Cohort (PSR Supplement)
Common Hazards
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A cohort is a special ally that closely serves a protag during an encounter. This could be a well-trained dog, a loyal hireling, or even a creature magically summoned by a spell. Typically a mount is not intelligent and loyal enough to serve as a cohort, but there are many exceptions.
Simultaneous Turns. During an encounter, a cohort takes its turn simultaneously with the protag it is a cohort of. The player of that protag dictates all actions and movement the cohort takes during that turn, and dictates any reaction the cohort takes before the start of its next turn. If this creature at one point had its own separate turn, it changes turn order to match the protag when it becomes a cohort.
One Cohort Per Protag. A player can only have one cohort active at a time. This is true even if the cohort changes from one turn to the next. For example if a protag has an entire entourage of companions, the player can still control only one of them as a cohort on each of the player’s turns.
Inactive Cohorts. Whenever a potential cohort’s turn is not dictated by a player, the inactive cohort takes only defensive actions of self-preservation, such as Dodge or Dash. Inactive cohorts can still perform Use actions for group efforts led by the protag, such as managing artillery the protag uses to Attack, or manning a vehicle in the midst of combat. Any actions that would cause a major swing in an encounter is left up to the players.
Cohorts Are Priceless. By default a cohort can’t simply be purchased. A well-trained mount or a well-paid hireling might be loyal and well-meaning, but typically one will not be fully under the player’s control as a cohort without an exceptionally strong bond that develops across adventures—as decided by the narrator. Cohorts provided by class features will usually be either temporary (such as in most summon spells) or not very useful during encounters (like familiars).