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