Ally (no ontology)

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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.
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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Morale levels can be '''seen''' when using the [[Bionics|Social Interaction Enhancer]] augmentation, which may allow the Contestant to better care (or not!) for his/her allies.
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Morale levels can be '''seen''' when using the [[Bionics#Social Interaction Enhancer|Social Interaction Enhancer]] augmentation, which may allow the Contestant to better care (or not!) for his/her allies.
== See also ==
== See also ==

Revision as of 12:18, 4 June 2015

When a contestant convinces, hires, or otherwise acquires another creature as a temporary or permanent companion, it is said they have obtained an ally.

There is a difference between a peaceful creature and an ally ; a peaceful creature is merely sympathetic of the Contestant, an ally actively joins the Contestant and will fight along with him/her, on the same side. Generally speaking, allies are acquired for protection, as they offer an extra target and extra firepower to apply on enemies. They can also fit the role of pack mule; many creatures are capable of equipping weapons and load-bearing gear, which allows them to have their own inventory to share with the Contestant if needed.

Though not technically an ability, the act of convincing another creature to join the Contestant can be considered one; it is possible to acquire allies through pure roleplaying. Otherwise, as is the case for mercenaries, allies can be obtained at least temporarily by hiring or purchasing their services, if they are for hire. There also exist cases where creatures will offer themselves as allies free of charge, and cases where peaceful creatures will follow the Contestant on their own volition without being allies, but supporting them the same way (they are however free to leave whenever they desire).

Limits

The Contestant may only have the following:

  • 1 ally of any species maximum

PLUS

  • 1 hired mercenary maximum

If desired, it is possible to hire two hired mercenaries, if funds allow.

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.

Morale levels can be seen when using the Social Interaction Enhancer augmentation, which may allow the Contestant to better care (or not!) for his/her allies.

See also