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Custom Edges

Social Edges   Followers (• to •••••)   Some vampires attract truly dedicated, even fanatical, groups of followers or herds, which are covered by this Edge.   A vampire's Followers are defined by an Arena, the same as Attributes: Choose whether the Followers are primarily Physical, Mental, or Social.
  • Physical Followers tend to be bodyguards, laborers, even soldiers or security.
  • Mental Followers are primarily consultants, assistants, advisors, or experts.
  • Social Followers tend to form an entourage — or even a cult of personality — around the vampire.
  Followers can take one Bruised and one Maimed Condition before being Taken Out. Their Defense is equal to half the rating of this Edge.   Much like powers, Followers may also have tags to define important elements about them. Followers have one tag per dot in this Edge.   Access: The Followers grant the nova access to some otherwise difficult to reach place or institution, such as the halls of government, diplomatic facilities, scientific research facilities, and so forth. Each application of this tag provides a new form of access.   Arena: The Followers operate in an additional Arena (Physical, Mental, or Social). With two instances of this tag, they operate in all three.   Defensive: The Followers add 1 to their Defense. Alternately, if it fits their description, this tag adds 1 to the Difficulty of intrigues and opposed actions against the Followers instead. •   Forceful: The Followers are especially forceful and gain 2 Enhancement on actions meant to harm others within their Arena.   Helpful: As long as a complex action fits within the Followers’ Arena and description, the nova gains one additional Interval to complete it. •   Number: A group of Followers starts out at Leadership Scale 4 in terms of size (around 10–25 individuals). Each application of this tag increases their Leadership Scale by one, to 100, then 200, 500, 1,000, and so on. •   Powerful: Choose one area in which the Followers have Scale, such as Size, Speed, or Intellect, and increase that Scale by 1. •   Smooth: The Followers improve the Attitude of Storyguide characters by 1, so long as they are present and the character is receptive, based on the Followers’ description. In dealing with particularly opposed characters, they may worsen Attitude by 1 instead. •   Tough: The Followers have 1 point of Soft Armor. •   Unruly: The Followers don’t take or follow orders especially well. All Difficulties to command them increase by 1, but the nova adds Momentum to the pool whenever they fail to meet the Difficulty.   When ordering Followers to do something, the dice pool is the higher of the Followers’ Edge rating or the character’s Command or Leadership plus an appropriate Attribute of the character’s.   Commanding Followers is a Simple action, but can be part of a mixed action, if the character is doing something else at the same time. Followers don’t get a spot in the initiative roster or act independently, they always act on the commanding character’s turn, and their action always uses up the character’s focus. If the character is Taken Out, their Followers can continue acting on their turn, but their dice pool becomes the Followers Edge rating + the character’s Attribute, without the benefit of Leadership. If a character with Followers is present in a scene and either the character or the Followers suffer an Injury Condition, the character can choose whether the Condition affects them or the Followers. Followers that are Taken Out typically return to their default state at the beginning of the next session, either recovered or replaced with new Followers. If being Taken Out means they are permanently removed from play and the Storyguide feels the Followers numbers are permanently diminished as a result, dots in this Edge may be assigned to another.


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