Crew Insert
Half a dozen souls who answer when you call, and fight when you say fight.
For 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. HP starts at 6 each; Armor starts at 0; Damage starts at d6.
Your crew starts with the group tag, a tag granted by your background, plus 2 more of your choice: archers; athletic; brave; cunning; devoted; hardy; intimidating; observant; patient; respected; stealthy; warriors. exceptional (requires Heroes to the Last).
Instinct (pick 1):
- To bicker, infight, and hold grudges
- To hew to tradition and superstition
- To indulge their baser instincts
- To lord over others
- To take needless risks
- To take things too far
Cost (pick 1):
- Merry-making, as a group
- Public recognition and respect, honor
- Risks taken, by you, to help them
- Victories won against worthy foes
- Wealth gained for themselves or Stonetop
Individuals
When one stands out, give them a name, a tag, and one or more 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.
Inventory
3 or fewer is a light load; 4-6 is a normal load; 7-9 is a heavy load.
Starting gear: Hatchet (iron, hand, 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); Spear, iron (close, thrown, x piercing). Supplies (4+Prosperity uses per crew member).