Crew

Marshal, your Crew is a half-dozen strong by default. Treat them as a follower with the group tag. All starting values here are subject to change in play.

The Crew

Max HP
Armor

HP starts at 6 each; Armor at 0; Damage at .

Tags

Your crew starts with group, a tag granted by your background, plus 2 more of your choice.

Instinct

Pick 1.

Cost

Pick 1.

Loyalty

Inventory

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

  • Hatchet, iron (hand, thrown, x piercing)
  • Spear, iron (close, thrown, x piercing)
  • Bow & iron arrows (near, x piercing, ○ low ammo, ○ all out)
  • ◇◇ Shield (+1 armor, +1 Readiness on a 7+ to Defend)
  • ◇◇ Thick hides (1 armor, warm)
  • Cloak (warm)
  • Supplies (4+Prosperity uses per crew member)
Supplies
Other gear

Individuals

When one stands out, give them a name, a tag, and one or more traits.

Name
Tag
Traits
Name
Tag
Traits
Name
Tag
Traits
Name
Tag
Traits
Name
Tag
Traits
Name
Tag
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

Notes

Order Followers

When you direct them to make a move and they do so, roll +1 instead of +STAT if any of their tags apply (or +2 if they're also exceptional). If no tags apply, roll +0. If any of their tags would get in the way, roll with disadvantage.

When they are without orders or they act on their own initiative, the GM says what they do and how it goes.

Strengthen Your Bond

When you pay their cost and you haven't done so recently, they hold +1 Loyalty (max 3).

Spend their Loyalty 1-for-1 to have them:

  • Overcome their fear to do as you say
  • Resist acting on their instinct/tags/traits
  • Do something they don't want to do (as long as it's not abhorrent or suicidal)