Minion Maker -- can the character hypothetically just keep creating Minions, or is there a limit on the number? Understandably there are other things to do and scenes don't last forever, but...
Sidekicks -- there's a line in Minion Maker that says "You may be able to have more permanent helpers based on story development; see pages 142-143 for details", but if there's anything about it on those two pages, I'm not seeing it. Maybe the Sidekick rule on 248? Says you spend Hero Points on a Sidekick that's represented as a Minion... would be fun if there were a way to go a step further and have one built on the Lieutentant rules.
Minion Maker would in fact be able to keep making minions. Keep in mind though that its only 1 per turn (usually), and most scene trackers are on average 8, so really theres a functional ceiling there. Also the player minions can die relatively easily so by the time you get to 8, some have probably died and you're probably around 4-6 at that time.
I think the Side Kick thing is more of a reference to the "development" part of the statement, and not part of the "helper" part of the statement. As a GM, if my player really wanted a permanent side kick, I would find a house rule that would work both for the player and the character's story. I'd probably then also scale the enemies accordingly (if needed).
First thing coming to my mind: Shoehorn it into the Hallmark Powers (Sidekicks are, narratively, not so different from trusty horses and Ai-piloted vehicles).
I'd say drop one Power, and gain a Minion of same die size. Since a Minion is effectively an extra action per turn, I'd say Minion, not Lieutenant so it mitigates quickly.
Recover one die size between scenes, similar as heroes do.
Thoughts?
Edit:
Even simpler, just call your Signature (not-Vehicle) "Alfred" instead of "Jarvis" and keep that as a regular Power, to use as part of your actions.
" I think the Side Kick thing is more of a reference to the "development" part of the statement, and not part of the "helper" part of the statement. As a GM, if my player really wanted a permanent side kick, I would find a house rule that would work both for the player and the character's story. I'd probably then also scale the enemies accordingly (if needed)."
Something I have noticed right away is that overall, "development" is less growth and more just a chance to shuffle things around. The character you have at the start is largely the character you'll always have, unless you swap something out, and the only growth is in more bonuses and such you can come into a scene with. You'll never be able to add a power, quality, or ability.
Anyway, the reason I brought these up in combination is that one of the characters I have in mind, that's been in my head for a while, has permanent arcano-robot "hero henchmen" and some "powers" based on having lots of smaller smaller drones around. Making the character in SCRPG rules has been a challenge, in part because of how access to powers, qualities, and abilities is largely exclusive to certain combinations.
To which I will point out the "secret" Third Option, which is to just pick and choose as you please, to fit your concept. GM approval, keep it balanced, yadda yadda yadda.
my personal method I use is to pick your 4 steps like normal, but any time you are choosing an Ability (the stuff in the green/yellow/red sections), just pick what you want from the same step you are in. If you're in the Power Source section, and need 2 green abilities and 1 yellow ability, just pick 2 greens and one yellow from anywhere in the Power Source section. I still follow the rules of everything outside the ability selection (for example, if you have to assign an Element die to your ability, you still do that even if you picked from something that didn't have that requirement). I also put a limit of "the original options gave me 2 Actions, 1 Reaction, and 1 Inate, pick 2", I still can only have some combination of 2 actions, 1 reaction, and 1 inate.
I also just flat out ignore the step where you get your Principles based on what you took. You pick and choose whatever Principles you want, this is your character, after all.
Generally, even within the 'balanced' creation method, you're encouraged to interprete and rename any Power as you see fit.
Gravity Control, for example, is not mentioned separately, but certainly Cosmic Power is close enough.
Missing Machine Empathy? Either take Robotics, or Animal Control - depending how you are planning to play it.
And then rename it according to your narrative!
For your bunch of Minions, I'd suggest Robotics renamed to 'Bunch o' Minions', or Part Detachment, or whatever you come up with that somehow, if barely, fits the bill.
The re-interpretation aspect of Hero creation puts a lot of power into our hands, without much need of making houserules.