How Do You Define a Follower?

By TheSaylesMan, in Black Crusade

I have a rules question to pose. Under the special uses for Command, there's the Inspire and Terrify actions. It says that the user of that action may do so to their followers. I assume that people charmed to fight for that player and that players minions count as followers but what about other players? I have a player of my own whom kinda hinged his entire character concept on being able to do that to other players and that is one of the reasons he went Apostate. I assumed he could do that because, well, he's been the guy who runs the games for us in our group. We've never played this game in particular though but I trusted his judgement of the rules.

However, the word Follower has thrown me. I get the feeling that it was never intended to be used on players now. When the actual question hit me, I went in his favor because as of right now he is the Anointed One of the players' Compact. I'd also hate to spoil him on his character now, but at the same time I'd also hate for the players to always anoint him as the One for their compacts because while he is in control they'd get mechanical benefits from it. So any clarification would be nice.

Thanks in advance.

I would assume that followers are only npc but you could allow it to work on other PC but it will be a big buff in my opinion.

The other thing is that other players are his FOLLOWERS or to name it other way his servants ;) . NPC will see it and sometimes they won't speak with them about business as they are small fishes and only with their boss. You could exploit that in your campaign.

Another way of helping to control any more liberal interpretations could be that, after a few turns in any combat, the enemy starts attacking him, seeing as he is the leader.

I think alot of this depends on your group.

Do the other players mind that the other player can roll some dice and then tell them what to do?

Also some mayor difference in Infamy would be needed. It's hard (yet not impossible) to be a follower and yet be much more (in)famous than your boss.

Followers are generally NPC's for game mechanics. The buffs or effects would only affect them.

The examples given are 'troop combat' type situations where the commander player is leading one or more NPC's.

Having said that though I personally would house rule and allow the Inspire special command skill to be useable on other players as an action.
I.e. you can motivate and inspire your colleagues, but they are your equals, so not so easy to command or terrify like the other followers.
Makes it useful, but not so easy to abuse on other players. No terrifying the Pysker to charge the Dreadnaught whilst you leg it. But you could help inspire the Chosen who is trying to take it on in an epic feat of bravery.

(P.s. If the other players wish to roleplay being terrified, coerced, or 'we are not worhty' toadying up to you likea good little follower - thats up to them. A whiny servile 'baldrick' PC can be most entertaining.)

After running RT for some time, I have some perspective on this issue. I let RT's use that sort of thing on fellow PC's, as they are in charge (well, first among equals anyhow) unless a PC objects at the time in which case it automatically has no effect.

In BC terms, I would be quite comfortable with the PC doing that, so long as they are the annointed and with the rule that if a PC objects it has no effect. However, I would also inorporate the rules for the negative effects to infamy from receiving a gift from a fellow PC. "Oh yeah, that chosen? He 'aint half as scary without that apostate around to tell him what to do..."

Hygric said:

However, I would also inorporate the rules for the negative effects to infamy from receiving a gift from a fellow PC. "Oh yeah, that chosen? He 'aint half as scary without that apostate around to tell him what to do..."







;)