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The Dresden Files => DFRPG => Topic started by: benign on December 19, 2011, 08:28:53 PM

Title: Rules for Pets and Allies
Post by: benign on December 19, 2011, 08:28:53 PM
This is a discussion inspired by this thread (http://www.jimbutcheronline.com/bb/index.php/topic,30462.0.html), wherein we struggled to come up with a balanced power for someone who wanted to effectively control pets in the DFRPG. Those pets might take the form of a trusted mount, like the original poster's pegasus, a close ally, actual pets, like Lea's hounds, summoned mooks, like Binder's grey men, and anything else you could think of. As Sanctaphrax put it, he'll consider it a success if the rules can cover:

A character with a pet
A character with a whole bunch of pets
A character with multiple bodies
A character that can copy itself
A character that can shapeshift into multiple bodies at once
A character with numerous minions
A character and another character statted as a single entity

So this is a thread for anyone who wants to tackle that tall order. We already have a few attempts to create powers that address this, including Revlid's multiple bodies power on the master list and my own contribution which I'll throw up below, but they've fallen short thus far. Would be glad to get a discussion going.

EDIT: This conversation has gone on for a while now, with multiple iterations on how such an ability could work. The most up-to-date take can be found here. (http://www.jimbutcheronline.com/bb/index.php/topic,30475.msg1481213.html#msg1481213)
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 20, 2011, 03:20:22 AM
Oops, missed this. Let me just quote myself from the other thread.

Quote
I think we can probably model everything that we need to model with five powers/stunt trees.

-A Survival stunt tree that gives you pets. The base stunt could give you a small dog or a bird. Upgrades could go all the way up to a pack of wolves or a lesser dragon. Or a team of Pokemon.

-A Presence/Contacts/Resources stunt tree that gives you minions. The base stunt could give you a secretary. Upgrades could go all the way to a private army or Kincaid.

-A Lore stunt tree that gives you bound spirits and other magical creatures. The base stunt could give you Toot-Toot. Upgrades could go all the way to a genie in a lamp or The Za-Lord's Guard.

-A shapeshifting power that lets you transform into multiple bodies. Depending on the variant, this could either let you clone yourself (like Naruto), let you split yourself (like Twinrova), or let you create an army of minions (like the Sliver Queen).

-A power that represents having multiple bodies normally. Could be used for a hive mind or just for two characters played by one player. The bodies may or may not be identical to one another.

Have I missed anything?

If not, there's one thing that we need to work out immediately. Should the abilities of a minion depend upon the abilities of the original character or upon the amount of refresh invested or upon both?
Title: Re: Rules for Pets and Allies
Post by: ways and means on December 20, 2011, 03:29:00 AM
I would go with the abilities of minions being based only on the amount of refresh invested in them personally, though having some fraction of the main characters skills + stunts/powers to boost that higher might also work.
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 20, 2011, 03:37:58 AM
I'd keep it simple and just re-flavor the IoP rules.  They already 1) require an appropriate aspect, 2) give a rebate for being "removable", and 3) allow you to combine a variety of stunts and powers.  That's plenty for me.  Of course I don't want to mess with the action economy or give players extra refresh* in the guise of a companion...if that's what you want you will need something home brewed.

*Beyond a small rebate to account for inherent negatives.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 20, 2011, 03:44:55 AM
@ways and means: Any particular reason for your opinion? I'm keen to avoid having companions be godly for weak characters and useless for powerful ones.

@UmbraLux: But...items of power are nothing like allies. Having a wizard working for you is not at all like having Evocation, Thaumaturgy, and The Sight.
Title: Re: Rules for Pets and Allies
Post by: ways and means on December 20, 2011, 04:02:26 AM
If you want a pet to replace your roll then an IoP with custom stunt like powers works well,

for example

Kill Doll [-4]
+2 Obvious Item of Power
As a 8ft tall mentally controlled killbot is quite conspicuous
Kill Doll Great Sword Weapons 4 (This 6ft great sword is really big and attached to the dolls arm).
Mental Control: You can control your doll with your mind, roll discipline to have your doll perform any physical action,treat the dolls might as equal to the controllers discipline (+powers) this takes your go. [-2]
Supernatural Strength [-4] (only for the doll).

I probably would stat a bob like familiar for pc's as a power to replace your lore skill with either survival, resources or contacts and some lore stunts.

@ways and means: Any particular reason for your opinion? I'm keen to avoid having companions be godly for weak characters and useless for powerful ones.

I just like benefits which scale with the amount invested into a particular powers, its really just a matter of taste.







 
Title: Re: Rules for Pets and Allies
Post by: benign on December 20, 2011, 04:42:41 AM
This is potentially a huge topic with a lot of room for work, but I'll start small by picking what seems to be some of the low hanging fruit.

Mortal Stunts

Call in the Cavalry: You are a member of a major organization, or have close ties to one. Because of that connection, you can rely on them to back you up when the shit really hits the fan. Once per adventure, you may call upon that group to aid you directly. That aid takes the form of one individual or several who will assist you and protect you, even to the extent of risking their lives, so long as your actions match the goals and methods of the organization to which they belong. The GM has the final say in just what form this aid will take, but it typically consists of an individual or group of individuals who would constitute "Equal Opposition" (YS 333) to your character. In most circumstances they will aid your character for one encounter before their other duties call them away or their resources are spent. In some situations the organization will be unwilling or unable to extend their aid to the PC in question; treat this as a compel against one of the character's aspects or an aspect related to the current adventure.

Trusty Ally: With this stunt you are accompanied through life's travails by a devoted ally. The relationship between the two of you might be personal, professional, mystical, or anything else, but come hell or high water, you are in it together. Choose a high concept and two aspects for your ally. Your ally has no refresh to spend on powers and stunts, but may choose one skill at the level of one below your skill cap (So if your skill cap is Great, they may choose one to have at Good). They also choose two skills at the level below that, three skills at the next level down and so on. This ally tends to be useful in one or a small group of related situations, but not in others. For example a secretary ally would be good at doing research and deflecting unwanted social attention, but would be of less use in a fight. Keep this in mind when designing your ally's skills and aspects.

Band of Brothers: Requires Trusty Ally. If two minds are better than one, why not take that to its logical conclusion? You have a knack for attracting like-minded individuals to your cause, whatever that may be. You could be the captain of your department's Special Investigations, you could be a Cult Leader, the point is that you know how to lead. The first time you purchase this stunt you may have up to three allies, constructed according to the guidelines given in the Trusty Ally stunt. If you buy this stunt again you may have a large group of such allies, easily up to a dozen.

Partner: Requires Trusty Ally. You're not interested in a sidekick so much as a partner, someone who can keep up with you when the going gets really rough. The ally you gained with the Trusty Ally stunt is granted 3 refresh to spend on stunts and powers, as appropriate to their High Concept, and 5 skill points. You may purchase this stunt again, each time granting your ally 1 more refresh and 2 skill points. The added skill points give this NPC more scope to interact with the campaign, making them useful in a broader array of situations than an unimproved ally. Your GM has the final say in determining how powerful you can make a partner before it eclipses the importance of your actual character.

I've tried to incorporate a few different ideas into getting started on the mortal end of this problem, though these stunts could also be used to make familiars and other things. One thing that is very important is that not every NPC that is important to your character has to be modeled using these rules, in fact the VAST majority of the time you should skip it and just throw in an aspect on your sheet that mentions them. These abilities are specifically for NPCs that you want to be able to control in-game, and thus that you foresee playing an important role in almost every adventure you participate in.
Title: Re: Rules for Pets and Allies
Post by: Silverblaze on December 20, 2011, 04:54:47 AM
White Wolf (old world of darkness) provided a system of "backgrounds"  These backgrounds were scaled (in general) from 1 to 5.  1 being weakest 5 being multiple weaker bonuses or a single large bonus.

They had one called Allies -

1- a weak ally
2- 2 weak allies or one competent ally
3 - 3 weak allies, or one weak ally and one competent ally, or one skilled ally (on par with the player)
4 - 4 weak allies, or one weak ally and one skilled ally, or two competent allies, or one poweful ally (stronger than the player)
5 - 5 weak allies, or any other combination of above (tired of typing...) or one very powerful ally (an ally of significant power)

These NPC's were required to be trated well, and had full character sheets of their own, they were generally under control of the Storyteller/GM

Keep in mind this system is far more like a bunch of teamwork rather than just players and GM.  Therefore this won't really work as is.  Also, free points to spend on backgrounds isn;t somthing this system has (nor would it be balanced) I just figured mentioning it may help spark ideas - on how to work this out.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 20, 2011, 05:06:08 AM
Call In The Cavalry is too vague to be a stunt. Just Invoke and aspect for effect.

The others are decent, but I really think you're jumping the gun here. Before we get to the actual creation of powers, we should decide which principles we are going to be using here.

It seems that you support allies that scale with the power of the person who takes them. Any special reason why?

Also: what level of control do you have over your allies?

The answer to this question is very important, since it determines how strong these powers and stunts are.
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 20, 2011, 05:21:09 AM
@UmbraLux: But...items of power are nothing like allies.
From my PoV, there's no functional difference between a magic broom with the Wings power and a flying horse.  Both grant the character flight in forms which may be temporarily taken away or lost.

As I mentioned in the previous post, I specifically don't want to screw with the action economy or give extra refresh that isn't balanced by a disadvantage.  So the IoP rules work just fine.

Quote
Having a wizard working for you is not at all like having Evocation, Thaumaturgy, and The Sight.
Perhaps not...but it's not all that different from having a magic eight ball called Bob which sees the supernatural and casts spells for you...when it's willing to do so.   ;)
Title: Re: Rules for Pets and Allies
Post by: benign on December 20, 2011, 05:30:50 AM
I thought that by throwing down something specific we could like or dislike, and pick apart, we'd be moving forward. It's how I work best. But I can take a step back for a bit more planning.

I included a minor bit of scaling because otherwise such characters wouldn't be worth it at higher refresh levels. Note that while skills scale with level, the amount of refresh does not, so I took a hybrid approach. The more you put in the more you get out, but the baseline stunt should be useful at all levels of refresh.

As for control, I think that pets granted through the abilities generated on this list should be controlled by the player. Otherwise why bother making them powers? Just deal with it like you would any NPC, with aspects on your character sheet and fate points for declarations to get them moving the way you want them to go. But if you want to be able to control them directly, this list of powers/stunts is where you go.

As far as deciding which principles we will use going forward, I'm conflicted. On the one hand, stunts seem to be a pretty good way to do pets, minions, and allies. On the other hand I would like whatever framework we have for such things to be flexible to allow both a pure mortal to purchase a secretary and to allow a 22 refresh wizard to purchase a familiar. And I know that a lot of people are uncomfortable with mortal stunts allowing things that are supernatural in nature.

So I'm open to other opinions, but my instinct is to go with mortal stunts that can be reflavored to grant mystically inclined pets.
Title: Re: Rules for Pets and Allies
Post by: EldritchFire on December 20, 2011, 03:35:19 PM
Has anyone looked at Bulldogs! (http://galileogames.com/bulldogs-fate/)? There's a nice "tree" of stunts for companions/minions. Basically, a companion is one "character," while minions are a group of characters.

The base companion [-1] gives you a +1 to appropriate rolls (+1 to attacks for a sidekick) and an additional mild consequence of the appropriate type (sidekick down, or somesuch). For more stunts, you can give them skills, broaden their horizons (physical & social conflicts), or even give it the ability to act without you there.

For minions, it's kind of the same thing, but instead of skills, you get MOAR minions. It's a bit rough around the edges, but can totally be ported to DFRPG.

-EF
Title: Re: Rules for Pets and Allies
Post by: Praxidicae on December 20, 2011, 05:23:36 PM
Has anyone looked at Bulldogs! (http://galileogames.com/bulldogs-fate/)?
Personally I quite like the companion gift (read stunt) from Kerberos Club url=arcdream.com/home/?p=897/]Here[/url], it allows a pretty decent level of customisation for the companion, though as it is set up for the 'Strange Fate' system used in that game it might take some customisation for use in DFRPG.

Below is an abbreviated synopsis of the stunt. I've removed the details of some of the improvements that are 'Strange Fate' specific.

Quote
Companion:

The character has a “helper” character.
The Companion defaults to Average (+1) quality, with one Average (+1) skill, 2 stress boxes in each stress track, and one Trifling consequence. A Companion requires the expenditure
of a Fate Point to act alone. Otherwise, he or she attaches to the character as a Minion would, and provides the character with a +1 bonus to any skill the two share in common.
In addition, each Companion automatically comes with three improvements, chosen from the list below. Unless otherwise indicated, an improvement can be taken more than once for the same Companion. Every time this Stunt is taken, it can be used to either create a new Companion or provide another three improvements to an existing Companion.

Improvements:

- Aspect: The Companion gains an aspect (but no Fate Points).

- Quality: Increase the Companion’s quality by +1, to a maximum of Good (+3).
            A Fair (+2) Companion has one Average (+1) skill,
            one Fair (+2) skill, 3 boxes in one stress track and 2
            boxes in the other two.

            A Good (+3) Companion has one Average (+1) skill,
            one Fair (+2) skill, one Good (+3) skill, and 3 boxes
            in each stress track.
 
- Communication: The character and the Companion have a special mode of communication in keeping with their capabilities. This could be a mental link, a high-tech satellite communications system or whatever else is thematically relevant. Attempts to break this communication link between the two are made against a difficulty of 2 + the Companion’s
quality.

- Independent: The Companion can act on their own without needing to spend a Fate Point, unless the Companion’s sent off on a mission of significant story importance (comparable with something a PC might do, for example). While the Companion is so separated, they have access to the main character’s Fate Points and two of their aspects relevant to their bond.

- Keeping up: If the main character has some unusual form of locomotion, the Companion can somehow follow along without getting left behind.

- Skilled: The Companion gains 3 skill points. None of a Companion’s skill ratings can exceed his or her quality.

- Gifted: The Companion gains one of the following [Stunts]: Equipment, Impact, or Theme. This improvement can’t be taken more than twice per Companion.

            Impact: is attached to a specific skill (ie. Impact [Fists] and when used allows the
            delaration of a fragile aspect on either yourself, your opponent or the scene (as
            appropriate) as a free action.

            Theme: gives acts pretty much like the standard DFRPG stunt for a specific grouping
            of three thematically linked skills i.e:
            - +1 to a narrow circumstance (eg. +1 to Fists when outnumbered, +1 to athletics
            when evading capture).
            - +2 bonus when the skill is used to manouver or block
            - use the skill in place of another skill under specific circumstances
 
- Empowered: Upgrade the Power Tier of one of the Companion’s skills.
The Companion receives Tier Benefits from this skill the same way characters do. Empowered costs two improvement slots.
"Power Tiers" are a strange fate specific rule designed to allow superhumans of various "power levels" to compete and still allow a possibility that the less powerful combatant could bring down the greater (i.e. a Captain America vs Hulk type scenario). From a mechanical standpoint it involves the more powerful character replacing a DF with a D6 for each tier of difference between the two skills being used.

- Numerous: Each time this improvement is taken, the main character gains
one additional Companion. (This does not grant additional improvement slots).

- Summonable: The Companion can show up at the main character’s beck and call without needing to resort to conventional means. This takes One Minute by default; for a Fate Point, the Companion arrives instantly. The Companion automatically vanishes at the end of the scene.
Title: Re: Rules for Pets and Allies
Post by: Becq on December 20, 2011, 06:15:59 PM
Spirit of the Century also has Fate-based rules for companions, followers, minions, pets, etc.  Off-hand, I would say they are probably similar to the ones from Kerberos Club that Praxidicae quoted, but I haven't studied up on them recently.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 21, 2011, 03:20:12 AM
@UmbraLux:

A magic 8-ball and a horse could indeed be represented as IoPs. But a wizard couldn't be. The main point of an ally/pet is to have a separate character helping you. If you turn them into an item you lose that.

Nobody denies that NPCs can help players do things. I think that most would agree that an Invoke For Effect could get an NPC to help you do something. And stunts are a little bit like perma-invoked aspects. (A little bit. Do not over-analyse this analogy.) I don't know if this is relevant, but it popped into my head and I felt like sharing it.

@benign:

I agree that we should use stunts for pets and allies. Having a magic thing working for you does not require you to be magical. We can use Powers for the multiple bodies thing.

If we're going to have stunt-granted allies scale with their boss, then I suggest we use the skill that the stunt is connected to as the scaling factor.

I actually think that control over stunt-granted allies should be limited. You can order them around and they will obey (barring compels) but they are still NPCs and you can't micromanage their actions. This is intended to fix the problems that UmbraLux raises. Fighting alongside an ally does not give you two actions per round or use of that ally's powers. It gives you the help of another character.

@EldritchFire:

Thanks for that. That looks like an interesting method for handling allies, but I don't expect to use it here. I'm aiming at something less abstract in this thread.

Still, expect something based off of that on the Homebrew Stunts thread one of these days.

@Praxidicae:

Thanks and welcome to the forums.

Does raising a skill by a tier do anything beyond converting a DF to a D6?
Title: Re: Rules for Pets and Allies
Post by: benign on December 21, 2011, 04:34:09 AM
@degree of control over minions. Fair enough. I can understand the concern about game balance and action economy, and it's legitimate. Personally in my games we would houserule it so that the player controls his minions in order to ease the burden on the GM, but I get that in general it would be a concern. Now we just need a good wording for how much control the player has over their companions.

I like the idea of scaling the minion based on the skill which the stunt applies to. My only concern is that multiple skills seem to apply to different types of companion, for example lore to familiars or resources for professional hirelings. We could allow the player to choose which skill applies to a companion, subject to them convincing the GM that it's appropriate, of course.

So I think what we have agreed on so far is that stunts will govern minions and allies, while we will come up with a power or family of powers that deals with multiple bodies and its various permutations.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 21, 2011, 05:33:45 AM
@degree of control over minions. Fair enough. I can understand the concern about game balance and action economy, and it's legitimate. Personally in my games we would houserule it so that the player controls his minions in order to ease the burden on the GM, but I get that in general it would be a concern. Now we just need a good wording for how much control the player has over their companions.

Hadn't considered the GM burden issue. Anybody know a solution for it that doesn't create balance problems?

