Companions Familiars
Companions Familiars
FANTASY ADD-ON
INTRODUCTION
“Game Master?”
“Yes?”
“I would like my character to have a pet following him around who can support him, or do their own cool stuff.”
“Come on! Not a druid! I don’t want to play a Nature Lover! Let’s try something different!”
“Ok, ok! Wait. I just picked this Fantasy Add-on about companions, pets and familiars. Let’s see what it has to offer!”
Savage Worlds provides the Beast Master Edge to get a loyal companion. However, this mostly covers characters attuned to nature, since the Edge
always comes with such an animal magnetism that animals usually won’t attack the hero, and the pet provided must be a beast.
In a fantasy setting, there are many more reasons why you would have a companion and they aren’t just beasts, they can be magical, supernatural,
coming from other planes or dimensions...
Savage Worlds Fantasy Companion proposes the Familiar Edge, which offers interesting options but remains restricted to small beasts.
INSPIRATION
I was inspired by:
Dylan “SteelDraco” Brooks’ Summoner’s Circle (expanding the summon ally Power) part of Savage Worlds Adventurer's Guild
as well as Richard “Zadmar” Woolcock’s Savage Abilities (point based system to build your own Edges, Powers and Abilities) and
Savage Beasts (musing around shape-shifting abilities).
Also, the following well known book or movie characters are (mostly) made possible:
Mushu watching over Mulan (Disney character, Chinese female fighter and her house dragon)
Yakari and Little Thunder (young Sioux Native American who can speak to animals and ride a wild pony no one else could tame)
Brea and Lore (Dark Crystal: Age of Resistance, a winged half-folk that a stone elemental servant protected for a while).
Princess Mononoke riding the Wolf Goddess Moro (at least, this book lets your ride a wild beast)
Aladdin and the lamp’s genie (yet, don’t expect this book to cover the three wishes ability)
First, this book presents you the Companion Edge and its options, inspired from Beast Master and Familiar Edges. Then, you get to learn how to
create your own Companion using a point-buy system very much like Making Races from Savage Worlds. Next, I prepared for you a few characters
and companions to showcase what is possible with this book. Last, we discuss how companions can exist in your seing and how their relationship
with their masters looks like.
NEW EDGES
Here are replacements, or rather evolution, of Beast Master and Beast Bond Edges, you can use in your setting, for characters with loyal companions,
pets or familiars.
COMPANION EDGE
COMPANION
REQUIREMENTS: Novice, Spirit d8+
Whether he has great charisma, a magic aunement of some sort, received a family heritage or built it himself, your character is strongly tied to a
Companion.
The Companion and your character are both Loyal (like the Hindrance) to each other. While they are close and usually work together, the
Companion can have its own goal and agenda. It gladly helps its master whenever it can, but also follows its instinct, especially when survival is at
stake.
Create a Companion (see Making Companions, page 8). The Companion does not talk or talks in a language nobody can understand. It doesn’t
understand its master or other people either. If the Companion dies, it will come back or be replaced within a few days or weeks (see Death page
17).
In addition to the Companion, choose one Companion Boons, based on the nature of the relationship between the master and its Companion.
COMPANION BOONS
When you pick the Companion Edge, your hero gains one of the following boons. They work like Edges, but can only be gained from the Companion
Edge. A hero can only have one Companion Boon. To get another Boon, see the Extra Boon Edge.
ANCIENT KNOWLEDGE
REQUIREMENTS: Arcane Background (any), Companion
As Companions join the hero, they gain one Power they can share with him.
Each time the character gains the New Powers Edge, he can choose to take a new Minor Hindrance to have his Companions also gain one new
Power to share.
While the Companion is within a Range of 5x his Spirit and neither Shaken, Stunned nor Incapacitated, the mage can cast any of the Companion’s
shared Powers, using his own power points, as if he knew the Power himself.
ARCANE BEACON
REQUIREMENTS: Arcane Background (any), Companion
The Companions is some kind of magnet or beacon for the hero’s arcane abilities.
As long as the master is within Range of a Companion’s Spirit, the mage adds +1 to his Arcane Skill rolls for Tests and Powers activation.
AURA
REQUIREMENTS: Companion
The hero’s Companions give him self-confidence, conviction, or bolster his courage.
The master only benefits from the aura while he stands in Range of one of his Companions’ Spirit. Even with multiple Companions, he only
receives benefits once.
ELEMENTAL AEGIS
REQUIREMENTS: Companion
Choose one kind of environmental danger, like heat, acid, cold, water. When the master is within a Range of his Companion’s Spirit, the Companion
protects him from negative effects of selected environment (as with environmental protection Power). For example, a fire elemental protects against
heat, but not against hunger, while a celestial servant of the goddess of the sea allows him to breathe underwater.
