Extra hands or claws are often useful. Hound can keep watch while you sleep and a bodyguard can hold ghouls at bay while you channel magic. They all have their own reasons for adventure and will stay with you as long as those reasons are realized or their bravery allows.
Followers are Npcs under an Adventurers control. Adventurers decide their actions and roll for their Tests using Followers’s Prowess.
Character can have one npc follower.
Followers have two Actions and one Response in Conflict and act on the Adventurers Initiative.
Followers are susceptible to Morale and make Morale checks when they suffer significant setbacks. When they fail a Morale check Adventurer loses control over them.
Followers Exhaust only to use Gifts.
Follower Attributes
Followers have simplified Attributes. They have Prowess, and Skills they are either strong or capable in.
• Follower adds full Prowess to Tests they are Strong in
• Follower adds half Prowess to Tests they are Capable in
• For anything else they don’t add bonuses
Followers size decides their Hit-points and some special abilities.
• Small: 3 + Prowess Hit-points, Advantage to Stealth
• Medium: 5 + Prowess Hit-points.
• Large: 10 + Prowess Hit-points, Two Wounds, +1 damage die. Can carry 10 + Prowess Bulk. Can be used as a mount.
| Adventurers | Prowess | Battle | Gifts | Wants |
|---|---|---|---|---|
| Fool | Prowess: 1-5 Strong: Attack, Athletics, Sway, Reflex, Vigor, Will Capable: Notice | Hit-points: 5+Prowess Wounds: 1 Blade: 1D8 Sling: 1D6 Pace: Close | Brave: Advantage on Morale Tests | Adventure |
| Thief | Prowess: 1-5 Strong: Notice, Athletics, Stealth, Thievery, Reflex, Will Capable: Attack | Hit-points: 5+Prowess Wounds: 1 Knife: 1D6 Pace: Close | Unseen Strike: +1D6 damage on Surprise attacks. | Fair cut |
| Warrior | Prowess: 1-5 Strong: Attack, Athletics, Reflex, Vigor Capable: Notice | Hit-points: 5+Prowess Wounds: 1 Armor: 3 Mace: 1D8+1 Pace: Close | Weapon Mastery: Adds half Prowess to damage of weapon attacks. | Coin and/or Glory |
| Acolyte | Prowess: 1-5 Strong: Notice, Sway, Healing Reflex, Will Capable: Channeling | Hit-points: 5+Prowess Wounds: 1 Staff: 1D6+1 Pace: Close | Invigorate: Exhaust to have target being recovers 1D6 Hit-points. | Religious purpose |
| Sorcerer | Prowess: 1-5 Strong: Channeling, Study, Reflex, Will Capable: Notice | Hit-points: 5+Prowess Wounds: 1 Knife: 1D6 Pace: Close | Versed in Magic: Half Prowess magical Gifts. | Knowledge |
| Beasts | Prowess | Battle | Gifts | Price |
|---|---|---|---|---|
| Hound | Prowess: 1-5 Strong: Attack, Athletics, Notice, Reflex, Vigor Capable: Stealth | Hit-points: 5+Prowess Wounds: 1 Harm: 1D6 Pace: Close | Keen Senses: Advantage on Test to find tracks and notice beings. | 10 X Prowess |
| Horse | Prowess: 1-5 Strong: Notice, Athletics, Reflex, Vigor Capable: Attack | Hit-points: 10+Prowess Wounds: 2 Harm: 2D4 Pace: Close | Large: Being is large. | 25 X Prowess |
| Bird | Prowess: 1-5 Strong: Attack, Athletics, Notice Reflex, Vigor Capable: Stealth | Hit-points: 3+Prowess Wounds: 1 Harm: 1D4 Pace: Far | Small: Being is small. Flight: Being can fly their Pace. | 15 X Prowess |
| Monkey | Prowess: 1-5 Strong: Attack, Athletics, Notice, Reflex, Vigor Capable: Stealth | Hit-points: 3+Prowess Wounds: 1 Harm: 1D4 Pace: Close | Small: Being is small. Training: Being is strong in two additional Skills. | 10 X Prowess |
| Serpent | Prowess: 1-5 Strong: Attack, Athletics, Stealth, Reflex, Vigor Capable: Notice | Hit-points: 3+Prowess Wounds: 1 Harm: 1D4 Pace: Close | Small: Being is small. Venomous: 1D6 poison on hit for Prowess Turns. 10 + Prowess Difficulty. | 5 X Prowess |