Companions

Companions

Summoned Companions

Summoned companions are any kind of companion that was conjured, found, convinced, etc in the moment to come to aide a character.

These work the same way as any other companion but with a couple of differences.

    These companions only exist for the duration of a session/scene. Once that scene is over they disappear and can not be used unless re-summoned for a new scene.

    Just like other companions they can also be 'destroyed' before their duration is up if they reach a negative Life score. However a new companion to replace it can be summoned.

    These companions can not be customized and perform specific roles to provide a form of aide to a character. They come with predetermined Stats and skill, and there is only 8 types to choose from:

      Magical/Psi Tank
      Physical Tank
      Magical/Psi Damage Dealer (DPS)
      Physical Damage Dealer (DPS)
      Magical/Psi Support
      Mundane/Tech Support
      Magical/Psi Scout
      Mundane/Tech Scout

    It is possible to summon varying power levels of companions, however the more powerful one you want the higher the difficulty it will be. Though they can not go past the 200 build point limit for companions.

    If summoning fails at a higher difficulty but will succeed at a lower difficulty, then the A/SH will use the lower difficulty and the character will be able to use the weaker summon.

When summoning a temporary companion it is important to let the A/SH know how strong of a companion is desired as this will determine which difficulty is used:

    Weak (Difficulty 10)
    Basic (Difficulty 25)
    Strong (Difficulty 40)
    Exceptional (Difficulty 70)
Summoned Companions do have some flexibility in how one may choose to describe them. A player may aim for a particular look or theme, but the A/SH may alter some parts depending on the success and strength of the summon. The only rules are that whatever is describe must fit within the theme and tone of the setting, and follow the rules of the setting.
In order to summon more then one companion it will take multiple rolls. Though if one would like to describe something as a swarm of flies or such but have it only count and act as one companion is fine.

Summoned Companion Stats and Skills

Physical Tank
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 30 35 40 45
End 25 30 35 40
Str 20 25 30 35
Dex 15 20 25 30
Int 5 5 5 5
Spir 5 5 5 5
Cha 0 0 0 0
Skill 25 30 35 40
This companion is best suited for defending against incoming attacks.
They are also able to remain conscious even when heavily injured.
Can taunt/distract an attacker away from their original target.
(System note: Use combat mights for this convince).
Skill Aspects: Avoid, Endure, Convince
Magical/Psi Tank
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 30 35 40 45
End 0 0 0 0
Str 5 5 5 5
Dex 5 5 5 5
Int 15 20 25 30
Spir 20 25 30 35
Cha 25 30 35 40
Skill 25 30 35 40
This companion is best suited for defending against incoming attacks.
They are also able to remain conscious even when heavily injured.
Can taunt/distract an attacker away from their original target.
(System note: Use combat mights for this convince).
Skill Aspects: Avoid, Endure, Convince
Physical Damage Dealer
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 20 25 30 35
End 15 20 25 30
Str 30 35 40 45
Dex 25 30 35 40
Int 5 5 5 5
Spir 5 5 5 5
Cha 0 0 0 0
Skill 25 30 35 40
This companion is best suited for dealing damage.
They have a small amount of defense.
Can weaken their target.
Skill Aspects: Damage, Avoid, Weaken
Magical/Psi Damage Dealer
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 20 25 30 35
End 0 0 0 0
Str 5 5 5 5
Dex 5 5 5 5
Int 15 20 25 30
Spir 30 35 40 45
Cha 15 20 25 30
Skill 25 30 35 40
This companion is best suited for dealing damage.
They have a small amount of defense.
Can weaken their target.
Skill Aspects: Damage, Avoid, Weaken
Mundane/Tech Support
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 20 25 30 35
End 15 20 25 30
Str 5 5 5 5
Dex 25 30 35 40
Int 30 35 40 45
Spir 5 5 5 5
Cha 0 0 0 0
Skill 25 30 35 40
This companion is able to heal.
Provide a buff that lasts 3 rounds for an action type.
Put up protecting shielding to soak damage.
(System note: Int and Dex are used for all these actions)
Skill Aspects: Repair, Bolster, Endure
Magical/Psi Damage Dealer
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 20 25 30 35
End 0 0 0 0
Str 5 5 5 5
Dex 5 5 5 5
Int 25 30 35 40
Spir 30 35 40 45
Cha 15 20 25 30
Skill 25 30 35 40
This companion is able to heal.
Provide a buff that lasts 3 rounds for an action type.
Put up protecting shielding to soak damage.
Skill Aspects: Repair, Bolster, Endure
Mundane/Tech Scout
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 15 20 25 30
End 5 5 5 5
Str 5 5 5 5
Dex 25 30 35 40
Int 30 35 40 45
Spir 20 25 30 35
Cha 0 0 0 0
Skill 25 30 35 40
This companion is best for gathering information and sneaking about.
They can also get into places/past obstacles that most others can't.
(System note: Use Fin when Agi would be used)
Skill Aspects: Discover, Conceal, Bypass
Magical/Psi Scout
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 15 20 25 30
End 0 0 0 0
Str 5 5 5 5
Dex 20 25 30 35
Int 25 30 35 40
Spir 30 35 40 45
Cha 5 5 5 5
Skill 25 30 35 40
This companion is best for gathering information and sneaking about.
They can also get into places/past obstacles that most others can't.
Skill Aspects: Discover, Conceal, Bypass
Categories