FUZZY TALK
REQUIREMENTS: Companion
The hero and his Companions can speak to and understand each other. A Companion usually uses a language of its own, that only its master
magically understands (animal squeaks, mechanical golem beeps…). The character speaks in his native language, and yet is somehow understood
by his Companions.
KIN MASTER
REQUIREMENTS: Companion
Pick one type of beings the Companion belongs to. It can be as wide as animals, celestials, demons, spirits or more specific like wolves, dragons,
water creatures or anything similar agreed upon with the Game Master. Beings of this kind won’t attack the character, unless he attacks them first or
they’re enraged for some reason (as per the Savage Worlds’ Beast Master Edge).
OTHERWORLDLY
REQUIREMENTS: Companion
The Companions usually live in another plane or dimension and are somehow linked to the main world (a magical lamp, a stone figurine). They are
susceptible to the banish Power.
As an action, they can appear into, or disappear from, the world. While away, Companions are impervious of the real world and can only hear when
the hero calls for them. When Incapacitated, a Companion is forcefully returned to its original plane and locked there until consciousness is restored
(e.g. by natural healing). However, the hero can pull it out, e.g. to aend to its wounds.
PHYSICAL FORM
REQUIREMENTS: Companion
Only apply to ethereal Companions. The Companions can manifest into the physical world. It takes one action to change between ethereal and
physical forms. While in physical form it is visible, can be harmed by any attacks, and can no longer pass through walls.
TEAMWORK
REQUIREMENTS: Companion
Whenever the master or its Companions Support each other, they get +1 to their Support roll.
WILD RIDE
REQUIREMENTS: Companion, Riding d6+
The hero gets a free reroll on Riding skill checks while riding any of his Companions (see Riding a Companion, page 20).
ADVANCED EDGES
Advanced Companion Edges represent improvements of the relationship between master and its Companion.
ARCANE BATTERY
REQUIREMENTS: Novice, Arcane Background (any), Companion
One Companion becomes auned to its master’s magic. It gains a 5 Power Points pool which recharges at the usual rate (5 points per hour spent
resting). If the Companion has the same Arcane Background as its master, those Power Points are added to its own.
As a free action, if the Companion is in Range of the mage’s Spirit and neither is Shaken, Stunned nor Incapacitated, the mage can use that
Companion’s Power Points as if they were his own.
This Edge may be selected once per Companion. Each Companion can further improve their pool by taking the Power Points, Rapid Recharge, and
Improved Rapid Recharge Edges (even if they have no Arcane Background).
COMPANION RESILIENCE
REQUIREMENTS: Novice, Wild Card, Companion
Choose one of the hero’s Companions. This Companion can take a hit without dying. This Edge may be selected once per Companion.
It gains the Resilient special ability. When the Companion reaches Seasoned Rank, this improves to Very Resilient. Once Heroic, it loses Resilient
and Very Resilient to become a Wild Card with a Wild Die and three Wounds but no Benny.
EXTRA BOON
REQUIREMENTS: Novice, Spirit d10+, Companion
The relation between your hero and his Companions is exceptional. Choose a second Companion Boon the master and his Companions will benefit
from.
For example:
a hunter whose eyes turn birdlike, while learning Notice from his eagle companion,
A monkey who starts to dress, bow and mimic other humans, while learning Taunts from his master,
A druid who grows fangs, when learning Fighting from his panther friend,
A sorcerer whose skin turns stone gray, under the influence of his earth elemental servant.
MUTUAL UNDERSTANDING
REQUIREMENTS: Novice, Companion
Choose one of the hero’s Companions. The Companion and its master understand each other better and improve by each other example.
The master chooses a Trait his Companion is beer at and increases this Trait by one die step. Likewise, the Companion increases one Trait the hero
is beer at. Both master and Companion appearance or behavior shifts towards the other.
This Edge may be selected once per Companion per character’s Rank.
NEW COMPANION
REQUIREMENTS: Novice, Companion
The hero receives another Companion (refer to Making Companions, page 9). The new Companion must be of the same type as the previous ones,
e.g. if the first is an undead, a new undead joins him.
SHARED LIFE
REQUIREMENTS: Novice, Vigor d6+, Companion
As an action, the master can take a Wound (which he can Soak) to heal one Wound or remove Incapacitation from one of his Companions (this also
stabilize it if it was Bleeding Out).
The master can also take a Fatigue level (which can Incapacitate) to remove one Fatigue level from one of his Companions.
Last, if the master is Incapacitated, a Companion can take a Wound (or Fatigue level, if Incapacitated from Fatigue) to heal one Wound (or Fatigue)
from their master.
