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Free video game companion scripts

30 scripts written by us, free to practice with, record and put in your reel. Every one lists voice age, accent and length, so you can pick a read that fits the audition you are chasing.

Bark Pack: Ranger Wren in Combat

Combat barks, fantasyYoung adult (18-25)AnyOne narrator30 secondsabout 34s
[Session note: combat barks. One line per take, leave a gap] [enemy spotted] Eyes up! Three of them, by the rocks! [firing an arrow] Got you. Stay down. [low on arrows] I'm nearly out! Somebody buy me more arrows after this! [player takes a big hit] Hey! Are you alright? Fall back, I'll cover you! [enemy flees] That's right, run! Tell your friends! [effort: dodging] Hah! Too slow! [after the fight] Everyone in one piece? Good. Let's not do that again for at least an hour.

What it is for: A set of short combat lines for a ranger companion, recorded as separate files. Trains instant energy and clean resets between barks.
Coach's note: Watch out for running the barks together or reading them all at the same pitch. Each one fires in a different moment of a fight, so reset fully between them. Shout with support from the body, not the throat, because you may record two hundred of these in a session.
What casting listens for: Casting listens for fast, varied, believable barks the actor can sustain for hours without losing their voice.

You Came Back for Me

Loyalty moment, fantasyAdult (25-40)AnyOne narrator60 secondsabout 65s
[A cell door swings open. KESTREL, a battered sellsword, looks up from the floor] You. What are you doing here? No. Don't answer that. Help me up first. [effort: standing] I told you to leave. I said, clearly, take the map and go. That was a plan. A good plan. You were supposed to be three valleys away by now. [beat] You came back. You know how many times I've been left in a place like this? I stopped counting. Nobody's ever come back. Not once. Not even when they owed me money. The last captain I rode with sold my horse while I was still in the stocks. Then he sent me a letter asking for the saddle. [quiet] I don't know what to do with that. [clears throat, recovers] Right. Well. Don't get used to it. I'm not hugging anyone. Give me my sword. And the next time I tell you to leave, ignore me again. It seems to work.

What it is for: A tough companion reacts after the player rescues them from a prison. Trains real emotion breaking through a guarded character.
Coach's note: Watch out for turning on the tears from the first line. This character hates showing feelings. Start gruff and practical, let the crack come on 'Nobody's ever come back,' then cover it fast with a joke. The fight against the emotion is what moves people.
What casting listens for: Casting listens for layered emotion: a tough shell, a real crack, and a quick recovery.

Ship's Mind Wakes the Captain

AI companion, sci-fiAnyAnyOne narrator45 secondsabout 57s
[A cryopod hisses open. Soft blue light. The ship's AI, LYRA, speaks from everywhere] Good morning, Captain. Please don't sit up too quickly. You've been asleep for two hundred and eleven days. I'm glad you're awake. It's been very quiet. I have three updates. Two are bad. I'll start with the good one. The coffee machine survived. I kept it warm for you. I also talked to it, occasionally. It is not a strong conversationalist, but it is a very good listener. Now. The bad ones. The navigation array is offline, and we are not where we're supposed to be. Also, someone else is on board. [pause] I don't know who. I don't know how. My cameras on Deck Two show nothing, but the door logs show someone opening and closing the galley every night at three. But they've been asking about you.

What it is for: A ship's AI wakes the player from cryosleep and briefs them on bad news. Trains a calm, warm synthetic voice with a hint of personality.
Coach's note: Watch out for going flat and robotic. Modern game AIs are mostly human with small, precise choices. Keep it smooth and steady, and let the warmth come through on 'I'm glad you're awake.' The bad news should be calm but not cold.
What casting listens for: Casting listens for a voice that is precise, soothing and trustworthy, with a personality that can grow over a long game.