I like the idea of scaling the minion based on the skill which the stunt applies to. My only concern is that multiple skills seem to apply to different types of companion, for example lore to familiars or resources for professional hirelings. We could allow the player to choose which skill applies to a companion, subject to them convincing the GM that it's appropriate, of course.

This one's easily solved. Whichever skill the stunt is attached to is the skill you use. Since stunts already have to be appropriate to their skill, the work is done for us.

So I think what we have agreed on so far is that stunts will govern minions and allies, while we will come up with a power or family of powers that deals with multiple bodies and its various permutations.

I think we've also agreed that minions can be upgraded by buying more stunts.
Title: Re: Rules for Pets and Allies
Post by: Praxidicae on December 21, 2011, 07:32:11 PM
@ Sanctaphrax:

Thanks for the welcome and I apologise to everyone in advance for the very long post.

Regarding bonuses for raising skills through the tiers, there is often a bonus, but the effect it has varies from skill to skill.

In the same way that Wild Talents, Mutants & Masterminds or Champions break superpowers down into component parts that can be welded together to allow players to create various superpowers, Kerberos Club breaks the individual skills down into trappings to a much greater degree than DFRPG or SotC does (Although it also contains the Common 'mundane' skills). It is these individual trappings that are given tier bonuses.

Note: Tiers run through a list of named levels similar to Skill Levels:
(From Low to High)

Mundane
Extraordinary
Superhuman
Ascendant
Godlike

Each tier of difference will replace an additional DF with a D6 (thus although a competition between tiers only 1 or 2 levels apart can be close with weaker combatants winning with luck and the judicious use of aspects, where a high level tier competes with a low level tier it is almost guaranteed a win. (Avoiding a 'Joe Average managed to kill Galactus' scenario, or one in which high powered characters must have insanely large skill pyramids)


As an example of how trappings are applied, the 'Science' skill is made up of the trappings of 'Craft', 'Information', 'Research' and 'Treatment [Physical]'. At "Mundane" (normal) skill level, this allows you to create temporary inventions (given the appropriate time to make them)(Craft), quickly remember useful scientific facts from character memory (Information), research knowledge methodically using an appropriate workspace or library (Research), and treat physical injuries  under medical conditions(Treatment[Physical]) as if you were a Scientific professional.

At "Extraordinary" and higher the trappings gain additional bonuses, for example an Extraordinary Crafter can create inventions which utilize skills at Extraordinary level, and can spend a fate point once per story arc to spontanously reveal a previously undisclosed device that their character had been working on 'off screen', which acts as a piece of Equipment with two improvements. A person with Godlike Treatment can literally raise the dead, making a skill roll vs a Godlike tier target of +10 (so those lovely D6's don't count) to return to life a character who had the taken out condition of death (with the consequence of a rewritten aspect for the restoree - something along the lines of "Looked beyond the Veil of Death" or "Haunted by his own Mortality" might be appropriate)

Each skill can have a number of these 'Tier Benefits' equal to it's skill rating, which are selected at character creation/advancement, as not every trapping has Tier Benefits and not all of those that do have a benefit for each Tier, for skills made up of small numbers of trappings it is comparatively easy to select attached benefits. However if you try to create one 'catch-all' skill with numerous trappings, selecting the bonuses can become more tricky.

One trapping of particular interest for this topic is the 'Minions' trapping. Whilst the 'Companion' gift I mentioned earlier allows the PC to have a permanent follower, the Robin or Alfred to the PC's Batman, the Minion trapping allows the character to call forth temporary allies or duplicates to assist them (text copied below).

Quote
Minions:

A skill with this trapping can be used to call forth allies
of some kind—functionaries, bodyguards, supernatural
entities, or whatever else is appropriate to the skill’s theme.
By default, these allies must contacted by ordinary means,
such as a messenger or a telegram, and arrive under their
own power by conventional means. In some cases, this may
preclude their arrival altogether, such as if you’re trapped
in a prison with no way to contact the outside world. To
alter any of these parameters, take the Unusual Extra, once
for each alteration.

With a Fate Point and proper justification, the Minions can
arrive more quickly than would otherwise be considered
reasonable. Perhaps your operatives were already on the
scene, blending with the crowd until needed, or maybe that
crate over there just happens to contain a half-dozen of your
Robotic Soldiers, waiting to be shipped out.
Regardless, Minions cannot be called more than once per
scene, and the allies generated by it disperse or disappear,
as appropriate, once the scene is through.

Roll the skill against a difficulty of Mediocre (+0), and
spend the shifts obtained to produce your Minions. An
Average-quality Minion costs 1 shift, a Fair-quality
Minion costs 3 shifts, and a Good-quality Minion costs
5 shifts. All Minions must be of the same quality.

For 2 skill points, you get Simple Minions. Instead of
giving them skills, simply assign scopes, Physical, Mental,
or Social, according to their intended purpose within the
scene. A scope is a broad skill that covers a variety
of mundane functions. An Average Minion has one scope
at +1, a Fair Minion has one scope at +2 and one scope at
+1, and a Good Minion has one scope at +3, one at +2, and
one at +1.

For twice the cost, 4 skill points, the character can call
on Advanced Minions. These Minions can have full skill
pyramids of one, three, or six skills: one Average (+1) skill
for Average-quality Minions, two Average (+1) skills and one
Fair (+2) skill for Fair-quality Minions, and so on, using skills
instead of scopes. Advanced Minions are more customizable,
but also require more attention from the player to implement.

Each minion has a stress track equal to its quality. An
Average-quality Minion can take 1 stress, a Fair-quality
Minion can take 2, and a Good-quality Minion can take 3.

Minions cannot take consequences—once their stress
track is exceeded, they’re Taken Out. To obtain a
specific ally, such as an assistant or valet,
use the Companion Gift.

During a conflict Minions summoned by a power are
considered to be a single entity, receiving a +1 bonus to
skill rolls for each Minion in a group beyond the first.
Additionally when stress is dealt to a group of Minions it
is dealt to the group as a whole, divide the stress by the
stress track threshold of the minions and drop any
remainder, that is the number of minions Taken Out.

A specialized form of the Minions trapping, Duplicates, can be
used to create clones or identical copies of oneself. See the
sidebar for details. (Details below)

Tier Bonuses:

Superhuman Tier: By rolling the skill against a Superhuman difficulty
of Mediocre (+0), one of the Minions’ scopes or
skills can be upgraded to the Extraordinary Tier.

Ascendant Tier: As Superhuman Tier, but roll against
an Ascendant difficulty of Mediocre (+0) to upgrade one of the
Minions’ scopes or skills to the Superhuman Tier, or two
scopes or skills to the Extraordinary Tier.

Godlike Tier: As Superhuman Tier, but roll against
a Godlike difficulty of Mediocre (+0) to upgrade one of the
Minions’ scopes or skills to the Ascendant Tier, one
scope or skill to the Superhuman Tier and one other to
the Extraordinary Tier, or three scopes or skills to the
Extraordinary Tier.

Quote
Duplicates:
This is a specialized form of the Minions trapping,
one that can only be used to create copies of the
character. The duplicates arrive instantly, however
they’re created; for “slower” duplicates, take a Flaw
to that effect. Roll the skill against a difficulty of
Mediocre (+0), and spend shifts obtained to create
duplicates. An Average-quality duplicate costs 1
shift, a Fair-quality duplicate costs 3 shifts, and a
Good-quality duplicate costs 5 shifts. All duplicates
must be of the same quality. The duplicates
have one skill per rating available, as per their
quality (for example, a Fair duplicate has one +2
skill and one +1 skill). Only Strange skills can have
this trapping, and no duplicate can have a skill with
the Duplicates trapping.
A duplicate’s skills are limited to those belonging
to the character, and no duplicate can have a skill
rated higher than the character’s equivalent skill.
For duplicates that are radically different from the
character, such as past and future versions of the
same person, or duplicates called forth from alternate
dimensions, use the Minions trapping instead.


This trapping, if appropriately adapted for DFRPG could produce the Naruto-esque duplication power, a charcter who can summon the lesser fae, or a Tarzan style character who can call upon the creatures of the wild to do his bidding.
I'm not sure how one would go about adding it to DFRPG as a skill. The skill portion of Kerberos Club isn't as straight-cut as SotC or DFRPG, involving a skill creation tree that determines how much a particular custom skill would cost depending on the trappings added (for those who have played the game 'Mutant City Blues' it's a very similar concept to the 'Quade Diagram'). Additionally skills can be altered further through the addition of 'Extras' or 'Flaws'.

Extras add refinement to the skill, Tailoring the abilities it grants in a more specialised way, whilst adding to its cost. Examples include

Psychic: which removes physical exertion from those trappings that imply it, causes trappings such as disguise or hide to represent an enforced mental change on the observer rather than physical transformation, and can allow social or mental trappings to represent Psionic abilities such as mind control, clairvoyance or telepathy. (+1 skill point)

Spray: Adds the Spray effect permanently to the skill. (+1 skill point)

Zone: Causes the power to effect everyone within a zone, allies and enemies alike. (+2 skill points)

Range: Effectively increases the range of a skill. Trappings that normally effect the character can effect others within the same zone, trappings without a range can effect targets within 1 zone and trappings already possessing a range can operate over multiple zones. This allows the representation of Preternaturally keen eyesight, Telekinetic Lockpicking and Mr Fantastic style stretching. (+1 skill point)

Unusual [Specification]: This allows the trapping/skill to operate some non-standard way appropriate to the Skill's theme, or provides some minor additional functionality, it allows the removal of implied gear or preparation from a trapping (such as Disguise + Unusual [Eschew  Materials]= Shapeshifting, or Craft + Unusual [Instantaneous]= Ability to build things instantly). This trapping pretty much allows the creation of most weird and wonderful superpowers like Teleportation, Forcefield Manipulation, Flight or X-Ray Vision. (+1 skill point)


Flaws are the opposite of Extras and impose limitations on a skill for a set skill point rebate. Flaws can be either Minor or Major with a rebate of either 1 or 2 skill points respectively. Examples Include:

Charges: Which limits the number of times a skill can be used to its skill rating. A skill with Minor Charges can be used that number of times per scene, whilst as a Major Flaw this limitation is per Session.

Focus: This externalizes the skill as an item, if the item is removed then the skill cannot be used. To be considered a major flaw the character must have an aspect directly tied to the flawed skill.

Snag: A flaw that imposes a limitation on the powers effectiveness. Ie. cannot effect the colour yellow, only works on animals, only works during the full moon etc. The level of the flaw is dependent upon the rarity of the situation/condition.

Taxing: This skill can only be used at the cost of a fate point (Major)

Thats pretty much a breakdown of the Skill/Power creation of Kerberos Club, If anyone is interested in any further information on the Fate edition of Kerberos Club specifically and Hacking the Fate system in general I can heartily recommend http://spiritoftheblank.blogspot.com/ (http://spiritoftheblank.blogspot.com/).

I'll take a deeper look at costing out a couple of minions/summoning powers through this method and post them later, though I think that the non-standard costing for skills that this would require might make it a little clunky for DFRPG.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 22, 2011, 04:06:32 AM
Looks like interesting stuff. The Duplicates thing will probably come in handy.

Unfortunately, I see no way to translate skill tiers beyond just giving powers and stunts and skill points.
Title: Re: Rules for Pets and Allies
Post by: benign on December 22, 2011, 07:33:29 AM
For the record I'm still very interested in getting this done, but Christmas stuff will likely prevent me from doing much to contribute for the next week or so. Keep up the good work everyone, and I'll try to post my thoughts as often as I have the opportunity.
Title: Re: Rules for Pets and Allies
Post by: sinker on December 22, 2011, 08:00:28 AM
I agree that we should use stunts for pets and allies. Having a magic thing working for you does not require you to be magical. We can use Powers for the multiple bodies thing.

I would worry about this a little bit. Most of the time having an ally with powers is not the same thing as having powers, but there are instances where the two overlap. Consider thaumaturgy, Divination in particular, but really any form of thaumaturgy works. If I hire a diviner to get information for me then I likely must put effort into the ritual and have access to the end result. It is nearly the same as having the power myself. In some ways it is actually better because I don't need to fully involve or risk myself in the ritual. Normally I wouldn't be worried about this if a pure mortal in the know wanted to hire a wizard for some information, but someone spending a few refresh on the concept tells me that they want permanent access to this power, and that they would get it without paying the requisite price bothers me a bit.
Title: Re: Rules for Pets and Allies
Post by: CottbusFiles on December 22, 2011, 01:30:38 PM
I still think that hiring minions is a valid thing for the Ressource skill. It's not different than buying Armor and a Motoricle. Hiring a Hacker to make this Sholarship/Burglary rolls is not different than hiring a Wizard to make this discipline rolls.

If you limit this than Ressources becomes a lot less powerfull (it is a powerfull skill to beginn with but stil)
Title: Re: Rules for Pets and Allies
Post by: benign on December 22, 2011, 05:27:42 PM
Hiring minions for a short duration or a very specific task should probably be possible, but at a higher difficulty than if you just had the skill in the first place. So if you needed a hacker to access the information on a stolen hard drive, the scholarship difficulty might be 3 and the resources level needed to hire a hacker would be 5. Also that hireling is only there for the job, and occasionally might have secret motives or incompetence problems. They definitely aren't going to risk their lives or anything else important to help you.

A companion by contrast is invested in the same sorts of goals you are, and will accompany you even into dangerous situations. And while the GM controls the minion completely, you should probably get some say in the type of actions your companion takes.

Speaking of which, how about companions are controlled by the player who purchased them, but the GM gets to compel the companion's aspects for free in order to exert some measure of control himself. The player and the GM can also negotiate certain actions, like whether or not a dog companion chosen by the player would really jump in and help fight the Blampire he is currently fighting.

That gets a little complicated, I know. I think it still needs work. But I'm looking for a way to allow the player to control the companion, both to take the burden off the GM and to give him a little more investment in the companion character. But I also want to limit some things about the companion, so that they aren't as useful as having a second character.

On another note, what happens when a companion dies? Is the stunt refunded? Does the companion get replaced by a suspiciously similar substitute? I was thinking of refunding the stunt, but making the player take a severe social consequence to reflect the blow of losing such a valued ally. Anyone else have an idea?
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 23, 2011, 04:57:20 AM
I agree with benign's most recent post on all counts.

I have a proposal for wording for minion control:

"Companions are NPCs and ultimately they are under the control of the GM. But they are assumed to be completely loyal to the player who purchased them, and so barring compels they should obey all semi-reasonable orders.

If controlling a companion becomes burdensome for you as a GM, we encourage you to hand over control of the companion to the player who purchased it. But be aware that in the hands of a clever player this can create a significant increase in power."

It's a trifle wordy, but I think it gets the point across. I think. I'm a bit sleep-deprived here, please tell me if I'm wrong.

I was thinking that companion stunts would become useless when their associated character dies. Hopefully, this won't represent a problem because stunts can be swapped out at all milestones. Thoughts?
Title: Re: Rules for Pets and Allies
Post by: polkaneverdies on December 23, 2011, 01:30:05 PM
I Like the write up and agree with the stunts being worthless until you can swap them out at a milestone.
I think that will encourage players to treat their companion with a bit more caution and value than they would otherwise do.
Title: Re: Rules for Pets and Allies
Post by: benign on December 24, 2011, 04:26:20 AM
I like it. It leaves the important decisions to the table while reasonably pointing out the potential pitfalls. I also like the stunt becoming useless if the companion dies, it's a sensible cost that can be swapped out soon enough to not be crippling but is a heavy enough blow to hurt. I think we should also include a line or two encouraging players who lose a companion to think about modifying an aspect to reflect the loss; it should by no means be compulsory, but for certain characters in certain situations it makes sense. Losing your faithful dog or your apprentice would certainly be a terrible psychological blow, and might color your character's outlook going forward.

So do we think that we have come far enough in outlining our goals to revisit the specific wording for companion stunts?
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 24, 2011, 05:33:52 AM
Well, if two out of two people like that write up then I suppose we ought to use it.

Only two questions remains before we can start writing, I think.


1. How capable should the minions acquired from stunts be?

Should they get a pyramid of height 1 less than the skill used to buy them? A column of height 1 less than the skill used to buy them? Skill^2 skill points with a cap of 1 less than the skill used to buy them? A pyramid of Good height regardless of the skill used to buy them? Something else?

I'd think I'd prefer something scaled to the buying skill. But beyond that I'm lost.

Oh, and how many points of skills and powers should they get? None? Then how do you get a pet dog? Can you trade in skill points for stunts and powers?


2. How much of a boost should an upgrade stunt provide?

2 refresh? +1 pyramid height? 5 skill points? 1 refresh of powers or 2 of stunts? Something else?

Not just looking for carefully-considered answers here. Throw out your opinion even if that opinion is just the first thing that popped into your head. More answers is better.


PS: Just realized that you can only swap 1 stunt per milestone. We may want to relax that for the guy who sunk 15 stunts into a dead uber-wizard.
Title: Re: Rules for Pets and Allies
Post by: benign on December 24, 2011, 07:54:31 AM
When you ask for unconsidered, off the cuff answers, then I can certainly supply some.

1. I'm in favor of a pyramid topped by 1 skill at a level 1 below the skill used to buy the stunt. It makes the companion focused but able to buy enough skills to be interesting.

I think that the base stunt should grant no refresh. If your companion simply can't be statted up without addinga stunt or a few points of powers, buy the expansion stunt or save up and purchase it all later. 1 stunt is simply too cheap to grant a companion with both skills and refresh to spend. And lets not get into trying to make some equivalence between skill points and refresh.

2. Upgrade stunts to grant a companion some refresh will certainly be available. I see a two major philosophies for how we should price those.

A) Like an item of power, buying refresh for a companion character is like buying powers for yourself, but with limitations. With IoP the powers are unavailable if you don't have the item with you, and are subject to certain compels based on the nature of the item. With a companion, you don't have access to those powers if the companion is unwilling or unable to lend a hand in a given situation, and they will generally be less skillful at employing said powers than you would be. So buying refresh to be spent by a companion should have some built in refresh refund, just like IoP.

