Just a small rules question: What’s the point of companion assets beyond level three? Quality only goes up to three, right?
Just a small rules question: What’s the point of companion assets beyond level three?
Just a small rules question: What’s the point of companion assets beyond level three?
That’s… a good point. I’m looking over the gear rules at the moment and seeing if the asset system can be tuned up, I’ll try and work out what to do with Companions at the same time.
Thanks for the answer 🙂
For the time being, I guess just don’t raise your Companion assets above 3 🙂
The current text for Generation Ship is:
Each time you increase your Specialists rating, name a new speciality (a few words describing a skillset) and give it a rating of +1, or improve an existing specialty to a max of +3.
When equipping a character, gain one specialist or small group of specialists for each your Family’s specialities, if you wish.
I need to figure out how to cap this better or determine numbers.
Well, around here we cap it their bonuses at 3 and you can have more than one Specialty associated to them. Alternatively, your Character might end up with two different group of Companions, with their own distinct Specialties and Quality.
Btw, since I just got your attention: there are a few inconsistencies regarding the names of surpluses in the family playbooks. The ones I’ve noticed so far are:
Drugs < -> Medicine
Both are in use but this is bad for the Cultivators as they produce ‘Medicine’ while Recycling uses ‘Drugs’.
Barter Goods < -> Trade Goods
I can only assume they are meant to be identical. Both of them appearing in playbooks hints at a difference that may not exist.
I think Recon and Scouts are similar. But as these names are just colour for the most part, I don’t see a need for them to be identical.
That is certainly true in most cases but in the case of Drugs and Medicine for the Cultivators it partially destroys a synergy between two moves that is explicitly mentioned in the ‘How to play Cultivators’ section for no good reason at all. Other than that, I am all for diversity.
I noticed that too, Joris Kühl and have already fixed it in Generation Ship (part of renaming the surpluses)
Yeah, Drugs and Medicine in those two moves needed to line up – though I might expand the range of surpluses the different Culture options can take.