Creatures

Outcasts (Followers)

the vagrants who travel with you until they don't

Money might cross hands but these weirdos don't cost silver to hire. Vagrants and refugees driven by loneliness, they just want somewhere to belong. Which is exactly why they often break into a run and disappear, usually at the most critical moments.

The GM makes a Morale check from time to time (succeed and the outcast stays) and adds the group's highest Presence to the roll. The GM should also consider whether or not the group provides the outcast with the things he/she/it values.

Four canonical types appear in Bare Bones:

1. Earthbound

three parts human, one part dog. Society sees them as foul and disloyal. HP 8, Morale 7, Leather −d2, Staff/Femur d4. Traits (d4): Arrogant / Quiet / Joking / Hypochondriac. Specialty (d4): Excellent cooking (d4 extra hp when resting) / Finds the right path / Senses danger / Makes/repairs items. Values (d6): Fireplace discussions / Praise / Endless tasks / Items as payment / Carnal relations / Diluted black poison.

2. Wild Wickhead

the wildest cast out from even the loose Wickhead community. HP 10, Morale 7, No armor, Knife d4. Traits (d4): Grumpy / Apathetic / Careless / Moody. Specialty (d4): Walking lightsource (1–2) / Expert with a knife d4+2 / Backstab (test DR8, weapon damage +3). Aside from their specialty they carry up to five items. Values (d6): Holding long monologues / Verbal conflicts within the group / Getting paid in sharp weapons / Burnt meat / Depressing stories / Captured slaves.

3. Pale One

as if fallen from the stars. Destructive and detached. HP 5, Morale 8, No armor, unarmed d2. Traits (d4): Bitter / Incoherent / Mute / Self-harming behaviour. Specialty (d4), once per day: Create d2 doses of a random decoction / Create d2 doses Elixir Vitalis (heals d6 hp, stops infection) / Use one random unclean Power / Use one random sacred Power. Values (d6): Not having to use their speciality all the time / Cleanliness / Listening to melancholic melodies / A couple of hours alone in darkness / Wine / Obscure rituals with the group. (See also the Pale One class.)

4. Prowler

lawless good-for-nothing crooks banished from civilization. HP 8, Morale 8, Leather −d2, Knife/Femur d4 (occasionally filthy shortsword d4+1). Traits (d4): Lazy / Bragging / Liar / Traitor. Specialty (d4), dr8: Disarm traps (you need to find them first) / Steal single items / Climb impossible routes alone / Finds trails and corners that keep the group hidden. Values (d6): Payment in silver / Food / Gossip / Liquor / Pointless death / Getting the credit for exploits.

Connections

Wickhead, Pale One (class), Elixir Vitalis, Occult Herbmaster (decoctions), Powers

Gaps / Expansion Notes

Source rows recovered via pdfplumber — earlier plaintext extraction misread the table cells as blank. All four Outcasts now have full canonical Specialty and Values tables.