Campfire Banter: Who Snores

Party banter, fantasy comedyAdult (25-40)Any (character choice)Two narrators (duet)45 secondsabout 57s

Cast: BRISKORIN

Night. A campfire. ORIN, a big gentle warrior, and BRISK, a sharp little rogue

BRISKYou snore.
ORINI do not snore.
BRISKYou snore like a cart going downhill. With a goat inside it. Who is also snoring.
ORINThat's not even possible.
BRISKLast night a wolf came up to camp, heard you, and left. It looked frightened, Orin. For you.
ORINMaybe it was you it was frightened of. You talk in your sleep.
BRISKI do not.
ORINYou said, and I quote, "No, Mother, I didn't steal the pie."
BRISKThat's, well, that's a private dream.
ORINDid you steal the pie?
BRISKIt was a long time ago and the pie was asking for it.
ORIN[laughs] There it is.
BRISKGo to sleep, Orin.
ORINI'll try not to scare the wolves.
BRISKToo late.

What it is for: Two companions argue at camp while the player listens in. Trains duet comedy, overlap and keeping two characters distinct.
Coach's note: Watch out for playing it as two people reading lines in turn. Banter works when each one is really listening. Jump on cues, let ORIN get more wounded with each reply, and let BRISK enjoy winning. If you're reading both parts, make them clearly different in pitch and pace.
What casting listens for: Casting listens for chemistry, comic timing and natural interruption.

Hint Sprite, Third Time Asking

Helper hints, puzzleAnyAny (character choice)One narrator30 secondsabout 30s
[Session note: three hint levels for the same puzzle. Record separately] [hint 1] Hmm. Those three statues look like they want to face something. Maybe the sun? Have a look around! [hint 2] Psst. See the sun carved on the far wall? I bet the statues would like to look at it. Just saying. [hint 3] Okay, okay. Turn all three statues to face the sun on the wall. I believe in you. Mostly. Go on!

What it is for: A small helper sprite gives three escalating hints for the same puzzle. Trains a clear progression across short, separate lines.
Coach's note: Watch out for getting snippy too early. Hint one is pure encouragement. Hint two is a gentle nudge. Hint three is a fond, slightly exasperated giveaway. Players hear these when they're stuck, so the voice must stay kind.
What casting listens for: Casting listens for a helper players won't find annoying, with clear little shifts across the three reads.

Robot Dog Status Report

Robot companion, kids' sci-fiAnyAny (character choice)One narrator15 secondsabout 15s
[BOLT, a small robot dog, wags a metal tail] Beep! Status report! Battery at twelve percent. Tail at one hundred percent. Snacks at zero percent, which is very sad. Recommend: charging. Also belly rubs. Mostly belly rubs. Boop!

What it is for: A cheerful robot dog reports its battery level. Trains a quick, characterful read with built-in sound effects done by mouth.
Coach's note: Watch out for making the beeps and boops longer than the words. Keep the vocal effects short and crisp, and let the dog's excitement come from pace and pitch, not volume.
What casting listens for: Casting listens for instant charm and a character that kids will want to hear again.

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Loyalty Mission: The Brother I Left

Loyalty quest, emotional story beatAdult (30-45)AnyOne narrator60 secondsabout 58s
[A quiet corner of the camp. TOMAS sits with an old letter] Hey. Got a minute? I never told you why I joined up. It's not because I believe in the cause. I mean, I do now. But that's not why. I had a brother. Have. Have a brother. Daniel. When the soldiers came to our village, I ran. He didn't. He stayed to get our mother out, and I just ran. [beat] I heard he's alive. Working the mines at Grey Hollow. Prisoner, probably. I've had this letter for two weeks. It's from someone who's seen him. I keep reading it. I keep not doing anything about it. I'm not asking you to fight a war for me. I'm asking you to come with me. Because I don't think I can walk in there alone. And I don't want to run this time.

What it is for: A companion asks the player for help with a personal mission and admits an old shame. Trains a quiet, honest confession.
Coach's note: Watch out for playing it as a big dramatic speech. This is a hard thing to say to a friend. Keep it small and close, let the pauses be real thinking, and don't push the guilt. The ask at the end should sound almost embarrassed.
What casting listens for: Casting listens for honesty and stillness, the ability to make a quest setup feel like a real conversation.

