Sagely Advice · Legacy archive
Minons
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Minons
#1Object: Create a small group of Minions for a low-level Villain/Villain Lieutenant. Ideally using beings already here on the site. Something more interesting then a gang of goblins, zombies. If it _is_ a group of goblins/zombies, then there needs to be something unusual about them to make them interesting. These folks should be fairly low powered - not strong enough to take center stage.
To Start:
1. A unit of Dokoren dwarves that are honor-bound to serve the Villain unto death. It could be as simple as forged orders from a superior or something else they would rather not discuss. Potentially they could turned against the villain if presented with proof of malfeasance. - https://strolen.com/viewing/Dokoren_-_The_People_of_Legacy_-_A_new_take_on_Dwarves
2. A trio of Gargoyles who continually insult and fight with one another. They are good killers, but so easily get distracted.
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Re: Minons
#2Hobgoblins that fight in formation allowing them AoO on anyone that melees another in the formation
PS great idea for a thread val :thumbup: :thumbup: :thumbup: -
Re: Minons
#3A group of imps, each with a set of low-level demonic powers that, were they to work together, would make them a formidable unit. The current state of things is that they bicker, and fluctuate between adoration for their master, and resentment/fear of him.
A bunch of uplifted animals, ranging from raccoon to bear. Recently brought to sapience, they are loyal, but immature.
Igors. Each sewn together differently. Misshapen, but devious and crafty. They can re-assemble each other with time, and sufficient thread. A confrontation may cost you arm and leg (and see those used against you). Medical professionals and researchers may have an easier time negotiating with them.
The bad guy's many kids (he's quite charismatic, and managed to lay many different creatures). Sibling rivalry and stuff. Evil is a family-run business, with family values. -
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#4
A group of imps, each with a set of low-level demonic powers that, were they to work together, would make them a formidable unit. The current state of things is that they bicker, and fluctuate between adoration for their master, and resentment/fear of him.
A bunch of uplifted animals, ranging from raccoon to bear. Recently brought to sapience, they are loyal, but immature.
Igors. Each sewn together differently. Misshapen, but devious and crafty. They can re-assemble each other with time, and sufficient thread. A confrontation may cost you arm and leg (and see those used against you). Medical professionals and researchers may have an easier time negotiating with them.
The bad guy's many kids (he's quite charismatic, and managed to lay many different creatures). Sibling rivalry and stuff. Evil is a family-run business, with family values.
WOW,Very Nice!!! -
Re: Minons
#5Cosmic Era Minions and Mooks
Auton Squad - superficially a group of robots that work for the Big Bad. Not exceptional in any way, these robots have basic skills, but make up for this with tenacity and high durability. They work best when paired with either a human controller, or an elite level robot with special skills.
Clone Squad - like the autons, but the clone squad was genetically engineered and grown for the purpose of serving the Big Bad. They are skilled and competent, utterly loyal, and completely expendable. Unlike autons, they bleed and feel pain, making their removal for the heroes a tad messier and morally questionable.
Cyborg Squad - augmented humans blend the best of both clones and autons.
Uplifted Animals - cybertoothed tigers, cybernetic dogs, warbears, animals augmented with cerebral enhancement and controlling tech.
Clankers - cheap robots, with lots of legs, barrel shaped bodies, and other low cost options. Cheap, mass producible, and customized to a job. -
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#6The Big Bad leads a band of wrestlers and pugilists. While much of their fighting is for show, they do know some genuinely effective techniques. The brawlers will launch combination attacks at the PCs, for example two throwing down a character, and a third jumping on their belly. The key here is to break up the teams that know how to fight together.
Pirates, scallywags and buccaneers. The competence level varies: some pirates are wrecks, grown from underfed street urchins, riddled with disease and poisoned by cheap liquor; some are navy rejects or dropouts, well-trained and eager to be top dog. All together, they are a colourful foul-mouthed horde, with many unconventional tactics and highly individualised gear.
Faulty clones or flawed reincarnations of the Big Bad, each resembling him, but each somehow less and faulty.
