Tri-Stat dX Henchmen attribute revision By Zegon Destructacon Cost: 1+ or 2+ Points/level Relevant Stat: None Required PMVs: None Optional PMVs: None Progression: Medium progression chart starting at five henchmen Reduction: None Restrictions: None The character has a group of flunkies, stooges, henchmen, or other such incompetants. They're generally cowardly and do not go into combat, but can come through in a pinch or a quick fix. They generally are willing to do almost any non-dangerous act for the character (note that this means humiliating acts are usually okay) Henchmen start with 2X CP and 3X skill points. They may also take defects and attributes like any normal character. Henchmen' attributes, defects, and stats are usually all the same, while skills can vary. If a henchie has a different attribute, defect, or stat set, then they count as two henchmen. Henchmen are built like normal characters, and usually have a body, soul, and mind of at least 1. Henchmen can be made more powerful. Each extra CP per level invested in this attribute gives the henchmen 2 extra CP. It is recommended that the no henchmen's individual CP count exceed 1/4th the base character's CP total. Henchmen will not normally fight for a character. If the henchmen are willing to go into combat, then this attribute costs 2 CP per level, base. Henchmen cannot usually have the Owned defect. If a henchman is killed, destroyed, or otherwise removed from play permanently, another henchman of equal power should become available or take their place after a certain period of time.