Creating followers
PCs can gain followers...
- … from a playbook, background, move, or special possession;
- … by unlocking the mysteries of certain arcana; or
- … organically through play.
When a game mechanic says that a PC gains a follower, it either provides the follower's stats or has the player choose stats from various prompts. Work with the player to flesh out the follower as you would any NPC. But you don't need to worry assigning them stats—the mechanic does that for you!
Followers who arise organically through play are a different story. They could come from anywhere and be just about anyone. An NPC might start following one of the PCs around and doing what they say. A PC might Trade & Barter to acquire a hound, or Requisition one of the town's horses. Maybe they recruit some villagers to hunt crinwin, or save a merchant from bandits, or team up with a Hillfolk rider to kill some fell beast.
Before you write someone up as a follower, ask yourself:
- Will they follow a PC's lead, and generally take orders from that PC?
- Do you and your players care enough about this NPC to give them stats?
- Do you want to let the dice decide their fate when their PC sends them into danger (as opposed to deciding what happens yourself )?
- Are you okay with the extra bookkeeping, mechanics, and spotlight time that a follower entails?
If you answer "no" to any of the above,
then don't treat the NPC as a follower. This is not a hard-and-fast rubric, though. Your group might want to treat the village horses as followers, but other groups might not.
The answers might also change over time. The troublesome refugee kid might not be a follower to start, but after a season of living with the Heavy, he might become one! Likewise, an NPC might act as follower while they're on a particular expedition with the PCs, but cease to be one once they get home.
The PCs are preparing for their trip to Gordin's Delve. They've Mustered the village and identified two useful NPCs: Elios (who Rhianna will leave in charge of the defenses while they're gone) and Andras (a new recruit for her crew). They've also Requisitioned one of the village's horses and a cart.
Elios isn't coming with them, and I don't see him as just doing what Rhianna asks; he's not her follower. Andras, though, is an eager kid hoping to join her crew. I'll definitely treat him as a follower.
The village horse has follower stats provided, but at first we don't think of it as a follower. But as the PCs head out, it becomes clear that Blodwen and the horse (Fflur) are quite close. I'd like to disclaim some decision making when it comes to Fflur's fate, and I'm happy to juggle an extra follower, so a follower she becomes!
If an NPC is not a follower, then they don't trigger moves when they act on the PC's orders, and they don't have a cost or hold Loyalty. They might still have stats, and they still might be monsters or threats.
If you decide that an NPC is a follower, then figure out which PC they follow. Also, they need stats: tags, HP, armor, damage, instinct, cost, and maybe some GM moves.
Some followers will have stats already, from a Book II entry or a player handout. For example, the village horses have stats on the Stonetop steading playbook, and you can find follower stats for a dog, mule, or horse in the Moves & Gear handout. If you decide to treat these as followers, then use these stats.
Note: you don't have to treat someone or something as a follower just because they have stats in a Book II entry or on a handout. If a PC has just acquired a hound but hasn't had a chance to train it, it's not a follower. If you just don't have the energy to treat the fen-walker guide as a follower, then don't!
If you decide that a monster becomes a follower, then they already have stats. To convert a monster into a follower:
- 1) Add any tags that you see fit, to reflect its nature or capabilities.
- 2) Choose (or make up) a cost, using the examples on Cost for guidance.
- 3) Add a spot to track its Loyalty (max 3).
Otherwise, use its stats as-is.
If stats don't already exist for the follower, then you need to make them. To do so:
- 1) Create them as an NPC Creating NPCs.
- 2) Give them tags.
- 3) Calculate hit points.
- 4) Calculate armor.
- 5) Calculate damage.
- 6) Write their instinct.
- 7) (Optional) Write their moves.
- 8) Write their cost.
- 9) Equip them.
This procedure is detailed on the following pages.