B) Companions break action economy, and that is quite powerful. A companion may also have an entirely different skill focus than you do, granting considerable breadth of capability unavailable to PCs without a companion. Therefore refresh spent by companions should be strictly limited, and the last thing you want to do is grant a refund like you get from IoP. A stunt granting 1 refresh is about what you'd have following this model.

That's just what occurs to me at the moment. I'm currently leaning towards the first companion enhancing stunt offering 2 refresh and later purchases of that stunt yielding just 1, because it seems like that route offers a balance between intersting companions that don't get too powerful. But I could easily be convinced otherwise if I see a good argument in either direction.

I also agree that all stunts that apply to a companion should somehow be up for review if that companion dies. Maybe they are simply refunded, and then reallocated by the player as often as he can make justifications for ways to spend it. The easiest such justification might be to simply find a new companion of about the same power level. But now its late and my brain aint working, so somebody else will probably have better ideas.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 25, 2011, 03:44:36 AM
If the base stunt grants no refresh, then how do you get a pet dog? Do you need two stunts?

Anyway, more opinions wanted.
Title: Re: Rules for Pets and Allies
Post by: benign on December 25, 2011, 06:37:38 PM
Does a pet dog need to spend refresh? Picking up the Claws power might be nice for it, but then claws gives the equivalent of a weapon 2, which is in the same league as a handgun or a modestly sized sword. Wolves or trained attack dogs might be that powerful in a fight, but a faithful Labrador retriever doesn't need to be so lethal. Of course, if you later train him up to take the fullest advantage of his natural weapons and strength, Claws might be justified . . . but you have to buy a stunt to get there. It all hangs together for me.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 26, 2011, 07:16:24 AM
What you say is true for Claws, since Claws just adds numbers. It's not so true for Diminutive Size or for Echoes Of The Beast or for a few other powers.

Forget the dog. Let's say it's a bird, a sparrow for example. Are you seriously going to suggest statting up a sparrow without Wings? And do you really think that a pet sparrow is worth multiple stunts?

PS: Someone other than benign and I must have an opinion here. Let's hear it.
Title: Re: Rules for Pets and Allies
Post by: benign on December 26, 2011, 07:25:38 AM
I second the call for more input.

There are going to be problems with any implementation, things that fall through the cracks. My knee-jerk reaction to your sparrow pet is that it would have such a low impact on the game that I would allow a PC to have one without spending a stunt for it. A skilled assistant to handle your social skills, resources, and contacts rolls is worth a stunt; a bird of no real intelligence which is more likely to be scared away than ever have any meaningful contribution to a high stakes scene, not so much. You could get the occasional compel or declaration out of it but that's it.

There are winged beasties that could contribute more, like a pet bird of prey, and yeah it would suck to have to spend two stunts to get one. But our current approach is the best compromise I can think of that has the fewest glaring issues. I am of course open to other brilliant ideas, but nothing I've seen so far sounds better.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 26, 2011, 07:31:22 AM
A sparrow could be handy. It could carry messages, perform reconnaissance, and maneuver in combat, just off the top of my head.

Now, if you don't mind me asking, why are you so opposed to the idea of it being possible to get an assistant with refresh without multiple stunts?
Title: Re: Rules for Pets and Allies
Post by: benign on December 26, 2011, 07:33:27 AM
I'm actually not opposed to it, except inasmuch as I'm worried it's overpowered.
Title: Re: Rules for Pets and Allies
Post by: Tedronai on December 26, 2011, 08:46:49 AM
I think this 'with refresh or without refresh' question is misguided to begin with.
ALL characters (beyond mooks and those of insufficient importance to have meaningfully complete write-ups) have refresh levels.  Granted, some have enough stunts and powers to put those levels into negatives, but they're there nonetheless.

ie. an NPC with no stunts and no powers, if of meaningful importance (which a PC's purchased ally certainly is), will have a few fate points sitting around

I think the issue would be better approached by way of the expanded range of refresh tiers (Hydrophobe through Submerged and on to Deep One; the additions to which can be found in Sancta's Generic NPCs thread in the Resource Collection), or some variant thereof.
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 26, 2011, 04:40:54 PM
Regarding pets & powers - remember, FATE is heavily oriented towards modifying the narrative.  Simulating a world is a distant second.

With that in mind, ask yourself what about the sparrow is important to the narrative?  As you point out Sanctaphrax, it can carry messages, potentially do some recon*, and distract opponents in combat.  Those are important to the narrative!  They're what you should be spending stunts on - it's something the character couldn't do before.

Flight and small size aren't all that important comparatively.  They don't affect the PC and aren't significantly different from any other sparrow in the world.  I'd include some form of "It is what it is." to cover such things.  It probably does need to be adjusted individually based on how useful those standard abilities are...in other words, a doberman should probably cost more than a toy poodle.

*Recon would probably require some form of supernatural training or the ability to see through the sparrow's eyes.
Title: Re: Rules for Pets and Allies
Post by: benign on December 26, 2011, 04:55:09 PM
Fair point, Umbra. I was trying to consider that when I was being dismissive of that sparrow. I didn't mean "useless in pivotal scenes" to mean "not a champion heavyweight boxer with an uzi". I meant that I couldn't see a sparrow as being as important to the narrative as even a single fate point.

I suppose really that's all a distraction, because it doesn't address the underlying point that Sanctaphrax was making. He's not worried about our rules being able to handle sparrows, he's worried about the rules making any companion who wants to spend even a single point of refresh cost multiple stunts. And I don't really have a good answer yet, except that I worry that a single stunt granting an ally with refresh and skill points who can operate independently might be overpowered.

In a way, Lux and Sanctaphrax, your argument that even a humble sparrow could be such a potent companion once it has wings plays right into my anxiety about that being worth more than a single stunt.

As far as all NPCs having refresh, in this case it's a balance concern, not a system homogeneity thing. I'm trying to wrap my head around whether a base stunt deserves refresh or not. If it does, then I suppose it could be left unspent, granting the ally some fate points. I'm doubtful. But if a one stunt ally really would be overpowered if you let it spend refresh, then it follows that the same ally would be overpowered once you gave it fate points available to spend. So we run into the same problem.
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 26, 2011, 05:37:15 PM
As far as all NPCs having refresh, in this case it's a balance concern, not a system homogeneity thing. I'm trying to wrap my head around whether a base stunt deserves refresh or not. If it does, then I suppose it could be left unspent, granting the ally some fate points. I'm doubtful. But if a one stunt ally really would be overpowered if you let it spend refresh, then it follows that the same ally would be overpowered once you gave it fate points available to spend. So we run into the same problem.
Yep, this is one of the reasons I recommended re-flavoring the IoP rules.  Shrug, that's history.

I still think paying for what it adds to your player's ability to modify the narrative is what's needed for balance purposes.  For the most part it needn't be expensive.  A sparrow trained to carry messages to a few individuals shouldn't cost much, if anything.  (It can be replaced by a cellphone.)  When you start adding recon capability and extra maneuver actions is when it should start costing refresh. 

Expanding that to other potential companions the question remains the same - "In what ways can the player affect the narrative now that he couldn't before?"  That's what you dump refresh into...

One final comment on fate points - they're a meta-game resource as much as a character resource. 
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 27, 2011, 05:53:57 AM
Tedronai raises an interesting point. Do allies get their own Fate Point pools? Can they get compelled?

I'd probably say no and no, a compel to the ally is actually a compel to the player. Interested in hearing other viewpoints.

Reconnaissance was too grand a word in retrospect. I was just thinking that a sparrow could fly ahead and make some noise if it saw something.

Flying is a pretty important part of the narrative role of a bird. That's why a bird needs Wings.

There's no reason why refresh without an upgrade stunt couldn't be balanced. It might be tricky, but it should be doable.

I'm thinking reducing pyramid height by 1 might be worth 2-3 refresh.

Anyway. Tedronai, you said that you thought that we could model minions as characters of a given refresh tier. What tier do you think would be appropriate for a minion granted by a single stunt? Does the associated skill matter?

Similar question for UmbraLux. How much power ought a minion to have at base?
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 27, 2011, 06:02:49 PM
Tedronai raises an interesting point. Do allies get their own Fate Point pools? Can they get compelled?

I'd probably say no and no, a compel to the ally is actually a compel to the player. Interested in hearing other viewpoints.
I'd ask players for an aspect associated with any pets/minions/companions.  That's what I'd compel.

Quote
Reconnaissance was too grand a word in retrospect. I was just thinking that a sparrow could fly ahead and make some noise if it saw something.
We're talking about a game based on the supernatural - I wouldn't have anything against a Supernatural Sense type stunt which allows seeing through an animal's eyes.  A druidic type might even be capable of talking with animals.

Quote
Flying is a pretty important part of the narrative role of a bird. That's why a bird needs Wings.
It's important to the bird, I agree.  Is it important to the narrative?  Unless the narrative uses the bird as a central character, I don't think it is important.  As long as the PCs remain the protagonists, things which affect their narrative are far more important than details of a pet's abilities...except where those details add something to the PC's abilities.  Just my two cents.

Quote
There's no reason why refresh without an upgrade stunt couldn't be balanced. It might be tricky, but it should be doable.

I'm thinking reducing pyramid height by 1 might be worth 2-3 refresh.

Anyway. Tedronai, you said that you thought that we could model minions as characters of a given refresh tier. What tier do you think would be appropriate for a minion granted by a single stunt? Does the associated skill matter?

Similar question for UmbraLux. How much power ought a minion to have at base?
I suspect we differ significantly here.  My answer is "as much as the player put into it".  If a player has 6 refresh to spend and wants to dump all 6 on the pet, I'm ok with it as long as they have a reasonable justification.  It would pretty much make the pet the PC in my opinion - but that could make an interesting story.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 27, 2011, 09:30:26 PM
I'd ask players for an aspect associated with any pets/minions/companions.  That's what I'd compel.
We're talking about a game based on the supernatural - I wouldn't have anything against a Supernatural Sense type stunt which allows seeing through an animal's eyes.  A druidic type might even be capable of talking with animals.

That would be possible, but it'd also be outside the limits of a stunt.

important to the bird, I agree.  Is it important to the narrative?  Unless the narrative uses the bird as a central character, I don't think it is important.  As long as the PCs remain the protagonists, things which affect their narrative are far more important than details of a pet's abilities...except where those details add something to the PC's abilities.  Just my two cents.

I have no idea what this is supposed to mean. I have read it thrice and I can't find an interpretation that makes sense to me. Could you explain a bit further?

I suspect we differ significantly here.  My answer is "as much as the player put into it".  If a player has 6 refresh to spend and wants to dump all 6 on the pet, I'm ok with it as long as they have a reasonable justification.  It would pretty much make the pet the PC in my opinion - but that could make an interesting story.

So, what you're saying is that you wouldn't offer allies any refresh at all. You'd just give players the ability to spend their refresh on powers for the ally. Is that correct?

If so, would you use the same approach for skill points?
Title: Re: Rules for Pets and Allies
Post by: devonapple on December 27, 2011, 10:36:56 PM
What is the narrative impact of having supernatural abilities externalized into a companion?

If having a companion with a power means that the player character has the direct narrative benefit of that power, then the companion is a special effect, and any narrative limitation is best handled by Compelling an Aspect.

I wonder if a GM will have to adjudicate this on a case-by-case basis. Three creatures may have the Wings ability, with vastly differing impacts on the plot and/or the player's agency.

Bird with Wings, Echoes of the Beast and Diminutive Size: ostensibly a 3-Refresh suite of powers, but they will rarely directly benefit from those powers. Player can't fly. Player can't fit into small spaces. At best, they can get a headsup from the bird on something out of the ordinary using its senses. The player may get some information they couldn't ordinarily get. The player could buy this as a Supernatural Sense for 1 Refresh instead, but doing so would mean that they don't have another pawn on the board able to make Maneuvers or Assessments. 1-2 Refresh, depending on the table.

Giant hawk with Wings, Echoes of the Beast, and Claws. 4 Refresh. But oh what a Refresh that is. Player can still get a headsup from the bird on something out of the ordinary using its senses, and other information they couldn't ordinarily get. Player still can't fly, of course, unless the Player and GM agrees that a roughly man-sized Hawk can use its Might score to carry a passenger. But either way, this is more than just another source of information: this is another effective combatant on the board, making Maneuvers, Assessments and credible Attacks. A combatant with a very useful (but not universally effective) maneuverability. 2-4 Refresh.

A mythical Roc, with Hulking Size, Wings and Echoes of the Beast. 4 Refresh, unless you buy Claws. Maybe not *as* useful a combatant, but it has Intimidation potential, and you can easily justify letting people ride it and gain at least communal use of the Wings power. It could still provide the player with information he couldn't gain on his own, and it can serve as a movement vector. And it can certainly have battlefield impact through Maneuvers and Assessments. Also 2-4 Refresh?
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 27, 2011, 10:50:10 PM
That would be possible, but it'd also be outside the limits of a stunt.
Yep, are you avoiding giving powers to companions?

Quote
I have no idea what this is supposed to mean. I have read it thrice and I can't find an interpretation that makes sense to me. Could you explain a bit further?
If that's not clear you'll need to let me know where I need to elucidate.  (Also, Devonapple's examples are relevant - though I'd treat a second action in an exchange as a power/stunt which costs fate in and of itself.)

*Or players.  Whether the character spends fate or the player does is something of a blurry area.

Quote
So, what you're saying is that you wouldn't offer allies any refresh at all. You'd just give players the ability to spend their refresh on powers for the ally. Is that correct?

If so, would you use the same approach for skill points?
Basically.  And I treat skill points similarly to the list above.  Does it grant something the character couldn't do otherwise?  If so, it needs to be paid for...
Title: Re: Rules for Pets and Allies
Post by: devonapple on December 28, 2011, 12:16:11 AM
(Also, Devonapple's examples are relevant - though I'd treat a second action in an exchange as a power/stunt which costs fate in and of itself.)

Thank you! And I agree about the "second action" costing Refresh. Should I refactor my estimates accordingly?  Will making an "Extra Action" power set a bad precedent?
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 28, 2011, 12:32:48 AM
This is home brew right?  I wouldn't worry about precedent, people will pick and choose what to use in their games.  As for refactoring numbers to account for an extra action, that may be difficult.  I suspect varying groups will value it differently.  Personally, I think it'd be worth two to three refresh...probably three.  (Note, I try to price new powers at the point where some optimizers will decide they're too costly.  If I wanted to give it to everyone I'd just make it a house rule.  At two points I think it would be difficult to pass on taking 'extra action' or whatever you want to call it.) 
Title: Re: Rules for Pets and Allies
Post by: Tedronai on December 28, 2011, 12:36:50 AM
  • Conclusion:  The PCs should pay refresh for any new abilities they gain from having a pet/companion.
What is the refresh value of Wings on a (for the purpose of argument, intelligent and communicative) pet sparrow?
Because it certainly isn't the same as that on the PC spending that refresh.
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 28, 2011, 12:47:34 AM
What is the refresh value of Wings on a (for the purpose of argument, intelligent and communicative) pet sparrow?
Because it certainly isn't the same as that on the PC spending that refresh.
Zero unless the pet can carry the PC.  That's my point - you'd pay for what the wings + intelligence + communication on a bird gets the PC.  The new things he can accomplish....recon, listening in on some conversations, possibly combat maneuvers, etc.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 28, 2011, 06:43:51 AM
Yep, are you avoiding giving powers to companions?

No, I just think that that Supernatural Sense would probably have to be taken by the player who had the companion.

  • The bird (or other pet) is not a protagonist. 
  • The PCs*, as protagonists, spend refresh on abilities (whether permanent or temporary) which allow them to affect the way the game resolves - the narrative. 
  • Conclusion:  The PCs should pay refresh for any new abilities they gain from having a pet/companion.
  • Corollary:  Abilities which have little or no affect on the PCs' ability to modify the narrative are simply scenery - an aspect.  (Don't need to be paid for.)
If that's not clear you'll need to let me know where I need to elucidate.  (Also, Devonapple's examples are relevant - though I'd treat a second action in an exchange as a power/stunt which costs fate in and of itself.)

*Or players.  Whether the character spends fate or the player does is something of a blurry area.
Basically.  And I treat skill points similarly to the list above.  Does it grant something the character couldn't do otherwise?  If so, it needs to be paid for...

Thanks, that's quite a helpful explanation.

Anyway, we all seem to agree that players should be charged for the benefit they get from a companion's powers.

And generally, having a power yourself is better than having a companion with it.

So upgrading your companion ought to be generally cheaper than upgrading yourself.

But how much cheaper?

I'd really like to get a simple answer here, but I am prepared to go case-by-case if necessary.
Title: Re: Rules for Pets and Allies
Post by: Tedronai on December 28, 2011, 07:34:08 AM
Anyway, we all seem to agree that players should be charged for the benefit they get from a companion's powers.

Such would seem, to me, to be inherent in all options presented thus far.
The only disagreements have been in the costing formula.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 28, 2011, 07:37:17 AM
Exactly, I just wanted to make it explicit because

a) I wanted some clear common ground
and
b) I wanted to see if anyone was going to say no.

EDIT: Something I just realized: The "players should be charged for the benefit they get from a companion's powers" thing is not inherent to a simple ratio approach like "1 stunt for 2 refresh" or to a refresh level approach like "make a Feet In The Water character". Those approaches could work just as well or better if the idea was to charge players for the benefits their companions get from their companions' powers. It is, however, inherent to the comments of the people presenting those approaches. (Did that make any sense at all?)
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 28, 2011, 02:08:56 PM
So upgrading your companion ought to be generally cheaper than upgrading yourself.

But how much cheaper?
I'd use the rebate model - it seems to fit and is already in use elsewhere.  I'd try to base the rebate on how often they may lose access to the companion-linked powers.
Title: Re: Rules for Pets and Allies
Post by: benign on December 28, 2011, 06:23:06 PM
I may be in the minority, but I greatly prefer a simple set of rules to a complicated, highly subjective exhortation to price a companion based on the presumed impact that it will have on the narrative of the campaign.

Implicit in the pricing of everything in DFPRG, stunts powers etc., is that a strict price can be given to an option that expands the choices available to a player. Not every player in every game will get the same utility out of a a power or stunt, but the power does offer the same broadening of choices and so is priced the same independent of its "actual" value to the player and independent of what situations the particular campaign tends to involve. Thus nowhere in the DFRPG does it advocate offering a discount for strength powers in an RP-heavy campaign, or an increased charge for wings in games where hedge mazes play an important role in the plot.