Don't Pick That Lock

Branching reaction, fantasyAdult (40-55)Any (character choice)One narrator30 secondsabout 37s
[A locked door in a noble's manor. SIR ALDOUS stands guard behind the player] [player approaches lock] You're not going to pick that, are you? That is a private door. In a private house. We were invited for dinner. [if player picks the lock] And you've done it. Wonderful. I am now an accomplice. Mother would be so proud. If anyone asks, I was admiring the woodwork. [if player walks away] Thank you. Really. That's the most sensible thing you've done all week. I'm going to write it down so I remember.

What it is for: A by-the-book paladin companion reacts to the player's choice at a locked door. Trains clear branching reactions with a consistent character.
Coach's note: Watch out for making the disapproval preachy. He's honestly worried, and a bit of a stickler. Play each branch as a full reaction with its own start, and let the second one be a real, if grudging, compliment.
What casting listens for: Casting listens for a consistent character across branches, with each take cut cleanly.

The Mercenary Raises Her Price

Companion negotiation, sci-fiAdult (30-45)Any (character choice)One narrator60 secondsabout 63s
[A cargo bay. Alarms in the distance. VEXA leans against a crate, checking her rifle] So. Funny thing. When you hired me, you said this was a simple pickup. In and out. Very light gunfire. [an explosion, offscreen] That was not light gunfire. I'm not saying I'm leaving. I'm saying my rate just went up. Double. Plus the ship's coffee. All of it. Take your time. I'm sure the security droids will wait. They seem patient. Heavily armed, but patient. Though I do notice they're getting closer every time we talk. [if player agrees] Pleasure doing business. Stay behind me and try not to touch anything that blinks. [if player refuses] That's fine. Really. You go ahead and handle the twenty armed droids by yourself. [beat] I'll be here. Counting. [if player threatens her] Oh, that's cute. You know I'm the one holding the big gun, right? Let's call it double, and I forget you said that.

What it is for: A hired gun renegotiates her contract in the middle of a mission, with a branch for the player's answer. Trains cool confidence and status play.
Coach's note: Watch out for getting loud to sound tough. Her power comes from not needing to raise her voice. Relax, slow down and let her enjoy this. In the branches, keep the reactions short and dry.
What casting listens for: Casting listens for effortless status and wit, a voice that sounds in charge without trying.

The Ghost in Your Sword

Spirit companion, dark fantasyMature (55+)Any (character choice)One narrator45 secondsabout 49s
[The player draws an old blade. It hums. A voice speaks from the steel] Ah. Finally. Do you have any idea how long I've been in that stone? Three hundred years. Three hundred. And the last person to pull me out used me to cut bread. You'll do better, I'm sure. You have the look of someone who's about to make a lot of terrible decisions. Before that it was a farmer who used me to prop open a gate. Before that, a very confused goat. I am Varrick. I was a king, once. Now I'm cutlery with opinions. Swing me properly and we'll get along. Lower the elbow. Lower. There. Now. Somebody nearby wants you dead. Shall we go and disappoint them?

What it is for: The spirit trapped inside the player's sword speaks for the first time. Trains an ancient, dry, slightly sinister helper.
Coach's note: Watch out for doing an echoey ghost wail. The sound team will add any effects. Your job is the personality: old, bored, sharp, and a little dangerous. Keep it close to the mic and conversational.
What casting listens for: Casting listens for a distinctive voice that can be funny and menacing in the same breath.

Small Dragon, Big Opinions

Creature companion, cozy fantasyAny (creature)Any (character choice)One narrator30 secondsabout 39s
[A rainy forest path. PIP, a pocket-sized dragon, peeks out from the player's hood] No. Absolutely not. I refuse. It's raining. Do you know what rain does to a dragon? It puts out my fire. My whole personality is fire! [sneezes: a tiny puff of smoke] See? That was supposed to be a fireball. And now my nose is wet. A dragon with a wet nose. If the other dragons saw me now, I would have to move to a different mountain. Wake me up when there's sun. Or a fireplace. Or a sandwich. A warm one.

