Followers

Extra hands and claws are often useful. Hound can keep watch while you sleep and a bodyguard can hold ghouls at bay while you finish a ritual. They all have their own reasons for adventure and will stay with you as long as those reasons are realized or their bravery lets them.
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 a Round 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 can Exhaust only to use Gifts.

Follower Attributes

Followers have simplified Attributes. They have a single Prowess value that is used as a base for their Defenses, Skills and other attributes. Follower can be either Strong or Capable in an attribute or they dont have an attribute at all.
• 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 modifies their Hit-points, Wounds, damage and grants 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 be used as a mount.

Strong followers can have a single Guide. They can use the Guide fully.

AdventurersProwessBattleGiftsWants
FoolProwess: 1-5
Strong: Attack, Athletics, Sway, Reflex, Vigor, Will
Capable: Notice
Hit-points: 5+Prowess
Wounds: 1
Blade: 1D8
Sling: 1D6+1
Pace: Close
Brave: Advantage on Morale TestsAdventure
ThiefProwess: 1-5
Strong: Notice, Athletics, Stealth, Thievery, Reflex, Will
Capable: Attack
Hit-points: 5+Prowess
Wounds: 1
Knife: 1D6
Pace: Close
Unseen Strike: +1 die damage on Surprise attacks.Fair cut
WarriorProwess: 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
AcolyteProwess: 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 recover 1D6 + Prowess Hit-points.Religious purpose
SorcererProwess: 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 Intents. Can give magic half Prowess PowerKnowledge
BeastsProwessBattleGiftsPrice
HoundProwess: 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.25 X Prowess
HorseProwess: 1-5
Strong: Notice, Athletics, Reflex, Vigor
Capable: Attack
Hit-points: 10+Prowess
Wounds: 2
Harm: 2D4
Pace: Close
Large: Being is large and can be used as a Mount.
Sprint: Being can [Exhaust] to increase Pace by a Distance Step.
100 X Prowess
BirdProwess: 1-5
Strong: Attack, Athletics, Notice Reflex, Vigor
Capable: Stealth
Hit-points: 3+Prowess
Wounds: 1
Harm: 1D4
Pace: Far
Small: Being has Advantage on stealth.
Flight: Being can fly their Pace.
15 X Prowess
MonkeyProwess: 1-5
Strong: Attack, Athletics, Notice, Reflex, Vigor
Capable: Stealth
Hit-points: 3+Prowess
Wounds: 1
Harm: 1D4
Pace: Close
Small: Being has Advantage on stealth.
Training: Being is strong in two additional Skills.
15 X Prowess
SerpentProwess: 1-5
Strong: Attack, Athletics, Stealth, Reflex, Vigor
Capable: Notice
Hit-points: 3+Prowess
Wounds: 1
Harm: 1D4
Pace: Close

Small: Being has Advantage on stealth.
Venomous: 1D6 poison on hit for Prowess Turns. 10 + Prowess Difficulty.
10 X Prowess
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