Insert: Crew
Your Crew is a half-dozen strong by default. Treat them as a follower with the group tag.
Tags
Your crew starts with group (a tag granted by your background), plus 2 more of your choice:
archers / athletic / brave / cunning / devoted / group / hardy / intimidating / observant / patient / respected / stealthy / warriors / exceptional (requires Heroes to the Last)
Instinct (pick 1)
- To bicker, infight, and hold grudges
- To hew to tradition and superstition
- To indulge their baser instincts
- To lord over others
- To take needless risks
- To take things too far
Cost (pick 1)
- Merry-making, as a group
- Public recognition and respect, honor
- Risks taken, by you, to help them
- Victories won against worthy foes
- Wealth gained for themselves or their steading
Loyalty: ☐☐☐
Starting stats
- HP: 6 each
- Armor: 0
- Damage: d6
Inventory
3 or fewer ☐ is a light load; 4–6 ☐ is a normal load; 7–9 ☐ is a heavy load.
- ☐ Hatchet, iron (hand, thrown, piercing = Prosperity)
- ☐ Spear, iron (close, thrown, piercing = Prosperity)
- ☐ Bow & iron arrows (near, piercing = Prosperity, low ammo, all out)
- ☐ Shield (+1 armor, +1 Readiness on a success to Defend)
- ☐ Thick hides (1 armor, warm)
- ☐ Cloak (warm)
- ☐ Preparation (4+Prosperity uses per crew member)
Individuals
When one stands out, give them a name, a tag, and one or more traits.
Names: Aled, Culhwich, Eira, Gerat, Glaw, Harri, Lowri, Mervyn, Nesta
Tags: animal-lover, big, bully, cynical, drunkard, eager, gambler, greedy, grumpy, gullible, heartthrob, honest, kind, lewd, little, naive, old, popular, proud, rookie, reckless, shameless, sharp-eyed, short-tempered
Traits: __'s kid/sibling/parent/cousin/__, bald, crush on __, grudge against __, hates __, idolizes __, jokes, messy, missing eye/finger/hand/__, misses their kids, nightmares, recently married, religious, scars, skinny, sharp-tongued, sings, snores, tells tall tales, too serious, troubles at home, whistles, whittler
Follower rules
Order Followers
When you direct your crew to do something that would trigger a player move, and they do it, they trigger the move. If the move involves rolling, you roll for them, and…
- … if they have a relevant tag and are exceptional, roll with advantage.
- … if any of their tags would get in the way, roll with disadvantage.
When your crew is without orders or acts on its own initiative, the GM says what it does and how it goes.
Strengthen Your Bond
When you pay the crew's cost, and you haven't done so recently, they hold +1 Loyalty (max 3).
Spend the crew's Loyalty 1-for-1 to have them:
- Overcome their fear to do as you say.
- Resist acting on their instinct / tags / traits.
- Do something they don't want to do (as long as it's not abhorrent or suicidal).