What it is for: A baby dragon companion who can talk complains about the weather. Trains a cute creature voice with real comic attitude.
Coach's note: Watch out for making him so high and squeaky that the words get lost. Keep a bright, forward placement but stay clear. His drama is the joke, so commit to every complaint.
What casting listens for: Casting listens for a creature voice that is cute, clear and full of attitude.

Last Words in the Reactor

Companion death scene, sci-fiAdult (30-45)AnyOne narrator60 secondsabout 60s
[Radio. A reactor alarm. JUNO, the ship's engineer, speaks through static] Hey. Hey, can you hear me? Good. Don't come back down. The door's sealed from this side and it's staying that way. No, listen. Listen to me. Somebody has to hold the coolant valve, and my hands are already here. That's just maths. [effort: straining] You'll need to fly the ship. Left engine pulls a bit. Don't trust the fuel gauge. And feed the cat. She likes the salmon ones, not the chicken. She'll pretend she likes chicken. She doesn't. And tell the captain the spare part he wanted is in my locker. I was saving it for his birthday. Wrap it up nice. [static, beat] I'm really glad I signed on with you. Best job I ever had. Terrible pay. [laughs softly] Go on, now. Get them home. [beat] It's alright. I'm not scared. I'm really not.

What it is for: A companion stays behind to seal a reactor and talks to the player over the radio. Trains a big emotional moment played with control.
Coach's note: Watch out for sobbing through the whole thing. Characters in this moment usually try to stay calm for the other person. Hold it together, be practical, make the jokes, and let only one or two words crack. The silence before the last line does the work.
What casting listens for: Casting listens for control, warmth and truth in a scene players will remember.

Approval Up, Approval Down

Approval reactions, fantasyYoung adult (18-25)AnyOne narrator30 secondsabout 36s
[Session note: approval reactions for companion SAFFI. One line per take] [approval up, small] Huh. Nice. I like that. [approval up, large] Now THAT is why I follow you. Don't let it go to your head. [approval down, small] Hm. Okay. I would not have done that. [approval down, large] No. I'm not okay with this. We'll talk later. Right now I can't look at you. [approval neutral] If you say so. You're the one in charge. [romance approval up] ...You're kind of impossible, you know that? Don't stop.

What it is for: A companion's short reactions when the player's choice raises or lowers their approval. Trains clear, quick emotional color in single lines.
Coach's note: Watch out for making every line big. Small, honest reactions read better in games because they repeat. Find a clear difference between pleased, delighted, uneasy and angry, and keep each short.
What casting listens for: Casting listens for a believable range of small reactions that sound like one person.

Navigator Unit KEY-9

AI helper, sci-fiAnyAnyOne narrator30 secondsabout 33s
[Helmet display flickers. KEY-9 speaks] Navigation online. Objective is two hundred meters north, through the collapsed tunnel. Alternate route: east, across the bridge. The bridge is old. Statistically, it is also very likely to fall down. The tunnel is dark, narrow and full of spiders. But the spiders are small, and the tunnel is unlikely to fall down. I recommend the tunnel. [if player takes the bridge] Interesting choice. I will begin composing your memorial message. Do you prefer formal or casual?

What it is for: A helmet AI gives the player navigation hints with dry humor. Trains crisp information delivery with personality.
Coach's note: Watch out for losing clarity for the jokes. The directions must be perfectly clear first. Then layer in the dryness, especially on 'statistically.'
What casting listens for: Casting listens for a clean, precise voice that can deliver directions and jokes without a gap in clarity.

Grandpa Bramble Joins the Party

Companion intro, cozyMature (55+)Any (character choice)One narrator45 secondsabout 55s
[A farm gate. GRANDPA BRAMBLE shoulders a pitchfork and a picnic basket] Now hold on a minute. You're not going to the Crooked Woods without me. I've been walking those woods since before your parents were born. I know which mushrooms are dinner and which ones make you see music. And don't look at me like that. I may be seventy-four, but I once fought off a goose for an entire afternoon. A big one. With opinions. It took my hat, my lunch and very nearly my dignity, but in the end, who walked home? Me. The goose stayed in the pond and thought about what it had done. [he taps the basket] Besides, I packed sandwiches. You didn't pack sandwiches, did you? Thought not. Let's go, then. Slow pace. Plenty of breaks. Nobody touches my pickles.

