Viewing Effect - Spawn Minions
Swarm your enemies with underlings

Create a Spawn Minions Power

Description

You are able to summon a minion to serve you for a short time. They have rudimentary animal intelligence and can understand you but cannot communicate back. Minions are capable of movement and melee combat, but are not generally skilled.

System

Exert your Mind, and roll [[summoning-roll]]. If you succeed, you summon a single minion. You may have [[maximum-minions]] active at a time. The minion lasts for an hour, has dog-level intelligence, and cannot communicate back to you.

Minions have the following stats. You have [[minion-stat-power]] times 2 points to distribute between the following:
Health levels, Movement dice, Attack dice, and alertness all of which have a maximum of 6.
Health: [[health-rating]]
Movement/dodge: [[movement-and-dodge-dice]]
Attack (difficulty 6): [[attack-dice]]
Alertness: [[alertness-dice]]
Their attack does (successes to hit + 1) damage.

Enhancements

Sure-Fire (Does not require a roll to activate)

Skilled (Minions gain a basic skill of your choosing. Actions using it have a 3-dice pool.)

Report! (Your minions may communicate back to you. They do not gain intelligence beyond this.)

Durable (Summoned minions last indefinitely.)
You are still subject to [[maximum-active-minions]] limit.

Fliers (Minions can fly at normal movement speed.)

Mobile Auto-Turret (Minions have a 30 foot ranged attack.)

The Horde (Successful activation of this Power summons enough minions to reach your [[maximum-active-minions]])

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by Cell Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Traumatic (Make a Trauma roll when you use this power)
Long Cast (This Power takes one minute to activate.)
Maddening (Possession of this Power causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
This Trauma should require a Mind roll to avoid serious issues and loss of Character control. For example, "you must roll Mind to surface from any body of water," or "you must roll Mind to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Mind." etc.
Critical Failure (Roll a single D10 when you activate this Power. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a mutilating Battle Scar, or some other terrible consequence.)
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Exhausting (After activating this Power, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Maximum Active Minions

Default Level: 0

Seasoned Threshold: 1

Veteran Threshold: 4

Eratta: Note: summoning more than 5 minions might be disallowed on a per-cell basis, as it could slow down combat significantly.

  1. 1
  2. 2
  3. 3
  4. 5
  5. 7
  6. 10
  7. 13

Parameter - Minion Stat Power

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 6

  1. 5
  2. 6
  3. 7
  4. 8
  5. 9
  6. 10
  7. 11

Example Powers