So I think one of the things that this game falls down is how to handle NPCs and especially Hirelings through play,…
So I think one of the things that this game falls down is how to handle NPCs and especially Hirelings through play, especially in fights. I also personally didn’t find Followers from Perilous Wilds useful because to me it felt to much GM PC.
So how about a move for it?
When your NPC Ally helps you in a fight Roll +Bond with them. On a 10+ choose 2. On a 7-9 choose one and the GM chooses that they either Hesitate or flinch or they -1 Bond
-They help you with the attack: +1 Forward
-The enemy hesitates or flinches
-They add their power to yours: +1d6 damage when you next deal dmage
Determining Bond: For Hirelings use Loyalty as Bond. For other NPCs start Bond depending on how the character is on board with the group, if its just a guard going on the same missiong its probably only 1 Bond if they are a friend its probably 2
If Bond goes down to -1 then the NPC quits then and there.
What do people think?