Sidekicks; completed
Posted before about players using Retainer stats for a one shot; they liked it so much that I extended the story, went from level 1-10 over a few sessions spanning 3 in-game years.
If you've got players who are slow to learn new systems, or just don't like learning new systems, this went over really well for getting them into DS with an incredibly low bar. Edited the mechanics in a few little ways, and this was the final version:
Everyone plays as a level 1 retainer from Rulebook 2: MONSTERS, and levels up during time skips. Make up as much as you want about the Hero who has been training you, why they fight evil, how they treat you, and how you treat them back. You have 6 recoveries and any 5 skills of your choice.
Instead of gaining victories, you level up after each encounter, puzzle, or montage test.
All sidekicks have the heroic resource Cooperation.
-You gain 2 Cooperation at the start of your turn.
-You gain 1 Cooperation the first time each round that you target an Ally with your main action, maneuver, or triggered action. [increases to 2 at level 4]
-You gain 1 Cooperation the first time each round that you are targeted by an Ally or benefit from the Aid Attack maneuver. [increases to 2 at level 7]
-You can spend Cooperation on the following effects. You may only use each Cooperation effect once per round.
1 C, Power Up - Free Maneuver; Gain a surge.
2 C, Synchronize - Maneuver; Perform the Aid Attack maneuver, but grant a Double Edge.
3 C, Recharge - Free Maneuver; Regain the use of an Encounter ability. [retainer stat blocks have once-per-encounter moves they can learn at levels 4, 7, and 10]
4 C, Not Like This! - Free Triggered Action, when an ally within 5 takes damage; The ally can spend any number of recoveries.
5 C, You Go On Ahead, I’ll Catch Up - Action; All creatures of your choice with P<Strong are taunted by you. Enemies taunted in this way cannot willingly move away from you. You may move up to your speed, then make a signature attack. You then move and attack again as many times as your current recoveries, then lose all of your recoveries. If you have no recoveries when you use this ability, you may instead give your life to shift and attack 3 times, then perish.
During a Montage Test, you may use this ability when you would fail a test on your turn; the party achieves 2 successes immediately, and your character gives their life in the process.
There were a few more bonuses they earned, including a custom title:
Gravetender - While adjacent to the corpse of an ally, gain one of the following benefits of your choice:
You have an edge on all power rolls.
Your stability is increased by 2. As a free triggered action when an enemy ends their movement within 1 square of the corpse, or willingly moves through the corpse’ space, you can push them 2 squares away from the corpse, ignoring stability.
You have damage immunity equal to your highest characteristic.
Hero Tokens weren't allowed initially, as the party weren't 'real heroes' yet, but did eventually earn them via heroics. All other default actions and maneuvers were of course allowed.