Department: 

Categories: 

Spirits and Elementals Stats Guide

Sample Companions

Elemental Construct
LIF 10
END 20
STR 20
DEX 20
INT 0
SPI 40
CHA 0
Elemental Magic 40 - The ability to conjure, throw, and shield itself using its element

---

Spirit Warrior
LIF 20
END 20
DEX 35
STR 25
INT 5
SPI 5
CHA 0

Unarmed Combat 40 - Use of its natural limbs in combat

---

Spirit Spy
LIF 20
END 5
DEX 35
STR 10
INT 25
SPI 15
CHA 0

Enhanced senses 40 - Heightened vision and hearing

---

Spirit Animal
(Use relevant animal stats)

Categories

Mechanical Drones

Sample Companions

Combat Drone
LIF 20
END 30
STR 15
DEX 35
INT 10
SPI 0
CHA 0

Pistol Use 40 - Using a mounted pistol in combat
[Pistol sold separately :) ]

---

Scout Drone
LIF 15
END 10
STR 5
DEX 35
INT 25
SPI 0
CHA 0

Stealth 35 - Avoiding notice through mundane means, using natural shadows or cover to help avoid detection

Comm Shielding 25 - Defense against disruption of its communication relays to ensure clear signal even under bad conditions. Ruled as a Tech skill.

---

Surveillance Drone
LIF 15
END 15
STR 5
DEX 10
INT 40
SPI 0
CHA 0

Sensor Shielding 25 - Defense against disruption of its sensory functions to ensure clear signal even under bad conditions. Ruled as a Tech skill.

Enhanced Detection 40 - Increased awareness of motion and unusual heat signatures within range of its sensors.

---

Mining Drone
LIF 20
END 20
STR 40
DEX 30
INT 0
SPI 0
CHA 0

Clubbing 40 - Using powerful arms and piston drills to either pulverize rock or, say, the drone pilot's enemies.

Categories

Flying Animals

Sample Companions

Hawk
LIF 20
END 5
DEX 35
STR 10
INT 25
SPI 15
CHA 0

Enhanced senses 40 - Heightened vision and hearing

---

Falcon
LIF 15
END 10
STR 10
DEX 35
INT 10
SPI 10
CHA 5

Scouting 20 - Can scout ahead for its master, using its vantage point to reveal enemies, buildings or other points of interest

Aerial Strike 35 - Can strike at an enemy of its choosing, diving at it with claws to damage or distract

---

Parrot/Bird of paradise
LIF 10
END 15
DEX 25
STR 5
INT 20
SPI 5
CHR 30

Eavesdropper 20 - When sent by his master, the bird of paradise can spy on the conversation of others, and relay the information back

Mimicry 20 - The bird of paradise can imitate the voice of his master to distract others or mislead them

---

Bat
LIF 15
END 10
STR 5
DEX 30
INT 10
SPI 0
CHA 0

Way of the Bat (40) - The ability to echolocate, using sound to outline objects in the dark and detect their shape and nature

Itty Bitty Shadow (40) - Ability to fly acrobatically, remain quiet (even while echolocating), and squeeze through small spaces

---

Magnificent Frigatebird
LIF 15
END 10
STR 30
DEX 30
INT 10
SPI 0
CHA 0

High Altitude Surveillance 20 - Able to follow a target for long periods of time and distance, soaring at high altitudes with minimal effort

Air Raid 35 - Strikes at enemies with powerful beak, either to cause damage or to steal small items.

