Follower Moves

Recruit
When you go looking to hire help, tell the Judge who you’re looking for, phrased in one of the following ways: A group is a follower like any other, but with the Group tag. If the Judge says you can’t find that hereabouts, start over or move on. Otherwise, roll +nothing and take +1 if you have a good reputation in these parts:
 * A group of ______ (porters, minstrels, angry farmers, etc.)
 * A skilled ______ (guide, sage, burglar, bodyguard, etc.)
 * On a 10+, they’re yours for the hiring.
 * On a 7-9, the Judge chooses 1 from the list below.
 * They demand greater compensation
 * No one here fits the bill, but you hear of someone elsewhere who does
 * They have a need that must be met first (permission, etc.)
 * You can tell at a glance they are less than ideal (ask the Judge how)
 * The Judge will choose or roll their specifics (Quality, Loyalty, Instinct, etc.) as needed, to be discovered through play. Which might mean grilling them, right now.


 * On a 6-, mark XP, and no one shows.

Order Follower
When you order or expect a follower to do something dangerous, degrading, or contrary to their Instinct, roll +Loyalty:
 * On a 10+, they do it, now;
 * On a 7-9, they do it, but Judge picks one from the list below:
 * Decrease the follower’s Loyalty by 1
 * They complain loudly, and demand something in return
 * Caution, laziness, or fear makes them take a long time

Do Their Thing
When you have a follower do something chancy within the scope of their tags or moves, roll +Quality:
 * On a 10+, they do it, as well as one could reasonably hope.
 * On a 7-9, they do it, but there’s an unforeseen cost, consequence, or limitation (ask the Judge what).

Call for Assistance
When a follower helps you make a move that calls for a roll, take +1 to that roll, but that follower is exposed to any risks or consequences of the move. When a follower helps you Fight or Shoot/Throw, roll their damage die alongside yours and use the higher die.

Pay Up
When a follower is compensated for their efforts by having their Cost met, increase their Loyalty by 1 (to a maximum of +3). This move cannot be made again until after the follower and their leader have both Made Camp.

Watch Them Go
When a follower has -3 Loyalty, they betray or abandon you at the next opportunity.