What it is for: An elderly farmer insists on joining the player's adventure. Trains a warm, funny older character without leaning on a creaky caricature.
Coach's note: Watch out for playing 'old man' with a shaky, wheezy voice. He's tough, fit and cheerful. The age is in the stories and the pace, not in a wobble. Give the punchline about the goose real pride.
What casting listens for: Casting listens for warmth and real comic character in an older voice.

The Rival Who Stayed

Rival to companion, actionYoung adult (18-25)AnyOne narrator45 secondsabout 49s
[After a duel. Rain. RYO lowers her blade and laughs, breathless] [breathing hard] That was a lucky hit. You know that, right? Pure luck. I've been beating you since we were twelve. Twelve! In the training yard, in the tournament, at cards. Every time. [beat] You got better. When did you get better? No, don't answer. You'll be smug. [she sheathes her sword] Fine. Here's the thing. The Iron Court is coming for this town, and you're going to try and stop them, because you're an idiot. And somebody has to make sure the idiot doesn't die. So I'm coming. Not for you. For the town. [beat] Okay. Maybe a little for you. Tell anyone I said that and I'll deny it. Loudly.

What it is for: The player's former rival decides to fight beside them. Trains pride, grudging respect and a hidden soft side.
Coach's note: Watch out for playing the respect too openly. She'd rather die than say 'thank you' straight out. Keep the cocky edge, and let the real feeling slip through on the line about the training yard, then pull it back.
What casting listens for: Casting listens for attitude with a heart, and clean shifts between pride and honesty.

Medic Under Fire

Combat barks, military sci-fiAdult (25-40)AnyOne narrator30 secondsabout 36s
[Session note: medic barks. One line per take] [healing player] Hold still. Hold still! You're fine. You're fine. Okay, go! [squadmate down] Man down! I need cover, now! [out of med kits] I'm dry on med kits! Nobody get shot for a minute! [player ignores warning] I said stay behind cover, not go for a stroll! [revive success] Welcome back. Don't make that a habit. I only have so many of those left. [low health warning] You're bleeding everywhere. Come to me, right now! I can't patch you from over here!

What it is for: Short combat lines for a squad medic. Trains urgency with clear diction over noise.
Coach's note: Watch out for screaming every line until it all sounds the same. A medic stays focused. Keep a firm, projected voice, sharpen the consonants so it cuts through gunfire, and save full volume for 'Man down!'
What casting listens for: Casting listens for authority and clarity under pressure, barks that cut through a busy mix.

Shopkeeper Turned Sidekick

Comic sidekick, fantasyAdult (40-55)Any (character choice)One narrator30 secondsabout 28s
[A dungeon entrance. MILLIBERT clutches a ledger to his chest] I want to be very clear. I sell potions. I do not drink them in combat. I do not throw them at skeletons. I keep them on a shelf, in alphabetical order. Why is the floor sticky? Why is everything here sticky? [a distant roar] Right. Okay. Fine. I'll come. But if I die, I'm charging you for it.

What it is for: A nervous shopkeeper is dragged along on the adventure. Trains comic panic that stays clear and likeable.
Coach's note: Watch out for going so frantic that the words blur. Comic panic needs crisp delivery. Pick up the pace on the list, and let the final line come out small and squeaky.
What casting listens for: Casting listens for fun, clean comic panic that would hold up across dozens of lines.