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Re: Minons
#7Clockwork Dwarves - tough little buggers with a ton of gadgets, but in the strenuous, frantic fray of combat, they have to take windup breaks at the Great Gyro. Ingenious players will be able to get the gnomes stranded (or give them a choice between becoming stranded or having inefficient turns).
Dark Gnomish Evil - (yes, this is a self-promotion) the Zastur, evil gnomes. They're adept at dodging friendly fire, which is handy with all those explosives and alchemical concoctions around. Their boot-licking attitude allows them to share the buffs of their boss. The midgets are pretty adept at backstabbing, kicking downed targets, and groin-punching... with spring-powered spiked fists.
Anastasia (Stacy) Silvermoon and her succubi sisters - Suitable for a less combative campaign. Sexy. Sinful. Suave. Surprisingly well-connected. Perfectly fit for the Metropolis, the city that never sleeps, its smokey bars and incessant rain. The PCs will have a hard time opposing the Big Bad when the girls prime the underworld against them. For in Metropolis, half the populace scoff at the law. -
Re: Minons
#819-KeyStone Guards
Four palace guards who work for the Big Bad who are brave but dim and prone to falling over in chases on ice, banana skins or anything that can trip somebody up. If they do catch up with the PCs they are in fact decent fighters
20-Mirror Mirror
Mirrors that cause the reflections of the PCs to leap out and attack the with weapons that cut like glass, but a hit or two will smash the mirror-PC into bits. Spells cast on them bounce back on the PCs, however.
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#921 Terracotta Warriors, fierce and immune to mind effecting magic,very very hard to hurt, but one hp shatters. -
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#1022) The Cult of the Possessed: a bunch of rather feeble cultists, with the exception that a few demonic presences are able to move between them, making the possessed individual grow, be sheathed in fire and lightning, or suddenly blaze with magical ability.
In combat with the cultist horde, you will see when the possession moves towards you, as cultists in a line will light up with power, then revert. -
Re: Minons
#11
22) The Cult of the Possessed: a bunch of rather feeble cultists, with the exception that a few demonic presences are able to move between them, making the possessed individual grow, be sheathed in fire and lightning, or suddenly blaze with magical ability.
In combat with the cultist horde, you will see when the possession moves towards you, as cultists in a line will light up with power, then revert.
Very Nice!
23) Blood Cultists
they carry cups of congealed blood filled with acidic blood does two handed sword damage no roll to hit or dodge etc., no armor -
Re: Minons
#1224) Mana Wyrms (Shamelessly stolen from Hearthstone) - little wyrmlings that feed of waste mana - such as left behind by the casting of spells. Luckily, their boss is a wizard, and each spell will buff his horde - and so will each spell cast by the heroes. -
Re: Minons
#13Post them here and then post them over here. Remember that is the purpose of extras and minor characters.
https://strolen.com/browsing/npcs/Extras/none
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#14too good an idea to die......... -
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#1525. A half dozen gladiators (https://strolen.com/viewing/30_More_Gladiators) that the Big Bad has bought for a pretty penny. Their obedience has the strength of law, and if need be, magic.
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#1626. the Big Bad's kitchen staff - they have mad cleaver skills, hot sauce that they can squirt into your eyes, fryers to immerse your hand in, and stuff from the back of the walk-in fridge to poison you. Flaying, deboning, and evisceration are their specialty. At least you can die with the knowledge that you'll make a fine burger patty. -
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#17
26. the Big Bad's kitchen staff - they have mad cleaver skills, hot sauce that they can squirt into your eyes, fryers to immerse your hand in, and stuff from the back of the walk-in fridge to poison you. Flaying, deboning, and evisceration are their specialty. At least you can die with the knowledge that you'll make a fine burger patty.
The Butcher Boys, oekaki, written in a flurrious 15 minutes
https://strolen.com/viewing/8621 -
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#1827. The Redeemed
A band of criminals united by their common experience in the most horrific prison to ever mar the face of the world. They were tortured, used to test alchemical concoctions, as training objects for war beasts, and as playthings for monsters whose names are best left unspoken. Today, they're scarred, haunted by nightmares, but excellent at dirty fighting, and surprisingly resilient. Also, don't forget that they were dangerous criminals even before - tax evasion doesn't earn you a lifetime in Fellhold (maybe except for Angel; that one's said to have been a political prisoner).
