Cohorts with crazy abilities? Possible? If so, how?

Cohorts with crazy abilities? Possible? If so, how?

Cohorts with crazy abilities? Possible? If so, how?

These questions came up last session. They wanted to know how to give all of their Thugs “Ghost Fighter” and/or (when the time comes) their Skulks “The Devil’s Footsteps” and “Ghost Veil”.

My first idea was to require one PC have the ability and that the cohort be Elite. Another is a LTP to grant the cohort an ability. Or a mix. Most importantly, am I glossing over a rule that already does this? 😁

17 thoughts on “Cohorts with crazy abilities? Possible? If so, how?”

  1. I don’t think there’s any specific rule about this?

    The closest mechanic I see is “Modifying a cohort,” where normally you’d spend two crew upgrades to give them a new type, which you could vaguely interpret this as doing. Instead of adding “Adept” or “Rook” or whatever, you’d make them “Ghost Fighters.”

    I personally like the idea of doing a project to teach them an ability that a PC already knows, though.

  2. I really like the idea of a PC needing the ability and a LTP; possibly Elite, too. I’m thinking of steering clear of having it be a crew upgrade itself as that eats a bunch of advances.

  3. A side consideration – intuitively it makes sense that a PC should have the ability before it’s taught to the cohort.

    But it’s worth considering, within the specific group of players, whether that’s good or bad.

    If the PC with ghost fighter wants a cohort of ghost-fighting thugs so they can go kick ass large scale, that’s awesome. It builds on the story about that PC and their abilities.

    If the PC with ghost fighter is the star of the session on those few occasions when there’s a ghostly fight, and that allows them to stand out from the other PCs and is part of what makes them a valuable and unique part of the crew – then having any PC able to grab their NPC thugs and having all the non-name minions able to replace the need for that PC might be bad. It detracts from the story about that PC and their abilities. In that situation, it might be better to allow the cohort to learn their ability without needing the PC to have it, so there’s no overlap or spotlight stealing.

    There’s no “right” game mechanics answer, since it depends on what the players are enjoying in that specific game.

  4. Looking at it from a different perspective, it might be a good candidate for a ritual. Something that the cohort can’t do all the time, but the crew knows how to imbue their minions with the boost when they need it.

  5. Tattoos are a great way to anchor supernatural attributes in blood and meat with peculiar ingredients and hyperdimensional coordinates.

    Rituals are a great way to create a shared experience that marks a cohort, and potentially gives them the tools to repeat the ritual for a refresher and to bring in new people.

    Making a cohort out of extended members of a bloodline, and making them drink a poison that ignites the trait in them or leaves them crippled or dead? That’s a good time.

    I would not require crew members to have the special ability or be the source. The city is stuffed with occult weirdness for hire. Just let it be expensive, in every sense.

  6. Much of where this goes will depend on the fictional space they want. Will the Banshees (the name of their thugs) be known as ghost-slayers? Will their upcoming skulks be spectral spies passing through walks? Will any rooks be able to detect lies? Will adepts be able to speak to demons? There are tons of possibilities. Maybe a ritual to “gift” powers will apply, and to include magically-enforced loyalty would be good.

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