From 457f1db05464a4db9e497fb35ef3b7d3abf9d998 Mon Sep 17 00:00:00 2001 From: "wych(witch)" Date: Wed, 12 Jun 2024 12:52:53 -0500 Subject: [PATCH] DELETE FILE : content/Meta/Followers.md --- content/Meta/Followers.md | 68 --------------------------------------- 1 file changed, 68 deletions(-) delete mode 100644 content/Meta/Followers.md diff --git a/content/Meta/Followers.md b/content/Meta/Followers.md deleted file mode 100644 index 25497f121..000000000 --- a/content/Meta/Followers.md +++ /dev/null @@ -1,68 +0,0 @@ ---- -publish-ash: true ---- -## 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. \ No newline at end of file