Inferno of the Living
These moves come from The Perilous Wilds by Jason Lutes.
When you go looking to hire help, tell the GM who you’re looking for, phrased in one of the following ways:
A group is a follower like any other, but with the Group tag.
If the GM says you can’t find that hereabouts, start over or move on. Otherwise, roll +nothing and take +1 if you have a good reputation in these parts:
The GM will choose or roll their specifics (Quality, Loyalty, Instinct, Cost, tags, etc.) as needed, to be discovered through play. Which might involve you grilling them, now.
When you order or expect a follower to do something dangerous, degrading, or contrary to their Instinct, roll +Loyalty:
Do Their Thing
When a follower does something chancy within the scope of their tags or moves, roll +Quality:
When a follower Does Their Thing, resolve it with as few rolls as possible, especially if the follower is acting “off screen.” The GM should describe what the characters perceive based on the outcome of the roll, as always in accordance with the fiction.
Call for Assistance
When a follower helps you make a move that calls for a roll, take +1 to that roll but know that they will be exposed to any potential consequences.
When a follower helps you Hack and Slash or Volley, roll their damage die alongside yours and use the higher die.
When a follower is compensated for their efforts by having their Cost met, increase their Loyalty by 1 (to a maximum of +3). This move cannot be made again until after the follower and their leader have both Made Camp.
Watch Them Go
When a follower has -3 Loyalty, they betray or abandon you at the first opportunity.