I think that charging a player refresh to allow his companion to spend an equal amount of refresh is the way to go, and that trying to determine what powers might be "useful" to the character and which are just window dressing is not. There is always going to be a player who comes up with creative ways to use powers that the GM didn't expect, which make his companion underpriced. That leads to resentment at the table, which leads to conflict (the OOG, bad kind), and we don't want that.

If we do go that route, I still kind of like the tack I originally took: 1 stunt gets you a companion with no refresh but some skills, another stunt improves that with some amount of refresh, probably 2 or 3 (2 evens out the amount of refresh spent on the companion with the amount they have to spend, 3 effectively gives them a refund of 1), and further stunts increase their refresh by 1. I'm also intrigued by UmbraLux's idea to tie the refresh to the likeliehood that the companion is available to you, maybe also with a tie to how broadly they are willing to assist you. So a superpowered white court companion who cravenly refuses to risk his life might give you a better refund than a former Marine who swore a life debt and routinely risks his life for you without question. Though those differences (and the one Lux brought up) could also be well handled with compels . . .
Title: Re: Rules for Pets and Allies
Post by: Silverblaze on December 29, 2011, 05:59:08 AM
Is it possible to word a stunt in such a way to create an NPC with it's own motivations that has an aspect or two linking it to the PC with the stunt.  Therefore the NPC could also have a trouble aspect that makes the player help it out on occasion.  It can have it's own minor plots.  Also if mistreated it can go rogue and hte refresh spent on it can be refunded?
Title: Re: Rules for Pets and Allies
Post by: benign on December 29, 2011, 07:29:16 AM
Is it possible to word a stunt in such a way to create an NPC with it's own motivations that has an aspect or two linking it to the PC with the stunt.  Therefore the NPC could also have a trouble aspect that makes the player help it out on occasion.  It can have it's own minor plots.  Also if mistreated it can go rogue and hte refresh spent on it can be refunded?

If you wanted an ally that had loyalty problem, or something else that affects how useful it can be, I think you can just take the normal stunt, as well as an aspect related to them ("cowardly mercenary" or something). Whenever the companion is less useful than it otherwise would be, that aspect gets compelled, awarding a fate point. In that way it's kind of a soft refund, offering fate points to be spent occasionally as opposed to a permanent return of refresh.

That way you could accommodate such a character idea without having to make a special power or stunt for it.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 29, 2011, 08:23:10 AM
If an ally is less loyal than would be expected, it should either get a blanker discount or frequent compels.

I also would like a simple system.

I suppose that a rebate would work. Only problem is that rebates tend to encourage people to take the minimum amount of powers available. If you have Feeding Dependency, you only want to attack 2 refresh of your powers to that Dependency.

Does anybody have a good idea for a way that rebates could scale with power purchases?

I might have one myself, but it's still half-formed. I'll try to finish it tomorrow.
Title: Re: Rules for Pets and Allies
Post by: benign on December 30, 2011, 01:15:26 AM
I think we can expand this line of thought to say whenever an ally is unavailable to help out in a situation where they should be useful, you are eligible for a compel and a fate point.

In some situations an ally wouldn't be able to contribute to the conflict even if they were present, so it's a weak compel, i.e. the player doesn't get a fate point. For example, a player's secretary had to pick up her kids from soccer practice and so couldn't participate in the vicious throwdown the PCs had with a cranky godling. She wouldn't have contributed to the fight anyway, so the GM can rightly say that the player gets no fate point.

On the other hand, any time a player could legitimately say "man, I wish my companion were here!", and that companion can't be for some reason, it is worth a fate point.

Thoughts?
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 30, 2011, 01:27:55 AM
I think that, and many compel situations, will change from one table to another.  I'd just go with making the companion an aspect* and let the table compel as they would other aspects.

*For clarity, not necessarily just an aspect.  But a set of stunts / powers which include a relevant aspect.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 30, 2011, 07:10:40 AM
Yeah, companion stunts should probably require linked aspects.

And while having them unavailable could be a compel it could also be a number of other things.

Anyway, here's my idea for the rules:

A companion stunt gives a 0-refresh companion with a skill pyramid 1 shorter than your linked skill.
An upgrade stunt adds 1 to the height of your companion's skill pyramid.
Another upgrade stunt gives refresh.

The basic companion stunt can give 1 stunt's worth of refresh if you reduce the pyramid height by 1.

That's all fairly basic stuff so far. Here's the interesting bit.

Each stunt gives 1-4 refresh. 1 refresh if having a companion with the power is as good as or better than having it yourself. +1 if the power only helps you indirectly. +1 if the companion isn't all that obedient. +1 if the power is for some reason impractical.

So if I use companion to represent my faithful slave with Psychometry, I need to spend a whole stunt on that psychometry. But if I use companion to represent that my overprotective father is a massive dragon, I can get his Titanic Size (Hulking Size x2) for 1 stunt.

Wording needs work, but I think I'm onto something here.

Which means that if I'm not, you should shoot me down before I get too enthusiastic.
Title: Re: Rules for Pets and Allies
Post by: benign on December 30, 2011, 09:46:37 AM
It sounds good, at the very least I'm interested in seeing how you develop the idea. It's intriguing.

I still don't like the idea of offering some refresh for trading in skill points, though. In my opinion it introduces an equivalence between the two resources that isn't anywhere else in the game, and this isn't the place to establish it.
Title: Re: Rules for Pets and Allies
Post by: SunlessNick on December 30, 2011, 03:33:46 PM
Quote
A) Like an item of power, buying refresh for a companion character is like buying powers for yourself, but with limitations. With IoP the powers are unavailable if you don't have the item with you, and are subject to certain compels based on the nature of the item. With a companion, you don't have access to those powers if the companion is unwilling or unable to lend a hand in a given situation, and they will generally be less skillful at employing said powers than you would be. So buying refresh to be spent by a companion should have some built in refresh refund, just like IoP.

B) Companions break action economy, and that is quite powerful. A companion may also have an entirely different skill focus than you do, granting considerable breadth of capability unavailable to PCs without a companion. Therefore refresh spent by companions should be strictly limited, and the last thing you want to do is grant a refund like you get from IoP. A stunt granting 1 refresh is about what you'd have following this model.  -  benign
It makes a difference whether the companion is useful in dramatic conflicts (and which kinds), or whether they're a "home base" resource.  Perhaps a "resource" character gets you a rebate of +2 Refresh like an Item of Power, but they suffer a -2 on anything outside the role you bought them for - you might be able to spend FP to mitigate that, but it's expensive.  If they're a fighter or a talker - ie, they can take part in a physical or social conflict, whether with you or for you - that's a 1 refresh enhancement, so the rebate drops to +1.  And if they can do both, the rebate vanishes altogether.  Not sure whether mental conflicts should figure in there too.

Quote
I think that charging a player refresh to allow his companion to spend an equal amount of refresh is the way to go, and that trying to determine what powers might be "useful" to the character and which are just window dressing is not.
I agree.

Quote
Yeah, companion stunts should probably require linked aspects.  -  Sanctaphrax
Absolutely.  I also think the Aspect should be worded in such a way as to indicate whether loyalty is a question (sometimes it won't be; Batman doesn't need Alfred's loyalty to be anything less than absolute in order to lead a dangerous and exciting life).

Question:  Does an otherwise pure mortal character who has a Comppanion with powers stop being a pure mortal?
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 30, 2011, 04:02:04 PM
Wording needs work, but I think I'm onto something here.

Which means that if I'm not, you should shoot me down before I get too enthusiastic.
It's probably too late.   ;)

Seriously though, this seems far too open to abuse as a refresh / power generator.  Even the 'overprotective father with hulking size' is going to show up when things get hairy to pull said child's feet out of the fire. 
Title: Re: Rules for Pets and Allies
Post by: sinker on December 30, 2011, 06:04:28 PM
Each stunt gives 1-4 refresh. 1 refresh if having a companion with the power is as good as or better than having it yourself. +1 if the power only helps you indirectly. +1 if the companion isn't all that obedient. +1 if the power is for some reason impractical.

So if I use companion to represent my faithful slave with Psychometry, I need to spend a whole stunt on that psychometry. But if I use companion to represent that my overprotective father is a massive dragon, I can get his Titanic Size (Hulking Size x2) for 1 stunt.

I like this Sancta, it deals with the concern that was forming about powers being of variable use to the player, without varying the actual cost of those powers (which was honestly my only idea).

Question:  Does an otherwise pure mortal character who has a Comppanion with powers stop being a pure mortal?

Also a question I had. I can see some cases being mundane (our winged friend), but in some cases the companion having the power is going to be almost equivalent to the PC having it.
Title: Re: Rules for Pets and Allies
Post by: benign on December 30, 2011, 10:07:54 PM
Sanctaphrax, I hope you don't hate me for offering  a possibility for how your rebate idea might work. Please don't let it stop you from putting up your original concept, which will probably be better than mine anyway. I just wanted to put it up for review so that everyone could give some constructive feedback on what they think doesn't work, and maybe jog some imaginations in the right direction.



Companions
Companion stunts grant a player character a dedicated ally, a fully formed character in their own right who has a strong motivation for helping the player out. In addition to purchasing the relevant stunts, a player must choose an aspect on their character sheet that defines the relationship between himself and his companion.

The companion has its own High Concept and two additional aspects, all of which can be compelled by the GM as with any NPC. The player does not gain fate points when his companion is compelled, though he may choose to spend fate points to resist those compels or to invoke the companion's aspects for effect or declarations. The companion may not have or spend fate points itself under any circumstances.

Companions are NPCs and ultimately they are under the control of the GM. But they are assumed to be completely loyal to the player who purchased them, and so barring compels they should obey all reasonable orders or requests.

If controlling a companion becomes burdensome for you as a GM, we encourage you to hand over control of the companion to the player who purchased it. But be aware that in the hands of a clever player this can create a significant increase in power.

Stunts
Trusty Ally: You are accompanied through life's travails by a devoted ally. The relationship between the two of you might be personal, professional, mystical, or anything else, but come hell or high water, you are in it together. Choose one skill thematically appropriate for the type of companion you desire, for example Survival for a pet, Resources for an employee, Lore for a supernatural familiar, Contacts for a devoted old friend, etc. This stunt now applies to that skill.

Your ally has no refresh to spend on powers and stunts, but has a skill pyramid whose apex is one below the level of the skill you used for this stunt.

Partner: (Requires Trusty Ally.) You're not interested in a sidekick so much as a partner, someone who can keep up when the going gets rough. The companion you gained with the Trusty Ally stunt is granted 1 refresh to spend on stunts and powers, as appropriate to their High Concept. You may purchase this stunt again, each time granting your companion 1 more refresh. Unspent refresh does not allow the companion to possess or spend fate points.

This refresh give the companion more scope to interact with the campaign, making them useful in a broader array of situations than an unimproved ally. Your GM has the final say in determining how powerful you can make a partner before it becomes inappropriate for the campaign.

More than Competent: (Requires Trusty Ally.) Good help can be so hard to find – but you seemed to have lucked out. Your companion is broadly competent across a variety of skills, making her an indispensable asset in almost any situation you encounter. Increase the level of your companion's skill pyramid by 1. You may purchase this stunt again, each time increasing the height of the pyramid by 1.

These skills give the companion more scope to interact with the campaign, making them useful in a broader array of situations than an unimproved ally. Your GM has the final say in determining how powerful you can make a companion before it becomes inappropriate for the campaign.

Quirks
Not all companions are made equal. Some are single-mindedly devoted to the player, others are not quite. Some don't see themselves as companions to the player character at all, and might have their own ideas about who is subordinate to whom.

Quirks are ways to refund an amount of refresh spent on companion stunts. You may choose a number of Quirks equal to the number of Companion stunts you have minus one. Each quirk you chose refunds you 1 refresh, in essence canceling out the cost of one companion stunt.

Unreliable: While you can count on most companions to be available whenever you need them, yours is a lot more mercurial. Whether it's because of other commitments, or because they are just plain ornery, a lot of the time they just won't be available to help out. Change one of the companion's aspects to reflect what makes it so unreliable. It should be common enough to come up at least once a session. When the GM compels that aspect, making your companion unavailable, you are not eligible for a fate point.

Out of Control: Some part of your companion's nature makes them difficult to control in exactly the situations that you most need their help. Change one of the companion's aspects to reflect what makes it so uncontrollable. For example, an animal may respond poorly to commands during stressful situations, or an overbearing, overprotective father may “know what's best”. In most situations your companion tends to follow your wishes. In really important conflicts, however, their nature gets the best of them and they get carried away, introducing further challenges to the player who they are supposedly assisting.

Focused: This ally tends to be useful in one or a small group of related situations, but not in others. For example a secretary ally would be good at doing research and deflecting unwanted social attention, but would be of less use in a fight. Choose a focused role for them and keep it in mind when designing their skills and aspects. Whenever the ally is called upon to aid in a situation outside their expertise, they become timid or unwilling. At best they manage to stay out of trouble in such cases, at worst they become distractions or, through their inexperience, make things worse.


Companions, Compels, and Quirks: A basic companion should be available to the player who purchased it more or less all the time. While the GM does have control of it and may compel it's aspects at will, those compels should have more to do with guiding the companion's behavior within a scene than preventing them from being useful. The player did spend the refresh, after all, and should be able to benefit as consistently as they do from any other purchase.

There will be situations where it just doesn't make sense for a companion to contribute, or even to be present. If something prevents a companion from contributing at all to a scene, it is likely worth a compel against the aspect the player took defining his relationship with his companion, and thus a fate point. Keep in mind the guidelines for weak compels (YS 104) when making this decision.

If a companion is unavailable or unwilling because of a Quirk, it is never worth a fate point.



Credit where credit is due: This set of stunts is a result of many minds coming together, and is not my own invention. Special thanks to Sanctaphrax, whose ideas I used for the quirk system, and whose writing I quote from verbatim here and there. It is also by no means meant to be a final system, so please rip it to shreds and lets build something that does work.
Title: Re: Rules for Pets and Allies
Post by: Silverblaze on December 31, 2011, 01:40:40 AM
It's probably too late.   ;)

Seriously though, this seems far too open to abuse as a refresh / power generator.  Even the 'overprotective father with hulking size' is going to show up when things get hairy to pull said child's feet out of the fire.

I wholeheartedly agree.  However, I think magic as a whole is made to be abused.  Stacking stunts and homebrew stunts are often OP.  IoP often lead to abuse.  Ultimately, this is just another option to abuse refresh in an already unbalanced system.

(click to show/hide)

I see no reason not to stat out a few ways to stretch the system to make a character concept work.  Afterall the GM/table as a whole should police it's own munchkins. 

Sounds odd coming from the guy who hates "broken" powers eh?  I'll concede that point.  I just think there has to be a way to make followers balanced in some fashion.  We may never come to a consensus on the matter, but I see little reason not to try balancing it or debating it.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 31, 2011, 05:04:03 AM
@UmbraLux:

It's not too late yet. But it'll take more than two sentences to convince me.

I think we agree that having a companion have a power is often less valuable than having that power yourself. Which means that buying a power for your companion should often cost less than buying it for yourself.

(Assuming that we are in agreement so far...)

The question is, how much less? It seems that you think I've gone too far with the discounts. Would be interested in hearing how and why.

@Silverblaze:

If everything is equally broken, then the game is balanced.

Is that what you're saying?  Because if so, then we totally agree.

@SunlessNick:

I don't like the idea of refunding companions for having narrow areas of competence. Basic optimization already promotes building companions who are highly skilled in one area. We don't need to promote that further.

A mortal human with a non-human or non-mortal companion is still a pure mortal. If this isn't balanced, then the companion stunts are more powerful than stunts should be.

@sinker:

Thanks. That was the idea, glad to hear that someone thinks I accomplished it.

@benign:

I'm not so petty as to hate people for helping me, don't worry.

Not a huge fan of your rewrite, though.

I agree that we should have something similar to Quirks, but I'd rather not have them be individually named and stackable. Would rather have one option, with an effect along the lines of: "For whatever reason, the companion is not assumed to be perfectly obedient. One of its aspects defines its agenda or personality, which it will pursue or act out even against the player's commands. This is not a compel." (I included something like this in my suggestion for companion powers, but I see no reason that it shouldn't apply to mortals too.)

Also, 1 refresh for Batman > 1 refresh for Alfred.

And we need a cap on pyramid raisers for allies, lest absurdity ensue.

Finally, I don't think it's possible to avoid some level of equivalence-drawing between stunts and powers. As long as both can be upgraded with stunts equivalency will exist. And given that a character with Epic skill can take as a base stunt a 0-refresh character that can mow down RCVs, why should characters with powers always require multiple stunts?

PS: I'm actually much more worried about the balance of skills than I am about the balance of Powers, for what it's worth.
PPS: Should we make it possible to buy a whole team of minions with one stunt chain?
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 31, 2011, 06:21:57 AM
@UmbraLux:

It's not too late yet. But it'll take more than two sentences to convince me.

I think we agree that having a companion have a power is often less valuable than having that power yourself. Which means that buying a power for your companion should often cost less than buying it for yourself.

(Assuming that we are in agreement so far...)

The question is, how much less? It seems that you think I've gone too far with the discounts. Would be interested in hearing how and why.
There is no functional difference between a power character X has and the same power on character Y when both are at a given player's disposal.  So no, I'm not entirely certain we agree on whether or not powers should cost lest for a companion.

I do think companions should get a rebate based on availability / obedience.  But not for each stunt / power. 

Something like giving benign's Quirks positive refresh but paying full price otherwise (for abilities/powers/stunts applicable to the PC).
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on December 31, 2011, 07:46:48 AM
With some powers there's a major difference. Inhuman Strength, for example.

If I have Inhuman Strength, then my attacks do 2 extra stress.

If my companion has Inhuman Strength, then my companion's attacks do 2 extra stress.

The former is better than the latter, because my attacks are almost certainly stronger, more frequent, and tactically more important than my companion's.

What you say is true for some powers, though.