SHARED MAGIC
REQUIREMENTS: Novice, Arcane Background (any), Companion
When the mage actives on himself a Power with the Additional Targets modifier available, it also affects all of his Companions in range for free.
SHARED MIND
REQUIREMENTS: Novice, Companion
The hero developed an unusual telepathic connection with all of his Companions.
The character can communicate with his Companions. This works as per mind link Power (without raise effect) which includes master and
Companions.
SHARED SENSES
REQUIREMENTS: Novice, Companion, Notice d6+
As an action, the hero concentrates and chooses one of his Companions. He can now see, hear, smell or otherwise feel everything the Companion
feels. However, while riding his Companion’s senses, he is blind to his own. It also requires an action to switch to another Companion’s senses, or
return to his own senses. Likewise, a Companion can ride its master’s senses.
While riding a Companion senses, the mage can activate Powers as if originating from the Companion’s body. Line of sight, Illumination penalties,
range and similar situations are evaluated from the Companion’s senses and perspective.
The hero has a supernatural empathy with one type of wild or supernatural beings. It can be as wide as animals, constructs, spirits...or more specific
like wolves, dragons, tree-folks or anything similar agreed upon with the Game Master.
She can spend her own Bennies for any creature of this type in her sight, including mounts, and Companions (she doesn’t need to have them under
her control).
Also, at the beginning of each game session, she draws two extra Bennies she can only spend through this bond.
KIN BOND BENNIES
Kin Bond is the generalization of Beast Bond. However Beast Bond is usually inferior to Common Bond.
The latter allows to share Bennies with all allies, not just animals under your command.
Beast Bond has two slight advantages: lower Requirements, but for Beast Master players, this is useless; and the player spends the Bennies, so Elan
Edge applies, but it is a pretty small advantage.
That is why, I decided to give Kind Bond two limited use Bennies. Also, characters with pets hate to lose them and need ways to protect them. Kin
Bond Bennies is one such a way.
MAKING COMPANIONS
A Companion starts as an Extra of Novice Rank, with:
d4 in every attribute
No skill (and no core skill)
A base walking Pace of 6 with a d6 running die
Fists which deal Str damage (and count as Unarmed Defender)
It can’t equip armor (for a Companion able to equip armor, check the Outfittable Companion Combat Ability)
It can’t wield weapons (for a Companion able to wield weapons, check the Prehensile Hands Companion Combat Ability)
It can’t speak nor can it understand its master and other people around (for a Companion you can talk to, check Companion
Communication Abilities, the Fuzzy Talk Companion Boon, and the Shared Mind Edge).
However, unlike the Beast Master pet, the Companion does Advance like any other ally (see Companion Advances, page 17).
Choose a personality for the Companion. See Allied Personalities in Savage Worlds.
From there, you have 32 points to choose and buy Companion Abilities. Hindrances and penalizing abilities have a negative value which provide
extra creation points. Most abilities can only be picked once while other can be picked multiple times. This is indicated with a number in parentheses
after the ability name. A (U) means the ability is unlimited.
WHY 32 POINTS?
I compared Size –3 to Size 0 beasts from Savage Worlds’ Bestiary, using the Making Races point-buy system. They end up between 25 and 37
points. I tried out a few costs modification, but the result would still vary a lot. I compared with non beast size 0 creatures, like soldiers and
zombies, who felt as good a challenge for Novice characters as a wolf: same values range.
I also compared Size 1 to Size 3 beasts who can be used as mounts, like horses. The mule is abysmal (11 points), but the horse is about 32 to 35
points.
Eventually, I compared to a Novice Extra created as a character. Taking into consideration characters can speak, wear armor and wield weapons, I
ended up with 32 points.
Since an advance is 2 points, and you get 4 advances between Ranks, a multiple of 8 sounds perfectly the way to go, and 32 really felt in the average
beasts from the Bestiary.
RACE
To speed up the creation process, you can use one of the proposed templates in the Companion Racial Templates table on next page.
Each template costs exactly the sum of the abilities it encompasses. You find most of them in Savage Worlds’ Bestiary.
Feel free to create your own Companion Racial Templates for races that are not represented here but exist in your setting.
SUMMONER’S CIRCLE
If you also use Summoner’s Circle, some Racial Templates are weighted differently for Summons than for Companions.
This is either because Cannot Speak and No Hand Abilities are given by default to every Companion or because some Abilities like Doesn’t Breathe
or Immune to Poison, do matter much more for a Companion than for a Summon.
SIZE
Select the Companion’s Size between –3 and +3.
Note the cost for Size –3 is not an error, as Very Small Scale is very effective against most opponents (Normal Scale), since it provides +4 to hit and –
4 to be hit.
COMPANION SIZE
SIZE VALUE NOTES
Size -3 7 This means –3 to Toughness and Very Small scale. Usually has d4–3 Strength.
