This section will expand (and in some cases alter) the rules of Mini-Six.
I strive to keep things consistent and try to playtests everything in my own campaign, but - of course - YMMV.

Sidekick (1-3)

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You have a boon companion willing to join in your adventures. Cost is variable from 1 to 3.   This character (could be also an animal, familiar etc.) only gets (3xCost +1)D to spend on attributes and (Cost+1)D to spend on starting skills.

They normally only receive no more than their Cost  CP per session, but never as many as their fearless leader.

in most cases non-human sidekick (familiars, intelligent pets, pint-sized robots) will have too much dice in characteristics... try modelling a talking raccoon for example. For this reason, the normal rule "Unspent skill dice can be used to purchase Perks." is augmented for Sideckicks to also include "Unspent characteristic dice/pips can be used to purchase skill".

Preparedness (1-3)

this was inspired by a trait/skill available in Dark Night Agents and in general it should model the ability of resourceful characters (like James Bond) to always have the appropriate little piece of gear to get out of a complicated situation. You can also consider McGyver as a reference.

Character can make a WIT roll to retroactively have right that small piece of stuff that can move the action forward, be it a roll of tape, a piece of wire or whatever. The GM sets a difficulty so that if you are trying to "improvise" a nuclear warhead with an hairdryer and two zucchini you will have to roll at least a 45 This is a variable cost perk (1-3), you can use it once for session for each point spent when buying the perk (i.e. Preparedness-3 will allow you three uses/session while Preparedness-1 will only allow you one roll /session).

Some caveats to prevent misuse of this Perk: Preparedness cannot be invoked to magically remember that you had an backup derringer in your boot. In general, weapons cannot be "summoned" by using this. In some cases the "right piece of equipment" is too bulky/fragile to be realistically stashed somewhere in your clothes. If the character concept allows having some sort of tool box always with them (e.g. a doctor's purse, Dr. Jones' bag) reduce the difficuly roll even for bulky items (anything larger than a wallet). But take in account that if the character is captured/searched the toolbox will not be available, and any difficulty roll should be increased to simulate the fact that even smaller items might have been discovered by the capturers.