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Minions as a Mastery power
- WaylanderPK
- Costumed Crimefighter
- Posts: 189
- Joined: Sun Jul 03, 2011 11:00 pm
Minions as a Mastery power
I've been toying with adding a Mastery Power - Minions
Comments please
Minions 1-3 [Mastery Power]
You have a group of people/beings/animals who follow your orders.
For 1pt you have a 6 10 hit minions, or 3 20 hit minions or 1 40 hit minions.
For 2 points you have 12 10 hit minions, or 6 20 hit minions or 3 40 hit or 1 60 hit minion .
For 3 points you have 24 10 hit minions, or 12 20 hit minions or 6 40 hit minions, or 3 60 hit minions
Each minion is identical and built on 1/2 your points. Don't forget each -10 hit below 60 is -1 off the cost. So a 10 hit minion is built on 1/2 your points +5. Add one point if your minion has armour/weapons (or 1/2 your points +4 to build your minion).
Check out the minion rules page 69 BASH-UE.
For a 1pt advantage you can make your minions fanatically loyal.
For an additional 1-2pts you can double/quadruple the number of minions you have (but not the hits they have).
1pt Variable allows you to have up to 3 different minion types.
For a 0pt Disadvantage the minions are built on 1/4 yor points but you have twice as many.
For a 1pt Disadvantage the minions are built on 1/4 your points.
If a Minion is captured/killed they can only be replaced between Story Arcs.
Minions cannot have the following powers: Healing, Duplication, Shape-Shifting, X-Ray Vision, ESP Telepathy, Mind Control, Clairvoyance, X Mastery, or ,Summoning/Animation.
In the case of Headquarters and Super Vehicles the points value of the minions is the 1/2 the characters, not the bases/vehicles, but the minions are limited to acting within close proximity to base or vehicle.
Comments please
Minions 1-3 [Mastery Power]
You have a group of people/beings/animals who follow your orders.
For 1pt you have a 6 10 hit minions, or 3 20 hit minions or 1 40 hit minions.
For 2 points you have 12 10 hit minions, or 6 20 hit minions or 3 40 hit or 1 60 hit minion .
For 3 points you have 24 10 hit minions, or 12 20 hit minions or 6 40 hit minions, or 3 60 hit minions
Each minion is identical and built on 1/2 your points. Don't forget each -10 hit below 60 is -1 off the cost. So a 10 hit minion is built on 1/2 your points +5. Add one point if your minion has armour/weapons (or 1/2 your points +4 to build your minion).
Check out the minion rules page 69 BASH-UE.
For a 1pt advantage you can make your minions fanatically loyal.
For an additional 1-2pts you can double/quadruple the number of minions you have (but not the hits they have).
1pt Variable allows you to have up to 3 different minion types.
For a 0pt Disadvantage the minions are built on 1/4 yor points but you have twice as many.
For a 1pt Disadvantage the minions are built on 1/4 your points.
If a Minion is captured/killed they can only be replaced between Story Arcs.
Minions cannot have the following powers: Healing, Duplication, Shape-Shifting, X-Ray Vision, ESP Telepathy, Mind Control, Clairvoyance, X Mastery, or ,Summoning/Animation.
In the case of Headquarters and Super Vehicles the points value of the minions is the 1/2 the characters, not the bases/vehicles, but the minions are limited to acting within close proximity to base or vehicle.
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
This looks kinda fun. Personally I just give villains their minions for free, but this is a good way to let Heroes have their own. Not something you see very often, but if some hero is a ninja clan leader, I can see it happening.
However, maybe this would be better as an Advantage than a Power. Basically an alternative to Sidekick?
However, maybe this would be better as an Advantage than a Power. Basically an alternative to Sidekick?
- WaylanderPK
- Costumed Crimefighter
- Posts: 189
- Joined: Sun Jul 03, 2011 11:00 pm
I did consider making it an Advantage, I wasn't sure on how to structure it. The idea of minions does kind of fall somewhere between Summoning and Sidekick.
It was exactly that ninja clan, or mercenary band kind of thing I was trying to emulate. Along with guards for a headquarters. I felt that Summoning wasn't quite right. I'll have another think about making it an advantage.
