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)

Cost (pick 1)

Loyalty: ☐☐☐


Starting stats


Inventory

3 or fewer ☐ is a light load; 4–6 ☐ is a normal load; 7–9 ☐ is a heavy load.


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…

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: