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fate:followers [2012/12/10 05:44] galacticcmdr [Advances] |
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| - | ====== Followers ====== | ||
| - | Followers represent both the unnamed hordes of minions and stalwart companions. The difference is in the level of importance of the individual. //Knobby foot the always reliable henchman would be a companion, while a group of masked cultists are better represented as minions//. | ||
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| - | ===== Acquiring ===== | ||
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| - | There are several stunts that a character can use to acquire followers. | ||
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| - | ^ Stunt ^ Summary ^ | ||
| - | | Animal Companion ([[Creatures]]/[[Survival]]) | Provides 4 advances within the stunt’s limitations. | | ||
| - | | [[contacts#stunts|Contact]] | Provides the “Independent” advance and 3 other advances | | ||
| - | | [[presence#stunts|Lieutenant]] | Provides the “Fair Quality”, “Independent”, and “Skilled” advances, plus one other advance. Can be taken multiple times, each providing another 3 advances. | | ||
| - | | Magical Ally | Provides 4 advances within the stunt’s limitations. | | ||
| - | | [[presence#stunts|Minions]] | Provides the “Strength in Numbers” advance and 3 other advances. | | ||
| - | | [[contacts#stunts|Network of Contacts]] | Provides the “Summonable” and “Variable Summons” advances plus 2 other advances. | | ||
| - | | [[presence#stunts|Personal Conspiracy]] | Provides a minor thrall or functionary with the “Summonable” and “Variable Summons” advances plus 1 other advance, or an officer in the conspiracy with “Summonable”, “Variable Summons”, “Independent”, and 2 other advances. | | ||
| - | | [[deceit#stunts|Sucker]] | Provides the “Fair Quality” and “Skilled” advances and 2 other advances; one of the skills must be Resources. | | ||
| - | | [[alchemy#stunts|Animate Lesser Object]] | Provides the “Summonable” advance and 3 other advances. | | ||
| - | | [[nature#stunts|Plant Warrior]] | ::: | | ||
| - | | [[death#stunts|Raise Lesser Undead]] | ::: | | ||
| - | | [[dimensions#stunts|Summon Lesser Planar Inhabitant]] | ::: | | ||
| - | | [[elements#stunts|Summon Lesser Elemental]] | ::: | | ||
| - | | [[alchemy#stunts|Animate Greater Object]] | Provides the “Summonable” advance and 6 other advances. | | ||
| - | | [[death#stunts|Raise Greater Undead]] | ::: | | ||
| - | | [[dimensions#stunts|Summon Greater Planar Inhabitant]] | ::: | | ||
| - | | [[elements#stunts|Summon Greater Elemental]] | ::: | | ||
| - | | [[nature#stunts|Summon Plant Spirit]] | ::: | | ||
| - | | Advanced Summoning (Summoner) | Provides the “Summonable” advance and 9 other advances. | | ||
| - | | [[resources#stunts|Trusted Retainer]] | Provides the “Fair Quality” and “Independent” advances and 3 other advances. The companion gets 1 additional advance because it’s converting the employee gained in the “Headquarters” stunt into a full companion. | | ||
| - | | [[gambling#stunts|Two of a Kind]] | Provides the “Independent” and “Skilled” advances and 2 other advances; Gambling must be one of the skills. | | ||
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| - | ===== Type ===== | ||
| - | A follow can only assist in a single type of conflict - they are not full-fledged characters. For this reason they only have a single stress track. | ||
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| - | ^ Type ^ Scope (Conflict) ^ | ||
| - | | Sidekick | Physical | | ||
| - | | Aide | Social | | ||
| - | | Assistant | Mental or Knowledge | | ||
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| - | ===== Attaching ===== | ||
| - | One of the main uses of followers is to improve the effectiveness of their leader. To accomplish this followers **attach** themselves to the leader. A leader is limited to attaching only 1 follower at any one time - 1 minion or companion, not 1 of each. This has two benefits for the leader: they receive a bonus equal on any conflict the follower supports and any damage affects the followers first. It has no benefits for the follower, who have given up their ability to act independently (see [[Presence]]). Attaching or detaching is a free action and happens automatically if either group is no longer in the same zone. | ||
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| - | ===== Minions ===== | ||
| - | The horses of "faceless" followers of more important "named" characters. | ||
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| - | ==== Attributes ==== | ||
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| - | === Quality === | ||
| - | Minions have a quality which reflects their base effectiveness. Minions may be **Average, Fair, or Good** for a single type of conflict. This not only reflects their base effectiveness, but also the number of stress boxes they can take. Minions get 1 stress box, plus additional boxes based on quality (see [[Endurance]] or [[Resolve]]). Minions **cannot take consequences**. | ||
