====== Companions & Crew ====== ---- Throughout the world, players will encounter certain NPCs who can join their party on their journey. These companions can either become valuable members of the ship's crew or accompany the player directly on their adventures. ==== Companion Roles ==== Companions are classified as either a //Companion //or a //Pet//. Players are required to unlock the [[:game_resources:companionship_skill|Companionship ]] [[:game_resources:companionship_skill|Skill]]or [[:game_resources:animal_companionship_skill|Animal Companionship Skill]] before //Companions //or //Pets// can join a player or their //crew//.\\ \\ **Primary Companions:** \\ Significant NPCs or creatures. Provides two abilities: one combat attack and one buff.\\ \\ **Pets:** \\ Small creatures, simple entities. Provides one ability: light attack or buff. ==== Acquiring Pets ==== Pets unlike companions, do not have an affinity level and must be acquired by other means. Pet merchants can be found throughout the world in which the player can purchase a pet with UGC. Wild pets an ==== Acquiring Companions ==== In order to convince an NPC to join your //crew //or become your //companion//, you must first achieve the [[:core_rules_mechanics:affinity_system|Affinity]][[:core_rules_mechanics:affinity_system| Level]] of //Liked //with the NPC. Upon reaching the //Liked //affinity level, players can ask the NPC to join their crew and become a companion. The difficulty or requirements for an NPC joining a crew is determined by the GM. Some NPCs may be easier to convince, some may need to be purchased and others may be inconceivable altogether. //Companions //may join a crew or party only if the players have the appropriate space on their current ship. ==== Companion Actions & Movement ==== When a player equips a //companion//, they take full role-play control of the companion allowing for dynamic control and storytelling. Companions, when equipped, share the same movement and tile as the player for streamlined game-play. In role-play scenarios, //Companions //have free movement determined by the player they follow, and are otherwise assumed to be standing closely behind the player. When combat is initiated, regardless of the C//ompanions //current location, they will always start combat sequence back on the player's tile. //Companion //actions are designed to compliment the player’s actions without slowing down the game. In combat, companions can only act on their player's turn. ==== Crew & Ship Roles ==== Some //Companions //will possess unique skills and can be assigned to essential roles aboard your //Ship//. Each //Crew Member// has their own //Maintenance Cost// that will add to your //Ships //total //Maintenance Costs.// ==== Companion Attributes ==== All //Companions //will have their own unique attribute arrays. Their attributes are static and cannot be affected or modified by a player's skill and/or upgrades.