Sidekicks

Boy Wonders, Good Buddies,
and Other Tag-alongs
for your Player Characters

By Larry Granato
Artwork by Prof Herbert


The hero or heroine who fights their way through opposition and danger is the basis for role-playing games. But they're not the only character a player can utilize. The player-character has the opportunity to acquire a traditional accouterment: a sidekick.

Many RPGs allow PCs to gain supporters who can play important part in the game. They extend a character's power by allowing him to undertake multiple activities or enhance his current abilities. These NPCs fall into three categories: acquaintances, employees, and, most important of all, followers, who may become sidekicks.

Acquaintances are NPCs who occasionally adventure with the PC's but are not regular companions. In many cases they may not be specifically attached to a PC, but are considered junior members of the party (i.e., consultants). They may be very helpful at times, but they're often off on their own business, and can't be considered completely reliable. Employees, or hirelings, are paid workers who are selected to perform a specific task. Their relationship with the PC is typical for employers and employees in the type of campaign that's being played. They have some loyalty to the leader, but will certainly put their own lives first. For instance, mercenaries are paid to fight, not to die, and they will refuse very hazardous or suicidal missions. Other hirelings will generally perform adequately in their area of competence, but will do little else, unless strongly motivated by the PC.

A follower, or henchman, is a close associate of a PC. The follower make a considerable commitment towards the character, and a certain amount of reciprocation is expected. It is this kind of NPC who may become a sidekick.

Sidekicks are boon companions who take first place among all other NPCs. Although a long-term friendship usually comes first, a few sidekicks will become available (or unavoidable) after a very short association. If the PC has only one follower, then they become a sidekick by default, even if the PC isn't that close or hasn't known them that long. A PC should only have one sidekick, although in a few rare cases the sidekick might be more than one individual. The following material applies to both sidekicks and followers of all types.

Getting a sidekick is not necessarily a one-way deal. Some NPCs may resist becoming one for a variety of reasons. Also, followers with undesirable characteristics may force themselves on the PC or insinuate themselves into his company. A skilled but unassuming NPC will probably be shoved aside by a less competent but more dynamic and pushy individual.

How to Find Them

Obtaining a sidekick is not a formal process. Most followers will be acquired by either recruitment or chance. Recruitment is a deliberate effort by a leader to gain followers. Typical methods utilized include advertising, use of employment agencies, and canvassing likely areas. Big cities, or places where many people congregate, like a starport, are the best places to look for followers. Meeting people in bars is probably one of the worst ways of getting worthwhile followers, although the PC will probably have some memorable encounters.

There may be times when a follower is assigned to a PC who is a member of an organization, or is working for some group. In this case neither the PC or the NPC have much choice about their association.

The majority of NPCs who show up in response to publicity will be inexperienced or unsuitable. It's up to the PC to weed through the applicants; this may take quite some time. Since the PC really doesn't know much about the prospects' background, the chances of unhappy surprises later on are pretty high.

Many people exaggerate on their resumés and make a unwarranted good impression on interviews. Checking references can help, but they may be bogus, unavailable, or willing to give the NPC a good referral just to be rid of him.

Recruiting followers from among NPCs the character knows is a safer risk. However, the NPCs will likewise have knowledge about the PC and may hesitate to join someone with a dubious reputation. The leader's prestige is the most important factor in attracting quality followers. Unrenowned characters won't be able to get anyone but a few low-skill hirelings at best. Fame will bring larger numbers of applicants, some of whom are useful.

Chance meetings are the most enjoyable means of getting followers, since the situation that brings the characters together gives the PC some idea of the NPC's worth. This normally occurs during adventures. The details depend on the exact circumstances of the encounter. The PC's actions towards the NPC are crucial, since a single misstep will probably mean the NPC will refuse any employment offers.

Naturally, a leader wants to have the best followers possible. However, fully half of all prospective followers will be riffraff and knuckleheads, although this may not be apparent at first. They may be recommended by "friends" who have some axe to grind, or simply see the PC as an easy mark. On the other hand, they might be attracted to the PC for the same reasons as more useful employees. Most have some ability to temporarily conceal their shortcomings, so a screening that keeps out disreputable NPCs will probably let them through.

Once in the PC's service, they try to make themselves indispensable (or unremovable) by whatever means are handy; telling the PC what he wants to hear, spying, lying, selling secrets, stealing stuff, blackmail, begging, creating pity, driving off other NPC's, or sheer persistence. A representative group of subpar sidekicks are listed in Table II.

Filling Them Out

The creation of a sidekick is done by the GM, but his development is a joint activity for the GM and player. For an NPC this important, using random personality traits is not the ideal method to design the character. Don't simply "roll up" a character and then try to shoehorn them into a position. Rather, decide on the personality attributes that fit and then determine appropriate statistics.

In addition to the sidekick's basic archetype, you may want to come up with a "handle," distinguishing feature, or mannerism that sets the NPC apart. Of course the main thing about sidekicks is that they don't mind playing second fiddle.

