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PUSH NOTE : Followers.md
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content/Meta/Chasing Adventure Info/Followers.md
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---
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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 they help you Compel someone who Favors you, you can gain the bonus from their Favor without using it up.
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- **Cunning**: Clever and observant. When they help you Examine, treat a 7-9 as a 10+.
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- **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.
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- **Healer**: When they tend to wounds with Supplies or Medicine, they can treat two patients with 1 use.
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- **Meek**: They accept their lowly lot. They will agree to do degrading and unreasonable tasks without the need to Command them.
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- **Organized**: 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.
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- **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.
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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, unnecessary violence.
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- **Ego**: They want frequent and regular credit for heroics, regardless of whether or not they truly contributed.
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- **Independence**: They may follow you for convenience or mutual gain, but they are not truly loyal to you.
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- **Principles**: They have a code, belief or boundary that they expect 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 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 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 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 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 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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