The Big Bad is the one that orchestrated and led their jailbreak, and their loyalty is without question. On the downside, they have weaknesses such as deeply entrenched emotional trauma, or wounds that never healed; likewise, a chance at vengeance against their erstwhile captors could distract them from their current goal. -
Re: Minons
#19
27. The Redeemed
A band of criminals united by their common experience in the most horrific prison to ever mar the face of the world. They were tortured, used to test alchemical concoctions, as training objects for war beasts, and as playthings for monsters whose names are best left unspoken. Today, they're scarred, haunted by nightmares, but excellent at dirty fighting, and surprisingly resilient. Also, don't forget that they were dangerous criminals even before - tax evasion doesn't earn you a lifetime in Fellhold (maybe except for Angel; that one's said to have been a political prisoner).
The Big Bad is the one that orchestrated and led their jailbreak, and their loyalty is without question. On the downside, they have weaknesses such as deeply entrenched emotional trauma, or wounds that never healed; likewise, a chance at vengeance against their erstwhile captors could distract them from their current goal.
Very Very Nice!!!!!!!! keep em coming!!!!!! -
Re: Minons
#2028. Police Precinct "Purgatory"
Without doubt the worst part of town, and a hot contender for the worst part of *any* town, Purgatory is a chaotic, over-populated, crime-ridden patchwork of poverty and opulence, of the exotic and aberrant. Its history includes being built upon an ancient cursed burial ground, the Great Mage Massacre of '84, and the Aberrant Incursions. Yes, it does have a leaking portal to Hell, and many low-key hellspawn ply their trade here. So do dispossessed fey, and celestials with tarnished halos. Crime syndicates, heretical cults, and secret societies naturally gravitate towards the turmoil. People from all walks of life find their path crossing Purgatory when their life has been turned upside down.
Yet, despite all of this, the Law has not abandoned the district's dirty, blood-stained streets. Keeping what passes for peace and order, the police force of Purgatory are a rugged lot - too rough to fit into civilised society, yet possessed of a pragmatic sense of justice and utilitarian righteousness. Funded partially by the city, in part by citizens, and in part by the mob, they employ methods that would get them suspended elsewhere, just to prevent the worst, and make Purgatory tick one more day without descending into utter chaos. They do not pull punches, don't bother with procedure, and usually shoot first. Considering the range of threats they encounter, don't be surprised if they pull heavy artillery, dark occultism, or torture as their plan A.
While the Purgatory Police are technically good guys, PCs may run afoul of them by upsetting the status quo - such as initiating large-scale gang warfare, committing arson, or going against the more civilised parts of the Mob. -
Re: Minons
#21
28. Police Precinct "Purgatory"
Without doubt the worst part of town, and a hot contender for the worst part of *any* town, Purgatory is a chaotic, over-populated, crime-ridden patchwork of poverty and opulence, of the exotic and aberrant. Its history includes being built upon an ancient cursed burial ground, the Great Mage Massacre of '84, and the Aberrant Incursions. Yes, it does have a leaking portal to Hell, and many low-key hellspawn ply their trade here. So do dispossessed fey, and celestials with tarnished halos. Crime syndicates, heretical cults, and secret societies naturally gravitate towards the turmoil. People from all walks of life find their path crossing Purgatory when their life has been turned upside down.
Yet, despite all of this, the Law has not abandoned the district's dirty, blood-stained streets. Keeping what passes for peace and order, the police force of Purgatory are a rugged lot - too rough to fit into civilised society, yet possessed of a pragmatic sense of justice and utilitarian righteousness. Funded partially by the city, in part by citizens, and in part by the mob, they employ methods that would get them suspended elsewhere, just to prevent the worst, and make Purgatory tick one more day without descending into utter chaos. They do not pull punches, don't bother with procedure, and usually shoot first. Considering the range of threats they encounter, don't be surprised if they pull heavy artillery, dark occultism, or torture as their plan A.