Partner on the Radio

Horror companion, radioAdult (25-40)AnyOne narrator45 secondsabout 54s
[Radio static. NIA, the player's partner, speaks from a van outside an old hospital] Okay, I've got you on the hallway camera. Lights are terrible. Very horror movie. Love it for you. Keep going. Room twelve should be on your left. The records office. [pause] Yep, I see you. You're at the door. Go on in. [if player hesitates] Hey. It's just an old building. I'm right here. You've got this. [pause] Wait. Hang on. You're not on the camera anymore. You were right there. Can you hear me? Say something. [if player speaks] Okay. Okay, good. You're okay. Something's wrong with my feed. [beat] There's someone else in the hallway on my screen. Standing at the door you just went through. Don't turn around. Just walk. Slowly. Toward the stairs. I'm coming in.

What it is for: A companion guides the player through a haunted building over the radio. Trains calm help that slowly turns to fear.
Coach's note: Watch out for being scared too early. Your character is in a safe van with a laptop. Start relaxed and professional, even joking. The turn is on 'You're not on the camera.' From there, everything tightens.
What casting listens for: Casting listens for a natural, close-mic read that builds tension through real reactions.

Fox Spirit Guide

Spirit guide, mythicAnyAny (character choice)One narrator30 secondsabout 39s
[A misty bamboo forest. A white fox with three tails sits on a stone] Oh good, you're awake. I was starting to think you'd sleep through the whole trial. Humans do that. I'm Suki. I'm your guide. Well. Guide is a strong word. I'll mostly watch and make comments. Three gates ahead. Each one asks a question. Answer honestly and the gate opens. Lie, and you'll walk in circles until spring. [her ears flatten] And whatever you do, don't follow the blue lights. They're not mine. They're very hungry. [brightening] Right! Off we go. Try to keep up.

What it is for: A playful fox spirit guides the player through a forest of trials. Trains a light, mischievous, otherworldly voice.
Coach's note: Watch out for playing mystical by going slow and breathy. This fox is quick and teasing. Keep a light, fast tempo with a smile, and let the warning near the end turn sharp and serious for a moment before the smile comes back.
What casting listens for: Casting listens for charm, playfulness and a quick tonal shift.

Teen Hacker in Your Ear

Tech sidekick, actionYoung adult (18-25)AnyOne narrator30 secondsabout 27s
[Earpiece crackles. DEX, a teenage hacker, chews gum on the line] Okay, I'm in their system. Wow. Their password is "password one." Adults, honestly. Cameras on floor three are looping. You've got ninety seconds before the guard comes back from his snack break. Vault is on your right. Code is four, four, nine, two. [beat] Wait. Somebody else just logged in. Like, right now. Move faster. Please.

What it is for: A teenage hacker talks the player through a heist. Trains fast, confident, natural young energy.
Coach's note: Watch out for playing 'teenager' with a whiny voice or slang overload. Make them smart and quick, a bit bored with how easy this is. Pick up the pace on the tech talk and drop it on the warning.
What casting listens for: Casting listens for a natural, modern young voice with speed and confidence.

A Quiet Confession

Romance companion, emotional beatAdult (25-40)AnyOne narrator60 secondsabout 62s
[A rooftop at night. Lanterns below. ELIAS sits next to the player] Can I say something? It's going to be weird. Sorry in advance. You know when we were in the caves, and the bridge went, and you grabbed my arm? I keep thinking about that. Not the falling part. The part where you didn't let go. [laughs nervously] This is coming out badly. What I mean is, I look for you. In every room. Even when I don't need anything. I just like knowing where you are. So. That's it. That's the weird thing. [if player returns feelings] Oh. Really? You're not just being nice? [laughs] Okay. Okay. Wow. I'm going to stop talking before I ruin it. [if player says they're just friends] No, that's, yeah. That's fair. That's completely fair. [beat] I'm still glad I said it. And I'm still going to look for you in every room. As a friend.

What it is for: A companion awkwardly admits their feelings for the player, with branches for the answer. Trains vulnerability and honest nerves.
Coach's note: Watch out for making it smooth and romantic like a movie. Real confessions are clumsy. Let them trip over words, laugh at themselves, and keep it soft. The branches must sound like genuine reactions, not new speeches.
What casting listens for: Casting listens for honest vulnerability and branch reactions that feel truly spontaneous.

