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.
| 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+1 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: +1 die 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 recover 1D6 + Prowess 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 Intents. Can give magic half Prowess Power | 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. | 25 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 and can be used as a Mount. Sprint: Being can [Exhaust] to increase Pace by a Distance Step. | 100 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 has Advantage on stealth. 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 has Advantage on stealth. Training: Being is strong in two additional Skills. | 15 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 has Advantage on stealth. Venomous: 1D6 poison on hit for Prowess Turns. 10 + Prowess Difficulty. | 10 X Prowess |