, like clairvoyance for instance, but such things should never be given stats or rolled the Narrator will just decide what happens (usually what is best for the plot)."
Resources: This Advantage seems like it would be a virtual GIVEN that you could pay for a staff, kinda like you can just *HAVE* any normal gear in the game (long as you're not destitute)... You'd have enough resources to pay the staff... If you did this, I'd probably just say they function as complete NPC-Minions for the Narrator to control as you need. Probably not as reliable as direct aid for RULE checks, since you didn't "pay" for them with Character Points, they're just a background element for an Advantage you did get... Example - to quote the core rules: "it is possible that unsupervised employees who work in your companies can do things in your name you don’t want or embezzle your money."
Sidekick/Pet: This Advantage is obviously the MOST "powerful" effect for a "Support Staff" to create, because you can have a set amount of points to BUILD them with specific skills, advantages and powers of their own. I don't see why you couldn't split this "sidekick pool" up into multiple less powerful staff with builds as you like. Spend all the points across as many as you want (including 0 pt. "bystanders" as the general support runners) and you're done.
Ward: (Disad): This DISadvantage could also fill the role similar to Resources or HQ, but with some drawback. You could probably get some more control - meaning you might build these "staff" as minions for the Narrator - so you could build them with beneficial skills, etc... but they're open to get into messes...
HERE are the two key things that I think you should consider when thinking of all of the above for a "support staff"...
Assistants: : When you try to do something with a skill, you can have people with the same skill help you. These are assistants. Each one up to 5 gives you a +1 Dice bonus for a skill check.
Teamwork: If two or more Heroes hold-off and combine all their panels for that page together, they might get a teamwork bonus. ... If there is only one roll needed to resolve the action, both roll and take the better.
If/when your "staff" start helping with those rule uses, they become MORE than background NPCs. So they're either helpful NPC-Minions that the Narrator controls (and provides) and THUS are only background and not needed to spend YOUR character's Points on.
[Example: Dr. Connors helping Spiderman by looking at a DNA blood sample to see what's different - which would likely ba a good description of a Streetwise or Science skill check at the Narrator's discretion]
Or
They're more reliable to your character at an instance needed. And you need to spend points on them.
[Example: Lucius Fox aiding Batman by building something at request as needed. Which would be a skill check or gadget switch-out that YOU control]
In the end...
I think the rules provide PLENTY to define this Support Staff without making a new rule.
But I can also see that it COULD be important enough of a Comic Book Superhero "cliche" that it might be a good addition (even if it's a duplicate rule). Sometimes just having the name of an Advantage makes new players to the rules "get" the idea, whereas with a little more understanding and creativity for the rules you can define things as I did creatively above.
make sense?
How does that sound to others that are familiar with the rules??
hope that helps
-kev-