Skip to main content

Allies & Henchmen


The system allows characters to hire, acquire, or be assigned allies to assist them. These allies—whether henchmen, militia, or animal companions—add depth to encounters and provide support in combat, chase sequences, and dynamic tasks.

While players control their allies, they do not directly roleplay them as full characters. This distributes responsibility, keeping all players engaged while ensuring that the GM maintains narrative balance.

For example:
✔ The GM declares that the local militia is assisting in a battle.
✔ Instead of the GM running every NPC, players divide control over the militia.
✔ The characters don’t directly command the militia, but players roll for them in combat.

Where Allies Are Used

Allies provide assistance in tactical situations, but they do not replace main characters in certain tasks.

✅ Allowed: Chase Sequences, Dynamic Tasks, Standard Combat
❌ Not Allowed: Social Tasks, Mass Battles


Creating an Ally or Henchman

Allies are built similarly to player characters, but they start weaker and grow over time.

Step 1: Choose an Ancestry

Select an ancestry just like a player character. This determines their starting abilities.

Step 2: Assign Primary Abilities

Allies begin one step lower than player characters:

  • Their best ability (from ancestry) is lowered from [d8+4] to [d10+2].
  • All other abilities start at [d12+0].
  • They get 8 ability boosts.

Step 3: Select 8 Skills

Allies receive 8 skills at Apprentice (d10+2) level.

  • This is the only time a skill can be higher than its associated ability.
  • No skill can go above Apprentice at creation.

Step 4: Assign Hindrances & Traits

  • Allies can have up to 2 points of Hindrances.
  • Each hindrance grants 1 additional Trait.
  • Traits & Hindrances function as normal.

Step 5: Grit & Growth

  • Allies start with a [d6] Grit Die.
  • They advance like player characters, gaining skills, abilities, traits, and powers over time.

Animal Companions

Non-humanoid allies, such as wolves, bears, or exotic creatures, follow the same creation process but start as juveniles.

  • Begin with a base animal template (e.g., wolf, bear).
  • Reduce each ability by one die size to represent youth.
  • Skills and natural attacks start one training level lower.
  • Animals start one size smaller than usual (e.g., a Stalker-sized wolf begins as Wisp-sized).

Animal companions grow over time, gaining abilities and traits just like humanoid allies.


Leadership & Commanding Allies


The Leadership skill (or Animal Handling for animal companions) allows characters to coordinate allies for greater effectiveness.

Leadership Functions:Boosts ally performance in combat & challenges.
Supports multiple allies at once, instead of a single target.
Applies to the next skill attempt by any ally who can hear the leader.

Whether you're commanding a militia, directing henchmen, or leading a pack of trained animals, Leadership ensures your allies act efficiently in battle.