Here's an amusing artifact: blow on the conch, and a tuna will be summoned from the ocean to fearlessly battle on your behalf. Given that this isn't the ocean, the results are less spectacular than you'd hope.
Overlords have minions that are comparatively weak- but also loyal, numerous and cheap. These minions might be flavored as any number of things, depending on your campaign setting- goblins, vat-grown ninja, automatons, minor spirits, or the like (even wacky tic-tacs if you INSIST). If you want the feeling of being surrounded by a huge crowd of absolutely worthless chumps, be sure to give your minions at least one level in Swarm.
Overlord | Command disposable minions. | |
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caret-right | Entourage | Get new minions faster. |
caret-right | Folio | More minion types. |
caret-right | Madcap | They gleefully sacrifice themselves. |
caret-right | Taskmaster | Higher-level minions. |
caret-right | Spawner | Crank out additional ones cheaply. |
Utility | plus-circleA Little Backup: You are followed around by a weak, disposable minion creature that takes any actions you want it to, including suicidally dangerous ones. You don't have to spend any actions of your own to control your minions and they cannot be turned against you by anything that couldn't turn you against yourself. plus-circleReplacements: You start each new session with a minion automatically. If your minion dies, you may summon/create a new one as a procedure. This doesn't cost any resources, just time. plus-circleMinion Stats: Your minions all have the same exact archetypes/abilities and combat ratings as each other, which you may determine. Minions have 1 level for every 5 levels you have- so if you're level 5, your minions are level 1 and they don't become level 2 until you hit level 10. Minions may have weaknesses if you desire in order to grant them more archetypes. minus-circleLoyal Fragility: Every time a minion would take a point of Stress for any reason, they lose a point of Flesh instead. minus-circlePenniless: Minions have no resources (Provisions, Supplies, Mojo) of their own. If they use any ability that consumes a resource, you must pay its cost yourself. minus-circleFucking Idiots: Your minions are horribly incompetent and cannot accomplish anything useful if you're not present and directly supervising them. minus-circleTowering Boss: Your minions cannot be larger than you are. minus-circleWander Off: Minions leave your service at the end of each session (but you start each new session with a free one). |
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caret-right | Alternative | plus-circleMore Minions: You may summon/create an additional minion to follow you around while you already have one or more active ones. There is no real upper limit to the number of minions you may have accompanying you at a time. minus-circleCreation Fee: Summoning an additional minion while you already have one or more active ones costs 1 point of Provisions in addition to a procedure of time. |
Utility | plus-circleService Bell: You've always got more minions waiting to be called in. Creating a new minion is a single action instead of an entire procedure; new minions created in this way appear in an adjacent space of your choice. minus-circleBetter Speed, Same Old Price: If you already have active minions, creating a new one still carries the normal cost of 1 Provisions. |
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caret-right | Alternative | plus-circleThrow Minion: You may create a new minion in any space within throwing range (0-10 meters) instead of only adjacent spaces. minus-circleHeavy Projectile: Throwing a new minion into existence costs 1 point of Energy in addition to any other costs incurred. |
Utility | plus-circleBrowns, Reds, Greens, Blues: Instead of all being interchangeable, your minions may be one of four different possible types. Make four different statistics/loadouts, and every time you create a new minion you can choose which of the four they will be. | |
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Utility | plus-circleDeath Trance: Your minions can choose (or more accurately, you can choose for your minions) to invest all their life-energy into a single attack. When a minion attacks in this way, they deal +2 damage but die immediately after the attack is completed. plus-circleFor The Master: Every time one of your minions dies for any reason (natural or unnatural), you immediately regain 1 point of Energy. |
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Utility | plus-circleBrutal Training: You've made it clear that your expectations are higher than what you're getting. Your minions have one level for every three levels you have instead of one per five. | |
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Utility | plus-circleMass Production: Creating a minion beyond the first one no longer automatically costs Provisions. Every time you make a second (or beyond) simultaneous minion, roll a trigger die: if the result is 1-3, then doing so costs 1 Provisions as normal, but if not then it cost nothing. You cannot create new minions if you have no Provisions remaining. | |
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