Title: Re: Rules for Pets and Allies
Post by: Tedronai on December 31, 2011, 02:14:10 PM
With some powers there's a major difference. Inhuman Strength, for example.

If I have Inhuman Strength, then my attacks do 2 extra stress.

If my companion has Inhuman Strength, then my companion's attacks do 2 extra stress.

The former is better than the latter, because my attacks are almost certainly stronger, more frequent, and tactically more important than my companion's.

What you say is true for some powers, though.

The difference is even more pronounced with Toughness powers.
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on December 31, 2011, 04:25:32 PM
With some powers there's a major difference.
Sure, as I've stated previously, I think you pay for what a power gets you and not for every power a companion may have.  Wings on a sparrow, for example - they don't really give much to the PC at all.

That said, both strength and toughness powers do.  At least they do if the companion fights along side the PC.  I'd even argue those are worth more on the companion than on the PC.  Strength plus an extra action* is a second attack and more damage.  Toughness is tanking...and with an entirely new set of stress and consequences.  Both end up more useful than the same power on the PC.

*Assuming you're still going towards the model of companion as a discrete character.
Title: Re: Rules for Pets and Allies
Post by: SunlessNick on December 31, 2011, 06:40:08 PM
Quote
I don't like the idea of refunding companions for having narrow areas of competence.  -  Sanctaphrax
I didn't mention the breadth of their competence, but whether they can routinely take part specifically in conflicts.  Ie, can it fight for you, or the social (and perhaps mental) equivalent thereof, or is it, or are its actions limited to those normally taking place outside of "action scenes."  Taking Alfred as an example again, he is good at tons of stuff and absolutely loyal, but he's not someone Bruce Wayne can typically send into combat or to talk the authorities into following a partiuclar course of action (though an FP spend can let him sucker punch a League of Shadows mook).  That's a different question, and one that I do think it worth considering in the price.
Title: Re: Rules for Pets and Allies
Post by: benign on December 31, 2011, 07:29:10 PM
Ok, I like the feedback I'm getting on my writeup but I want to let that marinate for a while before I come back to discuss it. I'd also love to hear from a few more people if anyone is interested.

On a completely different note, how many consequences should a companion even have access to? Since consequences are by and large a metagame player resource to impact the narrative and not a character one (much like fate points), I could actually see an argument for having stress inflicted on a companion take up consequence slots on the player character's sheet! Then again you get things like recovery powers, which are definitely qualities of the character but which interact with consequences, so it's not entirely cut-and-dried.

If we do elect to give companions their own consequences, should they be able to take extreme consequences? I don't think so, as those are generally restricted to PC-level characters. Severe? Should they be limited to moderate?
Title: Re: Rules for Pets and Allies
Post by: benign on December 31, 2011, 07:35:26 PM
Also, I'm beginning to relax with regards to drawing an equivalence between refresh and skill points. Mostly because I think we can't avoid doing it to some extent, though my discomfort with the concept remains. Now I oppose giving refresh to a one stunt companion on balance grounds alone, I think it's simply too good as currently written.
Title: Re: Rules for Pets and Allies
Post by: Aminar on December 31, 2011, 07:41:48 PM
I've been messing around with adapting something from my own writing as a summoner.

The required powers for it, as I have them now are:
Channeling-Summoning Control
Ritual-Summoning and Binding
Demense(I have this as a requirement for a location to store summons.)

The character can pull anything from his demense by opening a gateway to the Nevernever, but can only open gateways to that demense, which is essentially attached to his mind/Soul and formed by his psyche.(Part of the high concept aspect.)
From there to get his summoned creatures to do anything he has to channel a spell with difficulty equal to the creatures conviction(which is augmented by the risk to itself, how much it likes me, etc.(Basically the creatures aspects)) and give it a command.  It will fulfill that command and then do as it sees fit.  In addition every summon is specifically made with the DM.  I figure that keeps things pretty balanced as long as the player and DM work together.   As far as refresh goes, I doubt any one creature will be above my own, and my character has burned quite a bit of refresh for somebody with literally no powers giving himself offensive or defensive capabilities of his own.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on January 01, 2012, 12:11:01 AM
@UmbraLux: You were getting that "extra action" anyway and that "extra set of stress and consequences" anyway. The enhancement of an action or trait that you have partial control over, like the attacks of your allies, is worth less than the enhancement of your own actions or traits.

At least, I think so. What I want to know is, why do you think otherwise?

@SunlessNick: But if I give Alfred no combat skills, he isn't going to fight anyway. So why should I get rewarded for making him unable to do what he didn't have the skills to do in the first place?

@benign: Think you could come up with an example of how a 1-stunt companion with refresh would be unbalanced in comparison to one with just skills using the system I proposed? I'd be interested to see that.

I was thinking that companion consequences would be up to the GM, and that they would rarely go above mild. But your idea sounds interesting too.

@Aminar: This isn't really the place for summoning rules discussion. I suggest you make a new thread. Also I suggest you look at this (http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1084269.html#msg1084269) because I'm pretty proud of it.
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on January 01, 2012, 12:38:36 AM
@benign:  I'd suggest buying consequences.  Maybe a minor per refresh?  That may be too expensive...guess it depends how combat effective you want companions to be.

@UmbraLux: You were getting that "extra action" anyway and that "extra set of stress and consequences" anyway.
"I'm" not getting those...I'll be re-skinning IoP rules for companions in the game I play.   ;)  Interestingly, they cover much of what you've discussed - though certainly not all.  Thing is, I still see the second action and extra consequences as problematic, do I don't mind doing without those.

Quote
The enhancement of an action or trait that you have partial control over, like the attacks of your allies, is worth less than the enhancement of your own actions or traits.

At least, I think so. What I want to know is, why do you think otherwise?
Look at it from a big picture point of view.  I have two choices: 1) spend refresh on increasing my attack; and 2) spend refresh to get a second action which may be an attack.  The second action will almost always be more efficient & powerful.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on January 01, 2012, 12:58:47 AM
Oh, so your problem isn't actually with the powers. It's with the "independent character" bit.

Makes sense. I retract my confusion and my arguments.

I'll have to wait for playtesting to see if you're right.
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on January 01, 2012, 03:00:01 AM
Perhaps, but even that may be simplifying too much.  I try to think of the system as a whole.  PCs are the 'token' a player uses to interact with and affect the game. 

As for the action economy, experience says it has a major affect on game play.  I ran 2nd ed Shadowrun for years. 
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on January 02, 2012, 04:59:50 AM
Yeah, the action economy is important. But I think that the fact that allies are NPCs will go a long way towards making their extra actions less powerful.
Title: Re: Rules for Pets and Allies
Post by: SunlessNick on January 02, 2012, 05:08:23 AM
Quote
But if I give Alfred no combat skills, he isn't going to fight anyway. So why should I get rewarded for making him unable to do what he didn't have the skills to do in the first place?  -  Sanctaphrax
Ok, that makes sense.
Title: Re: Rules for Pets and Allies
Post by: devonapple on January 03, 2012, 05:52:08 AM
In SotC, a Companion is generally backing you up in a conflict and providing ablative Stress armor. Having a Companion which can work independently and pursue other tasks costs one more Refresh.
Title: Re: Rules for Pets and Allies
Post by: devonapple on February 02, 2012, 05:36:23 PM
Did we lose any important updates to this thread in the server crash?
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on February 03, 2012, 11:50:43 PM
I don't think so.

Thanks for digging this up, by the way.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on February 04, 2012, 04:59:55 AM
Alright, let me summarize what I have so far. It might be horribly broken, but it's as balanced as I can make it without using it in play.

Stunts can grant companions. Companions are NPCs that are under the partial control of a player. They can't be controlled directly, but barring compels they obey all semi-reasonable orders. They each have two aspects and a high concept. They have no Refresh.

One stunt gives a 0-refresh companion with a skill pyramid that caps out 2 below the skill that the stunt is connected to. Each companion gets 1 upgrade stunt for free.

An upgrade stunt can increase the pyramid height of a companion by 1.

An upgrade stunt can give 1 point of powers or stunts to a companion. If the GM judges that the powers or stunts chosen are less useful in the companion's hands then they would be in the player's, each upgrade stunt can give an additional point of refresh. If the GM judges that the powers and stunts chosen are somehow impractical or suboptimal, each upgrade stunt can give an additional point of refresh. (This is basically a reward for choosing companion abilities unintelligently.)

What we need now is:

1. Some sort of Quirk system.
2. Rules for having a whole mob of weak companions.
3. Guidelines on how many skill-increasing stunts can be purchased.
4. PLAYTESTING.
Title: Re: Rules for Pets and Allies
Post by: UmbraLux on February 04, 2012, 03:10:53 PM
One more question for your list - can a pure mortal have a companion with powers?  (Without losing his extra refresh.)
Title: Re: Rules for Pets and Allies
Post by: Tedronai on February 04, 2012, 04:01:57 PM
The above system represents ALL companions with stunts.
Pure Mortal + stunt = Pure Mortal
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on February 04, 2012, 09:21:50 PM
Um, yeah, a mortal can have a companion with powers.

I thought that that was clear...is there anything to indicate that that would not be the case?

Also, Tedronai, I do not understand your post at all.
Title: Re: Rules for Pets and Allies
Post by: polkaneverdies on February 05, 2012, 04:47:47 PM
I believe tedronai was just saying yes.
Title: Re: Rules for Pets and Allies
Post by: devonapple on February 05, 2012, 05:16:42 PM
I believe tedronai was just saying yes.

"My friend said to me, 'I think the weather's trippy.' I said, 'No, man, it's not the weather that's trippy, perhaps it is the way that we perceive it that is indeed trippy.' Then I thought, 'Man, I should have just said, 'Yeah.''l
~ Mitch Hedberg
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on February 06, 2012, 02:14:14 AM
Idea for a quirk system:

A quirk is an aspect that reflects an agenda separate from the player's. Orders given to a companion will be obeyed only as long as they are in accordance with this aspect. Quirky companions get +X refresh, where X is the number of stunts invested in them.

Idea for a companion mob:

There is an upgrade stunt that copies a companion, giving you another one with the same stats. It must be applied before all other upgrades. But when you upgrade one, you can upgrade the others at half price.

Idea for limits on skill boosters:

You can only buy a skill pyramid booster after buying a refresh upgrade. You can only buy a second after taking a quirk and 4 refresh upgrades.

Okay, I just came up with those in 15 minutes. They're probably awful. Pull them apart.
Title: Re: Rules for Pets and Allies
Post by: Praxidicae on February 07, 2012, 01:25:01 PM
Idea for a quirk system:

A quirk is an aspect that reflects an agenda separate from the player's. Orders given to a companion will be obeyed only as long as they are in accordance with this aspect. Quirky companions get +X refresh, where X is the number of stunts invested in them.

Idea for a companion mob:

There is an upgrade stunt that copies a companion, giving you another one with the same stats. It must be applied before all other upgrades. But when you upgrade one, you can upgrade the others at half price.

Idea for limits on skill boosters:

You can only buy a skill pyramid booster after buying a refresh upgrade. You can only buy a second after taking a quirk and 4 refresh upgrades.

Okay, I just came up with those in 15 minutes. They're probably awful. Pull them apart.

I like the idea of quirks for companions, and I'd go so far as to expand the quirks beyond agendas and goals to pretty much anything that could complicate the relationship between the character and his companion, or effect the companions utility in a significant way. Assuming that companions cannot recieve Fate points of their own, this provides a good reason to create compellable aspects for the companions. I would, however, include the option for this as an part of the Companion stunt rather than as a separate system.

For mobs of companions, unless we're talking about a set of named 'Bodyguard' NPC's (which I agree would have to be seperately statted out), I think that creating them as a disposable "summonable" horde of minion level characters would be easiest.

I'm currently writing from work so don't have access to the DFRPG books, but IIRC minions simply get one/a set (can't remember which) of broad pseudo-skills for the Physical, Mental and Social spheres, and what that skill can be used for is dictated by their concept aspect (ie. mobs of reanimated zombies and loyal ninjas would likely both have a relatively high Physical 'skill', but the direction to which that could be put would be dictated primarily by their concept aspect - Ninjas being stealthy subtle agents of carnage might be able to pick a lock or stealthily steal an unguarded item, zombies being...not so subtle would probably not). This would seem to be as much as a set of player controlled minions would need skillwise.

I'd probably create it as a stunt (costing would probably need to be more than 1 refresh though due to the insane amount of variability that minions could give) that adds the 'Minions' trapping to a relevant skill (Resources for paid Mercs, a social skill (or possibly conviction) for fanatical zealots etc.).
The trapping would allow the player to roll the relevant skill vs +0 with the number of shifts indicating the number of minions that are nearby/can be called up/magically created (with them arriving at the start of the next phase), how they arrive is pretty much immaterial/flavour, whether they are summoned from the earth, drive up in their own transportation, or fade out of nearby shadows.

I'd probably limit usage of this trapping to once per 'scene' with the possible exception of spending a fate point to 'recharge' the ability (call it an invocation of whatever aspect the character has that justifies the minions).

Similar to Companion I’d suggest allowing the spending of Refresh to give the minions powers and abilities  and possibly allow the purchasing of the minion ability multiple times to justify different classifications of minions (all running on the same 'cooldown timer' though), though whether they’d share a pool of Refresh, or have to buy powers separately I don’t know.

I think that mechanically, the Minions power from Strange-Fate that I posted earlier in this thread does some similar stuff (though slightly more complicated due to the more ‘crunchy’ nature of that system), but cutting it down somewhat by removing the power tiers and varied levels of minions seems to still be workable.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on February 07, 2012, 09:02:54 PM
...I don't follow.

Are you proposing an entirely new system here? Or is this something else?
Title: Re: Rules for Pets and Allies
Post by: Praxidicae on February 08, 2012, 11:11:40 AM
Apologies if I was unclear.

My primary concern with the "companion mob" was that it might be too powerful if each one is a full statted companion. This might extend from on misunderstanding on my part regarding the concept, but it would appear to me that one PC could in effect create an entire party of fairly powerful npcs that follow them around.

My thought was that this would be putting too much power into the hands of 1 PC ("My main character stands back issuing orders whilst his Wizard cohort blasts the enemy with a fireball, his mercenary hireling snipes at the opposition leadership and the werewolf that's taken to following him around rips whatever is left to pieces...oh look they're all dead") I can see allowing characters 1 fully statted companion. But when a couple of stunts can net you an entire party of characters that can concievably do anything the other players characters can, I could see it stepping on some toes.

Thus I thought that if a player wanted a PC that's in effect the Gang leader, Cult Messiah or other controller of a large number of devoted followers then the rules already in DFRPG for minions might work best, allowing a group of 'disposable' mooks that could be summoned (not necessarily in the magical sense) as needed, would need minimal statting and are squishy enough that they can't simply be used to pound any conceivable threat into paste whilst the PC's stand back and twiddle their thumbs.

The rest was just an attempt thrown out during my lunch break to see if some form of stunt could be built to allow for this, I've not looked at my copy of YS so I can't see how much of what I remembered about the minion rules was correct, or even if what I proposed is practicable.

If I was incorrect in my interpretation of the 'Companion Mob' you mentioned then most of what I proposed could probably be thrown out...still like the Quirk idea though.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on February 08, 2012, 11:31:22 PM
Okay, that makes more sense.

You did get the minion rules in DFRPG a little wrong, because there aren't any. Which is what this thread is for.

I agree with you completely about quirks.

Given that a wizard or a werewolf will cost about 5 stunts, I'm not too worried about them as companions. I'm worried about the Submerged guy who takes 11 0-refresh mortal companions. I want "guy with an army" to be a viable concept, but I don't want it to be an incredibly powerful one.

I did write some fluffier "I have an army" stunts ages ago that added a Hiring trapping to some skill and let you make Declarations that minions were present.

But I'd really like something a bit less handwavey if possible.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on June 21, 2012, 06:43:06 PM
Let's start this up again.

So, Silverblaze, what do you think of the current state of affairs?
Title: Re: Rules for Pets and Allies
Post by: Orladdin on June 21, 2012, 07:17:13 PM
It'd be handy if the OP were updated to include links to the sub-posts with the rules which come as close to completed as you've gotten so far.  I want to catch up, but sifting through 7 pages for the gems is a little tedious, and it's been a while since I originally read this thread.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on June 22, 2012, 04:16:31 AM
Can't edit the OP, I'm not benign. And benign, unfortunately, isn't around anymore.

I can point you to my latest thoughts in replies #82 and #88, though.
Title: Re: Rules for Pets and Allies
Post by: Praxidicae on June 22, 2012, 09:10:21 AM
Looking back over this I think that by the look of things we have 2 seperate tracks here:

One for a character with a (semi)permanent hireling/companion. The equivalent of the DnD ranger who is followed around by a wolf (or the monk with the Fu Dog mentioned in another thread), or the guy who has a golem or summoned demon serving his purpose.

The second being the guy who can call upon an army of nameless mooks, ninjas or summoned beings at a moments notice.

Not sure if it's worth pursuing both, or if the second could be folded into the first. The second is usually something that falls within the purview of an NPC villain anyway, but might still be worth statting out for the fringe cases where a PC wants it.
Title: Re: Rules for Pets and Allies
Post by: ways and means on June 22, 2012, 10:49:59 AM
Looking back over this I think that by the look of things we have 2 seperate tracks here:

One for a character with a (semi)permanent hireling/companion. The equivalent of the DnD ranger who is followed around by a wolf (or the monk with the Fu Dog mentioned in another thread), or the guy who has a golem or summoned demon serving his purpose.

The second being the guy who can call upon an army of nameless mooks, ninjas or summoned beings at a moments notice.

Not sure if it's worth pursuing both, or if the second could be folded into the first. The second is usually something that falls within the purview of an NPC villain anyway, but might still be worth statting out for the fringe cases where a PC wants it.

The second also has a canon example in the series Binder and so for all those people who argue that the DFRP is a direct representative of DF verse there has to be some way to stat him.
Title: Re: Rules for Pets and Allies
Post by: Orladdin on June 22, 2012, 02:37:53 PM
The important thing with followers/cohorts/companions/etc is to make sure they A) don't overshadow any of the players and B) don't allow the "controlling" player to dominate the game (by being over-powered, unstoppable, what have you).  Since these "break" the action economy, they have to have reduced odds of succeeding to put them in-line with other stunts/powers.