Size -2 3 This means –2 to Toughness and Small scale. Usually has d4–2 to d4–1 Strength.
Size -1 -1 This means –1 to Toughness and Normal scale. Usually has Strength d4 to d6.
Size 0 0 Counts as Normal scale. Usually has Strength between d6 and d12.
Size 1 1 This means +1 to Toughness and Normal scale. Usually has Strength d8 to d12+1.
Size 2 2 This means +2 to Toughness and Normal scale. Usually has Strength d10 to d12+2.
Size 3 3 This means +3 to Toughness and Normal scale. Usually has Strength d12 to d12+3.
ATTRIBUTES
For each of the five attributes, choose at which die step that Companion starts. Then you can add some Attribute Penalty or Animal Intellect on top.
COMPANION ATTRIBUTES
VALUE ABILITY
Get one attribute at d4–3.
-5
Attribute maximum is d6.
Get one attribute at d4–2.
-3
Attribute maximum is d8.
Get one attribute at d4–1.
-2
Attribute maximum is d10.
Get one attribute at d4.
0
Attribute maximum is d12.
Get one attribute at d6.
2
Attribute maximum is d12+1.
Get one attribute at d8.
4
Attribute maximum is d12+2.
Get one attribute at d10.
6
Attribute maximum is d12+3.
Get one attribute at d12.
8
Attribute maximum is d12+4.
-1 Animal Intelligence (1): The Companion’s Smarts counts as Animal Intelligence, that is relative to the animal world, not human world.
Attribute Penalty (1/attribute): Pick an attribute. This attribute rolls are made at –1.
-2
Instead for –3 points, this attribute rolls are made at –2. Only once per attribute.
SKILLS
Companions start with no Skill, not even Core Skills (which are meant for human-like characters).
Buy every skill following the Companion Skills table below (which works like Character Creation and Advances). In addition, you can select
bonuses or penalties to skill rolls.
COMPANION SKILLS
VALUE ABILITY
1 Start one Skill at d4.
1 Increase one skill one die step up its linked attribute.
2 Increase one skill one die step above its linked attribute.
Casual Skill Bonus (1/skill): The Companion receives a +1 bonus when using a particular skill (except frequently used skills like
Athletics, Fighting, Shooting, Persuasion, and Arcane Skills).
Instead, still for 1 point, bonus is +2 but only in specific situations (e.g. in wilderness, at night, against human foes...).
1+
Instead for 2 points, bonus is +2 to every situation.
COMPANION’S AGE
Young, Very Young and Elderly Hindrance change how many attributes and skills a character starts with. There is no such limit with Companions.
Don’t use those Hindrances. Simply take Attribute Penalties, less attribute scores, more skills... Design it the way you want it to be!
COMMUNICATION
COMPANION COMMUNICATION
VALUE ABILITY
Can’t speak: This is the default for all Companions. Either they can’t speak at all or they speak in a language of their own which is
0
totally forgotten. They won’t understand any sapient being, their master, or his group.
Lost Language: The Companion only speaks in an ancient language (or from a distant land) and doesn’t understand any other language.
1
Rare characters who know that language can communicate with the Companion.
Common Language: The Companion understands and speaks one common language, known by large groups of people. Any character
2
who knows this language can communicate with the Companion.
Polyglot: The Companion knows and understands all languages, living, ancient or forgotten, but might still struggle with slang or dialect,
4
as per speak language (non raise effect).
PERCEPTION
Pick the Companion senses. The abilities below usually do not stack. You can’t pick more than one, except when it makes sense. For example, Flair
with Low Light Vision, Magic Sight with Diurnal Vision (or Dark Sight).
NATURAL WEAPONS
Most creatures have between one and three natural melee weapons and some have one breath or one ranged weapon.
Start with melee weapons. For each one, define its type (see Companion Melee Weapons table) and optionally upgrade it (see Companion Melee
Options table). All melee attacks count as Natural Weapons (see Savage Worlds) except Prehensile Hands.
Next, optionally, proceed with natural ranged weapons (see Companion Ranged Weapons table) and ranged options (see Companion Breathes
Options and Companion Ranged Options tables).
COMBAT ABILITIES
COMPANION COMBAT ABILITIES
VALUE ABILITY
Additional Action (1): The Companion has incredible reflexes or extra limbs and perform multi-actions per turn. Reduce Multi-Action
3
penalties by 2 each turn.
Armor (3): The Companion has a thick hide, scales or some sort of plating. It gets Armor +2 (up to +6). It covers everywhere but eyes,
1+
mouth, and similar areas (typically –6 for Called Shots).
