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Moves

Initiates of Danu Insert

The BlessedInsert

The goddess's faithful travel in circles — and now they travel with you.

Granted Features
Automatic:
Your follower moves at your word — their deeds, their blood, your call.
Pay what you owe them and their loyalty deepens into something that holds under pressure.

For The Blessed who took the Initiate background: chose 2 or 3 of the following as your fellow initiates. Mark those you picked and treat them as followers. Cross off the others.

Enfys, the acolyte — bird-wise, innocent, magical, well-informed. HP 6; Armor 0; Damage bronze knife d4 (hand). Instinct: to get distracted. Moves: speak with birds; ask a difficult question; wander off. Cost: knowledge, secret lore.

Olwin, your anointed lover — fates-wise, beautiful, passionate, magical. HP 6; Armor 1 (shield); Damage iron spear d6 (close, thrown). Instinct: to lack discretion. Moves: perform a divination; speak a (dire) prophecy; make a big deal about something. Cost: tenderness, respect.

Afon, a fellow initiate — fae-wise, devious, magical, self-sufficient, stealthy. HP 8; Armor 2 (0 vs. iron); Damage bronze hatchet d6 (hand). Instinct: to act impulsively. Moves: weave a minor glamor; appear or disappear unexpectedly; speak an uncomfortable truth. Cost: wonder, joy.

Seren the Eldest — exceptional, story-wise, insightful, frail, magical. HP 3; Armor 0; Damage walking stick d4 (close). Instinct: to hew to tradition. Moves: consult the spirits, or abjure them; spin a tale to make a point; use shame and guilt as leverage. Cost: deference, good sense shown.

Gwendyl, your mentor — herb-wise, gossipy, tireless, healer, magical. HP 6; Armor 0; Damage iron knife d6 (hand). Instinct: to take offense. Moves: tend to the sick, injured, women in labor; weave a talisman of fertility or good luck; point out a flaw in a person or plan. Cost: consideration, affection.

Working with initiates

Use the standard Order Followers and Strengthen Your Bond moves. When you direct them and one of their tags applies, roll +1 instead of +STAT (+2 if exceptional). When you pay their cost and you haven't done so recently, they hold +1 Loyalty (max 3). Spend Loyalty 1-for-1 to have them overcome fear, resist their instinct, or do something they don't want to do (so long as it's not abhorrent or suicidal).