Companions


Effect Perquisite

Growth Points: 5 + Conditional

Requirements: Level 1

Before a Character can take on a Companion, Companions must be unlocked. Companions only has to be unlocked once.

There are three types of Companions: Mob Party, Passive, and Tandem. Each type of Companion functions differently mechanically.

For the majority of Companions we use the Mob Party System. This allows us to give simple commands to each of our Companions which ready and partially automate their behavior during Combat Engagements through the use of Formations and Triggers. The exceptions to this rule are Tandem Companions who act in Combination with their Master’s Actions. Passive Companions are not suited to Combat, they have Hit Points, and a basic Attack Trigger or Flee Trigger when an adversary comes within 1 Tile of them.

A Player’s Character may have a Maximum of 3 Mob Party Companions, 2 Passive Companions, and 2 Tandem Companions in Active Spots.

Mob Party: Mob Party Companions are special in that they Trigger based on Contingencies. Many of these Contingencies may be amplified by accruing Action Debt or spending Reserved Slots. When a Mob Party Companion is Activated, they perform their Triggered Action(s) then go dormant again until another Trigger happens, or the Master spends their Action Slots to relocate them.

Passive Companions: Passive Companions are special, they function in a variety of ways, but the most common are Porters, who carry loads of equipment to keep their Master’s Pack light, otherwise, Passive Companion Spots are usually slotted with Experts.

Experts: Some Passive Companions include Supporting Characters that perform daily Routine Tasks such as a Spell Scribe, a Potions Alchemist, or Repair and Maintain Equipment. These Experts count against a Character’s Maximum Mob Party, and may even take up passive, or Tandem Companion Spots.

Tandem Companions: The Strongest Companion Type are the Tandem Companions. These Companions have special Combination Actions they may perform with their Master. A pair of Tandem Companions or a mix match of two different ones is a hefty but worthwhile investment.


Design Notes: When it comes to Companion Action Economy, time on transition of Active Phases can get bottlenecked. Of course, we feel the creation of complex mechanics which resolve this bottleneck is the best approach. This system is designed to streamline our Mob Party of relatively weak companions, and build our Tandem Companions straight into our Assault System. Let’s not forget our Passive Companions with all their roleplay, itemization, and survival utility.

We have a few Effect Trees who create a large roster of potential Companions which may be swapped out in our Companion Spots such as From Wild to Pack which allows a Character to have a Menagerie of Supporting Units who perform Utility Tasks which fall outside the range of what is defined as an Active Spot. These Supporting Units are either unsuitable to be in an Active Spot, or are part of an Inactive Roster which the Player’s Character may swap out during their daily 3 Hour Rest period. Unsuitable Units for an Active Spot also tend to have their own limitations and caveats.


List of Companion Effect Trees

From Wild To PackWild Beasts

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