Bond
This entry includes a Bond.
These actions and effects are companion related and both grant companions and additional actions for already acquired companions.
Companion Actions and Effects
Companion Actions and Effects on paper seem to add a substantial amount of power potential to our characters.
It should be noted measures are taken into consideration to maintain balance between those who decide to stack companions and those who stack personal strengths.
Active Phase Cycle: To keep things running smoothly, your Bond Actions may only be activated during your Active Phase or as a Triggered Action.
Action Economy is the number one victim when it comes to companions so we do what we can to minimize the impact on table time.
To this note, many of the Actions and Effects are reduced to mechanical behavior in stead of a statistics block with its own position in the Active Phase. We endeavor to make Bond actions and effects remain in the balance.
Each Companion has only 1 Action Slot each Full Round.
You are considered the Point of Origin for most of your companion’s Actions and Effects.
Companions can not benefit from Bonus Action Slots or Temporal Devices.
Bond Celerity: You may be required to spend this many Action Slots to activate companions in addition to their Action Slot.
When a companion action or effect calls for Stress Accumulation or other Resource, this is paid by the character they are bonded with.
While you determine the behavior of your companions, it is between you and your table to determine who roleplays for the companions. Some players enjoy when their companion is roleplayed by the Story Guide or another player, and some players enjoy roleplaying themselves and all their companions. The final say on this should belong to the player who has bonded with the companion.
Story Guide’s Notes, Serial Bonding
Bonds are typically too expensive Potential wise to have to deal with too much Serial Bonding.
Our suggestion is to not allow them extras beyond the Potential they may spend.
Regular Supporting Characters are another story.