Constrictor (1): The Companion gains +2 to Grapple Athletics rolls (does not stack with Tentacles bonus) and +2 to Strength rolls to
2
succeed Crushing (not to damage).
-1 Frail (2): The Companion has birdlike bones, is slim, or somehow fragile. Toughness –1.
Grab (1): On a raise on any Fighting attack, the Companion can choose to perform a free Grapple attempt instead of dealing bonus
2
damage.
2 Hardy (1): Suffering Shaken when already Shaken does not result into a Wound.
4 Immunity (1): Immune to one type (Trapping) of damage.
Outfittable (1): Can be equipped with armor and carry backpack or other things.
1
To wield weapons see Prehensile Hands weapon ability.
2 Pain Resistance (1): Ignore 1 point of Wound penalties.
1+ Parry (3): Thanks to extra limbs, natural reflexes, or danger sense... the Companion gets Parry +1.
-1+ Poor Parry (3): Due to being slow, clumsy, or having weak defenses... the Companion suffers Parry –1. Can’t go below Parry 2.
Push (1): When performing Push maneuvers, targets are moved 1d6” (2d6” on raise), instead of 1” (2” on raise).
2+
Add +1 to also gain a free Push maneuver when a Companion’s attack hits with a raise, instead of dealing bonus damage.
2 Quick Recovery (1): The Companion gets +2 to rolls to recover from Shaken.
1+ Toughness (3): Thanks to its rock-like body, fiber tissue, or similar... the Companion gains Toughness +1.
Webbing (1): For an action, the Companion rolls Shooting to spit sticky webs into a Small Blast Template up to 6”. Victims are
3
Entangled, Bound with a raise. Webs have Hardness 5.
MOVEMENT
Choose how the Companion moves. First pick how fast they move on the ground, then you can pick options for extra forms of movement.
If the Companion can’t walk at all (like a Shark), assume the standard Pace 6.
However Poisonous Touch Ability really felt too strong (1 point, i.e. half an Edge, Poison applied on touch). I replaced it with Poison Ability from
Summoner’s Circle (4 points, Poison applied on Shaken and Wounds).
For many abilities, I added options or upgrades to allow for higher Companion variations. Lot of abilities are heavily inspired by Summoner’s Circle
abilities and Savage Worlds’ Bestiary.
MISCELLANEOUS ABILITIES
“Lot of interesting things here! What about a Celestial gargoyle pet with Alternate Form to become a perfectly still statue? Or a Will-O-Wisp ever
shining blue with Living Torch?
“Innate Power can be fun too: an octopus spiting ink clouds of darkness; a dryad growing entangling vines, psionic entity using mind link or mind
reading...”
Don’t forget to buy the Focus skill. You can also buy Power Points and Rapid Recharge Edges.
Living Torch (1): Whether made of fire, born of pure light, being a firefly, or equipped with glowing crystals, the Companion
spreads light in a Large Blast Template around itself or in a Cone emanating from it.
1+
Add +1 and the Companion can switch the light on and off for a free action.
1 No Vital Organs (1): Companion ignores increased damage from Called Shots aimed at vitals.
Regeneration (1): Can roll for natural healing once per day.
2+
Add +1 to also be able to regenerate permanent injuries, once per week, if only after all other Wounds are gone.
Requires Repair (1): The Companion has no natural healing. Wounds require a Repair roll to fix. Remove one Wound on success,
-1
two on a raise. Each attempt takes one hour per current Wound level and ignores the “Golden Hour” rule.
Requires Magical Healing (1): Wounds can’t be treated by the Healing skill. Magical healing like healing Power is required. Natural
-1
healing works as normal.
Sleep Reduction (1): Companion sleeps half less as average humans do.
1+ Instead for 2 points, ability becomes Doesn’t Sleep and Companion doesn’t need to sleep at all.
ADVANCES
Unlike Savage Worlds’ Beast Master’s pets, Companions gain advances (see Allies & Advancement in Savage Worlds).
When improving attributes, d4–3 changes into d4–2, d4–2 increases to d4–1, and d4–1 becomes d4.
In addition to standard advancement options, Companion can spend any Advance to gain two Companion Abilities points. This represents the
Companion growing up or racial abilities being revealed or strengthened by time.
Use those points to acquire or improve Weapons, Combat, Movement, and Perception Abilities (you can’t pick Communication or Miscellaneous, and
if you want Attributes, Skills, or Edges, simply use the regular advances, not Companion Abilities).
To improve an Ability, simply spend the cost difference. You can choose to save the points for later.
Once per Rank, you can also increase the Companion Size by one by spending one Companion Ability point.
For example, a young drake couldn’t breath, but as time passes, using two Advances, it now can Fire Breath (3 points for Breath, +1 for Fiery). An
alligator could grow up one Size and have its skin thicken (Armor). However, it wouldn’t make sense to let a serpent turn a Poison into a Venom,
become Outfittable or develop some Leaper ability.
