Companions
Companions are non-player characters (NPCs) which choose to follow you on your adventures. Companion also refers to the highest level of disposition, which is a step above friendly. Your companions do anything you ask of them. However, companions are still entities in themselves, so they may sometimes leave to go do other things and their disposition may worsen if you mistreat them. You never control the actions of your companions—unless you inflict the Controlled status on them. The game master (GM) directs their actions like any other NPC. Companions can be acquired:
- Through your class, quirk, or specialisation,
- By performing an ability, or
- Through discussions with the GM.
An NPC must be capable of independent thought to become a companion. Monstrous creatures such as Nox’zh’r entities are too chaotic, and unintelligent machines would be considered Items or object. Player characters do not generally begin the game with companions unless granted by their class, quirk, or specialisation. Discuss with the GM if you’d like your character to start with a companion.
Companions from Classes, Quirks and Specialisations
When you acquire a companion via your class, quirk, or specialisation, the type of entity and some other stipulations may be provided in the companion’s description, but you must ultimately decide what your companion looks like. You may also allow the GM to determine some things—or everything—about your companion.
Character companions can be configured however you wish, including their appearance, species, and capabilities. The character must feasibly be able to exist within the Era in which you are playing, but has few other restrictions—they could even be a spirit remnant, virtual intelligence (VI), or artificial intelligence (AI) in the right circumstances. Keep in mind that character companions are not player characters. They may have magical capabilities, or have a tendency to be physically strong or technically apt, but they do not have classes, quirks, or specialisations in the mechanical sense.
Like normal companions, it is possible to lose a companion acquired via your class, quirk, or specialisation through death, destruction, or mistreatment. However, you should decide as a group if losing a companion fits the story your group is trying to tell. Sometimes it’s best to simply lose the companion indefinitely as a part of your character’s journey. Other times, you can very easily find a replacement or re-acquire a companion through some other means.
Companions from Abilities
Certain abilities allow you to change an NPC’s disposition to Companion. These abilities bypass the restrictions normally set in place for determining if an NPC is suitable to become a companion, except the NPC must be capable of independent thought. You should always discuss as a group whether the decision to make someone or something into a companion is the best decision for the narrative.
Companions from NPCs
NPCs you meet can also become companions under the right conditions.
- The NPC must already be friendly and have 5 Favour towards you.
- The NPC must be capable of independent thought.
- The NPC must have been present for more than 1 session.
- The GM must approve the companion.