You see, when a bird finds a bee scrounging through the smoldering remains of the post apocalytpia, sometimes they see the potential of the bee to transcend their boundaries and be a useful follower of the bird.
(Sometimes the bird's player just likes a bee NPC and wants to keep them around, they can do this too)
If the bee is amiable to the idea (through straight-up roleplaying or some application of the Heart skill) the bee may become the bird's disciple. It's simple to track a bee (follower's) stats: they have a single Effort die, same as any other "normal" human (bee). They have a single Health Box, and when it fills they're toast (with honey).
A bird (master) can have up to ten disciples (bees), because that keeps bookkeeping in a reasonable place and agrees with the span of control theory of personnel management. It also means that the familiar PC/follower relationship from D&D and it's many children is retained, so there's some cross-system familiarity for players of the most popular RPG (and anything I can do to reduce the cognitive overload of new players is a decent idea, in my estimation)
It gets better: a master can train their disciples. Here's where we're starting to see all that work on scene structure design pay dividends: you take a Montage scene, you train your guys. Nice and simple; we already know Montages are significant chunks of time, so we're preserving our timeline's integrity without a bunch of extra paperwork.
Later on I'll really blow you minds by linking the passing of Montage scenes to the movement of elements in the setting (you take a montage training your followers, your enemies get a montage to move their tanks toward your town, for example)
Trained followers can be organized into a Group: this allows you to treat up to ten followers as a single unit with up to Effort and Health 10 (in effect, like one "big" character, rather than many small ones). This expands your potential followers from 10 disorganized, untrained people into up to 100 well-trained units of 10 apiece.
Groups can be taught Novice-level Techniques as Tactics, which they power through Morale, rather than Prana (I'll get to this later once we learn about how groups work: it basically works the same, but it comes from a leader inspiring them rather than them tapping into their respective magical wells of power)
BUT IT GETS BETTER: Every time you train followers in the rudiments of magical Techniques, there's a chance a given bee may learn how to actually use the magic. This transforms them from a bee (follower) into a Minor Hero (small bird)
Minor Heros occupy the same intermediary slot of character power that Lesser Legends occupied in Legends of the Wulin. The big development here is that their status, genesis and relative powers are placed into the middle of the process of going from normal person (bee)>student in magical training >kung-fu superhero (bird)
It gets even better: These Minor Heroes can have their own followers, allowing them to act as administrators or generals on their own (so if you have 10 Minor heroes as your NPC followers, they can each have an army of 100 followers, putting you on the top of an army's power structure)
Furthermore, you can "train up" your Minor Hero all the way to a proper Hero, granting them an Archetype and a Major Dharma so they can get Kharma without you.
And that's where baby PCs come from
....
Followers
What are followers?
Followers
are NPCs that follow a character as their leader. They obey and defend the
character, in exchange for the protection, prestige and reward of working for
them.
Most
followers have 1 Effort die, 1 Health box, and no other abilities.
Recruiting followers
Any
time you meet an NPC, you can try to recruit them. You can either try to
convince them to join up with you purely through speaking and acting
in-character, or you can leverage the Heart skill to bowl them over with
rhetoric and force of personality.
Followers
have a stat called Loyalty which determines how much they stick with you (and
follower your orders) when times get tough. For freshly-recruited followers,
they begin with between 1-10 Loyalty. This is either chosen by the GM or rolled
on a d10.
Tests of Loyalty
Any
time a follower must choose between their self-preservation and loyalty to
their leader, roll a d10: if it is over their current Loyalty, they choose
self-preservation.
They
might also test loyalty if they must choose between deeply-held principles,
treasured persons/things, or any significant temptation and loyalty. Failing
their test results in them betraying their leader’s interest in favor of the
triggering principle, treasured thing, or temptation. These triggers are
circumstantial; the GM will choose if their loyalty is challenged by these
things on a case-by-case basis.
Followers
that fail any test of loyalty reduce their loyalty score by 1 as their hearts
cloud with doubt. Betrayal by a leader, as judged by the GM, reduces it to 0.
Divided Loyalty
Followers
may have loyalty to more than one character. This is fine unless loyalty between
their leaders comes into conflict: if they must ever prioritize or choose
between leaders, roll an opposing d10 for each leader, adding their loyalty to
that character. The highest-rolling dice, in descending order, determines how
they prioritize their leaders. Re-rolls ties, unless the GM wishes them to be
paralyzed between loyalties and take no action.
Increasing Loyalty
At
the end of any scene in which a follower is publicly flattered, rewarded or
otherwise treated remarkably well by their leader, increase their Loyalty by 1.
Loyalty can never be higher than 10.
The
leader to which the follower has the deepest loyalty sets a ceiling for all
other loyalties: no other leader may have an equal score. If a follower’s
loyalty would become equal, they must choose whether to forfeit their loyalty
increase, or demote the current-highest by one (altering the hierarchy of their
loyalty)
Truly
heroic acts or fantastic rewards from leaders can increase Loyalty by +1d10,
rather than by 1, at the GM’s discretion.
Limits on followers
A
single leader may have 10 followers before they’re unable to manage any
additional ones. They may surrender a current follower for a new one, although
this reduces the jilted follower’s Loyalty to 0 (and may test the loyalty of
other followers at the GM’s option)
Followers
may be trained into Disciples and formed into Groups, however (See Training
Followers, below). Each group may have up to 10 members, and each group counts
as 1 follower for purposes of determining how many followers a given leader may
have.
