Notes on Animal Companion
GM Dimigor
Introduction
The Animal Companion (AC),
Ranger Spell 630 was first spoken of on a bus ride to the Picnic
at SimuCon 2 (1997). As it was raining and we didn't want to get
off the bus, we little rangers cornered Banthis about the idea.
At SimuCon98 GM Pentar announced AC would be a ranger skill/spell
or some other obtainable trait that rangers would have. Shortly
after that I became a GM working under Pentar where I would have
the chance develop ranger skills and abilities that makeup the ranger.
Since then a lot in GemStone IV has changed but the goal to give
rangers AC hasn't. So I am excited to bring you AC, as it is today
and where it will evolve to tomorrow.
I would like to give a well deserved personal thanks to GM Uska
who practically took this from the ground up with only a brief document
and some notes from me on what AC should be and turned it into an
incredible item. Without him, AC would still be in the dark ages.
Also I would like to give thanks to GM's Altiron and Despil who
added some bells and whistles to AC and made them work better and
allowed them to be more robust overall. Thanks Guys.
- GM Dimigor
Requirements
1. The player must be a ranger.
2. Must have at least ranger spell rank of 30.
3. Have to be outside.
4. Other requirements are out there, but are left for you to find
out.
Initial Calling
1. The player has to first meet the base requirements and then
finds a locale where animals that are agreeable to becoming companions
are known to lurk. The ranger then using his SENSEs checks
for positive indications of the animals' presence. If the signs
are favorable then you can proceed in your endeavor.
2. After your SENSEs tell you an amiable creature is about
you PREP 630 and then you can either SUMMON <companion
noun> selecting a desired companion or SUMMON COMPANION,
which will give you a random companion from that area. Each room
will usually have a different companion in there.
3. Don't be surprised if you call a specific companion and another
one comes. Without sufficient training your call may be ignored
by the animal you desire but another lurking about may come in its
place. You may be DISMISsive of that other one but don't
mistreat is as it has feelings too.
Return Calling
After your initial calling then whenever you want your companion
to rejoin you once you take up the adventure once more, just PREP
630 and CAST and your companion should come to your
side. It may take awhile as what you want isn't necessarily a priority
for them. Owners of cats will understand.
Acquiring Your Companion
1. If you have been lucky enough to get a companion to come when
you requested it, then you will have to bond with it. To do that
you have to show it affection like any other animal in order to
gain its trust. How this is done is fairly simple but is left for
the adventurer to discover.
2. After a short time if you don't bond with the companion it will
leave you and you will be penalized for some time. Do not fret as
this is not permanent and you can attempt to gain the trust of another
in a short while.
3. If you feel that you have gained its trust, its advisable to
try and befriend it. BEFRIEND <companion noun> will
bond you and the companion together such that the link between the
two of you is nye unto unbreakable.
4. This is a bond that will rise and fall; you can't neglect your
companion and expect it to be there for you when you are down on
your luck. Treat your companion well and he/she will serve well.
List of Tell commands and Explanations
TELL COMPANION TO <action>
List of Actions:
ATTACK <player|creature>:
This will request your companion to engage a beast or player. If
the ranger leaves the room or if the target dies, the companion
will cease the battle,.
SIT:
This will let the companion know that you desire it to sit down.
STAY:
Requests the companion to stay where it currently is located.
SLEEP:
Will give your companion some well-deserved rest.
WANDER:
Basically giving your companion the freedom to wander about the
area
RETURN:
Brings your companion to your side.
FEED:
This will have your companion looking for food if it's around.
LEAVE:
This will send the companion away until you cast it again. It should
appear as it left your side.
SCOUT:
Ex: tell companion to scout northward
Sends your companion forth in a certain area to scout the surroundings
and its inhabitants.
CEASE:
This will stop all commands that you have given to the companion,
such as telling it to wander then stopping it.
TRACK:
Requests your companion to locate a player, certain restrictions
are involved with this as companions dislike to venture into some
areas or to far from your side.
NUDGE:
For all companions that don't fly, this allows them to propel various
objects about by applying a modicum of nose-power.
MESSAGE:
The flying companions can deliver messages to others adventurers.
There are restrictions to what the companion can deliver. Beware
what you write, most of the more intelligent companions have a slight
understanding of the written word.
DRAG:
The canine and feline companions will frolic about with corpses
if asked politely. This allows you to ask them to drag the stiffs
in certain directions.
GUARD:
This requests your companion to shield you when you are in need
of some help.
STAND:
Requests your companion to stand up.
FLY:
Requests your avian companion to get airborne. Hooyah!
LAND:
What goes up must come down. Use this to request your avian companion
to land.
Healing and Feeding
A ranger may use the proper healing herb or potion on their companion
and it will heal the appropriate wound. Companions will only let
their Ranger, or someone in their Ranger’s group, feed or
heal them. Only the Ranger will see the link messaging when they
feed their companion.
Warnings
Mistreating the companion may result in your companion leaving
you or having a long time before you are able to summon another
one to your side.
Differentiation
Each companion type has one or more unique abilities or skills
that set it off. Some are obvious but one main one isn't and is
left for discovery by those who adventure.
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