The way I'm handling it in my game is a two-tier option:

For one refresh they get a companion.  This is an animal, spirit, or otherwise less-able companion than a human being.  As such, it cannot use basic equipment such as armor or guns.  This companion has a quality rating (QR) equal to 2-less than the main character's applicable skill (Rapport, Contacts, Presence, however they flavor that they "recruited" this helper).  The companion has one skill at that quality rating, two at QR-1 and three at QR-2.  The companion has 2 boxes on each stress track by default and can take no consequences.  The player can allocate refresh to purchase stunts/powers for the companion from their main character's pool if they wish.

For an additional refresh the companion is humanoid (or otherwise capable of using basic equipment) and gets an extra skill at QR.

So far, it's working fine.  It almost seems like it's not good enough, though, so I'm considering buffing it.  Better to underguess and make it better than overguess and have to nerf someone, IMO.


[Edit:] Ah, I see it's very similar to what you were proposing, Sanc.
Title: Re: Rules for Pets and Allies
Post by: Orladdin on June 22, 2012, 02:48:50 PM
My proposal for minions was:
Get 2 of them with the first refresh spent, each refresh spent would grant three more, but they each can only ever have a single stress box and 2 skills at QR-1.

They'd be fodder for any AoE or spray attacks, so if a crew is known for rolling with a million dudes, enemies would prep.  They'd be better used for recon or handling stuff in other areas-- but that jives with minions in pretty much any kind of literature or game.

No one had a character concept that used them, though, so I haven't had any chance to test/balance it at all.  This is just my recollection of initial concept.


[Edit:] My only real concern about either of these options comes into play at campaign skill cap: 6 and 7, respectively, when they gain high enough odds of succeeding on navel-gazing stunts with their prime skills.  I'm not sure if they break at that point, or if their reduced survivability in a high-power game would balance them again.  We're not quite there yet.
Title: Re: Rules for Pets and Allies
Post by: Praxidicae on June 22, 2012, 04:01:49 PM
Orladdin, you mentioned that you had read Kerberos Club and SotC, what do you think of some adaptation of the Minion trapping from Kerberos, or the stunt from SotC? Perhaps a mixture of the two?
Title: Re: Rules for Pets and Allies
Post by: Orladdin on June 22, 2012, 04:59:07 PM
Orladdin, you mentioned that you had read Kerberos Club and SotC, what do you think of some adaptation of the Minion trapping from Kerberos, or the stunt from SotC? Perhaps a mixture of the two?

The problem with SotC's rules for minions is that they are, really, intended as a GM-tool.  SotC also has a much higher survivability and campiness rating, so they would have to be severely adjusted for Dresden, I think. 

I like the idea of grouping them together in terms of stress (you "attack" the minion group, dealing 3 stress -- 3 minions die). It seems like it would help speed up fights, but you might need to beef the minions a bit to counter their reduced survivability.  You also couldn't use the minion-quality improvements, as anything more than single-stress box minions would break Dresden, since PCs don't start with more than two, unless they skill-up.  Their ability to form "mixed groups" which basically gives PCs free stress boxes also breaks Dresden for the same reason. 
I don't like that their "bonus" to rolls should escalate to such heights simply by fiat of large group numbers, too.
I'm sure it all probably works in SotC's ridiculous and bogged-down combat, but I get the feeling that the retrofit needed for Dresden would be too great.

Kerberous Club's minions trapping is kind of interesting, though.  A lot of it ties into the Strange Skills system Kerberous is known for.  The end result is somewhat similar to what I've done in my previous posts.  Though, since we don't have Kerberous' point granularity, it's harder to have such a detailed level of customization in Dresden without a wordy table of options and a static limit on how many you could take.  I just picked a good middle ground that seemed to be "about a refresh worth" and ran with it in mine. 
Again, no testing has been done on my suggested solution yet.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on June 23, 2012, 05:16:41 AM
Using separate stunt systems for important companions and armies of lame ones is very sensible. I think we should do that.

Hearing that Orladdin has found a system slightly weaker than my current idea to be (maybe) slightly too weak is quite encouraging.

I like that suggestion for minion mobs. I wouldn't worry about high-power games, since in my 18-Refresh game I've found that swarms of Zombies tend to get owned pretty easily. And zombies are tougher than anything a 6-cap character will get for a stunt.

How would you go about making minion mobs with Powers? It's a bit of an edge case, but it'd be nice if we could model a loyal flock of birds as well as a loyal team of soldiers.
Title: Re: Rules for Pets and Allies
Post by: Orladdin on June 25, 2012, 01:37:46 PM
Using separate stunt systems for important companions and armies of lame ones is very sensible. I think we should do that.

Hearing that Orladdin has found a system slightly weaker than my current idea to be (maybe) slightly too weak is quite encouraging.
Something I considered doing for modeling squires and the like, to make them a just bit more powerful, is to allow them to buy the same powers as their "owner" at half price (with a couple exceptions).  Since this doesn't give the "owner" access to new abilities, and the cohort performing them is strictly weaker than the owner performing them, it should work fine.  I'll be trying it out in two weeks at my next game and seeing how it goes. 

It also models most game worlds nicely, since someone usually apprentices/squires/whatever to learn the skills of the master.  It's a dually useful idea; both narrative and mechanical.  Pretty cool.

I like that suggestion for minion mobs. I wouldn't worry about high-power games, since in my 18-Refresh game I've found that swarms of Zombies tend to get owned pretty easily. And zombies are tougher than anything a 6-cap character will get for a stunt.

How would you go about making minion mobs with Powers? It's a bit of an edge case, but it'd be nice if we could model a loyal flock of birds as well as a loyal team of soldiers.

That's an interesting one.

The first step, I would think, is to figure out just how mechanically strong a group of minons are.  Once you know that, you can figure out the refresh cost that fits your desired power level (is it a stunt or a power? etc.)  After that, you can figure out just how useful a given stunt would be in the hands of minions.  Then, either reduce the number of mionions in a "group" to grant them all a stunt, or pay extra refresh to do it.

This would take some tweaking to find a universally acceptable solution, and I'm sure some powers (like shape-shifting) might have to be off-limits to minions.
Title: Re: Rules for Pets and Allies
Post by: Silverblaze on June 26, 2012, 06:08:48 PM
The important thing with followers/cohorts/companions/etc is to make sure they A) don't overshadow any of the players and B) don't allow the "controlling" player to dominate the game (by being over-powered, unstoppable, what have you).  Since these "break" the action economy, they have to have reduced odds of succeeding to put them in-line with other stunts/powers.

The way I'm handling it in my game is a two-tier option:

For one refresh they get a companion.  This is an animal, spirit, or otherwise less-able companion than a human being.  As such, it cannot use basic equipment such as armor or guns.  This companion has a quality rating (QR) equal to 2-less than the main character's applicable skill (Rapport, Contacts, Presence, however they flavor that they "recruited" this helper).  The companion has one skill at that quality rating, two at QR-1 and three at QR-2.  The companion has 2 boxes on each stress track by default and can take no consequences.  The player can allocate refresh to purchase stunts/powers for the companion from their main character's pool if they wish.

For an additional refresh the companion is humanoid (or otherwise capable of using basic equipment) and gets an extra skill at QR.

So far, it's working fine.  It almost seems like it's not good enough, though, so I'm considering buffing it.  Better to underguess and make it better than overguess and have to nerf someone, IMO.


[Edit:] Ah, I see it's very similar to what you were proposing, Sanc.

I like this:

I just have some issue with quality rating. I'm assuming as long as the PC can bull$**! his way around it: any skill (within reason) can function as the QR?


I also agree with Sanctaphrax that "armies" of minions should be handled differently than an important NPC/ally/buddy/pet.

I think the following should also be required.  The PC must have an aspect tied to his NPC/army/ally/buddy/pet. "My BFF from the cheerteam - Name X!" or "Fanatics die for me like lemmings"

I think the NPC/army/ally/buddy/pet needs to have an aspect (perhaps even the high concept to ensure loyalty) related to the person who bought them.

How do we feel about the NPC/buddy/ally/pet/army having any refresh at all?

 Can said entity aquire fate points?  I am inclined to say no unless the entity has a major impact on the story  OR is a part of a small game (player pool is 2 or less).

If refresh ratings are allowed, we have to assume the entity has a measure of free will. 

If refresh ratings are allowed what should that cost?

What happens to refresh (spent by the player) when said entity is destroyed? I would hope it is refunded.

Who should have control over the entity's actions? PC or GM?
Title: Re: Rules for Pets and Allies
Post by: Orladdin on June 26, 2012, 07:05:43 PM
I like this:

I just have some issue with quality rating. I'm assuming as long as the PC can bull$**! his way around it: any skill (within reason) can function as the QR?
There is a fine line between bullshit and roleplay.  A very, very fine line.

Yes, the contributing skill (currently) can be negotiated, (just like everything in a FATE game,) but it should probably be based on the kind of cohort the player is attempting to recruit.  Want an arcane familiar?  It should probably be based on your Lore.  Want a loyal battle-butler?  It should probably be based on your Presence.  I'd suggest we codify which skills are applicable when we do a formal write-up.

I also agree with Sanctaphrax that "armies" of minions should be handled differently than an important NPC/ally/buddy/pet.
I agree entirely.

I think the following should also be required.  The PC must have an aspect tied to his NPC/army/ally/buddy/pet. "My BFF from the cheerteam - Name X!" or "Fanatics die for me like lemmings"

I think the NPC/army/ally/buddy/pet needs to have an aspect (perhaps even the high concept to ensure loyalty) related to the person who bought them.
Yeah, having a follower with an aspect related to who they follow makes perfect sense.  I actually kind of assumed it went without saying.  My bad.

In my game they actually had three aspects: High Concept, Trouble and Style
The high concept would be something like, "Apprentice to Allergan the Wizard" or "Squire to Beatrix Rosethorn"

How do we feel about the NPC/buddy/ally/pet/army having any refresh at all?

 Can said entity aquire fate points?  I am inclined to say no unless the entity has a major impact on the story  OR is a part of a small game (player pool is 2 or less).

If refresh ratings are allowed, we have to assume the entity has a measure of free will. 

If refresh ratings are allowed what should that cost?

What happens to refresh (spent by the player) when said entity is destroyed? I would hope it is refunded.
The entity should not have refresh that isn't provided by the player/primary character.  Otherwise it becomes possible to create infinite loops or "free" refresh.  Big no-no.
As I stated previously, though, the main character can spend their refresh to buy the ally powers/stunts.
Also, the entity should share a FP pool with the main character/owning player.  This lets the player invoke the ally's aspects as well as his own, and accept compels on the ally.

Who should have control over the entity's actions? PC or GM?
The PC.  The GM already has NPCs and enough other things going on.  The PC also created the ally with his/her own refresh.  It's essentially an extension of their main character.  The ally can be compelled, though, using its aspects.
Title: Re: Rules for Pets and Allies
Post by: Silverblaze on June 26, 2012, 08:51:13 PM
Good to see we're mostly on the same page then.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on June 27, 2012, 04:51:41 AM
I mostly agree. Just two quibbles:

I'd suggest we codify which skills are applicable when we do a formal write-up.

I don't think we should. It'd be a pretty pointless set of extra rules.

From a balance point of view, there's no need to prevent people from getting minions with their Athletics skill. In fact, the game is probably better balanced if everyone at the same power level gets the same minion quality.

The only problem with Athletics minions is that they don't make much sense.

And rules writers shouldn't try to tell people what makes sense. Let the players work it out themselves.

The PC.  The GM already has NPCs and enough other things going on.  The PC also created the ally with his/her own refresh.  It's essentially an extension of their main character.  The ally can be compelled, though, using its aspects.

I disagree with this, as I said earlier in the thread.

See, I think that making companions into obedient NPCs makes the stunts much less abusable while making them more interesting to play.

If my faithful bodyguard gets separated from me he should not automatically know what I want him to do. If he's an NPC, you can get that without resorting to Compels. And without placing a burden on the player, who might have trouble not metagaming in such a situation. (I probably would.)

Plus, almost every nightmare situation I can think of with these powers becomes less nightmarish if the companions are not player-controlled.

And finally, it lets players interact with their companions without talking to themselves. This is probably the most important point.

Suppose my companion is my girlfriend. We're having relationship problems. That could be a good scene, but if I'm playing the companion then the scene is sabotaged by the fact that I'm the only one in it.

My character's companions should be controlled by my character through orders or requests, not by me through player power.

If it's a hassle for the GM, groups can give the player more direct control. But I'd rather not make that the default, and the GM should still have control over consequence-taking and other such things.

As for mobs with Refresh, I'm thinking that they should get Refresh at twice the cost that normal companions get it at. Maybe let people trade a minion for a set of Powers and Stunts that would cost the player 1 Refresh.
Title: Re: Rules for Pets and Allies
Post by: Orladdin on June 27, 2012, 02:26:23 PM
I mostly agree. Just two quibbles:

I don't think we should. It'd be a pretty pointless set of extra rules.

From a balance point of view, there's no need to prevent people from getting minions with their Athletics skill. In fact, the game is probably better balanced if everyone at the same power level gets the same minion quality.

The only problem with Athletics minions is that they don't make much sense.

And rules writers shouldn't try to tell people what makes sense. Let the players work it out themselves.
Yeah, alright.  Perhaps we just include the two examples I gave, then; providing the common suggestions for Presense or Lore and leaving the rest up to the players.  No reason to box people in if we don't have to-- they can discourse with their table about what's a reasonable "leadership" skill to use.

I disagree with this, as I said earlier in the thread.

See, I think that making companions into obedient NPCs makes the stunts much less abusable while making them more interesting to play.

If my faithful bodyguard gets separated from me he should not automatically know what I want him to do. If he's an NPC, you can get that without resorting to Compels. And without placing a burden on the player, who might have trouble not metagaming in such a situation. (I probably would.)

Plus, almost every nightmare situation I can think of with these powers becomes less nightmarish if the companions are not player-controlled.

And finally, it lets players interact with their companions without talking to themselves. This is probably the most important point.

Suppose my companion is my girlfriend. We're having relationship problems. That could be a good scene, but if I'm playing the companion then the scene is sabotaged by the fact that I'm the only one in it.

My character's companions should be controlled by my character through orders or requests, not by me through player power.

If it's a hassle for the GM, groups can give the player more direct control. But I'd rather not make that the default, and the GM should still have control over consequence-taking and other such things.
Sound arguments, and I think I see it your way now.  It does make the RP much easier.  Interacting with yourself just feels weird sometimes.

It also stops Pun-Pun type nonsense on the off-chance such a loophole exists now or in the future.  The follower can sell you out up the river if the GM sees you gathering Unlimited Cosmic PowerTM.


As for mobs with Refresh, I'm thinking that they should get Refresh at twice the cost that normal companions get it at. Maybe let people trade a minion for a set of Powers and Stunts that would cost the player 1 Refresh.
Yeah, perhaps.  They are at the severe disadvantage of having little-to-no skills relative to the PCs...  but powers or stunts that don't directly require skills are still going to be too powerful.  You'd need a "restricted powers" list for the accross-the-board discount to be viable. 

For example, what happens when someone takes followers 3 times, gives up 4 of his 8 followers to give the rest of them all un-catched Physical Invulnerability?  It's too good.  If the PC already had PI, it's not as bad-- but still.
Title: Re: Rules for Pets and Allies
Post by: Orladdin on June 27, 2012, 02:55:02 PM
Do we want groups of followers to share a set of stunts?  Or do we want players to have to micromanage their mooks?

Lets say I want my primary character mechanic to be a leader of men.  I take followers 6 times, and end up with some number of followers -- let's say 18 for the sake of discussion.
Can I drop 8 of them to grant all of my followers a shared-set of 8 stunts (which are based on skill ratings, and therefore are less useful to the followers than to a PC)?  Or do I then get 8 stunts to divide between them (requiring micromanagement)?

---

Continuing with the discussion on costing:
What if you can give up individual followers to grant stunts to the rest of them, but to buy them powers, you must spend your own refresh directly.

This would help deal with the innate cost imbalance of stunts-to-powers, and would give a supernatural leader a reason to have normal mooks.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on June 28, 2012, 05:02:04 AM
Do we want groups of followers to share a set of stunts?  Or do we want players to have to micromanage their mooks?

Pretty sure they should share. If they're not identical, they're not really a minion mob.

Lets say I want my primary character mechanic to be a leader of men.  I take followers 6 times, and end up with some number of followers -- let's say 18 for the sake of discussion.
Can I drop 8 of them to grant all of my followers a shared-set of 8 stunts (which are based on skill ratings, and therefore are less useful to the followers than to a PC)?  Or do I then get 8 stunts to divide between them (requiring micromanagement)?

The former. At least, that's what I had in mind.

What if you can give up individual followers to grant stunts to the rest of them, but to buy them powers, you must spend your own refresh directly.

This would help deal with the innate cost imbalance of stunts-to-powers, and would give a supernatural leader a reason to have normal mooks.

Interesting idea. I'm not sure whether it's necessary, since Stunts are pretty competitive with Powers when you're making a focused character with only a few Refresh to spend.

But if it's going to be possible to get minions who don't suck, then we should do that. Or maybe we should just not let people ditch minions for Refresh. One or the other.

PS: This discussion has given me an idea for stunts that cost more than 1 Refresh. Expect a thread about that tomorrow.
Title: Re: Rules for Pets and Allies
Post by: Praxidicae on June 28, 2012, 04:05:25 PM
Regarding the followers sharing stunts, sounds good, but what about cases where I want my character to have more than 1 type of minion, ones with different powers or skills, or just one's adapted for different scenarios i.e.

My Character is a playboy billionaire in charge of a team of Mercenary mooks, but also has a team of high-powered lawyers who get him out of the various legal scrapes that his mercenary dealings get him into.

Now I could always build 1 set of minions as a crack team of Commando Solicitors, but tbh that doesn't make much sense, so I would suggest that each subsequent purchase of the 'Minions' stunt be able to be used either to increase the number of minions in a previous Minion Type, or to create a new type of minions at the base number. This is one of the reasons I quite like the 'Scope' pseudo skills from Kerberos , as they allow you to build clearly defined minion 'types' quite easily, without picking individual skills.

