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fate:followers [2013/01/07 21:07]
galacticcmdr
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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 ==== 
-Followers can be acquired either an an [[extra]] or by using one of the many [[summoning]] stunts. 
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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 group of minions or 1 single 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. 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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-==== Quality ==== 
-Minions have a quality which reflects their base effectiveness. Minions may be **Average, Fair, or Good**. This not only reflects their base effectiveness,​ but also the number of stress boxes for the group. When in doubt Minions are of Average(+1) Quality. Minions **cannot take consequences**. 
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-=== Average === 
-  * **Competence:​** The Rank-and-file,​ local militia. 
-  * **Purpose:​** May PCs look good. 
-  * **Skills:** One Average(+1). 
-  * **Stress:** No stress boxes. 
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-=== Fair === 
-  * **Competence:​** Trained professionals. 
-  * **Purpose:​** Drain a few of the PCs resources. 
-  * **Skills:** One Fair(+2) and One Average(+1) 
-  * **Stress:** One 1-shift stress box. 
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-=== Good === 
-  * **Competence:​** Tough opposition, especially in numbers 
-  * **Purpose:​** Provide a decent stumbling block. 
-  * **Skills:** One Good(+3), One Fair(+2), and Two Average(+1) 
-  * **Stress:** One 1-shift box and One 2-shift box. 
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-==== Mobs ==== 
-Whenever possible identical Minions will form groups. This increases their survival and reduces the workload on the GM. Each mob must act as one and only get a single roll per exchange - the function as a single character. 
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-Whenever a mob gets harmed, any excess damage just rolls up to the next minion in the mob. Damage is always filled from the first minion in the mob to the last. If two different attacks each deal a 1-shift hit to a Good(+3) mob, then first minion is removed because both of their boxes have been filled. 
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-<note tip> 
-The GM throws three bandit mobs at the party. Each bandit is of fair quality and there are six bandits in each mob. This gives each mob six one-point stress boxes. If someone attacks the mob and does 4 shifts to them then the GM will mark off the first 1-point stress boxes, the first two-shift box, and the second one-shift box. One of the minions no longer has any open stress boxes so it is removed. 
-</​note>​ 
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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 5 - or one group for each named character in the scene. 
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-^ Quantity ​ ^  Group Bonus  ^ 
-| 2  |  +1  | 
-| 3-4  |  +2  | 
-| 5  |  +3  | 
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-===== Companions ===== 
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-More important than minions, but not fully-fledged characters in their own right. They are built as [[extras]], which allow them to act independently as well as using [[teamwork]]. 
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-{{tag>​fate}}