Companions
Companions are a special class of assets that have inherent abilities that characters can control such as trained animals, droids and drones, and other assistants.
Last updated
Companions are a special class of assets that have inherent abilities that characters can control such as trained animals, droids and drones, and other assistants.
Last updated
Companions act as extensions of their character's abilities, aiding the player in various situations depending on their capabilities.
For most types of companions, common sense and practical knowledge are used to guide how companions can be used during gameplay. For example, a trained attack dog can be assumed to respond to a collection of verbal commands and hand gestures such as stay, heel, guard, or attack. For fictional types of companions, the abilities of the companion may need to be more precisely defined.
Players should discuss the companion's abilities with the host when adding a new companion to a character. Tags can be added to the asset description to capture any details.
Companions move and act as part of their host character's turn. Players can include a companion as part of their action, allowing the single action roll to determine the success of the character and the companion.
A character possessing a trained security dog may command their companion to assault a nearby foe as part of their action. Similarly, a character equipped with an aerial surveillance drone may deploy it to scout a nearby area. Companions embody a singular consequence tied to the result of an action roll. When determining the consequences of an action, players decide whether to assign a positive or negative outcome to the companion.
Companions, like armor or a shield, are considered a protective asset. Protective assets can be added as a resource that can intercept and absorb damage for their characters. All companions provide three points of protection when used this way.
As part of any player's action that includes the companion as an asset, and if it makes narrative sense, the player can choose to use their companion's protection to absorb damage in place of their character. When the resource representing the companion is reduced to zero, the companion is considered incapacitated (or dead) and cannot be used again until repaired or replaced.
A player's downtime activity points can be spent to treat damaged companions.
During periods of character advancement, players can spend experience points to increase the asset ratings of their companions. In general, like other assets, an increase in a companion's rating represents an increase in quality or utility. Players can take the opportunity to describe how the improvement reflects on their companion. For a trained animal it might represent additional training and the ability to follow additional commands. An asset like a drone might benefit from increased functionality such as an improved camera or a new type of sensor.
Companions can also be improved by adding features that allow the companion to do something extraordinary. Players can invoke these features when using their companion for an action like any other asset.