As a follow on, and I'll probably phrase this poorly, do you think it's worth limiting the 'recovery' of minions after a conflict. For example say my aforementioned Mercenary Playboy has a base set of 10 Mercenary goons, and gets into a gunfight with some mobsters, during which half a dozen of his allotted minions are injured or killed. A short break follows a second conflict follows on soon after, would the PC start with -
Personally I'd like to see a little randomness introduced in some way, but that's just me.

On a similar note, what about in cases where the PC's are approaching a climactic encounter. Whether storming the mansion of the Red Court Baron, decyphering the final clue on the runic tablet, or negotiating with a Sidhe Lord, one would assume that all available manpower would be brought to bear upon the goal, so perhaps a way of boosting the available number of minions for a scene would be appropriate, perhaps an statement that Fate Points can be spend to gain a bonus number of minions for 1 scene (I know this would technically be allowed through the temporary powers rules, but an explicit statement might be justified)
Title: Re: Rules for Pets and Allies
Post by: Orladdin on June 28, 2012, 08:46:25 PM
@Praxidicae:

Yeah, I would think "refreshing" your minion pool would happen at a milestone of some kind (like swapping out or recharging magic items).

I like the idea of boosting your supply temporarily with FP expenditure.  That's a cool idea.

Now I could always build 1 set of minions as a crack team of Commando Solicitors, but tbh that doesn't make much sense...
I'm imagining a bare-chested muscle-man with a necktie tied around his forehead to keep the sweat and hair out of his eyes, clenching a fountain pen in his teeth as he army-crawls up the aisle of a courtroom.
Sense?  No.  Awesome?  Yes. 

Seriously, though, I would think multiple groups of minions would work exactly like you proposed.  We should word the power/stunt such that each time you take it (or put refresh towards it) you either create a new minion group or improve an existing one.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on June 29, 2012, 04:10:42 AM
+1 to what Orladdin said.

Anyway, I have a new thread up about multi-Refresh stunts. It contains a stunt written under these rules.

If you could take a look and tell me what you think, I'd appreciate it.

PS: Should being an animal count as a quirk? I'm starting to think it should, but I didn't make it so when I wrote the example stunt.
Title: Re: Rules for Pets and Allies
Post by: Tedronai on June 29, 2012, 04:19:16 AM
PS: Should being an animal count as a quirk? I'm starting to think it should, but I didn't make it so when I wrote the example stunt.

That depends on the definition of 'being an animal'.
An animal-level intellect and (in)capacity for complex communication should most certainly qualify, IMHO.
If that animal is 'awakened' such that it now has human-normative-range intellect and the capacity for intelligible complex communication, then I don't think so.  Well, maybe if it's a sea cucumber or somesuch and thus can't actually meaningfully interact physically with the world in the way one would expect of a human, or trained monkey or ape.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on June 30, 2012, 09:25:17 PM
On reflection, I agree.

I'll post an attempt at pet/ally/minion stunt rules later today or tomorrow, with examples.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on July 02, 2012, 07:51:16 AM
Pet And Ally Rules, version two or three or maybe four

Stunts can grant the assistance of other characters. These characters are NPCs that are under the partial control of the character who purchased them. They can't be controlled directly, but barring compels they obey all semi-reasonable orders/requests. They each have two aspects and a high concept. Their High Concepts always reference the character who purchased them.

Some of these characters have Quirks. A Quirk is an Aspect that controls the character's behaviour. If a Quirk conflicts with an order/request given by the character's purchaser, the Quirk dictates the character's behaviour.

These stunts can belong to any thematically appropriate ability. Resources could give a player a butler, while Survival could grant a pack of hunting dogs.

Dead or otherwise incapacitated characters can be replaced at milestones.

Stunts that give characters the assistance of other characters come in two types.

The first type grants the help of a single companion character with a skill pyramid which has a height 1 less than the associated skill of the stunt. Characters may spend Refresh to buy Powers and stunts for their companions. Each point of Refresh spent this way gives a companion approximately two points worth of abilities. Abilities that are equally good for a companion as for the primary character may cost as much as 1 Refresh for each points worth, while abilities which are clearly suboptimal may cost as little as 1 Refresh for every three points worth.

It is also possible to adjust the height of a companion's skill pyramid. Reducing the height of a companion's pyramid by one allows the free purchase of abilities that would normally cost the primary character 1 Refresh. Increasing the height of a companion's pyramid costs 1 Refresh for each point of height and is only possible if an amount of Refresh equal to the square of the desired number of pyramid height increases has already been invested in the companion's abilities.

If a companion has a Quirk, then it receives a number of extra Refresh points worth of abilities equal to the amount of Refresh spent on it.

The second type grants the help of a group of minion characters. One stunt gives a group of three identical minions, each with two skills and no Refresh. Additional minions may be added to the group, at a cost of one Refresh for every three minions. Characters may spend Refresh to improve their minions, at a cost of 1 Refresh for each points worth of Powers and stunts or each additional skill. Refresh spent to improve minions improves each minion equally. All minion skills have a rating equal three less than the associated skill of the stunt. Minions have no stress tracks and they never take consequences. If a minion would get extra stress boxes from Toughness or Endurance or some other effect, give them an equal amount of armour instead.

If a group of minions has a Quirk, then it receives three additional members or one points worth of Powers and stunts.



Aight, how does that look?

Regardless, here are a few examples:

[-1] Jeeves (Resources): Your faithful butler Jeeves is always there for you. Jeeves is a companion with the High Concept "(Character)'s Butler". He possesses a skill pyramid with a height one less than your Resources skill, with a focus on social skills and self-control.
[-1] Tweetie Bird (Survival): Your pet bird Tweetie comes in handy from time to time. Tweetie is a companion with the High Concept "(Character)'s Pet Bird". Tweetie has a Quirk: he is a bird, and his ability to understand and obey you is limited by his animal mind. He possesses a skill pyramid with a height two less than your Survival skill, and has the following Powers: Diminutive Size, Wings, Echoes Of The Beast. His skills are largely physical or perception-based.
[-5] Super Robot (Scholarship): You once built a killer robot, which serves and protects you loyally. The killer robot is a companion with the High Concept "(Character)'s Greatest Creation". The robot has a Quirk: it wants to kill anyone who harms you, and will try to do so no matter what you tell it to do. It possesses a skill pyramid with a height equal to your Scholarship skill, and has the following Powers: Hulking Size, Supernatural Strength, Supernatural Toughness, Potent Ranged Natural Weaponry, Semi-Animate, The Catch (Magnetism). Its skills have to do with combat and physical work.

[-2] Thug Squad (Contacts): You've got a few legbreakers to back you up when things get ugly. There are six thugs who each have the High Concept "(Character)'s Minion" who will do whatever you tell them. They each have Fists and Intimidation skills three less than your Contacts. They have no stress tracks.
[-3] Apprentices (Lore): Like most powerful wizards, you have students to teach. There are three teenagers who each have the High Concept "(Character)'s Apprentice" who will do almost anything you say. However, they have a Quirk: they will occasionally go out on their own to acquire knowledge or fight monsters...which rarely will end well for them. They each have Conviction, Discipline, and Lore skills three less than your Lore. They have no stress tracks, but they do receive mental armour from their Conviction. They all possess the Ritual Power for the same field.
Title: Re: Rules for Pets and Allies
Post by: Tedronai on July 02, 2012, 08:32:54 AM
Suggest you clarify at first mention of Quirks either that negative consequences thereof are treated as Compels for the player owning the stunt, or that they're treated as Compels against Debt (in which case they could still be bought out of, but wouldn't actually return a FP if accepted)

That's all I've got, for now.  Maybe more later.
Title: Re: Rules for Pets and Allies
Post by: Praxidicae on July 02, 2012, 12:06:00 PM
It is also possible to adjust the height of a companion's skill pyramid. Reducing the height of a companion's pyramid by one allows the free purchase of abilities that would normally cost the primary character 1 Refresh. Increasing the height of a companion's pyramid costs 1 Refresh for each point of height and is only possible if an amount of Refresh equal to the square of the desired number of pyramid height increases has already been invested in the companion's abilities.
Quite like this, as it makes excessive skill pyramid boosting prohibitively expensive, one worry that it might cause some flim-flamming in order to justify using high tier skills rather than using a lower level more justify-able one ("of course the related skill for my Wizard's Mercenary Hireling is his Discipline, he managed to impress him with his stolid and iron willed nature....").

As Tedronai said, I'd give more clarification on Quirks (I think there is a good description and examples somewhere earlier in this thread IIRC.

For the minions stunt, I'd suggest giving them a stress track of 2 each, that seems to be the standard from SotC and Kerberos, and although minions are meant to be squishy, I think that a stress track of 1 could make them too easy to take out. Additionally it might be worth allowing them a grouped 'Taken Out' consequence, but this would probably require some playtesting to ensure that it doesn't result in too much book-keeping.

Also on minions, are we allowing people to drop the number of minions they can have in order to give them stunts/powers, as mentioned earlier in the thread, or stick to buying them with refresh.
Title: Re: Rules for Pets and Allies
Post by: Tedronai on July 02, 2012, 01:12:00 PM
Something quite problematic just occurred to me:
How does one perform the cliche strangle-wire stealthy take-down (ie. grapple inflicting stress) on a minion if they have even the least bit of endurance under these rules?
Title: Re: Rules for Pets and Allies
Post by: Silverblaze on July 02, 2012, 05:03:22 PM
I'm anti multi refresh stunts.  I think a "simple" rules set regarding how to make a minion/ally/pet better by investing individual refresh points for upgrades is a better route.
Title: Re: Rules for Pets and Allies
Post by: Radecliffe on July 02, 2012, 05:46:06 PM
It occurs to me that a modified version of the IoP rules could work pretty well for this kind of thing.  Just would have to determine how skills would be assigned and at what cost (if any.)  Obviously some things would be out such as unbreakable and the player would not have quite as much control so a slightly higher rebate might be in order (+3 or +4 perhaps.)  Skills could be bought at 10/15 points per -1 refresh. 

So if you wanted a pet wolf:

[-1] Echoes of the Beast
[-1] Claws
[-2] Inhuman Speed
[-2] Inhuman Strength
[-2] 20 Skill Points         <= Depending on how many skill points a refresh ends up being worth.
[+4] One time rebate, large and hard to conceal, limited control (animal), can be killed

Total cost [-4] refresh.
Title: Re: Rules for Pets and Allies
Post by: Orladdin on July 02, 2012, 08:17:01 PM
I'm anti multi refresh stunts.  I think a "simple" rules set regarding how to make a minion/ally/pet better by investing individual refresh points for upgrades is a better route.

I don't have a problem with multi-refresh stunts, but I agree that this write-up is probably too complicated as-is.  I think, for the most part, it just needs to be worded clearer.


Sorry to criticize-and-run, but I'm in the middle of something at the moment, and I might not be able to get back here for a day or two.  The one major thing I have a gripe with, is:
Pet And Ally Rules, version two or three or maybe four
...
It is also possible to adjust the height of a companion's skill pyramid... Increasing the height of a companion's pyramid costs 1 Refresh for each point of height and is only possible if an amount of Refresh equal to the square of the desired number of pyramid height increases has already been invested in the companion's abilities.
...
Aight, how does that look?
I would seriously advise against this option. 

I don't think a minion or companion's skill cap should ever equal or exceed that of the main PCs.  Such a caveat prevents someone's pet from outshining another player.  Keep in mind, this is a minion or cohort we're building here.  If they were all that good or interesting they should be a player character.

If you want to allow them to reduce their companions' skill cap for some benefit that's fine, but they should have a hard upper-bound that doesn't risk outshining other players.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on July 03, 2012, 03:26:13 AM
Suggest you clarify at first mention of Quirks either that negative consequences thereof are treated as Compels for the player owning the stunt, or that they're treated as Compels against Debt (in which case they could still be bought out of, but wouldn't actually return a FP if accepted)

Quirks are not Compels. If they were, they'd not give bonuses.

They're similar to the quasi-narrative restrictions on stunts.

This should be obvious, but I wrote them badly.

That being said, I actually like the debt Compel idea. What do the rest of you think of it?

Obviously there'd need to be guidelines for how often said Compels would arrive, but I think it could work.

...("of course the related skill for my Wizard's Mercenary Hireling is his Discipline, he managed to impress him with his stolid and iron willed nature....").

I'm actually fine with that. If you aren't, the system has significant wiggle room there so you can have it your way when you play.

For the minions stunt, I'd suggest giving them a stress track of 2 each, that seems to be the standard from SotC and Kerberos, and although minions are meant to be squishy, I think that a stress track of 1 could make them too easy to take out. Additionally it might be worth allowing them a grouped 'Taken Out' consequence, but this would probably require some playtesting to ensure that it doesn't result in too much book-keeping.

Keeping track of minion stress seems like an aggravating chore. I'd rather avoid it if at all possible.

Also on minions, are we allowing people to drop the number of minions they can have in order to give them stunts/powers...

No, not with these rules. I don't really see the need for the extra complexity. Especially since most people who trade minions in for Powers will have spent Refresh to buy those minions.

Something quite problematic just occurred to me:
How does one perform the cliche strangle-wire stealthy take-down (ie. grapple inflicting stress) on a minion if they have even the least bit of endurance under these rules?

Good question.

The same issue arises when you try to grapple anyone with armour, but it might be worse here.

Maybe it shouldn't be possible to reduce grapple stress to 0 with armour.

I'm anti multi refresh stunts.  I think a "simple" rules set regarding how to make a minion/ally/pet better by investing individual refresh points for upgrades is a better route.

This is simpler than using upgrade stunts. That robot stunt would be about half a page long if I made it out of upgrade stunts.

It occurs to me that a modified version of the IoP rules could work pretty well for this kind of thing.  Just would have to determine how skills would be assigned and at what cost (if any.)  Obviously some things would be out such as unbreakable and the player would not have quite as much control so a slightly higher rebate might be in order (+3 or +4 perhaps.)  Skills could be bought at 10/15 points per -1 refresh. 

So if you wanted a pet wolf:

[-1] Echoes of the Beast
[-1] Claws
[-2] Inhuman Speed
[-2] Inhuman Strength
[-2] 20 Skill Points         <= Depending on how many skill points a refresh ends up being worth.
[+4] One time rebate, large and hard to conceal, limited control (animal), can be killed

Total cost [-4] refresh.

There are problems with this.

First, it's not very similar to an actual IoP. Using the same name is just confusing.

Second, you haven't specified the limits on how those skill points can be spent.

Third, it's not clear exactly how this works. Is the wolf an extension of the character? Or is it its own being? Does a companion get its own actions in fights?

Fourth, it's not very balanced. A 50-skill-point character for 1 Refresh is crazy good.

I don't have a problem with multi-refresh stunts, but I agree that this write-up is probably too complicated as-is.  I think, for the most part, it just needs to be worded clearer.

I agree, the wording here is not great.

I would seriously advise against this option. 

I don't think a minion or companion's skill cap should ever equal or exceed that of the main PCs.  Such a caveat prevents someone's pet from outshining another player.  Keep in mind, this is a minion or cohort we're building here.  If they were all that good or interesting they should be a player character.

If you want to allow them to reduce their companions' skill cap for some benefit that's fine, but they should have a hard upper-bound that doesn't risk outshining other players.

Some people might want to play a character who benefits from the assistance of a much more powerful character.

If that character concept can be enabled in a mechanically balanced and elegant way, it should be.

Sure, it's niche. Most people wouldn't want to play a character who's weaker than their assistant. But if someone does want that, they should be able to.

PS: I don't understand the comment about how really powerful and interesting characters should be player characters. The Senior Council is powerful and interesting, but they wouldn't make good PCs in most games.
Title: Re: Rules for Pets and Allies
Post by: Tedronai on July 03, 2012, 04:10:32 AM
Some people might want to play a character who benefits from the assistance of a much more powerful character.

If that character concept can be enabled in a mechanically balanced and elegant way, it should be.

Sure, it's niche. Most people wouldn't want to play a character who's weaker than their assistant. But if someone does want that, they should be able to.

PS: I don't understand the comment about how really powerful and interesting characters should be player characters. The Senior Council is powerful and interesting, but they wouldn't make good PCs in most games.

In (New) World of Darkness, for instance, such resulting characters are referred to as 'Mentors' and are available via their own Merit.
Title: Re: Rules for Pets and Allies
Post by: Praxidicae on July 03, 2012, 01:26:05 PM
I don't think a minion or companion's skill cap should ever equal or exceed that of the main PCs.  Such a caveat prevents someone's pet from outshining another player.  Keep in mind, this is a minion or cohort we're building here.  If they were all that good or interesting they should be a player character.

If you want to allow them to reduce their companions' skill cap for some benefit that's fine, but they should have a hard upper-bound that doesn't risk outshining other players.

What about the near-stereotypical 'small kid with a slow (physically or mentally) but powerful guardian' character. I could easily see a PC wanting to play the physically unimpressive 'Joe Average' who owns an inherited amulet granting control over a Golem. Or a small child who has been 'adopted' by a horde of lesser fae.
Neither the 'Joe Average' or the child possess any powers or abilities that would mark them as 'PC material', it is their position of control over the more powerful companion character that marks them thus.
I suppose it would be possible to stat the 'Companion' as the PC and vis-versa...but that seems counterintuitive assuming that characters created under the companion rules are primarily controlled by the GM.
Title: Re: Rules for Pets and Allies
Post by: Orladdin on July 03, 2012, 01:35:15 PM
PS: I don't understand the comment about how really powerful and interesting characters should be player characters. The Senior Council is powerful and interesting, but they wouldn't make good PCs in most games.
Yes, but the senior council is not around solving the party's problems for them (or, at least they shouldn't be.)


Some people might want to play a character who benefits from the assistance of a much more powerful character.

If that character concept can be enabled in a mechanically balanced and elegant way, it should be.

Sure, it's niche. Most people wouldn't want to play a character who's weaker than their assistant. But if someone does want that, they should be able to.
Then they should give up their own skill rank maximums to boost that of their allies'.  Someone should be less good at something.

