Followers +

When you command a Follower to do something, the dice pool is one of your Attributes + the higher of the Follower’s rating or your Leadership. Commanding your followers is a Simple action, but you can take a mixed action to act yourself while commanding them. Followers don’t get a spot in the initiative roster and don’t act independently — they always act on your turn, and their action always takes up your turn. If you’re Taken Out, your followers can keep acting on your turn, but their dice pool becomes your Attribute + their rating.

If you’re present in the scene and you or your Followers suffer an Injury Condition, you can decide whether the Condition affects you or your Follower. If it inflicts more then a single damage, it must be split between you and your follower.

Followers that are Taken Out typically return to form at the beginning of the next session. If being Taken Out means they’re permanently removed from play, you can reassign any dots in Followers to other Birthrights (including new Followers, if you want).

You gain access to the following stunt:
Follower Action (Variable Hits): Rather than simply waiting around for orders, your Followers take some action in your interest. Either on-Screen or off-Screen, your followers carry out your wishes. If a roll would be needed, you can designate any number of Hits towards your followers.

Followers have 2 Health boxes. Their Defense is equal to half their dot rating. If they are a group, this health pool accounts for the health pool accounts for the health of all followers.

ARCHETYPE

Describe your follower with a short phrase. The followers have access to equipment and skills in accordance to their description.

Followers start with one of the following archetype which determines what Arena they can act in:
• Heavy: Physical
• Entourage: Social
• Consultant: Mental
If the follower is attempting an action that does not match their Archetype, then reduce your die pool by half.

TAGS

In addition, Followers have one tag per dot.

• Adaptable

• Adaptable

Requires Mob, replaces Knack.
Instead of access to a single Knack, the follower has access to a Calling. The player does not need to designate a specific Knack for the follower to use until she wants to activate it, at which point the Knack remains the same for the rest of the session. If the follower has multiple Knacks, this tag only applies to one of them.

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• Additional Archetype

• Additional Archetype

The Follower gains an additional archetype (Heavy, Entourage, Consultant).

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• Armed and Dangerous

• Armed and Dangerous

Choose what type of weapon your followers are equipped with. Melee, Ranged, Thrown, or Firearms. They gain +1 enhancement when using these weapons to attack. Choose whether they inflict Lethal, Bashing or stun damage based on the weapon chosen. Additionally, the follower make use of up to 3 points of weapon tags (but cannot chose flaws) that apply on their attacks. Between scenes, the followers may change weapons, switching their tags accordingly.

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• Bodyguard

• Bodyguard

Once per scene, you may redirect all damage from a single attack onto your follower(s). Unlike the standard rules, where Inflicted damage must be split between the Scion and the Follower, the bodyguard takes all damage including stunts and conditions subjected to the scion.

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• Conduit

• Conduit

Once per session, you can draw energy or power from you r followers actions. Preform one action as a Feat of Scale invoking a Title tied to your followers without spending a Legend. After this is used, your followers become Taken Out.

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• Defensive

• Defensive

The Follower adds 1 to their Defense. Alternately, if it fits their description, this can add 1 to the Difficulty of intrigues or other opposed actions instead.

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• Driver

• Driver

The follower facilitates travel to far and distant places, or at an astounding rate. In accordance with the followers description, you are able to spend a short, off screen action to be anywhere you want to be.

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• Ethereal

• Ethereal

Once per session, even if the follower(s) are not in the scene, they can appear in the scene with you. This can be the result of a coordinated plan, a magical summoning, or some other mechanism. Any barriers are handwaved away.

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• Expendable

• Expendable

Your followers have one fewer Health Box then normal. However, after being taken out, you may spend an action performing an Attribute (per the archetype) + Leadership action to replenish your followers. This may be part of a mixed action.

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• Facilitator

• Facilitator

Once per session, you can retroactively describe one offscreen action your follower(s) performed on your behalf that applies to the current scene. This can include (but is not limited to) an advantageous position, a piece of equipment, a surprise ambush.

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• Group

• Group

The Follower is actually a group of 5-10 individuals. You can use a mixed action to command your Followers to take two actions at once. They gain one additional Health Box

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• Helpful

• Helpful

As long as a complex action fits with the Follower’s description, you gain one additional Interval to complete it. Additionally, on non-complex actions that fit within the description, the followers grant a Teamwork enhancement bonus equal to the follower’s rating (up to 3).

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• Mob

• Mob

The Follower represents 20-50 individuals. Your Followers have Scale one level higher than the Hero they serve when raw numbers come into play. You can use a mixed action to command your Followers to take two actions at once. They gain one additional Health box.

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• Savage

• Savage

The follower is especially brutal. On actions meant to harm others (physically or emotionally), the Follower gains Enhancement +2. Creatures often have this tag.

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• Access

• Access

The Follower can get their Hero (and the rest of her band) into some otherwise-difficult-to-reach locale. Specify what access your Follower grants: either a single Terra Incognita, Overworld, or Underworld (e.g. Valhalla or Hades), or a broad class of mortal institution (police stations, the hottest clubs, etc.). Followers can have multiple instances of this tag.

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• Smooth

• Smooth

The Follower improves the Attitude of Storyguide characters by 1, as long as they’re present and the character is receptive based on the Follower’s description. Against particularly opposed characters (e.g. a hair-metal band against a classical-music snob), they might worsen the Attitude instead.

