Rule: Companions
An adventurer’s life makes it difficult to develop loyal friendships. While you can always depend on your fellow adventurers, there will be times when you’ll need a little bit of extra help.
They also have differences in:
Services:
Will help you with simple tasks. For example, running errands, eavesdropping or holding your torch. Recruitment:
You gain a Minor Bonus (+2) if you have been generous, paternal, or protective towards your Young Sidekick. Cost: 3 per day
Services:
Will guide you to and from a location within the Region they are familiar with. Recruitment:
You gain a Minor Bonus (+2) if you have a Class or History that appeals to the Guide. Cost: 5 per day
Services:
Will provide you with facts and information about their speciality. Recruitment:
You gain a Minor Bonus (+2) if you have a Class or History that appeals to the Scholar. Cost: 5 per day
Services:
Will fight alongside, or protect you, when exploring dangerous places. Recruitment:
You gain a Minor Bonus (+2) if you have a Class or History that appeals to the Squire. Cost: 7 per day
They are sold (mostly) Tamed with an appropriate harness, saddle or collar.
Companion Types
Companions are hired, bought, or Tamed (Downtime (Taming)) to serve you. There are four types:- Followers: Sapient companions, able to use weapons and equipment.
- Pets: Small loyal animals that have useful abilities.
- Mounts: Creatures intended to be ridden long distances.
Your Companions follow your commands to the best of their ability. Unreasonable commands might trigger a Loyalty Check or be refused. You can have a maximum of 1 Companion accompanying you.
Loyalty Checks
Whenever your GM feels a Companion may be compelled to retreat, rebel, or otherwise abandon you they must make a Loyalty Check. Examples include :- The Companion is abused, neglected or consistently mistreated.
- They are asked to do something impossibly dangerous or suicidal.
- They are asked to betray you in exchange for something they deeply desire.
When your Companion’s loyalty is questioned, they make a Constitution Check or, if you are present, you make an Aura Check to steady their resolve.
Success: Your Companion summons the required courage, but may still grumble.
Failure: Your Companion panics, flees, or refuses instruction.
Failure: Your Companion panics, flees, or refuses instruction.
If you have Recruited (Downtime (Recruitment)) or have a Social Bond with your Companion you gain a Minor Bonus (+2) on the Loyalty Check.
Training Compagnons
While in your service and during an adventure, you can attempt to teach your Companions new tricks and techniques during Downtime (Training your companions).Followers
Followers demand a fee for their services, whether they’re a lowly street rat or a capable sellsword. Each type of Follower has different Aptitudes, Combat values, Abilities, and Gear.They also have differences in:
- Services: These are the tasks the Follower is prepared to undertake for a fee.
- Recruitment: These are considerations that might affect your chances of a successful Downtime (Recruitment).
Creating a Follower
- Start with the Follower’s listed base Aptitudes, Combat values, and Abilities, then:
- Determine their Species:
Choose a Species that is available at the current location (according to the GM).
- Determine their Species:
Followers gained during character creation count as Recruted (Downtime (Recruitment)).
Recruiting a Follower
While in your service you can attempt to Recruit your Companions during a Downtime (Recruitment). This means your contracted Follower becomes a loyal retainer, you no longer have a purely contractual relationship.Young Sidekick
Youthful sidekicks who rely on pluck and enthusiasm to compensate for a lack of experience. There’s no shortage of bored, naive, or desperate youth.
Strength: 6
Dexterity: 7
Constitution: 5
Insight: 6
Aura: 6
Dexterity: 7
Constitution: 5
Insight: 6
Aura: 6
Services:
Will help you with simple tasks. For example, running errands, eavesdropping or holding your torch. Recruitment:
You gain a Minor Bonus (+2) if you have been generous, paternal, or protective towards your Young Sidekick. Cost: 3 per day
Guide
These folk have travelled further from home than most would consider safe. They are able to guide anyone who wants to venture beyond the city walls.
Strength: 6
Dexterity: 6
Constitution: 7
Insight: 6
Aura: 5
Dexterity: 6
Constitution: 7
Insight: 6
Aura: 5
Services:
Will guide you to and from a location within the Region they are familiar with. Recruitment:
You gain a Minor Bonus (+2) if you have a Class or History that appeals to the Guide. Cost: 5 per day
Scholar
Scholars are ordinary folk with an unhealthy interest in a useful skill or area of knowledge. They are usually motivated by boredom, greed, or curiosity.
Strength: 5
Dexterity: 6
Constitution: 6
Insight: 7
Aura: 6
Dexterity: 6
Constitution: 6
Insight: 7
Aura: 6
Services:
Will provide you with facts and information about their speciality. Recruitment:
You gain a Minor Bonus (+2) if you have a Class or History that appeals to the Scholar. Cost: 5 per day
Squire
Combat-ready assistants, Squire specialize in acting as seconds or bodyguards in battle, as well as taking care of little things for their ward or master.
Strength: 7
Dexterity: 6
Constitution: 6
Insight: 5
Aura: 6
Dexterity: 6
Constitution: 6
Insight: 5
Aura: 6
Services:
Will fight alongside, or protect you, when exploring dangerous places. Recruitment:
You gain a Minor Bonus (+2) if you have a Class or History that appeals to the Squire. Cost: 7 per day
Animal Companions
Beasts make steadfast allies, and are often easier to manage than those needy, grumbling Followers. Animals are purchased or Tamed (Downtime (Taming)) and not hired, or Recruited (Downtime (Recruitment)), like Followers.They are sold (mostly) Tamed with an appropriate harness, saddle or collar.
Journeying with animals
Travelling with Animals can be beneficial, but they also have needs that must be taken into account when on a Journey.- Rest: When on a Journey, animals need to Camp, or risk Starvation and Fatigue like any other character.
- Forage: Some Animals can hunt, or forage, their own day’s Rations when Camping in a suitable environment.
- Riding Animals: Riding an animal doubles the distance you can travel in one day when on a Journey. When Rushing, you avoid the effects of Fatigue but the animal does not.
Fighting with animals
Animals can provide assistance when you get into a Fight.Animal inventory
While animals can’t use your gear, they can certainly carry it.- Inventory Slots: An animal’s Inventory capacity is determined by their size, and Slots are filled up in the same way as for a player characters. Some Animals require a harness and packs to carry gear. Retrieving an item from an animal’s Harness takes 1 Action.
- Riders: The number of Slots a rider, and all their personal gear, takes up is simplified to a single number based on their Species size.
- An Overburdened rider will Overburden their Mount.
Taming wild animals
Animals, or unintelligent monsters, found in the wild must be Tamed (Downtime (Taming)) before they can be used as a Companion.Pets
Small animals are domesticated for both companionship and protection. For adventurers they are invaluable allies.
Cost (depend of rarity) :
- Common: 50
- Uncommon: 150
- Exotic: 300
Mounts
Trained creatures that allow you to rest on your travels, and maybe lend you some extra weight during a fight. Mounted Combat :- Movement: Use your Mount’s Speed and Abilities when taking your Move.
- Defense: If an Attack targets you, use your Defense Rating. If your Mount is being targeted, use their Defense Rating.
- Attack: You can use your Mount’s Actions when riding but must sacrifice your own Actions for the Turn to direct the beast.
- Battle Ready: Creatures trained for mounted combat can act in harmony with their master. When riding Battle-Ready Mounts you benefit from an Attack Assist.
Cost (depend of rarity) :
- Common: 100
- Uncommon: 300
- Exotic: 600