Table I below lists twenty possible templates for sidekicks, suitable for many genres of gaming. These can be used for a starting point. Also, putting together a bit of background or history for the NPC is useful, As time goes by the player can add details about the NPC, and help in the character's evolution.

In order to breathe a little life into sidekicks, the GM may want to consider various events that may occur in their lives, such as were detailed in "NPCs: Get A Life" in SHADIS #17.

How the leader relates to the sidekick is fundamental to the NPC's growth. Followers who are neglected basically stay the same, although highly motivated individuals may become bored with the PC and leave for better offers. Depending on the personality of the NPC, different tactics may be required to maintain their loyalty and attention. One sidekick may be perfectly happy with a magical trinket now and then, while another will demand a regular paycheck.

In addition to material benefits, many sidekicks will want recognition of their unique position. This means public acknowledgment and appreciation of their work. Of course, low skill/low IQ/low self-esteem types will expect put-downs, and may become confused if their leader acts nice towards them. Others will freely chatter about their relationship with the PC to impress others and get favors. They certainly expect special treatment, but this doesn't mean they think they're equal to the PC. They just want to be more essential than other NPCs.

The Sidekick's Purpose

What a sidekick does is share in most of the PC's adventures in a supporting but still integral role. It can be fun to develop a banter between the PC and sidekick ("Holy Smoking Popes, Batman!"). While other followers may drop in and out, the sidekick is a constant. He can grow to the point of becoming a full-fledged character on his own. However, the leader must not ask the NPC to do things beyond his ability, or burden him with trivial or unpleasant tasks that are inappropriate to his station. Note that if the leader constantly tells his sidekick exactly what to do, the follower will become dependent on the PC's instructions and direction. NPCs are much more limited in the scope and direction of their abilities.

The collaboration between the leader and follower allows the NPC to gain experience and skills. These can be used to further the party's goals, but the hirelings should not be allowed to steal the PC's thunder by taking over the group or carrying the burden of the work. They can help, however. For instance, the GM might allow an intelligent NPC to drop a hint or "remember" something that the party has forgotten. Specialist NPCs can carry out specific tasks in their area of expertise, especially if the PCs are weak in those fields. In a rare instance a very loyal and dedicated sidekick could save his master from disaster - and he won't ever let him forget about it, either.

It's pretty clear how sidekicks react to orders when the PC gives them, but what about when he's not around? They don't go into a deep freeze until the PC returns. What the NPC does depends on his own initiative, the last commands the PC gave, and the sidekick's general experiences in the past. If he's got a lot of hustle then he may take responsibility for performing a number of actions. If he's average, then only routine activities will be accomplished. Inexperienced followers may not even get that done. They focus their attention on their own interests, which may not correspond to what the leader wants. However, if things are desperate, a true sidekick will rise to the occasion.

A leader who saves his henchman from certain death will gain the NPC's total allegiance. However, if other followers are lost, the total morale effect on the hirelings as a group is a wash. Nobody likes 50-50 survival odds.

When the PC has many followers, the situation is more complicated. It's easy to find two hirelings who can get along; three or four are a bit tougher, and in any larger group there will inevitably be some friction. Long time sidekicks may even acquire their own followers, further confusing matters.

Getting Rid of Sidekicks

It might seem like a simple thing to get rid of a bad or useless follower. The PC simply gives them a pink slip, or maybe just gives them the slip, period. But the ex-hireling could pursue or hang around, begging the PC for his job back. If the PC takes stronger measures, like abandoning the NPC in dangerous circumstances or trying to have him knocked off, this will create great animosity. An NPC who survives will have good reason to hate the PC and exact revenge. He may take a job with the PC's enemies. A falling out with family members will be even more bitter.

A PC might ignore a unwanted sidekick in hopes that they will go away. While this works quite well with fairly talented henchmen - they can easily get a job somewhere else - the more worthless the NPC, the more determined they will be to remain.

Demotion or replacement of a sidekick will create great jealously and resentment, and the loser will try to convince other hirelings and NPCs of the unfair treatment they've received from the PC. Deserved or not, this tends to tarnish the PC's reputation, and lower the morale of all his employees.

The above actions will tend to reduce the numbers of new employees the PC can acquire. It won't eliminate all chances of getting new followers, but 90% of the few who show up will be no good.

If a PC bites the dust, his most fanatical followers may seek to avenge his death. A few might join with other PCs in the party or a new PC who has some connection with the deceased character. The majority will simply drift away.

Do's and don'ts pertaining to sidekicks include the following: the henchman is not a robot, but someone who has a distinct personality that must taken into account; the character should be played consistently by the GM; he should generally be weaker than the PC; and there must be strict limits on his use if he has skills or powers stronger than the PC's. He doesn't give orders or animate the party, he will not suffer exploitation gladly, and he should normally provide some valuable service to the PC. Ultimately, it's up to the PC whether the sidekick turns out to be an credit to the party, or more like a swift kick in the (back) side.


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