While the Purgatory Police are technically good guys, PCs may run afoul of them by upsetting the status quo - such as initiating large-scale gang warfare, committing arson, or going against the more civilised parts of the Mob.
Now your just showing off. ;)
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Re: Minons
#2229. The Improbable
There are many alternate worlds, an endless exploration of "What-Ifs". Some of those are so flawed, broken and jumbled that they don't constitute a separate reality, but rather exist as a smear of fragmented nonsensical film between true worlds. Most dimension-hoppers intuitively avoid those; spells and dimension-travel devices have a directive to avoid them at their core. The Villain has no such trifling worries, and uses his powers to reach into the Smear, pulling out improbable gadgets, reality-defying anomalies, and aberrations that should not be. These, grateful for a chance to experience true reality, serve him loyally. When faced with the heroes, the Villain considers it dramatically appropriate to pull their alter-egos that should never have been out of the Smear. Driven, they assault the protagonists; perhaps, if they manage to kill the real person, they may be able to take their place and finally truly *be*? -
Re: Minons
#2330. Sewage Golems
The refuse of humanity contains surprising amounts of life, and is actually easy to animate using the proper magic. Sewage Golems can also arise on their own, usually when arcane waste finds its way to the sewers.
Each of the golems has a centerpiece - be it a skeleton, a rat's nest, or a pot with especially vile refuse. They will incorporate dangerous garbage as well - discarded weapons, nail-studded planks, or rusty anchors.
Fighting Sewage Golems is not trivial - they will attempt to suffocate their opponents, squirt vile muck, or try to drag them under; they're also capable of merging with the sewer's contents, and traveling unobserved at great speed. The sewage sustains them, providing steady regeneration. Finally, greater golems are able to manipulate the sewer's content, to cause tidal waves of feces, or release clouds of gas. And don't forget - methane explodes.
The Sewage Golems are excellent mooks for a Villain who has lost their sense of smell, and doesn't give a rat's ass about PR.
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Re: Minons
#24Wiki time, guys, unless you are wanting to hit 101 instead? :P -
Re: Minons
#2531. Goblin Phalanx
While individually still quite feeble, the Goblins have trained hard and learned the discipline needed to fight in a phalanx, advancing as a wall of spear points protruding from a shield wall. They even learned to cover each other with their shields, open up the guard of enemies with their attacks for others to exploit, maneuver as a group, and adopt a circular formation. When unengaged, they will pepper the enemy with thrown spears. Their small and nimble frames allow to pit close to a dozen combatants against a single enemy, effectively concentrating their offense. Their bigger orc buddies can swing from behind them with long pole-arms if needed.
While the phalanx(es) may be seen as a comic relief at first, players will soon realise that the Goblins are led by a competent strategist, and that the PCs' hit points deplete rather quickly via a thousand pinpricks. The comical aspect may be played up via the Goblins having an over-the-top banner with a golden dragon motif, their leaders having preposterous crested helmets and shouting orders in a serious fashion yet high-pitched voice, and by the GM using phrases like "The ground quakes under the pitter-patter of their tiny feet!"
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Re: Minons
#26You're doing good work here, Echo. -
Re: Minons
#2732. The Clean-Up Crew
Operating under the label 'Rise and Shine', the cleaners are service providers for the underworld. Led by Long John Short, a retired assassin, and Melissa Xanthe, a retired crooked cop, they are well trained in looking for evidence... and disposing of it. The old pair hires level-headed criminals with more brains than average, who (while not as flashy as the A-teams of the mob, or not as notorious as the thugs and bruisers) have risen to a sort of prominence as working-class intellectuals among the underworld. Want good life advice? Stuck on a hard crossword? Looking for a good school for your kid? Ask a Cleaner.
While the Cleaners like to avoid exposure and combat, PCs may run afoul of them as they investigate a crime scene, or during the Cleaners' attempt to dispose of evidence. The Cleaners sometimes also step in to tie up loose ends when absolutely necessary, or dispose of evidence that is still alive and kicking.
On a slightly related note, the company also produces excellent work clothes; the Rise and Shine line is a locally sourced brand, with quality materials and smart design.