Categories

Large Land Animals Stats Guide

Sample Companions

Bear
LIF 30
END 30
STR 20
DEX 15
INT 10
SPI 5
CHA 0

Unarmed Combat 40 - Use of teeth and claws in combat

---

Race Horse
LIF 20
END 20
STR 30
DEX 35
INT 5
SPI 0
CHA 0

Racing 40 - Agile movement through crowded or rough terrain, avoiding obstacles to maintain speed

---

War Horse (Fighter)
LIF 25
END 20
STR 35
DEX 25
INT 5
SPI 0
CHA 0

Hoof and Kick 40 - Use of its natural limbs in combat
[Barding to improve END recommended, as an item]

---

War Horse (Defender)
LIF 30
END 30
STR 25
DEX 25
INT 5
SPI 15
CHA 0

Stability 20 - Strength of will, both to avoid getting spooked or distracted in combat and to fight past where most would fall unconscious
[Barding to improve END recommended, as an item]

---

Bison/Buffalo
LIF 30
END 30
STR 25
DEX 10
INT 5
SPI 0
CHA 0

Tough (30) - Bison have extremely tough skin and can take quite a bit of punishment, absorbing damage and weathering the elements

Charge (20) - Bison are conditioned to charge straight at their foes. They will hunker down and blast through anything to get to their target. (Treated as unarmed combat)

Categories

Small Land Animals Stats Guide

Sample Companions

Wolf
LIF 20
END 20
DEX 35
STR 25
INT 5
SPI 5
CHA 0

Unarmed Combat 40 - Use of teeth and claws in combat

---

Fox
LIF 15
END 15
STR 15
DEX 30
INT 5
SPI 5
CHA 0

Unarmed combat 35 - Fighting using teeth and claws

Animal senses 30 - Sensing dangers based on loud noises or scents

---

Dog
LIF 20
END 25
DEX 20
STR 20
INT 5
SPI 0
CHA 10

Tooth and Nail: (25) - Use of teeth and claws in combat.

Canine Senses: (25) - Possession of acute hearing and smell.

---

Cat
LIF 20
END 10
DEX 20
STR 5
INT 5
SPI 10
CHA 0

Tooth and Nail: (20) - Cats have sharp claws and teeth, making them ferocious for their size.

Natural Athlete: (20) - Cats are adept at climbing, balancing and sprinting.

Supernatural Senses: (20) - Cats are sometimes strangely in tune with the unseen and able to detect spirits and magic, acting strange in their presence.

Lil' Predator: (20) - Cats can see well in the dark and are adept at detecting the motions and smells of creatures

---

Rat swarm
LIF 40
END 5
STR 5
DEX 40
INT 20
SPI 0
CHA 0

Stealth 40 - The ability to move about unnoticed through deft and careful movements
[A swarm acts collectively, so if the rats split up to do more than one thing at a time, it counts as Multiple Actions as normal]

---

Squirrel/Chipmunk
LIF 15
END 10
STR 5
DEX 30
INT 10
SPI 0
CHA 5

Sneaking through the Shadows (30) - The chipmunk/squirrel is able to climb and sneak around in order to remain unseen by most eyes. Due to it's small size it is adept at hiding. As normal tree climbing creatures can, it is good at climbing and jumping in order to reach it's destination.

Chitter Chitter (30) - Due to it's time spent with it's owner, it has a basic (minimal) understanding of common speech. It is able to listen to conversations and return to the player, where through a series of short clicks it can attempt to explain what it has heard.

Chomp (15) - If scared or attacked the chipmunk/squirrel is able to defend itself with a sharp bite from its tiny pointy teeth.

---

Monkey
LIF 15
END 15
STR 10
DEX 30
INT 15
SPI 0
CHA 5

Thief! (20) - Monkeys tend to have 'sticky fingers,' they can steal small items without being caught

Agile (20) - Monkeys are agile creatures, they move jump and climb with skill

Throwing (20) - Monkeys are competent at throwing small objects in and out of combat

---

Snake
LIF 20
END 15
STR 25
DEX 20
INT 0
SPI 0
CHA 0

Strike (30) - The snake is adept at using its fangs in combat or slithering out of the way of a strike to keep itself from harm.