Effectively,
this allows each leader to lead a small army of 100 well-organized followers
under their direct command.
Training Followers
A
character may train their followers to improve their capabilities. The training
character is called the master, and the trained characters the apprentices.
The
Master and Apprentices dedicate one Montage scene to train. During this time,
they are totally engrossed in training and may perform no other actions. After
this scene, they graduate from Followers to Disciples.
Disciples
may be formed into a Group (p.XX) with other trained followers of their
master’s choosing. They may also be taught Tactics, the beginnings of
Techniques (p.XX), and invested with Morale (p.XX).
To
teach a Tactic, a Master must choose a Rank-1 Technique that they know and
spend a scene training a Group of Disciples in its motions. At the end of the
scene, they learn how to use the Technique as a Tactic. They may only use
Tactics they have learned while they fight within the group
At
the end of every training scene, each apprentice rolls their Effort. If any of
the dice results is 10, that Disciple awakens their slumbering potential for
greatness and become a Minor Hero (or Villain!)
Minor Heroes
Minor
Heroes are promising Disciples with the potential to become True Heroes (as the
Player Characters are). Once their potential emerges, they become Degree-1
Minor Heroes. This has the following immediate effects:
- One of their Chakra goes from Closed to Slumbering,
- Their Effort and Health Boxes increase to 2 apiece
- They learn one of the Masteries known by their Master
Such
promising students are highly prized, for they
immediately learn any Tactics they once knew as Techniques, up to a maximum of
3. If they Awaken their now-accessible Slumbering Chakra, they may utilize
these powerful Techniques without relying on a group.
Minor
Heroes may no longer form into groups
but may lead and direct a group of
their own (although they cannot further train them: that requires a True Hero).
Training Minor Heroes
A
number of Minor Heroes equal to the Master’s Degree may be trained per Montage
scene. The training is intense; it blends punishing physical exertion with a
soul-searing spiritual journey. It is only through this agonizing process that
heroes may learn to handle the burning cosmic destiny that reduces lesser wills
to ash.
Each
Minor Hero taught must test their loyalty to complete the training. If they
pass, they achieve the next degree. If they fail, they become discouraged and
are unable to advance, finishing the scene exhausted and frustrated.
Minor
Heroes have only two Degrees: if they achieve the second degree, they gain the
following benefits:
- An additional Effort (total 3)
- An additional Health Box (total 3)
- A single Focus Slot
- Their Slumbering Chakra Awakens
Should
they succeed at another scene of training, they become True Heroes: they gain
the abilities of a Degree-1 Character, selecting from a Hero Chart of their
choosing and advancing their capabilities appropriately. True Heroes have 3
Novice Technique and one Expert: if they have insufficient Tactics to convert
to new Techniques, they may learn any they lack from their Master’s repertoire.
Some
Minor Heroes get discouraged and quit their Master’s brutal training regimen.
Such loose cannons make their own rocky way in the world, often being seduced
by an unscrupulous master into wickedness (the Mockingbird Emperor is
particularly talented at this method of recruitment)
Mismatched Heroism
It
sometimes happens that a Strong archetype-character trains a Cunning type, of
even an Enlightened hero. Such mismatched master/student relationships make
sense if the master in question knows an appropriate Gupt Kala to teach them as
their Expert Technique, but what if they don’t?
There
are two options a GM has to resolve this hiccup:
1)
You can assume that the knowledge of a clan’s Gupt Kala are “encoded” into
their other teachings and vice versa: for instance, knowledge of frantic and
fiery social graces can be gleaned from the Radioactive Scorpion’s fiery
martial kung-fu. In this case, simply have the student select an appropriate
Gupt Kala from their clan’s Techniques.
2)
If a clan doesn’t have access to such esoteric Techniques (for instance, a
minor clan without any Gupt Kala) you can substitute a “waiting slot” for the
character. This slot may be filled whenever the character encounters a
situation which can teach them the “missing” Gupt Kala, for no Kharma cost.
The
second route places starting characters at a disadvantage, so is recommended
for NPCs before PCs. It is a great motivator for adventure for a player, if
they choose to start this way. You might want to warn them that they’re playing
the game in Hard Mode though!
True Heroes as Followers
A
True Hero with loyalty to a Leader is still their Follower; at least, while
they’re treated well.
True
Heroes adopt the Minor Dharma of their Master; however, they also choose their
own Major Dharma. Major Dharmas are powerful cosmic destinies; this often draws
them into conflict with their loyalties.
In
this way, True Heroes have three conflicting loyalties: Loyalty to Clan,
Loyalty to Master, and Loyalty to their own Destiny.
In
any scene in which a True Hero Follower is present in an active capacity (ie:
fighting or doing something noteworthy, not just standing around) they will try
to act in a way that accrues Kharma.
True
Heroes accrue and spend Kharma just as Player Characters. PCs may teach their
follower any Techniques they know so long as they have the Kharma necessary to
learn it.
They
may also learn Techniques from other Masters, but this will cause them to
acquire Loyalty to that Master as though from a tremendous favor.
While
they follower a PC, True Hero Followers will not act in such a way that they
will acquire Zui unless they fail a test of Loyalty. If they fail such a test,
they immediately seek to use a Negative Trigger to gain Kharma and Zui.
Followers of Followers
True
Heroes and Minor Heroes may have Followers and Disciples of their own. To
simplify bookkeeping, their Follower’s Loyalty isn’t tracked: it is assumed to
always be exactly equal to the True Hero’s Loyalty.
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