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paths:nature_path:companion [2025/08/26 11:39] – [Base Stats] reonpaths:nature_path:companion [2025/08/27 02:34] (current) – [Companions] reon
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-======Companions======+======Companion======
 Companion's are creatures or allies that are under the control of players or other characters. Generally they are unlocked via Talents and can follow basic commands and orders. They are always loyal and dedicated to the owner of the Talent. Often the Companion will be controlled by the GM and use it's skills and combat abilities to the best of the Companions ability and based on the orders given.  Companion's are creatures or allies that are under the control of players or other characters. Generally they are unlocked via Talents and can follow basic commands and orders. They are always loyal and dedicated to the owner of the Talent. Often the Companion will be controlled by the GM and use it's skills and combat abilities to the best of the Companions ability and based on the orders given. 
  
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 A companion does not follow standard Character or NPC rules. They have a unique set of constructions rules. Most stats will be upgraded and not apply bonuses which another character may benefit from. Silver may be spent to grant additional Companion Points (CP) which may be spent to upgrade a Companions Base Stats. Some times parts are viable as well to spend. Each TU grants 1 CP. This represents the cost of training, upgrades and other such expenses. A companion does not follow standard Character or NPC rules. They have a unique set of constructions rules. Most stats will be upgraded and not apply bonuses which another character may benefit from. Silver may be spent to grant additional Companion Points (CP) which may be spent to upgrade a Companions Base Stats. Some times parts are viable as well to spend. Each TU grants 1 CP. This represents the cost of training, upgrades and other such expenses.
  
-Companion's by default follow "Minion" rules. They get the standard 2 Half Action and a Swift Action, however they may only make one Attack, use an Ability, or Cast a spell. The other Half Action in the round can only be used as a Move Action or some other kind of use of a Half Action.+====Minion==== 
 +Companion's by default follow "Minion" rules. They get the standard 2 Half Action and a Swift Action, however they may only make one Attack, use an Ability, or Cast a spell. The other Half Action in the round can only be used as a Move Action or some other kind of use of a Half Action. Despite being treated similar to Minions, Companions still have HP, unlike most other Minions.
  
 +====Elite====
 You may only have 1 Elite Companion at a time. An Elite Companion may Attack more then once per turn by spending the appropriate Half Actions or Full-Round Actions. In the event a Player is allowed a second (or even third) Elite Companion it is strongly advised that only one may be selected to participate in any combat encounter at a time. You may only have 1 Elite Companion at a time. An Elite Companion may Attack more then once per turn by spending the appropriate Half Actions or Full-Round Actions. In the event a Player is allowed a second (or even third) Elite Companion it is strongly advised that only one may be selected to participate in any combat encounter at a time.
 ====Abilities==== ====Abilities====
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 It takes One Minute to update, change or create a Script for a Companion. It is a Free Action to swap Scripts if your Companion has multiple known Scripts available. It takes One Minute to update, change or create a Script for a Companion. It is a Free Action to swap Scripts if your Companion has multiple known Scripts available.
 +
 +Swapping Scripts requires Verbal or Somatic components. This means your Companion must be able to see or hear you to swap, but not both at the same time.
  
 =====Orders===== =====Orders=====
 An Order is anything outside of an active Script. As a Half action you may direct your Companion to perform a task, including Attack, Heel, Stop, and Move. What falls into an acceptable order outside of that will come down to yourself and your GM's best judgement. The list of acceptable Orders would be a long list of options. As an example, if a Companion has the Heal skill it can likely be Ordered to Stabilize a dying character. However, Ordering a Companion to to a complex long term objective like tracking would either required continued use of Half Actions or a new Script to follow. An Order is anything outside of an active Script. As a Half action you may direct your Companion to perform a task, including Attack, Heel, Stop, and Move. What falls into an acceptable order outside of that will come down to yourself and your GM's best judgement. The list of acceptable Orders would be a long list of options. As an example, if a Companion has the Heal skill it can likely be Ordered to Stabilize a dying character. However, Ordering a Companion to to a complex long term objective like tracking would either required continued use of Half Actions or a new Script to follow.
 +
 +An Order requires Verbal and Somatic components. While there is no application of armor impeding the Somatic portion, if you Companion cannot see and hear you, orders cannot be given.
  
 =====Skill Usage===== =====Skill Usage=====