To give you an idea, the phenomena I am trying to avoid is the event that finally demonstrated to me that D&D version 3.X was broken, about ~six years ago.  The party had a fighter and a wizard/druid multiclass.  Both had perfectly reasonable character backgrounds and concepts, but through his system mastery (using all stock, out-of-the-book feats and powers), the wizard/druid build a crocodile familiar that was simply better in every way than the fighter.  It could hit harder, hit more often, grapple far better and had natural armor and weapons.  It also had human intelligence.  The wizard/druid took his perfectly reasonable concept for a character -- a hedge-wizard from the swamp with a crocodile familiar -- and entirely invalidated the party's main fighter-type.  This was because the rules allowed it to happen. 
[Edit:] I should also point out that the fighter was also created by someone who knew what they were doing.  They made no mistakes (other than picking Fighter in 3.X) that could be blamed for the ridiculous disparity in power.

I'm suggesting we prevent this capability.  Skill cap is the easiest and most guaranteeable way to do it, in my opinion.
Title: Re: Rules for Pets and Allies
Post by: Orladdin on July 03, 2012, 01:44:48 PM
Suggest you clarify at first mention of Quirks either that negative consequences thereof are treated as Compels for the player owning the stunt, or that they're treated as Compels against Debt (in which case they could still be bought out of, but wouldn't actually return a FP if accepted)

That's all I've got, for now.  Maybe more later.
Yeah, I agree.  Allow a player to buy them off with their own FPs... and perhaps, allow the player to take them to gain FPs-- after all, they're complicating their life.
Title: Re: Rules for Pets and Allies
Post by: benign on July 03, 2012, 03:54:27 PM
It'd be handy if the OP were updated to include links to the sub-posts with the rules which come as close to completed as you've gotten so far.  I want to catch up, but sifting through 7 pages for the gems is a little tedious, and it's been a while since I originally read this thread.
Sorry, I pulled that most annoying of forum magic tricks and disappeared. I'll update with what you suggest as soon as i finish reading the rest of the thread!
Title: Re: Rules for Pets and Allies
Post by: Orladdin on July 03, 2012, 05:49:01 PM
Sorry, I pulled that most annoying of forum magic tricks and disappeared. I'll update with what you suggest as soon as i finish reading the rest of the thread!
Hey, thanks!  I must be a better summoner than I thought!  Welcome back. 


Ok, let's see if this works twice:
A naked Christina Hendricks doesn't just fall out of the sky, you know!
<waits hopefully></Dogma>
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on July 03, 2012, 07:00:11 PM
Yes, but the senior council is not around solving the party's problems for them (or, at least they shouldn't be.)

As a matter of policy I don't tell people how their games should be. (I'm less shy when it comes to telling people how their rules should be, of course.)

If people want to have the Senior Council solve their problems, more power to them.

Basically, what Paxidicae said.

Then they should give up their own skill rank maximums to boost that of their allies'.  Someone should be less good at something.

To give you an idea, the phenomena I am trying to avoid is the event that finally demonstrated to me that D&D version 3.X was broken, about ~six years ago.  The party had a fighter and a wizard/druid multiclass.  Both had perfectly reasonable character backgrounds and concepts, but through his system mastery (using all stock, out-of-the-book feats and powers), the wizard/druid build a crocodile familiar that was simply better in every way than the fighter.  It could hit harder, hit more often, grapple far better and had natural armor and weapons.  It also had human intelligence.  The wizard/druid took his perfectly reasonable concept for a character -- a hedge-wizard from the swamp with a crocodile familiar -- and entirely invalidated the party's main fighter-type.  This was because the rules allowed it to happen. 
[Edit:] I should also point out that the fighter was also created by someone who knew what they were doing.  They made no mistakes (other than picking Fighter in 3.X) that could be blamed for the ridiculous disparity in power.

I'm suggesting we prevent this capability.  Skill cap is the easiest and most guaranteeable way to do it, in my opinion.

Now that's an argument with legs.

I was hoping that the massive Refresh investment required to have a companion better than you, combined with the inherent disadvantages of companions, would weaken the uber-companion option enough to call it balanced.

I'm not sure whether that hope worked out.

I have an idea. Using these rules, make the most broken companion stunts you can. Then we'll revise the rules to make those stunts less broken, if necessary.

Yeah, I agree.  Allow a player to buy them off with their own FPs... and perhaps, allow the player to take them to gain FPs-- after all, they're complicating their life.

Non-Quirky companions can have their Aspects compelled against the player. Is that not clear?

Quirks have to be a bit different from that in order to be worth a bonus, of course.

Sorry, I pulled that most annoying of forum magic tricks and disappeared. I'll update with what you suggest as soon as i finish reading the rest of the thread!

Welcome back!
Title: Re: Rules for Pets and Allies
Post by: Chrono on July 04, 2012, 02:03:42 AM
Wow. I was just treating my pet foo dog as an aspect. I had no idea we could give them aspects and abilities of their own.
Title: Re: Rules for Pets and Allies
Post by: benign on July 04, 2012, 03:49:04 AM
I'm working on a munchkinized companion for you, Sanctaphrax, and that will be up soon. Until then I have an observation about how the rules have been developing (looking pretty good, by the way).

Why bother basing the companion's skill pyramid on a specific skill? As many have noted, players are strongly motivated to find some justification for using one of their highest skills for this purpose, regardless of how silly the link is objectively. Arguably even worse is when they don't manage to make that justification stick, and they end up being (essentially) arbitrarily punished for their skill selection with an underpowered companion that they still have to pay for.

Does it break anything important to simply have their companion's skill pyramid top off at one level below their skill cap? It's simpler, and for most characters (who use their top skill anyway) it won't make any difference. And it gets rid of a little bit of confusion surrounding a rule that is turning out to be rather complex to implement. Thoughts?

Oh, and thanks for the welcome back! It's good to be back.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on July 04, 2012, 05:46:25 AM
Wow. I was just treating my pet foo dog as an aspect. I had no idea we could give them aspects and abilities of their own.

By the RAW, handling it as an Aspect is probably best. All of these rules are strictly non-canon.

Companions are linked to specific skills because stunts are. Having a dog is an application of your Survival skill. And if your dog's abilities are linked to your Survival, then having a dog feels more like an application of your Survival than it would otherwise.

Does that sound reasonable?

Anyway, looking forward to the munchinized companion.
Title: Re: Rules for Pets and Allies
Post by: ways and means on July 04, 2012, 12:33:33 PM
I would have thought the most obviously broken companion would be worth 1 refresh have pretty cruddy skills and do nothing but maneuver to give a bonus to his PC.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on July 05, 2012, 04:11:50 AM
That sort of nonsense is a big part of the reason I like treating companions as NPCs.

You can't tell your dog to place Aspects on you. You can tell it to help you attack or to distract your enemies, but the dog might not do that with maneuvers. It might use Blocks and stuff. Or maybe it just won't pass the tags to you.

I guess you could always just adjust the maneuver difficulty on the fly, but that's a bit of a kludge. I like the NPC solution better.
Title: Re: Rules for Pets and Allies
Post by: Orladdin on July 06, 2012, 01:56:20 PM
I would have thought the most obviously broken companion would be worth 1 refresh have pretty cruddy skills and do nothing but maneuver to give a bonus to his PC.
That sort of nonsense is a big part of the reason I like treating companions as NPCs.

You can't tell your dog to place Aspects on you. You can tell it to help you attack or to distract your enemies, but the dog might not do that with maneuvers. It might use Blocks and stuff. Or maybe it just won't pass the tags to you.

I guess you could always just adjust the maneuver difficulty on the fly, but that's a bit of a kludge. I like the NPC solution better.

Why shouldn't your dog maneuver to place "Flanked" on your enemy?  Isn't that what he's doing when he harries it from behind?

But even if it did endlessly maneuver, it wouldn't be a significant enough advantage to be broken (we hope).  That's the beauty of it.
By having its skill cap significantly lower than yours, it is less likely to succeed.

Consider:
If your skill cap is 4, your dog's is 2 (or 3, if we go with Sancta's route).  If he tries to maneuver, he's only going to be successful at getting a fragile 38.3% (or 61.7% with Sancta's) of the time*.  Consider, then, that if he's 2 less than your skill cap, he has to then use that if he wants to attack at your same effectiveness.  If he gives it to you, he then has to try and less-effectively maneuver again.  Any of his skill uses suffer from this, and most are even lower than what you would, presumably, give him as his best skill (Athletics or Fists, most likely for a dog).

If we check out a higher-end game, where your companion's got a cap of 4, he's still only sticky maneuvering 61.7% of the time (and that's only if he's maneuvering against an adversary's weak defense skills or himself (if he can justify it).  If he's actually doing something dog-like, he's going to be likely going up against a maneuver difficulty of 5 or 6, giving him only a 38.3% or 18.5% chance to apply a fragile, again.

So, that's what happens if you try to use him as a maneuver-b*tch.  What else is he good for?  All sorts of story-related stuff!  "Go tell Mr. LeValley that Scott's trapped down the well!"  "Hey, boy, go grab me that flashlight."  "Damn, it's dark in here-- do you smell him, boy?"
Awesome.



* FUDGE Dice probabilities (http://hill-kleerup.org/pmwiki/FATE/FUDGEDice)
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on July 07, 2012, 06:28:42 AM
Why shouldn't your dog maneuver to place "Flanked" on your enemy?  Isn't that what he's doing when he harries it from behind?

Maybe he's maneuvering. Maybe he's attacking. It could even be a block.

Letting the GM decide which ensures that nothing too broken will ensue.

As you say, it usually won't be necessary. But it's an extra safety valve, so to speak.

PS: I'd still like to see some uber-broken companions.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on August 04, 2012, 02:49:10 AM
So, where's everyone been for the past month?

It'd be nice to have this done with.
Title: Re: Rules for Pets and Allies
Post by: Locnil on August 04, 2012, 05:55:59 AM
...Can someone give me a quick summary of the rules you've made so far? :o
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on August 04, 2012, 06:32:10 AM
The most recent summary. (http://www.jimbutcheronline.com/bb/index.php/topic,30475.msg1481213.html#msg1481213)

Changes have been proposed since I wrote that, though.
Title: Re: Rules for Pets and Allies
Post by: Taran on August 04, 2012, 01:38:54 PM
I'd like to offer a suggestion, but I'm still just getting up to speed.  I HAVE read the whole thread.

@ Sanctaphrax  How do most people deal with extra actions when dealing with summoned creatures?  Does the GM run them as NPC's, do the Players controle them, do they get their own action in an exchange?

Couldn't minions be represented using existing rules, like summoning/binding?

It would cost -2 refresh (for the equivalent of Ritual).

Then you use the summoning rules (you have a good set because it already includes aspects/quirks: http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1084269.html#msg1084269  )

The exception is you choose a different set of skills instead of conviction and discipline.

So if you're getting your minions by hiring thugs or dealing with Crime Lords you'd use your Contacts as your conviction and your Resourses as your Discipline (or vise versa).

Maybe you're a woodsman, so your minions are more like war-dogs or pets.  In that case you'd use Survival and Empathy.

You must choose the skills and the theme of the minion when you choose the power.

Then you decide the complexity of the "spell", how long it will take, make declarations etc...  This all represents making your contacts, maybe writing up a contract with hired help, training your pets etc.

The amount of time they last, how devoted they are, and how powerful they are are determined by the "ritual"(the shifts of power).  The type of minions you can "summon" would be determined by the theme of power you take.  So you couldn't hire high-tech body guards with Survival, for instance.  Any fall-out/failed rolls could be handled by taking social damage/consequences instead of mental.  Although, depending on the type/theme of minion, it could be another stress track.

Any stunts related to the chosen skills would increase your chances.

I just suggest this because what is already presented seems, to me, overly complicated especially when there are already rules to cover something like this.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on August 04, 2012, 10:59:10 PM
I'm afraid that that won't work as a replacement for what we've done so far.

You see, the summoning guidelines are designed to provide a system for acquiring help. Not for having it.

The difference is important. If I have a pack of hunting hounds, then why should I have to attempt a ritual (which I might fail) to gain their help?

Also: your suggestion is, in play, actually more complicated than what we have here. It's simpler to read because it piggybacks off of previous work, but it requires time and thought to actually use whereas what we have here is effortless once the character sheets are done.

Plus, in order to be balanced against summoning such an ability would have to offer access to a broad variety of characters. Which prevents it from being useful for the guy with one faithful helper.

None of the above makes your suggestion unworkable as its own Power, but collectively those issues make it a bad replacement for what we have here.

That being said, I could see some merit in using the summoning shift calculation to determine the value of a Companion and the cost in Stunts that it should have. We'd lose the ability to account for optimization, but that might be worth it.
Title: Re: Rules for Pets and Allies
Post by: Taran on August 05, 2012, 12:57:09 AM
I just think that you could make any of your examples (jeeves, tweety bird, super robot) using the summoning rules.  Especially the ones you've posted. 

What I like is that it makes a "follower" more plausible.  Sure, I have faithful friends, but if I need help hauling a truck-load of dirt around my yard, I still have to take time, check with their scheduals, provide them beer and, in the end, I probably owe them a favour in return.  All this can be reflected using the summoning rules.

I think it also offers for a broad variety of players:  the guy with one faithful helper would pump more shifts into that one follower.  That's the point - you can customize as much as you want - but it takes time and energy.

Of course, I see your point:  it's hard to justify the "less than average child PC that owns a gollum".  Ideally, they would start with it, and always have it.

Anyways, I thought I'd throw it out there.
Title: Re: Rules for Pets and Allies
Post by: Locnil on August 05, 2012, 02:59:15 AM
Maybe allow players to perform such a "ritual" uing Character Creation, so they can begin having their allies at hand?
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on August 05, 2012, 03:21:04 AM
What I like is that it makes a "follower" more plausible.  Sure, I have faithful friends, but if I need help hauling a truck-load of dirt around my yard, I still have to take time, check with their scheduals, provide them beer and, in the end, I probably owe them a favour in return.  All this can be reflected using the summoning rules.

For a guy who borrows favours from faithful friends, your idea could work.

But the companion rules aren't just for that kind of thing.

I think it also offers for a broad variety of players:  the guy with one faithful helper would pump more shifts into that one follower.  That's the point - you can customize as much as you want - but it takes time and energy.

No, unfortunately not.

If this is going to be analogous to summoning, then you can summon all kinds of things. The guy with one faithful helper can summon a gang too, which he really shouldn't be able to do.

And investing time and energy isn't really appropriate for most characters. You already have your companions, they're there and that's it. If I've got a bodyguard employed 24/7, he's there all the time. And a 24/7 bodyguard is one of the things that these rules are for.

I just think that you could make any of your examples (jeeves, tweety bird, super robot) using the summoning rules.

I should hope so.

You should be able to make any character using the summoning rules.

Maybe allow players to perform such a "ritual" uing Character Creation, so they can begin having their allies at hand?

I don't follow.

PS: This has been bugging me, so please forgive a bit of nitpickery. You can't do rituals with just Conviction and Discipline. Lore is necessary.
Title: Re: Rules for Pets and Allies
Post by: Locnil on August 05, 2012, 02:37:21 PM
I don't follow.

PS: This has been bugging me, so please forgive a bit of nitpickery. You can't do rituals with just Conviction and Discipline. Lore is necessary.

I meant, since the first session of a DFRPG game would be city and character creation, you could pull off such a "summoning ritual" during the first session in order to represent the companions you'll have with you with the game begins proper.

You would, of course, be limited to only one such ritual, giving you the choice of a loyal, powerful comapnion or a few weak, "punch-clock employees" ones.

Also, what did I say to give you the impression I thought Discipline & Conviction were the only skills needed for rituals? Or was that aimed at someone else?
Title: Re: Rules for Pets and Allies
Post by: Taran on August 05, 2012, 05:05:11 PM
Also, what did I say to give you the impression I thought Discipline & Conviction were the only skills needed for rituals? Or was that aimed at someone else?

That was aimed at me and was an over-sight on my part, mostly because I was just offering a suggestion and hadn't really hammered out any details.

There's a couple of points that you've misunderstood, but I won't push the subject since it's not the kind of solution you're looking for. 
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on August 05, 2012, 06:55:03 PM
I meant, since the first session of a DFRPG game would be city and character creation, you could pull off such a "summoning ritual" during the first session in order to represent the companions you'll have with you with the game begins proper.

That sounds rather a lot like what we have here, except with a different method of calculating ally value.

There's a couple of points that you've misunderstood, but I won't push the subject since it's not the kind of solution you're looking for.

Go on.

Because honestly, I can't see how it's a solution at all. It just doesn't apply to the type of problem we're working with here.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on August 11, 2012, 03:04:32 AM
Bump.
Title: Re: Rules for Pets and Allies
Post by: Silverblaze on August 11, 2012, 06:33:44 PM
I don't want this thread dying either.  It has a lot of potential.

I just don't have a lot to add.  I'm pretty friggin' busy with RL atm.

I can say this.

We are not likely to agree on a system anytime soon. 

I would likely try something like making a post for this on the resources board linking this thread.  Then every so often post an updated system for Pets/Allies.

Then people whol ike it can use it.  They can also build on it and the thread will not be lost, since people will likely keep posting ideas about it.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on August 13, 2012, 01:14:32 AM
Not looking for consensus. But I want something workable, and I can't manage that alone.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on August 22, 2012, 09:06:21 PM
I'm going to make a character with these rules soon for an upcoming PbP. I'll keep y'all posted.
Title: Re: Rules for Pets and Allies
Post by: InFerrumVeritas on August 23, 2012, 01:17:48 PM
Just a thought:

While supplemental actions do not normally require a roll, how about directing the pet/ally as a supplemental action.  You'd roll Rapport/Survival/Presence?  The higher the roll the more accurately the per or ally would follow your directions. 
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on August 27, 2012, 06:22:21 PM
I could see requiring a supplemental action for complicated instructions. But something like "shoot that guy" probably shouldn't require anything like that.
Title: Re: Rules for Pets and Allies
Post by: Sanctaphrax on September 16, 2012, 07:49:24 AM
I think that the game I was going to use these for may have fallen through.

But I still want to finish them. They're so close to done.

Anybody else keen to put the finishing touches on these?