Betrayal at the Northern Gate

Betrayal reveal, dark fantasyAdult (30-45)AnyOne narrator60 secondsabout 59s
[The northern gate of the city. Soldiers behind him. CAEL, a trusted companion, steps forward] I wish you hadn't come this way. I really did try to send you east. [if player trusted Cael] You trusted me. Every step. Every night watch. You gave me the key to the vault and you didn't even count the gold after. I need you to know that was real. All of it. The jokes. The fire. All of it. But they have my daughter. And you, I'm sorry, you were never going to be more important than her. [if player doubted Cael] You never really trusted me, did you? I saw it. The way you kept your sword hand free when I was behind you. Smart. Honestly, it made this easier. [both versions] Put down your weapon. Please. Nobody else has to get hurt today. I'll make sure they're quick.

What it is for: A long-time companion reveals they have betrayed the player, with two versions depending on trust. Trains calm menace mixed with real regret.
Coach's note: Watch out for playing the villain reveal too evil. They loved the party and still do. Play it sad and certain, as if this is the only choice left. In the trusted branch, let the guilt show. In the doubted branch, be colder and almost relieved.
What casting listens for: Casting listens for a complex reveal: warmth and danger in the same voice.

Idle Chatter: You've Been Standing Here a While

Idle barks, comicAdult (25-40)Any (character choice)One narrator30 secondsabout 35s
[Session note: idle lines, played when the player stops moving. One per take] [idle 1] So. We're just standing here. Cool. Love standing. [idle 2] I'm going to count the clouds. One. That one looks like you. Bit lumpy. [idle 3] If you're thinking, that's fine. If you're asleep, that's also fine. Just let me know which. [idle 4] I've named that rock Gerald. Gerald and I are friends now. You took too long. [idle 5] Hello? Is anyone in there? Blink twice if you need a snack.

What it is for: A companion's lines when the player stops moving for too long. Trains comic timing in short, standalone lines.
Coach's note: Watch out for reading them with rising annoyance as one piece. Each idle line plays separately and in a random order, so each must work alone. Keep them light and playful, never truly annoyed.
What casting listens for: Casting listens for charming throwaway lines that still sound fresh on the tenth hearing.

Kid Sidekick's First Battle

Young sidekick, kids' adventureAny (child character)AnyOne narrator30 secondsabout 30s
[A forest clearing. Goblins surround the camp. LIO, ten, grips a wooden sword] Uh. Okay. There's a lot of them. That's a lot more goblins than you said. You said maybe two. That's, like, nine. Ten! There's ten! [breathes in] Okay. Okay. Grandma said brave isn't not being scared. It's being scared and doing it anyway. [shouts] Hey, goblins! You're in our camp! Get out! [beat] They're running? They're running! I did that! Did you see?

What it is for: A young sidekick panics and then finds courage in their first fight. Trains an energetic child character with a clear arc in a small space.
Coach's note: Watch out for playing a child by going baby-voiced. Think of a real ten-year-old: quick, honest and a bit dramatic. Let the fear be real at first and the courage come from a small, decided breath.
What casting listens for: Casting listens for a believable kid voice an adult can sustain, with honest emotion.

The Knight Without an Order

Companion backstory, fantasyAdult (40-55)Any (character choice)One narrator60 secondsabout 59s
[A ruined chapel. DAME HOLLIS polishes a dented shield] You asked why I still wear this. The sigil. When there's no order left to wear it for. There were forty of us once. The Order of the Last Light. We swore to guard the road through the mountains, so that anyone could walk it safely. Merchants. Pilgrims. Children. The road is still there. The forty are not. I was away the night the fortress fell. Delivering a letter. A letter. [beat] I could have taken this off. Gone home. No one would have blamed me. But the road is still there. And people still walk it. And someone still needs to stand on it. So I say the oath. Every morning. Out loud. For all forty. [she lifts the shield] Now. You're walking the road. Which means you're under my protection. Try not to argue with that.