DEATH
A Companion is a very special ally. Losing it makes the character and the player very sad.
An Incapacitated Companion doesn’t mean it is dead: it can be simply injured or otherwise out of the fight. Let them Bleed Out and take Injuries.
Based on the Companion abilities, you might also interpret death as temporary unavailable.
First, you can replace the pet with a pet one Size larger from the bestiary. This is very strong. Going from a dog to a lion would be worth more than
20 points of Companion Abilities (10 advances). However, a master would rather avoid having to change companion. That is why I choose to the
Companions to Advance on their own.
Second, you can Increase one of the pet’s Traits one die type, once per pet. It is a weak option where the master sacrifice his Advance for his pet to
gain one instead. I replaced this with the Mutual Understanding Edge.
Last is the option, available at Heroic Rank, to let the pet become a Wildcard. This has two benefits: three Wounds, that is, the pet is able to survive
hits before risking to be lost entirely; and the Wild Die, that is, the pet is more efficient at skill rolls. It is a very strong option, yet available very
late. I replaced it with Companion Resilience Edge: the pet gradually turns into a Wild Card, starting with the most important, survival, and gaining
their Wild Die at Heroic Rank.
Otherworldly? Pretend it is locked out until selfrecovery. Ethereal spirit? Pretend it has lost connection to the real world for some days. Regeneration?
Let it regenerate back to life over time. Shared Life? Let the hero drain its Companion damage upon himself. Mechanical Construct? It will need to
buy new pieces and take days repairing it. Nature linked Animal? Some dryad snatch the Companion away to restore it. Alternatively, take the
opportunity to run a small Savage Tale: fetch a competent healer, an exceptional healing brew, components to perform a ritual...
COMPANIONS IN PLAY
ALLOWED COMPANIONS
Of all options presented here, some might fit your setting, some might not. Maybe, Demons and Celestial do not exist in the world or there is no such
thing as other planes or other dimensions. As a GM, you are free to keep or exclude anything you want from this book. It’s your game!
Besides, be aware some options can break a campaign. For example, having an ethereal Companion going through walls at will, might be hard for you
to manage a spy and investigation campaign, just like having a Rhinoceros rider can be hard to fit in a city or thieves’ guild adventure.
You might also feel some options are too strong or too weak. Discuss with your players, what interesting story they want to build, what you or they
can change or adapt from their character and story to keep things interesting without turning the adventure trivial or impossible.
The ability to create custom Companions using creation points brings a lot of flexibility, but can also break some limits. Once again if you don’t feel
comfortable with the player’s choice, talk to them. However, you can always challenge this character’s and his companion’s weaknesses instead of
trying to match their strengths.
Make sure the character’s story is interesting, offers hooks into your adventure, and fits the setting.
By default, Companions can’t talk. It doesn’t mean no communication. Given time and training, a lot can be done, but not everything.
ANIMAL INTELLIGENCE
If they are of Animal Intelligence, they are driven by guts feelings, instincts, and loyalty. The hero certainly taught his Companion to come to him
when waving his hand or whistling a certain way. The Companion instincts might tell him to howl when unknown person come close to where the
hero rests. The master can teach his Companion to aack when he screams “Bite!”. The pet can learn to sneak when its master crouches and goes
silent. It is much more difficult to teach the animal how to disarm an enemy, pick the weapon from the ground, and drag it away.
Encourage your player to describe a few tricks his character taught his Companion. Outside of those tricks, complex tasks are difficult. Barking when
the guy with the red hat walks in? Sneakingly go around and cut the enemy’s escape? Delivering a scroll to the nearest garrison? The animal will
probably never understand such orders.
CAN’T SPEAK
If they have standard intelligence, they can watch, analyze, decide and learn. If the master is a fighter, a Companion understands a sword is a threat. It
can see its master’s face and guess he is worried or in pain. It can recognize a wink meaning “all is ok” or understand how serious his wounds are and
that assistance is required.
However, it might not have the society knowledge to understand concepts like treachery, sarcasm, gallantry, heraldry, laws, noble ranks... Its
background tells what the Companion knows and what it doesn’t.
TALKING TO ANIMALS
Fuzzy Talk boon or Shared Mind Edge allows to speak with animals. However, it is still limited by their understanding. Yet, while they won’t
understand the concept of wedding, they do understand mating. They don’t understand who Bunko the Orc Leader is, they do understand predator,
prey, danger, attacking and fleeing.
FULL COMMUNICATION
If they Companion has a standard intelligence and can speak to the hero (Fuzzy Talk boon, Shared Mind Edge, or Companion Abilities),
communication is way easier. Given time, lot of things can be explained and learned.
