Build a Crew With Agendas
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The publisher describes meeting a host of characters who want to join your crew, armed with unique abilities and carrying their own missions, motivations and ideals.
Abilities arrive with the person
Unique abilities are the practical reason to recruit, and they come attached to a character with opinions. Since the game is described as player-driven, those opinions are part of the content rather than flavour text.
You choose between helping and using
The store says it is up to you to help companions achieve their goals or turn them to your own ends. Both keep the companion and the ability; what changes is the story you are building for them.
The colony is watching
Halcyon is owned and operated by a corporate board that controls everything except the alien monsters left behind after terraforming went wrong. Companions sit inside that political landscape, so their missions and the colony’s factions tend to run through the same ground.
Build the crew as you explore
Finding your ship and building your crew is described as part of exploring settlements and space stations. Treat recruitment as a route through the colony rather than a checklist.
Companion stories are one of the systems your choices reach, covered in being the unplanned variable, and your own numbers are shaped by the flaw trade.
