Followers
(→Slaves: You need a Slaver Tattoo to be able to lead slaves.) |
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− | *Number of [[Slaves]] you can have is 2 + number of [[Mercs]] you own | + | *Number of [[Slaves]] you can have is 2 + number of [[Mercs]] you own (You don't need to have them with you while slaving.). |
+ | * '''Note:''' You still need 1 + 1 [[CH]] for each slave to be able to lead them on the [[WM]]. (To be able to lead 3 slaves, 3 [[CH]] is needed.) | ||
*Number of [[Brahmin]] is 1 + number of [[Dogs]]/2 | *Number of [[Brahmin]] is 1 + number of [[Dogs]]/2 | ||
Revision as of 03:45, 10 May 2012
Contents |
Followers
Followers are NPCs that follows a PC and helps him in combat and with a variety of tasks. Sometimes they act as a simple meat shield and in other cases they can be a real lifesaver. There's are four different kinds of followers, that all has special mechanics, but almost all of them follow the general rules of taking up party points. Initial number of hit points of a bought follower depends on Charisma and Luck.
Companions
These are more like friends, they're more rare but also very useful. They won't die permanently, but respawn at your tent/base/hotel. Companions will travel around to different towns as wastelanders, and visit mostly bars, but also stay in other places, like shops, or just around in some corner. Companions are both male or female but always humans, and there's a few different weapon types. Companions allow for more customization, you can give them any armor.
Mercenaries
These Mercs are humanoid followers that you can recruit in some towns. They'll demand payment from time to time, or else their loyality falls low, which causes them to flee in combat.
Slaves
Can be obtained by using ropes on certain unconscious NPCs in encounters. They can also be purchased at the Slaver's guild. They require drugs from time to time. You need a Slaver Tattoo to be able to lead slaves.
Animals
Dogs, Brahmins and other animals generally act as mules or help in combat, they have a more limited set of functionality in their dialogs. Brahmins won't fight in combat, they'll just flee. Scout dogs is a special breed with better outdoorsman skill (around 120) that can help you avoid encounters. They can be bought in Boneyard.
Commanding
You can give commands to your followers by holding alt key and left-clicking somewhere.
Party Points
- For every 3% in speech a PC has he receives a party point.
- For every 1 in Charisma you gain 10 party points.
- So we have 100 points from each. Magnetic Personality adds 50 points. Good natured adds 50 points.
- Absolute maximum party points are therefor 300.
Charisma / followers amount table
Follower Type | Points Used |
---|---|
Mutant Merc - Big Guns | 90 |
Mutant Merc - Unarmed | 70 |
Human Companion | 70 |
Human Merc - Big Guns | 70 |
Human Merc - Energy Weapons | 70 |
Human Merc - Small Guns | 60 |
Ghoul Merc - Small Guns | 50 |
Human Merc - Melee | 50 |
Human Merc - Unarmed (not available) | 40 |
Dog | 40 |
Ghoul Merc - Melee | 35 |
- Number of Slaves you can have is 2 + number of Mercs you own (You don't need to have them with you while slaving.).
- Note: You still need 1 + 1 CH for each slave to be able to lead them on the WM. (To be able to lead 3 slaves, 3 CH is needed.)
- Number of Brahmin is 1 + number of Dogs/2
Companion Respawn
If you have rented a room at a hotel, it will be possible for your companions to respawn there (along with you). You can also tell them to respawn at the faction base, or your tent if you have any of those. If no respawn points are available, the companion will die permanently. If not respawn is explicitly set in the dialog, or some option is set, but isn't valid anymore, the replication script will try to find alternative respawns before killing the companion permanently.
Loyality
Via Dialogue you can give your followers certain gifts (depending on what type they are) and they contribute to a new factor, the follower loyalty. When you receive a follower they have a loyality of 100% and this decays 10% each day.
A follower sticks out a fight until it has (100-loyalty)% HP remaining. A 90 HP follower at only 20% loyalty only stays fighting with you until (100-20)% HP remaining = 90*0.8 = 72 HP. As soon as he has 71 or under, he will flee the map.
How high or low their loyality is can be spotted when talking to them, if they have high loyality, they'll praise the PC, if not, they'll show a lack of respect.
Mercs
They fight for money. Their wage is 25% of their hire cost and gives 10% increase in loyalty.
Companions
They use nuka cola, beer, cookie, booze, iguana-on-a-stick. Each item gives 1-2%.
Slaves
Slaves use jet. 5-10% increase per jet dose. If slave loyality goes down too low, they may attempt to kill their master.
Animals
Animals always have full loyality, and will fight to their death if commanded to do so.