Understanding is still limited to the Companion’s world. A water elemental might not understand the concept of love or breeding. While Angels and
Demons might know a lot about the human worlds, they might not understand simple maers, traditions or jokes.
COMPANION ACTIONS
Like any ally, Companions can do actions outside or during combat. However, depending on their nature, they might not be able to do everything a
human character could do.
COMPANION SKILLS
Most Companions can use physical skills like Athletics, Stealth and Fighting. They can also use perception skills like Notice.
Animals rarely attempt actions outside of their skills set. They also might be limited in what they can do within a given skill. For example, they can
use Survival to track a prey, identify a path is too slippery to use, or the weather is about to change, but they won’t start a fire or set up traps.
Most animals will have access to Intimidation. Taunts is also an option for smart animals like monkeys.
With standard intelligence and the ability to speak or read, they have access to Social and Knowledge skills. With prehensile hands they can take
manipulation or technology skills like thievery or repair.
They gladly help friends or distract enemies. An animal can bite the opponent’s ankle, bark freakingly, jump on the enemy’s back… An air elemental
can blow dust into the opponent’s eyes, buzz at their ear. Many beasts and demons have Intimidation. Smart ones have Taunt, yet if they can’t speak,
they will do with gestures and mimics.
You don’t need to resolve everything as Tests. You can also use Support: see Support vs Test in Savage Worlds.
With a ferocious Companion, the master can be the one helping with Tests and Supports. This makes for Social Edges like Rabble-Rouser or Work the
Room, interesting for a master hero. Leadership Edges also apply to the Companion, since they are allies and Extra, but requires training with
animals.
ARCANE SKILLS
Companion can have access to Arcane Skills. Either by taking the Arcane Backgrounds edges or with Innate Power ability.
Sure, they can activate Powers. They can also use those skills for Tests and Supports. If they share the same Arcane Background than their master they
can Support their master Power activation, Tests or rituals.
When failing is important, e.g. for Power activation or when used as Support, remember to use Extra and Critical Failures from Savage Worlds.
COMPANION INITIATIVE
Companions, as allies, act on their master’s Action Card. The bonus from a Joker applies to both hero and his Companion(s). So, Edges like Tactician,
Quick, Level Headed, and the Hesitant Hindrance are interesting for the master character. A Companion learning such Edges would have no effect.
WHO IS IN CHARGE?
Companions, as allies, are played by the players, not the Game Master.
Usually the one playing the master character handles it. It might lead to situations where this feels like speaking to oneself, since he plays both the
Master and the Companion. If the group agrees, let a different player handle the Companion.
RIDING A COMPANION
???
CARRYING A COMPANION
If the hero wants to carry his Companion for long distance, follow the guidelines proposed in Riding a Companion (see page 20), where the master
is the mount and the Companion the rider. That is:
a hero can carry a Companion no more than 10% of her own weight.
or:
A Size –1 half-folk, can carry a Size –2 Companion when sporting at least Strength d6, otherwise he can only carry a Size –3.
A Size 0 human of Strength d8+, can carry a Size –1 Companion, peaceful set in a backpack. Master would need to be Size +1 if he
doesn’t have such Strength.
A Size 0 human of Strength d6 or below, can only carry up to a Size –2 Companion.
Master would need to be Size +2 and Strength d12, to carry a Size 0 Companion.
SAVAGE WORLDS’ ENCUMBRANCE
Following Encumbrance in Savage Worlds, a Strength d12 horse would barely carry a 100 lbs (50 kg) rider. To be more realistic, we have to
assume being four-legged would double the weight one can carry (so our horse can carry 200 lbs with ease).
However, the table transitions badly above Strength d12 (+20 lbs per +1). This means, you need Strength d12+20 to carry a Size 1 500 lbs large orc!
But, a 30,000 pounds dragon (Size 8, Strength d12+8) should be able to carry at least half a dozen large orcs!
That is why the Mount/Rider guidelines above do not follow the Savage Worlds Encumbrance rules.
In settings where this is mostly accessible to experienced heroes, you can let them ride flying mounts with a penalty of –4 and the following Fly Rider
Edge.
However, if flying mounts are pretty common (entire races or communities using giant flyers), rather use Skill Specialization from Savage Worlds.
FLY RIDER
REQUIREMENTS: Veteran, Riding d8+, Survival d6+
The rider understands the effect of winds and currents, how to avoid falling from the mount, and all tricks you can do on a flying mount.
However, as a GM, you can apply a different Trapping for the Sidekick, and so allow it to be some kind of Companion. In that case, design the
Sidekick following Making Companions rules (see page 9), except the Sidekick Companion starts as a Wildcard instead of Extra and gets two
Bennies at each session start.
