The Missing Minions, Part 1: People

One of things the 2nd edition Witch Hunter book did away with was pre-made minions.  Like many other games in the swashbuckling genre, minions in WH are mobs of n’er-do-wells that you can throw at the PCs with impunity, confident that while they may suffer some bumps and bruises, they won’t get their clocks cleaned by these hoards.  They also provide great back up for Lieutenants and Villains, giving them a round or two to do their thing without the heroes getting in their face. Most of the opponents the heroes will face in a Witch Hunter campaign will be minions.  That includes everything from an unruly mob of villagers, a pack of ferocious wolves or a press gang of hardened mercenaries.  But the bestiary in the 2nd edition core book is focused exclusively on supernatural threats.  So the GM is left on his own to dream up what the rest of the bullpen is going to look an act like. Now look, it’s not as though minions are tough to create.  But it is NICE to have examples.  Who doesn’t love examples?  You can reskin them, sup them up, or pitch them.  They are a tool to help you get started.  But stat-blocks notwithstanding, there is a big difference – conceptually – between a ravenous wolf pack and a horde of goblins.  1st edition WH dealt with this nicely.  With 2nd edition, these tools got left on the cutting room floor.  I had hoped they might show back up in the Grand Tome of Adversaries (that would make sense right), but no (crap!). So in this first article in a series, I’m addressing the problem.  Here are…the Missing Minions!

Related Articles:
Part 2 of this series can be found here.


Converting Minions from 1st edition

  • Threat Ratings: Threat Ratings top out at 3 in 2nd edition. For minions with higher threat ratings (like large animals), add the remainder to the new entry’s Attack and Damage bonus, as well as any skill bonus. You can lower the Threat Rating and add the difference back into these bonuses to make a minion band less threatening while still a credible threat.  (Example, a Grizzly Bear has a Threat Rating of 5; reduce the rating to three but add 2 to all attack, damage, and skill bonuses).
  • Hell’s Favor: Most minions will have a HF of 0. Those with 1+ should have a Power and Price of some sort.
  • Pace: Use best judgement. Few humans will have a Pace higher than 4; a horse moves at a pace of 6. Thus, an animal with a pace of 5 will catch most humans on foot, but not mounted. An animal with a Pace of 7 will run down even a good warhorse.
  • Special Attacks: Use the attack listed in original stat block. Attack bonus equal to Hand-to-Hand skill bonus. Damage bonus is the Weapon DM score (+2 if applicable).

Note: In a few instances, I’ve added Talents to the mix to suit the minion and to prevent this from being just a straight copy of what has been done before. You are welcome to ignore these (slight) changes, or build upon them.

Cardinal’s Guards

Threat Rating: 2
Hell’s Favor: 0
Pace: 3
Special Attacks: Sword +2/+3
Talents: Cheat

Conquistadors (Spanish)

Threat Rating: 3
Hell’s Favor: 0
Pace: 3
Special Attacks: Pistol +0/+5, Sword +2/+3
Skills: Resolve 4d

Cultists

Threat Rating: 2
Hell’s Favor: 1
Pace: 3
Special Attacks: Dagger +1/+2
Powers/Prices: None or 1 Veneficus (Sorcerous)

Musketeers (French)

Threat Rating: 3
Hell’s Favor: 0
Pace: 3
Special Attacks: Rapier +2/+2, Musket +2/+5
Talents: Canny Fighter

Mercenaries

Threat Rating: 3
Hell’s Favor: 0
Pace: 3
Special Attacks: Sword +1/+3, Musket +1/+5

Pirates

Threat Rating: 2
Hell’s Favor: 1
Pace: 3
Special Attacks: Dagger +2/+2, Cutlass +2/+3
Skills: Athletics (Balance) 4d

Savages

Threat Rating: 1
Hell’s Favor: 0
Pace: 3
Special Attacks: Spear +1/+3, Club +1/+2
Skills: Stealth 4d

Thieves

Threat Rating: 1
Hell’s Favor: 0
Pace: 3
Special Attacks: Dagger +1/+2, Club +1/+2
Talents: Born Thief or Grab and Run
Skills: Stealth 4d
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2 thoughts on “The Missing Minions, Part 1: People

  1. Pingback: The Missing Minions, Part 2: Animals | …and a Brace of Pistols

  2. Pingback: 2015: A Retrospective | …and a Brace of Pistols

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