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For your consideration. Some guy compiled some of the OGL Fate rules. It wasn't particularly noteworthy beyond containing rules for minions and companions. I've copy pasta'd them here, not necessarily as a "use these" but as a "these rules exist." I realize this is probably more words and rules then we really need, but I thought it would be nice to have available and all wiki'd up.


The term ‚Minions‛ is used to refer to the large number of faceless followers of important, named characters, often the villains of the piece. Minions are the bodies of the faithful that the heroes must climb over to take on that villain.

The GM may build a villains’ mob using an Ally stunt using one or more Strength in Numbers advances (see below) but should feel free to assign minions on an as needed basis. Minions have two important statistics, Quality and Quantity.


The Quality of a set of Minions denotes their base effectiveness in one sort of conflict (physical, social or mental), as well as their capacity for Stress.
Minions only have a single Stress Track against which both Physical and Composure Stress is marked. Average (+1) Minions can take one box of Stress, Fair (+2) can take two, Good (+3) can take three and so on. Minions cannot take Consequences.


The quantity of Minions is simply the number of Minions present. Together, Minions act in one or more groups, each of which is treated as a single character in the conflict. This allows the GM to minimize the number of dice rolls being made, even when the player characters are facing off against a group of twenty frothing cultists. Minions who act together as a group are much more effective than individual Minions, gaining a bonus to their effective Quality for purposes of Tests in conflicts.

Table – Minion Quantity Bonuses
# of Minions  Bonus
2 to 3         +1
4 to 6         +2
7 to 9         +3
10+            +4

As a rule of thumb, when a GM has a large number of Minions, she should split them up into several smaller groups – preferably one group for each player character they face. These groups don’t necessarily need to be equal in number; sometimes it makes sense to pit the largest group of Minions against the most capable opponent. Also, grouping Minions together makes it a little easier for the characters to eliminate several Minions in a single action. When Minions take Stress damage, any overflow of damage is applied to the next Minion in their group. This means a solid enough effort can take out an entire swath of Minions. The attacking character’s Stress bonus from a weapon is only counted once, but then any Stress reduction from armour the Minions are wearing is equally only applied once.

Mixed Groups

One of the main uses for Minions, be they ninjas or yes-men, is to aid their leader in conflicts. When this occurs the Minions are considered "attached". The leader acts as normal but receives a Quantity bonus based on the group size including himself (so even one minion will provide a +1 bonus) to his attacks (assuming the Minions can contribute to the attack), manoeuvres and defences. Stress suffered is applied to Minions first, reduced by their armour. If all Minions are taken out any excess shifts of damage overflow to the leader but are reduced by the leader’s armour at that stage. Leaving or attaching to a group is a free action, and a character may detach from a group automatically by moving away from it.

Alternatively, a character with the Leadership Skill attached to a group of Minions may use his Leadership Skill to Complement the Minions’ Quality (plus Quantity bonus) in Tests (see Combining Skills on page 7). This allows villains without much combat Skill to still help out their minions in a fight. In this scenario, the Minions act as a normal group but with the extra bonus.


Companions are characters who are a little more important than Minions but are not quite fully fledged named characters in their own right.

Companions are either granted as a short-term story element by the GM, or are established through the purchase and use of an Ally stunt.

Like Minions, by default, a Companion can assist in one type of conflict (though the Scope Advance can expand this). The type of conflict that the Companion can assist with determines her type.

Table – Companion Types
Type            Conflict
Sidekick        Physical
Aide             Social
Assistant   Mental / Knowledge

Also like Minions, Companions have a Quality rating. This Quality Rating is used for all tests during a conflict of the appropriate type. They can attach to named characters in the same way Minion groups can, and thus grant a +1 bonus in appropriate conflicts due to group size (a Quantity of two including the named character).
Companions also get a single Skill column (instead of a pyramid) with a number of Skills equal to their Quality. For example a Good quality Companion has one Good, one Fair and one Average Skill. These Skills allow the Companion to be of use outside of conflicts (unlike Minions), and also to have some measure of ability in tasks outside of their normal scope. If desired, a named character to whom a Companion is attached may substitute the Companion’s Skill level in place of his own if it’s higher. The Quantity bonus still applies if the named character has at least an Average rating in the Skill in question; in effect he is providing the Quantity bonus to his Companion.

Like Minions, Companions only have a single Stress Track (though see the Scope Advance for exceptions). Companions have one Stress box per level of Quality plus one, for example a Good (+3) Quality Companion has 4 Stress boxes.

Sidekicks with the Endurance Skill and Aides & Assistants with the Resolve Skill get extra Stress boxes just as a character would.

Normally Companions cannot take Consequences, however if attached and not yet Taken Out they can allow the named character the ability to withstand an additional Consequence – specifically, that the Companion is knocked out, kidnapped, or otherwise removed from the conflict. The severity of the Consequence indicates how long the Companion is Taken Out.

Unless she has the Independent Advance, in order for a Companion to act in a scene without their named character a Fate Point must be spent.


Advances are traits that can be applied to a Companion or group of Minions to differentiate them from the baseline Average (+1) ally.

Companion & Minion Advances

The ally has some means of communicating with her patron in even the strangest of circumstances (a psychic link, a dedicated radio transceiver in a wrist watch etc).

Keeping up
If the ally’s patron has a means of locomotion or stealth that makes it hard for the ally to keep up with him, then the ally with this advance has a similar ability. This ability is useful only for keeping up with her patron when attached, and for no other purpose.

Improve the Quality of an ally by one step (from the default Average to Fair, Fair to Good, and so on). This Advance may be taken several times up to a maximum Quality one step below the patron’s peak skill for a Companion, and two steps below for Minions.

Strength in Numbers
This stunt increases the number of allies you have. One application effectively turns a Companion into three Minions of the same Quality. Second and further applications of this advance increase the number of Minions by a further three.

No matter where you are you can summon your ally to you. This normally takes at least one minute but you may spend a Fate point to accomplish it in a single round. A summoned ally vanishes or leaves if the summoning character is Taken Out, and will not last more than one scene either way. They may be summoned again in a later scene if needed again.

Variable Summons (requires Summonable)
Usually the same ally is summoned each time but this advance allows the player to allocate the ally’s other advances when they are summoned. Once chosen the advances are locked in place for the adventure unless the player spends a Fate Point to reallocate the advances again. This variability makes the ally more like a range of Companions and Minions the player can call upon one at a time.

Companion Only Advances

The companion can take a Consequence of their own to reduce stress. This may be taken twice.

The Companion can act independently without the named character needing to spend a Fate Point, in addition the Companion can access the named character’s Fate Points and up to two of his Aspects that would also apply to the Companion.

Improve the scope of a Companion, allowing them to assist in an additional type of conflict. This may be taken twice, allowing the Companion to be effective in all three scopes.

A Companion able to assist in Physical & Mental, Physical & Social, or all three scopes of conflict has both a Physical and Composure Stress Track and may gain extra Stress Boxes from both the Endurance and Resolve Skills.

Each time this advance is taken the Companion gets an additional column of Skills. However each new column is one rank lower than the last. For example a Good quality Companion with the Skilled advance would have one Good, two Fair and two Average Skills. Another Skilled advance would add only one Average Skill.

This advance allows the Companion to take a single Stunt and may be taken a maximum of two times. This does not allow the Companion to take an ally stunt themselves.