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Companions

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.

Scripts

A Companion can start out with 1 Script capacity. A Script is a set of instructions a Companion can follow without direct commands being actively given. Generally a command Script shouldn't be more then a few lines or sentences. Companions are you ally and will do their best to follow the orders in a meaningful way and understand the intent behind it for the most part, so it doesn't have to plan for every situation. If some thing unexpected happens the Companion will have to use it's skills and abilities to make the correct decisions. It is up to you and the GM to determine what is a suitable Script for a Companion.

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.

Companion Capacity

Everyone starts with a Capacity limit of 1. There are way to increase this capacity via Talents. Generally these Talents stack with themselves or similar Talents from other Paths. However, often many Companions can become disruptive to game play and a GM may opt to limit Combat encounters to one active Companion, in which case the Companion Capacity rules will not be used. You may have as many Companions as you would like but must select which one will participate in combat encounters. You may discuss with you GM when swapping active Companions is appropriate.