Venom (20) - The snake's venom can damage, slow or weaken its opponents. The difficulty to resist the poison is the same as the points in this skill (20). A snake can choose to inflict venom on any opponent it successfully bites, dealing 3 LIF, DEX or STR damage for 3 rounds unless resisted. The snake must choose one and only one effect of the poison per application (damage, slow, weaken) - additional effects require additional bites.

Slither (20) - The snake's form means it can work its way through small openings. They are also skilled climbers.

Categories

Skill Guide: Vehicle and Companion Skills

General Notes
Vehicles and Companions (which include drones for Sirian) are represented in game by being specialized items that have their own Stats and even skills. However they are limited in what they can do or when they can be used compared to player characters.

Actions that the vehicle or companion does will be rolled using the companion roller which is under the character dice roller. This is due to these items getting to roll to use their own stats for what is being done. However the character still has to command or pilot the item, so they will need a relevant skill with an operate aspect, and the better the skill is the better their companion or vehicle will perform. For the character's skill roll results will provide a boost to their companion's or vehicle's actions

For more details on how those work see:

A skill to pilot a vehicle is only for actions that are considered beyond normal. A character wouldn't need a skill to simply drive a vehicle to the supermarket, but they would need a skill if they wanted to compete in something like Motorcross or NASCAR.

Basic maintenance and day to day care is already assumed to be part of the operate aspect for handling companions or piloting vehicles. However if there is a desire to do more beyond the basics, then the skill will need the relevant aspects to allow for that. IE, if desired to have a way to heal a companion during a combat situation then a repair aspect will be needed in the skill.

Vehicles are grouped up into three general types based upon where they are used:

  • Landcraft
  • Aircraft (includes Spacecraft in Sirian)
  • Seacraft
So a skill that is for piloting space fighters in sirian will allow that character to pilot any air and space craft in the setting, meaning there is no need to have an individual skill for space fighters and jet planes.

--- Examples ---

Land craft: Piloting vehicles that work on land such as cars and trucks beyond normal operation. A vast knowledge of the various types of ground vehicles and how they work. The ability to design and build ground vehicles and their parts.
(Aspects: Operate, Know, Craft)

Aircraft: Proficiency in flying air and spacecraft and familiarity with their systems for combat. A vast knowledge of the various types of air and spacecraft and how they work. The ability to design and build air and spacecraft and their parts.
(Aspects: Operate, Know, Craft)

Drones: Remotely piloting drones and small robots for their designed purpose, crafting new drones or repairing drones that have been severely damaged.
(Aspects: Operate, Craft, Repair)

Sailing: Proficiency with sea-faring vessels in regards to navigation and various tasks for knot tying and rigging in order to sail. A vast knowledge of the various types of sailing ships and how they work. The ability to design and build sea faring vessels and their parts.
(Aspects: Operate, Know, Craft.)

Animal Handling: Derf has an understanding of animal behavior and is able to interact with animals and effectively communicate with them, allowing for taming and commanding a companion or possibly eluding animals in the wild.
(Aspects: Convince, Operate, Bypass)

Categories

Sirian Items and Equipment

Basic Principles

We are aiming for a hard science fiction feel for this setting. Too hard and the setting gets a little boring, but when in doubt - lean on the hard SF side of things.

Conservation of mass and energy - We observe, with very specific exceptions, the principles of conservation of energy. This means for the most part, we can't create something from nothing. Replicators require resources to feed them, batteries require energy to be stored in them, and the like. For the most part standard Newtonian physics applies. This includes principles of momentum, inertia, rotational force and gravity.

Inertia! In order to move you must have a force. Once moving, you will continue to move until stopped by a force. Without the resistance of air- this could be *forever*. You effectively have far more inertia in space than atmosphere.

Good science fiction isn't about the technology. It's about the affects of that technology on the society. All of these points have been written down to provide a clear, coherent and consistent underpinning to technologies presented in this setting. What people do with that technology is where the story is.

Items

Other IC Technology

Categories
Subscribe to RSS - Companions