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## Followers    
## Creating a Follower    
Name and describe your follower, working with the GM and other    
players to detail it. Then choose one or two Qualities that they have,    
and the GM will tell you an equal number of Costs.    
Some Followers gained through certain Advanced Moves or other    
unusual circumstances may have special or unique Qualities - these do    
not increase the Costs.    
The GM will then create the Follower like any other NPC, following    
the NPCs section of the Game Master chapter on Page 95, and giving    
them a Want, Methods, Conditions, and Armor.    
Finally, the GM will give them a few Descriptors, similar to Item Tags,    
fitting who or what they are.    
Example Qualities    
- Charming: They are desirable or have a way with words. When    
they help you Compel someone who Favors you, you can gain the    
bonus from their Favor without using it up.    
- Cunning: Clever and observant. When they help you Examine,    
treat a 7-9 as a 10+.    
- Educated: They’re knowedgeable about a particular subject.    
When they help you Ponder it, they’ll also give you an additional    
interesting (but not necessarily useful) piece of information.    
- Healer: When they tend to wounds with Supplies or Medicine,    
they can treat two patients with 1 use.    
- Meek: They accept their lowly lot. They will agree to do degrading    
and unreasonable tasks without the need to Command them.    
- Organised: They follow plans well and work well in a group. Once    
they agree to a plan, you don’t need to Command them as long as    
the plan doesn’t go awry.    
- Warrior: They count as +1 Armor when they help you fight, and    
you don’t have to Command them to fight unless the opposition is    
terrifying or overwhelming.    
Example Costs    
- Assistance: They inevitably need your help at the most    
inopportune moments.    
- Brutality: They have an instinct or outright desire for savage,    
unnecessary violence.    
- Ego: They want frequent and regular credit for heroics, regardless    
of whether or not they truly contributed.    
- Independence: They may follow you for convenience or mutual    
gain, but they are    
not truly loyal to you.    
- Principles: They have a code, belief or boundary that they expect    
you to adhere to.    
- Riches: They demand regular coins, gems or other valuables.    
- Safety: They expect you to protect them from any danger, or    
ideally for there to be no danger at all.    
- Unstable: They can sometimes be a danger to you, and you have to    
be prepared to put up with that.    
Example Descriptors    
- Athletic: Good at running, climbing, jumping, and physical    
maneuvering.    
- Cautious: Careful and methodical; avoids acting rashly.    
- Devious: Deceitful, treacherous, thieving.    
- Stealthy: Avoids detection; often gets the drop on foes.    
- Beautiful: Draws admiration and attention; makes an impression.    
- Terrifying: Their presence and appearance invoke fear.    
- Group: A team, gang, or mob, with all the strengths and drawbacks    
of greater numbers.    
- Ferocious: Merciless, violent, and aggressive.    
- (In)Famous: They’re well-known, for good or for ill.    
- Stubborn: Tough, hard-working, and willing to put up with    
discomfort.    
- Self-Sufficient: Can easily navigate and live off the land.    
- Faithful: Dedicated to a religion, belief, or cause.  