
You are a mastermind behind the scenes, but you’re hardly a fighter in your own right. But hey, that’s what your minions are for, isn’t it? In particular, one minion stands out above the rest, proving to be the strongest among your followers. While you hide behind your Marvelous Minion, they carry out your plans, ensuring that your goals come to fruition, whatever they might be.
- Racial Requirement: Any
- Transformation Type: Manifested Power
- Prerequisite(s): N/A
- Maximum No of Stacks: 1
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | – | – | +2 | – | – | +2 |
Marvelous Minion: You have a powerful Minion that battles on your behalf, though this Minion may not always remain under your control.
-[Passive, Ruling]: Upon gaining this Transformation, create a Minion, but instead of the Minion Creation Rules, use the normal rules for Character Creation (speak with your ARC regarding what Transformations this Minon may possess – they should roughly have a similar amount as you). This Minion is a Special Minion known as your ‘Marvelous Minion’. Your Marvelous Minion ignores all Minion Rules except for Follower, Karma, and Minions, but cannot gain Minion Traits through any means.
-[Automatic]: If your Marvelous Minion has not been targeted by the Command Maneuver by the start of its Turn, that Minion ignores the Follower Minion Rule and is taken control of by your ARC until you target your Marvelous Minion with the Command Maneuver.
-[Automatic]: If you are Defeated at the end of a Combat Encounter and your Marvelous Minion is not, make a Clash (Persuasion/Bluff/Intimidate vs Intuition) against your Marvelous Minion. If you win, nothing happens. If your Marvelous Minion wins, they stop being your Marvelous Minion and become an NPC that is controlled by your ARC (they may make modifications to make that character into an Adversary).
-[Triggered, 1/Encounter]: If an Opponent is knocked through the Injured or Critical Health Threshold, or if you have successfully won the Clash for Manipulation Sorcery against that Opponent, make a Clash (Cognitive vs Cognitive/Morale) against that Opponent. If you win, they become your Marvelous Minion until the end of the Combat Encounter. If that Character was an Adversary, they lose all effects of being an Adversary and all Adversary Traits while being your Marvelous Minion.
-[Triggered, 1/Encounter]: At the end of the Combat Encounter, if you triggered the 4th effect of Marvelous Minion, you may make a Clash (Cognitive vs Cognitive/Morale) or Clash (Persuasion/Bluff/Intimidate vs Intuition) against your new Marvelous Minion. If they win this Clash, they stop being your Marvelous Minion and return to how they were previously. If you win the Clash, they remain as your Marvelous Minion indefinitely.
-[Automatic]: If you would trigger the 4th effect of the Marvelous Minion Trait while you still possess a Marvelous Minion, that Marvelous Minion becomes an NPC that is controlled by your ARC (they may make modifications to make that character into an Adversary). Your former Marvelous Minion may still be loyal to you or otherwise, but as usual their actions depend on your ARC’s interpretation of the character.
-[Passive]: Increase your Marvelous Minion’s Tier of Power by 1 (see — Breakthrough).
Non-Combatant: You are not a front-line fighter, preferring instead to give orders to your Marvelous Minion.
-[Passive]: Increase your Initiative by 1(T).
-[Passive]: Halve your Maximum Life Points.
-[Passive]: Reduce your Soak Value, Damage Reduction, and Combat Rolls by 2(T) while you possess a Marvelous Minion.
-[Triggered, Resource]: If you end a Combat Round while in the Spectator State, gain a Scheme Point (max. 5).
-[Triggered, 1/Round]: If your Marvelous Minion knocks an Opponent through a Health Threshold or Defeats an Opponent, gain a Scheme Point.
-[1/Round]: While in the Spectator State, you may use the Command Maneuver as an Instant Maneuver as if you spent 1 Action. You may spend up to 2 Scheme Points to increase the number of targets for that Command Maneuver by an equal amount.
-[1/Round]: While in the Spectator State, you may use a Unique Ability that is a Standard Maneuver as an Instant Maneuver. If you do, you must spend a number of Scheme Points equal to the Action Cost of that Unique Ability.
-[1/Round]: While in the Spectator State, you may spend 1 Scheme Point to use the Aura Maneuver as an Instant Maneuver. If you do, it must be a Shield Aura.