SG: Servants and Allies

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Some supernaturals have mortals who become servants for them. This is particularly true of vampires who like to have someone that can perform functions on their behalf during daylight hours. Fae also enjoy enslaving or binding a mortal to their will. A powerful mage might employ a trusted bodyguard to watch his back, and so on.

With approval of the GM, such mortal servants can be acquired through the various means available to a supernatural character. This should be paid for with an aspect or by altering an aspect to reflect the servant and the nature of his or her connection to your character. Jot down a few aspects that describe the character and this may all be that's necessary for the new servant to enter play. If a writeup is needed, then assume a peak skill of no more than 2 steps lower than supernatural character's peak skill. So if your character has a peak skill of Great (+4), then your servant should not have a skill higher than Fair (+2). Jot down some skills and a few stunts. Stress boxes are calculated as normal, and you are done! This is essentially built and played as a supporting npc.

Option: Advancing Servants[edit]

This option does not apply to Spirit Allies or Ally Groups.

If a servant has been with your character for a long time, it can evolve and change alongside your character. Changing aspects and swapping skills or stunts works the same way for your servant as it does for your character. If your character advances high enough, then the servant will also evolve. For example, if your character advances his Great (+4) peak skill to Superb (+5), he can also advance his sidekick from a Fair (+2) to Good (+3) supporting character. You should take care to arrange the skills in columns, if not a pyramid.

Further advancement is possible with GM permission. Skill points earned through play for your PC can be instead spent to raise a skill for your servant. This can allow you to break the rule regarding the peak skill of your servant. You can also spend your PC's Refresh to purchase new stunts for your servant.

Playing Servants[edit]

If the GM agrees, you can role play your servant character in scenes in which your main PC is not present. Your servant has no Fate points of her own, but the GM may allow you to dip into the Refresh pool your PC has. Also, don't forget that compels on your servant will generate Fate points, too!

Spirit Ally[edit]

Some supernaturals that form a group might forge an alliance with a spirit that, while incorporeal, can nonetheless aid them in many ways. After discussion with the players, the GM should jot down some aspects that describe the entity. Each member of the group should then tailor an aspect to reflect their new alliance. Since it is incorporeal, it will generally not directly intervene or physically aid it's allies, but it can provide other forms of assistance in the form of aspects.

For example if there is some information or knowledge that it makes sense for the spirit to have, then the player can invoke their Spirit Ally aspect to gain a bonus on rolls that use that sort of knowledge. A group might ask a spirit to watch over a location for a certain length of time and inform them of intruders. Such tasks will be done, if in accordance to the spirit's own nature or wishes, for free. Asking the spirit to do something it doesn't care to do or doesn't like to do might require the a favor, task, or payment of one or more Fate points from the group, depending on the nature and difficulty of the task.

Ally Groups[edit]

Other supernaturals might employ small groups of allies. Examples include cops who owe them favor, a street gang they have taken over, a pod of ravening blood slaves, a friendly group of supernaturals, etc. The character should again take an aspect to reflect what the group is and describe the relationship. The aspect can then be invoked to gain a bonus to rolls that the allies might assist with. Or, if needed, they can be described using nameless NPC rules. As a rule of thumb, you might be able to call upon:

  • as many as four or five Average (+1) nameless mortals with a couple skills at Average and no stress boxes
  • a few Fair (+2) more competent nameless mortals with a handful of skills no higher than Fair and one stress box
  • or a one or two young or newly made nameless supernaturals with a peak skill of Good (+3).

The level should be determined by the aspect. For example, a group of hobos that have your back might qualify only as Average nameless mortals, but you get a bunch of them. A street gang dedicated to you might be a bit more competent as Fair (+2) nameless npcs, and you can call on three of them at a time.

Larger and more powerful groups might be better described using the Organization extra.