It was exactly that ninja clan, or mercenary band kind of thing I was trying to emulate. Along with guards for a headquarters. I felt that Summoning wasn't quite right. I'll have another think about making it an advantage.
- WaylanderPK
- Costumed Crimefighter
- Posts: 189
- Joined: Sun Jul 03, 2011 11:00 pm
After a bit of a think heres the minion as an advantage.
Advanatge
Minions
You have a group of people/beings/robots/animals that do your bidding. Whether its for money, duty, enchantment, programming or some other reason. You may choose one of the following types.
2x60 hit Minions, built on 3/4 of your points
4x40 hit Minions built on 2/3 of your points
8x20 hit Minions bulit on 1/2+2 of your points
16x10 hit Minions bulit on 1/4+4 of your points.
Each minion is identical,however you can take this advantage multiple times, either doubling the number of minions you have or taking a differing type of minion.
i.e For 2 Advantage slots you could have 32x10 hit minions, or 16x10 hit minions and 2x60 minions.
If a minion is lost it can not be replaced excpet between story arcs.
Minions cannot have the following powers: Healing, Duplication, Shape-Shifting, X-Ray Vision, ESP Telepathy, Mind Control, Clairvoyance, X Mastery, or ,Summoning/Animation.If a minion takes an advantage they must take two disadvantages.
i.e. Dr Robot(25 points) has a group of robots he has built. He decides on 4x40 hit minions built on 17 points each
Robot Minion:
B2 A1 M1 [8 points for stats]
Armour 1 point (soak x3) 1pt
Arm mounted Lasers 5 (x3DM,Medium,Fragile Gadget) 4pts
Targeting Program : Agility Boost 2 [to hit only] 2pts
Predictive Programming: Danger Sense 2pts
Advantages
Unliving
Disadvantages
Freak - Big Silver Robot
Susceptible to Electricty -3 Dice penalty to all actions for
1 page after being hit by electricty.
Combat
Attack : 21
Defense : 21
Priority: 21
Soak : 15/40 Hits
Laser : 21 to Hit, x4DM, 20 Squares.
Advanatge
Minions
You have a group of people/beings/robots/animals that do your bidding. Whether its for money, duty, enchantment, programming or some other reason. You may choose one of the following types.
2x60 hit Minions, built on 3/4 of your points
4x40 hit Minions built on 2/3 of your points
8x20 hit Minions bulit on 1/2+2 of your points
16x10 hit Minions bulit on 1/4+4 of your points.
Each minion is identical,however you can take this advantage multiple times, either doubling the number of minions you have or taking a differing type of minion.
i.e For 2 Advantage slots you could have 32x10 hit minions, or 16x10 hit minions and 2x60 minions.
If a minion is lost it can not be replaced excpet between story arcs.
Minions cannot have the following powers: Healing, Duplication, Shape-Shifting, X-Ray Vision, ESP Telepathy, Mind Control, Clairvoyance, X Mastery, or ,Summoning/Animation.If a minion takes an advantage they must take two disadvantages.
i.e. Dr Robot(25 points) has a group of robots he has built. He decides on 4x40 hit minions built on 17 points each
Robot Minion:
B2 A1 M1 [8 points for stats]
Armour 1 point (soak x3) 1pt
Arm mounted Lasers 5 (x3DM,Medium,Fragile Gadget) 4pts
Targeting Program : Agility Boost 2 [to hit only] 2pts
Predictive Programming: Danger Sense 2pts
Advantages
Unliving
Disadvantages
Freak - Big Silver Robot
Susceptible to Electricty -3 Dice penalty to all actions for
1 page after being hit by electricty.
Combat
Attack : 21
Defense : 21
Priority: 21
Soak : 15/40 Hits
Laser : 21 to Hit, x4DM, 20 Squares.
Last edited by WaylanderPK on Fri Aug 05, 2011 5:58 pm, edited 1 time in total.
- WaylanderPK
- Costumed Crimefighter
- Posts: 189
- Joined: Sun Jul 03, 2011 11:00 pm