What it is for: A knight whose order was destroyed tells the player why she still keeps her oath. Trains quiet dignity and grief under control.
Coach's note: Watch out for making her heavy and mournful. She's proud and steady. Keep the voice grounded and firm, and let the feeling show only in the small pause before 'every morning.'
What casting listens for: Casting listens for dignity, stillness and a grounded lower register that carries emotion without pushing.

Pocket Familiar Out of Patience

Familiar companion, comic fantasyAny (creature)Any (character choice)One narrator15 secondsabout 19s
[GRIBBLE, a newt-sized familiar, sits on the player's shoulder] You cast the fire spell. In the library. Again. [sighs] I'll fetch the bucket. You apologize to the librarian. And this time, mean it. Last time you said sorry to the bookshelf. The bookshelf did not need it.

What it is for: A tiny magical familiar complains about the player's spell choices. Trains fast, sharp comic delivery in a short line.
Coach's note: Watch out for rushing through it so the jokes don't land. Short doesn't mean fast. Take a beat before 'Again,' and let the sigh be real.
What casting listens for: Casting listens for big personality packed into very few words.

Ruby and the Dog

Companion intro, post-apocalypticYoung adult (18-25)AnyOne narrator30 secondsabout 37s
[A ruined highway. RUBY aims a crossbow. Her dog growls beside her] That's close enough. Hands where I can see them. [to the dog] Easy, Bandit. Easy. Good boy. [back to the player] You've got a water filter on your pack. That's either very lucky or very stolen. [beat] Bandit doesn't like you. Bandit doesn't like anybody, so don't take it personally. Here's the deal. You share the water. We know the safe route to the coast. You walk in front. [to the dog] Come on, buddy. Let's see if this one lasts.

What it is for: A wasteland scavenger and her dog decide whether to trust the player. Trains a guarded, practical voice with warmth for one living thing.
Coach's note: Watch out for playing the toughness as constant hostility. She's careful, not cruel. Let her voice soften every time she talks to the dog, and harden again when she turns back to the player. That switch is the character.
What casting listens for: Casting listens for clear, controlled shifts between warmth and wariness.

Goodbye at the Train Platform

Farewell scene, story-drivenAdult (25-40)AnyOne narrator60 secondsabout 58s
[A small train station at dawn. The train hisses. MARLOW holds the player's bag out] Here. You forgot this. Again. You'd forget your own head if it wasn't screwed on, and I've seen how loose it is. I'm not getting on. You knew that. Somebody's got to fix this town up, and I'm the only one here who knows which end of a hammer is which. [train whistle] You'll be fine without me. You'll be slower. Much slower. And you'll get lost at least twice before lunch. But you'll be fine. [beat, quieter] Thank you. For all of it. For picking me up off that road. I wasn't really alive before that. Not properly. [clears throat] Anyway. Go on. Train won't wait, and neither will I if you make me cry. Write to me. Not every week. Just when something good happens. So, every week.

What it is for: A companion says goodbye at the end of the game, choosing to stay behind. Trains a light, warm farewell that hides heartbreak.
Coach's note: Watch out for playing the sadness openly. This companion is trying to make it easy for the player. Keep it light and fond, with a joke in nearly every paragraph. The real emotion lives in the one moment they stop joking.
What casting listens for: Casting listens for warmth, humor and an emotional turn that feels earned, not forced.

Revive Lines

Revive barks, actionAnyAnyOne narrator15 secondsabout 18s
[Session note: revive lines. One per take] [reviving] Hey, hey! Stay with me! Come on, open your eyes! [revive complete] There you are. Don't scare me like that. Up you get. Slowly. [revive interrupted] They're on me! Hang on, I'll be right back! Don't go anywhere!

What it is for: A companion's lines while reviving a downed player. Trains urgency and warmth in very short reads.
Coach's note: Watch out for delivering them all at full volume. Reviving is close and personal. Keep the energy high but the volume closer, as if leaning over the player. One clean take per line.
What casting listens for: Casting listens for urgent, caring barks that sound right at close range.

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