Ally (no ontology)

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'''Having an ally joining''' is one of the [[Abilities|abilities]] of a [[Contestant|contestant]]. This is a particular ability which affects the contestant's [[Encounters|encounters]], as he/she attempts to tame, convince, or hire one of them to help him/her out in his/her progress.
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An '''ally''' is a creature who actively joins the [[Contestant]] on a semi-permanent or permanent basis. Allies will follow orders and fight along with the Contestant, and are generally implied to be subordinates to the Contestant. Ally inventories can be managed by the Contestant as well, and allies can be ordered to perform specific actions.  
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Attempting to perform this is based on '''roleplaying skills''', and every monster has a different behavior; some may be completely insensitive to taming/convincing attempts, while others are much easier.
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Though not technically an [[Abilities|ability]], the act of convincing another creature to join the Contestant as an ally can be considered one. Allies can be gained through roleplaying, with the aid of a Negotiation check if desired (at the GM's discretion). Certain creatures, such as mercenaries, can be temporarily acquired by hiring them, generally in exchange of a sum of money.
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=== Causes and effects ===
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Peaceful creatures that are sympathetic to the Contestant due to [[Quests|quest-related]] circumstances, positive Reputation, or incidental fighting alliance, are ''NOT'' allies. Allies are different in that they are specifically filling the role of a subordinate willing to follow the Contestant's orders.
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*Being a special ability related to encounters and not the contestant himself/herself, it is '''not subject to any cooldown'''.
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*Successful ally join allows the creature to follow the contestant around and provide him/her with a '''companion for chatting''' (if the creature can speak or understand human speech), '''helping according to the creature's abilities''', as well as providing a '''battle partner''', which will attack after the contestant, but before the enemy does.
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*Not all creatures can join the contestant the same way. For example, ''certain'' animals (such as the [[German shepherd|german shepherd]]) can be tamed if offered certain [[Food|foods]], but humanoid creatures may be talked to and can be convinced, or paid. Refer yourself to every specific encounter's page to know more about ally joining methods.
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*Depending on the creature that became the contestant's ally, they may need different forms of attention, and cannot use all items a contestant can use. For example, an animal ally (such as the [[German shepherd|german shepherd]]) that was tamed cannot be fitted with [[Clothing and armor|body armor]] or wield a [[Weapon|weapon]].
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*Depending on the situation, an allied creature '''can turn into an enemy again''' if the contestant '''berates, irritates or deliberately''' attacks it, depending on what creature it is and what behavior it has.
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=== Statistics ===
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In order to be considered an ally, a creature must be formally '''hired''' as such; they will generally fill the role of a bodyguard, traveling partner, follower, or even that of a subordinate whose purpose is to answer to the Contestant only. Allies may also be '''dismissed''' if their services are no longer required by the Contestant. Most allies will return to a home town or home location after dismissal.
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An ally may have different stats tracked according to what kind of creature it is.
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*If it is a human, it will have '''full stats tracked''', like a contestant. This includes clothing and armor, as well as weapons and backpack.
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At the exception of mercenaries, who are disposable, randomly named and generated, and always available in some form, there is also a finite amount of potential allies with unique names and appearances. Death of an unique ally is permanent.
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*If it is a humanoid youkai, same as above, except clothing, wounds, broken and severed limbs.
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*For everything else, same as above with Backpack removed as well.
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=== Co-op mode ===
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'''The Contestant may only have one ally at a time'''. This includes temporarily hired allies, such as mercenaries.
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Technically speaking, 2 contestants in a '''co-op mode''' session are already allied to each other; thus this is why they cannot have an ally.
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=== Morale ===
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Allies have a hidden statistic known as '''morale'''. While unseen, this statistic is important as it reflects the overall mental health and mood of the allies. When neutral, morale is said to be '''stable'''. Positive morale levels are called '''good''' and '''great''' in order of importance, while negative ones are called '''poor''', and '''terrible'''.
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In rare, extreme cases, an ally may also become '''fanatical''', which translates into extreme, unbreakable devotion, and is generally reserved for creatures who are so attached or so devoted to the Contestant that leaving his/her side isn't even a remote consideration. Fanatical allies may go above and beyond their duty, request less pay for a hiring contract, or otherwise beg the Contestant to keep them at their side.
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On the other end of the extreme scale, an ally may fall into '''panic''' and lose control. Creatures in panic state are generally gripped by fear, terror, or hatred, and will try to flee the Contestant, turn on him/her, or will otherwise be very inconsistent and useless in combat; refusing or inability to follow orders, not moving or attacking, and so on.
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=== Unique allies ===
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The list below details the unique, named creatures which may, under the right circumstances, become the Contestant's ally.
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'''''coming soon'''''
== See also ==
== See also ==
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Abilities marked with a dagger † denotes an action that may not be described when a player is using the [[Gameplay mechanics|censored mode]] of the game.
 
*[[Statistics]]
*[[Statistics]]
*[[Abilities]]
*[[Abilities]]

Latest revision as of 01:46, 21 February 2017

An ally is a creature who actively joins the Contestant on a semi-permanent or permanent basis. Allies will follow orders and fight along with the Contestant, and are generally implied to be subordinates to the Contestant. Ally inventories can be managed by the Contestant as well, and allies can be ordered to perform specific actions.

Though not technically an ability, the act of convincing another creature to join the Contestant as an ally can be considered one. Allies can be gained through roleplaying, with the aid of a Negotiation check if desired (at the GM's discretion). Certain creatures, such as mercenaries, can be temporarily acquired by hiring them, generally in exchange of a sum of money.

Peaceful creatures that are sympathetic to the Contestant due to quest-related circumstances, positive Reputation, or incidental fighting alliance, are NOT allies. Allies are different in that they are specifically filling the role of a subordinate willing to follow the Contestant's orders.

In order to be considered an ally, a creature must be formally hired as such; they will generally fill the role of a bodyguard, traveling partner, follower, or even that of a subordinate whose purpose is to answer to the Contestant only. Allies may also be dismissed if their services are no longer required by the Contestant. Most allies will return to a home town or home location after dismissal.

At the exception of mercenaries, who are disposable, randomly named and generated, and always available in some form, there is also a finite amount of potential allies with unique names and appearances. Death of an unique ally is permanent.

The Contestant may only have one ally at a time. This includes temporarily hired allies, such as mercenaries.

Morale

Allies have a hidden statistic known as morale. While unseen, this statistic is important as it reflects the overall mental health and mood of the allies. When neutral, morale is said to be stable. Positive morale levels are called good and great in order of importance, while negative ones are called poor, and terrible.

In rare, extreme cases, an ally may also become fanatical, which translates into extreme, unbreakable devotion, and is generally reserved for creatures who are so attached or so devoted to the Contestant that leaving his/her side isn't even a remote consideration. Fanatical allies may go above and beyond their duty, request less pay for a hiring contract, or otherwise beg the Contestant to keep them at their side.

On the other end of the extreme scale, an ally may fall into panic and lose control. Creatures in panic state are generally gripped by fear, terror, or hatred, and will try to flee the Contestant, turn on him/her, or will otherwise be very inconsistent and useless in combat; refusing or inability to follow orders, not moving or attacking, and so on.

Unique allies

The list below details the unique, named creatures which may, under the right circumstances, become the Contestant's ally.

coming soon

See also