Re: The amazing exploding sidekick

From: bethexton_at_...
Date: Wed, 31 Mar 2004 14:58:17 -0000

> > Saufilas - Devoted to Irrippi Ontor 17, Disdainful of non-Dara
> > Happans 15, Fearsome Scowl 17, Give Cryptic Advice 2W.
> >
> > As far as I could tell from the discussion, I will still have
access
> > to all Identification, Literacy and Otherworld feats at 17.
>
> That's correct. By the rules as written, the keyword (and
therefore,
> feats) will never go up. If you had, for instance, given him
> Identification at 2W instead of Give Cryptic Advice, he could have
> increased Identification over time and those feats only would have
been
> used at the higher level.

But surely there is no reason that, during play, you can't buy new abilities into a side kick? Or more to this point, buy up an individual ability out of the key word?

I mean, sure you shouldn't be adding things to retainers, they are supposed to be pretty generic. But sidekicks are different. I admit that there is the danger that the sidekick can become too important, so that the interplay between 'leading' character and sidekick can get too involved (and it is seldom fun for others to watch someone mostly playing with themself).

All the same, over time I don't see why a side kick couldn't be given a magic item, learn a new magic, develop a new personality trait (especially strange fears based on past experiences....) or learn a useful new skill. Frex, a petty noble has a bodyguard side kick. They travel in a caravan towards Pavis, and along the way lose most of the professionals, and have to fend for themselves quite a bit. The hero could buy "tend pack animals," but it could be more "in character" that he has his body guard learn to do so instead.

-Bryan

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