Followers

**Followers** are allies of the player character that accompany and aid them during their adventures.

## Mechanics

Followers are controlled directly by the player. Each follower has different stats, feats and skills but otherwise they use the same system as the player, except that the Speech checks can be solved only by the player and your companions cannot tag these skills. Each follower also has access to their own unique Feats, not avalaible to other characters or the player.

Number of max followers that player can have in their party at one time is determined by the Charisma. At 4-5 Charisma player can have only one follower, at 6-7 two followers and at 8+ you gain access to a full party of three. Personal Magnetism feat also allows you to have on more follower in your party.

Effectiveness of your followers in combat can be further increased with certain Feats, namely Captain and Sarge (effects don't stack), Squad Leader implant and party bonuses from other sources such as from unique feats or from Inspired loyalty (see below).

## Bonding

Companions have a "bonding feat" with different effects: Unhappy, Displeased, Indifferent, Content, Engaged, Inspired.
A weak bond decreases their skill gains (learning points are recovered if it improves), while strong bond adds a minor personal bonus, and Inspired gives a minor party bonus.

Your bond will grow by adventuring together (tracked via earned shared XP and key events) and could be affected by different narrative choices.

Initial impressions are affected by Charisma. Lone Wolf feat makes it harder to bond with characters, while Cult Leader makes it easier.

* Unhappy: -35% Skill Gain
* Displeased: -10% Skill Gain
* Indifferent: No modifiers
* Content: +5% Skill Gain
* Engaged: Minor personal bonus different for each follower
* Inspired: Minor party bonus different for each follower
* Devoted: +1 Natural DR (only avalaible with Cult Leader feat)

Strong bond bonuses stack - meaning that a follower with Devoted status also gains bonuses from Inspired, Content and Engaged.

## Followers

### Pit Followers

Pit followers can be recruited in The Pit. Any companions left behind when you travel to the Factory will move on with their lives and will not be avalaible to recruit again after you return from the Habitat.

* Evans
* Faythe
* Jed

### Habitat Followers

Habitat followers are faction-exclusive companions that can join your party depending on to which faction you offer The Machine in The Holy Grail quest. Their loyalty additionally directly scales with your Reputation with the respective faction.

* Garret (Brotherhood of Liberty)
* Mathias (Church of the Elect)
* Cobra (Protectors of the Mission)

### Mutant Followers

Mutant followers are mutually-exclusive companions that can join your party depending on your actions in Bounty Hunter quest.Their loyalty additionally scales with your Reputation with the Covenant. For Harbinger this scaling is directly proportional and for Knurl it is inversely proportional.

* Harbinger
* Knurl

### Romeo

Romeo is a conditional robot companion that can help you in certain encounters if you manage to repair him during the course of The Last Lawman quest.
See: Romeo article for more information.

### Temporary Followers

Besides normal followers, in certain quests player can be allied in combat by temporary allies. This includes generic soldiers from your allied faction as well as named characters such as Smiles in Factory or Zeta that can aid you in multiple fights/quests.

## Gallery

EvansFaytheJedGarretMathiasCobraHarbingerKnurlRomeo