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| - | === Quantity === | ||
| - | Quantity has a quality all its own and so it is with minions. Minions are rarely act as individuals, instead they act as one or more groups. While acting as a group, minions are more effective than acting as individuals and receive the bonus shown in the table below. When using large number of minions it is best to break then down into groups of 10 - or one group for each named character in the scene. | ||
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| - | ^ Quantity ^ Group Bonus ^ | ||
| - | | 2-3 | +1 | | ||
| - | | 4-6 | +2 | | ||
| - | | 7-9 | +3 | | ||
| - | | 10+ | +4 | | ||
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| - | When groups of minions take stress all of the overflow affects the next minion. A solid enough effort can take out entire swaths of minions. For example if //Bruce is being attacked by a 4 Fair Minions (Skill: 4) and get 5 stress on his attack he will take out 2 minions and damage a third. During the next action the minions have been reduced because of their group size (Skill: 3).// | ||
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| - | ===== Companions ===== | ||
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| - | More important than minions, but no fully-fledged characters in their own right. They can attach themselves to their patron granting them a +1 bonus in appropriate conflicts, like minion groups. When attached they allow the character to take one additional consequence. This consequence is that the companion has been taken out, kidnapped, killed, or otherwise removed from the conflict. | ||
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| - | ==== Quality ==== | ||
| - | Companions start at Average(+1) quality and may be improved by one step for each advance. Quality reflects skills, and how resilient the companion is. Companions have 2 stress boxes, plus their quality on the stress chart (see [[Endurance]] or [[Resolve]]. In addition they get a single skill column equal to their quality. So a Good(+3) companion will have 1 Good(+3), 1 Fair(+2), and 1 Average(+1) skill. | ||
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| - | ==== Advances ==== | ||
| - | Companions can have a number of advances which make them more capable individuals. | ||
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| - | * **Communication**: A companion can communicate with its patron in the strangest ways - magic mirror, demonic servitors, trained animals, etc. | ||
| - | * **Consequences**: The companion can take an additional consequence before being taken out. This may be taken a second time to give a maximum of three consequences. | ||
| - | * **Independent**: Normally it costs a FP for a companion to undertake a significant mission independently of their patron. This allows the companion to use their patron's [[Fate Points]] and two aspects while operating independently. | ||
| - | * **Keeping Up**: This allows the companion to keep up with their attached patron using an unusual movement - flying, swimming underwater, stealth, etc. | ||
| - | * **Quality**: Improve a companion's quality by one step. The maximum quality is the one step below the patron's peak skill. | ||
| - | * **Scope**: Add an additional scope, allowing them to assist is another type of conflict (i.e. Physical and Mental, Physical and Social, Social and Mental, etc.). Taken a second time allows the companion to be effect in all three scopes. | ||
| - | * **Skilled**: Each time this advance is taken the companion gets another skill column one rank lower than the last. For example //a Good(+3) quality companion with this advance would have 1 Good(+3), 2 Fair(+2), and 2 Average(+1) skills//. | ||
| - | * **Strength in Numbers**: You have minions with a maximum quality equal to 1 less than their patron's peak skill. Each time you take this advance you gain 3 additional minions. | ||
| - | * **Stunt**: The companion can take a single stunt, except those that grant companions or minions. The maximum stunts a companion can have is the maximum number of stunts of their patron minus 1. | ||
| - | * **Summonable**: No matter where you are you can summon your ally to you. This normally takes one minute, but for a [[Fate Point]] you can do so in a single exchange. If the patron is taken out the ally leaves immediately, regardless they leave at the end of the scene, but may be re-summoned later if needed. This advance may only be taken once. | ||
| - | * **Variable Summons**: //Requires Summonable// Normally the same companion is summoned each time, but this advance allows the patron to allocate advances at the moment the companion is summoned. This may only be done once per adventure, it costs a Fate Point to re-allocate the advances. This advance can only be taken once. | ||
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| - | {{tag>fate}} | ||