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• Knack

• Knack

Choose a single Knack that fits your Follower’s description. Your Follower may use it on your behalf. If the Knack requires a dice pool, it uses your Attribute + the Follower’s dot rating. Followers can have multiple instances of this tag. If the Follower’s dot rating is 1-3 dots, the Knack must be Heroic. If the rating is 4-5 dots, it may be Immortal.

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• Supernaturally Helpful

• Supernaturally Helpful

Requires Helpful, As long as the complex action fits within the Follower’s description, you decrease the total number of intervals by your Follower dots (to a minimum of 1). Additionally, these followers grant a teamwork enhancement bonus equal to the followers rating (up to 5).

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• Terrible

• Terrible

Choose one area in which the Follower has Scale (e.g. Size, Speed, Intellect). The Follower’s Scale is one level higher than the Hero’s.

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• Unruly

• Unruly

The Follower doesn’t take orders well. All Difficulties on actions to command the Follower increase by 1, but you add Momentum to the pool whenever you fail to meet the Difficulty.

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• Tough

• Tough

The Follower adds 1 Hard Armor

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• Company

• Company

Replaces Mob. The follower represents an organization of hundreds of individuals. Your followers have Scale 2 when raw numbers come into play. You gain Leadership Scale 2 to command them. You can use a mixed action to command your followers to take two actions at once. This tag may be applied once more to represent an organization of thousands, increasing Scale benefits to 3.

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• Coordinated

• Coordinated

When the Scion takes an action that falls under the Follower’s Archetype and it could plausibly help, it may add 1 teamwork Enhancement without needing to roll or be commanded in place of taking its own action. This increases to 2 teamwork Enhancement if it has the Company, Group, or Mob tags.

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• Specialist

• Specialist

Choose one Skill that falls under the Follower’s Archetype. It gains 1 Enhancement on all actions involving that Skill.

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• Summoned

• Summoned

The follower is an entity that can be summoned or dismissed as a simple action, such as a spirit or elemental being. It appears at Close range to its summoner and can be dismissed at up to Short range

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• Vital

• Vital

Requires: Heir
Whether due to personal commitments or external pressures, the Lesser Wyrm cannot afford to burn this Pawn. They may not be burnt to avoid or reduce Heat. However, add two additional dice whenever spending Momentum to boost this Pawn’s roll.

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Followers as Fatebindings

In Addition to their use as a Birthright, this Birthright also functions as a Fatebinding that can be Compelled or resolved. This does not count towards your maximum of simultaneous Fatebindings.

Compel

Gain one Legend, however your Followers suffer disillusionment. They disband or go underground requiring inspiration from you in order to proceed. You gain a Failure Deed to inspire them once again to following you.

Resolve

The player and the Storyguide choose one of the following options when resolving this fatebinding:

  • Your followers have grown too numerous for you to keep track of. Convert your dots in Followers towards Cult.
  • Your followers have transformed into beings of greater purpose. If they are Mortal, they become supernatural. If they are already supernatural, they change dramatically. Rebuild this Follower’s tags however you wish.
  • Following their Scion no longer has the appeal it once had. You lose all Birthright dots in this Birthright, and you gain a new Fatebinding of NEMESIS, RIVAL, or WORSHIPPER. Your dots in this Birthright are are returned to you after the end of the current arc. You can invest these in a new Birthright.

Tier 3 Followers:

All Tier 2 followers gain the following traits:
Perks of Power
A Demigod’s Followers gains Bonus Dots worth of abilities equal to the birthright’s rating divided by two (rounded up). Each Bonus Dot grants an additional Tag
Resilience
The follower gains 2 additional health boxes before they become Taken Out
Divine Draw
Followers either gain Group Tag for Free. If they already have the Group tag, they gain the Mob tag for free. If they already have the Mob tag, it is refunded.

New Tags
The following tags are also available for Followers.
• Undying Loyalty
Your follower would stick with you even if you ordered them to take a bullet for you, and do it gladly. They would pay any price, make any deal, to reach your side when you needed them most. Whenever you would be Taken Out, you may reduce your follower’s rating by one dot for the rest of the arc to resolve your most serious Injury Condition instead, even if your follower wasn’t previously present in the scene; they show up by any means necessary, although afterward you may owe someone a huge favor or find they’ve brought enemies on their heels. You may use this ability as many times as you like until this follower’s rating reaches 0. All lost dots return at the beginning of the next arc.
• Sidekick
You command a more powerful supporter, who’s more companion than minion; this tag is incompatible with the Group and Mob tags. If you’re Taken Out, your Sidekick uses your full dice pool for actions they take for you on your turn. Once per episode, you may take two actions at once without a mixed action, even if your follower isn’t with you — they act elsewhere, allowing you to effectively be in two places at once. You may spend a Momentum to allow your follower to use one of your other Birthrights as though it were their own for a scene, using one of your Attributes + Follower rating as the dice pool if rolls are required; however, they can’t use anything that requires spending or imbuing Legend.

Lesser Wyrm Only:
• Fixer
Requires: Lesser Wyrm
This Pawn is skilled at making problems go away and covering up unfortunate facts. Their Procedural actions gain the following Stunt:
Favor for a Friend (3s): Reduce a friendly character’s Heat Condition by 1.
• Proxy
Requires: Lesser Wyrm
The Lesser Wyrm imbues this character with the full weight of their authority. Barring supernatural control, they will remain loyal to the Lesser Wyrm, and allow the Lesser Wyrm to take full actions using their die pools of choice in Intrigue scenes where the Proxy is present and the Lesser Wyrm isn’t.