Be aware that this use of the Sidekick Edge is quite stronger than going with the Companion Edge. Sidekick Edge compares to Companion Edge with
Companion Resilience and Kin Bond Edges. Sidekick Edge requires Legendary Rank, does not take Spirit as requirement and is more focused than its
Companion Edge counterpart.
However, Companion Edge is available from Novice Rank, allowing for the Companion to share its master adventures all long, as well as also
providing a Companion Boon.
If Born a Hero is enabled in the setting, Sidekick Edge is available directly from character creation. Hence using Sidekick for a Companion might
shadow the Companion Edge.
The GM should always have the final word about which Edge can be used, at which Rank, and what for.
FOLLOWERS
The Followers Legendary Edge provides the hero with multiple Extra following him. They are not intended to be purely loyal and very tied to the
character. They can represent mercenaries or employees.
One can also apply Trapping to this Edge and use it to provide multiple Extra Companions at once. However, I strongly advise against it: some
Companion Edge options and Shared Edges can become extremely strong with lots of Companions.
So, you can let the player create Followers like Companions (refer to Making Companions, page 9). Yet, do not count Followers as Companions for
Shared Mind, Shared Magic, Shared Senses and Shared Life Edges.
NON FANTASY?
You can still use this book for non fantasy setting. It’s most probably missing racial templates or abilities specific to other settings like, e.g. firearms.
ANYTHING MISSING?
There is no way I could cover everything possible. Feel free to use this as a base to build whatever else you need. Often you only need to rename, or
slightly change, existing abilities or Innate Powers. However, more doesn’t always mean better. Whenever you can, use what already exists and
rename it.
SAMPLE CHARACTERS
GER’DAN AND MA’HUR
“So. What would you play?”
“Let’s try a hunter with a predator pet. In the Northern Forests. A shaman from the Velkmirs, the Snow Leopard Tribe. Ma’hur is his Spirit Totem,
from the Silent Dream. It gain substance and enter the Flesh World.”
“Ok, good start. Why did he leave his tribe?”
“He was betrayed. He loved a girl from another tribe. When his clan killed her. Now he hunts for survival and kills them for vengeance.”
Φ GER’DAN
Race: Human; Advances: 4; Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Faith d8, Fighting d8, Notice d6, Persuasion d4, Stealth d8, Survival d4
Pace: 6; Parry: 6; Toughness: 7(2)
Hindrances: Bloodthirsty, Enemy (Minor — the Velkmirs), Vengeful (Minor)
Edges: Arcane Background (Miracles), Assassin, Companion (Physical Form), Extraction, Shared Senses, Kin Bond (spirits)
Gear: hand axes (Str+d6), javelins (Str+d6, 5/10/20), thick hide jacket and pants (+2)
Powers: Boost/lower Trait (Limitation: boost only, transform body parts), darksight (feline eyes), shape change (morph into felines). Power Points:
10
Ger’dan is useful in group as a scout. He has good Stealth, shape change, darksight and ability to see through Ma’hur’s eyes. He also doubles as a
reckless fighter, engaging by surprise, flanked by Ma’hur in cat’s form.
MA’HUR
Race: Spirit — Snow Leopard Totem; Advances: 4; Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d4, Stealth d8
Pace: 8; Parry: 5; Toughness: 5
Edges: Ambidextrous, Two-Fisted
Special Abilities:
Bite/Claws: Str+d4
Ethereal
Infravision
Speed: Running die d8
Ma’hur can make a good spy, ethereal and unseen, but he can’t communicate well with its master.
CREATING MA’HUR
Race: Ethereal (+10)
Size: +0 (+0)
Attributes: Agility d8 (+4), Smarts d4 (+0), Spirit d4 (+0), Strength d6 (+2), Vigor d6 (+2)
Skills: Athletics d6 (+2), Fighting d6 (+2), Notice d4 (+1), Stealth d8 (+3)
Perception: Low Light Vision (+1)
Communication: Can’t speak (+0)
Movement: Pace 8 (d8) (+2)
Weapons: Claws (+2), Bite (+1)
Advances: 1.Ambidextrous 2.Two-Fisted 3.Spirit 4.Fighting & Stealth
“Oh. Somewhere in the Lost Valley of Kaladur, the Dragons’ Cradle? Where, 300 years ago, King Veldork the Greedy funded the Scales Slayers and
declared dragons to be killed on sight.”
“Yes. Shinzu is a pacifist, adept of Galah, Goddess of Nature and Life, he would never kill a soul. Old and wise, he retired in the mountains far from
this war.
One day, he stumbled upon a dragon egg. He hatched it. Against all odds, Sssra’von, a fae drakeling, was born. The Dragons went to Shinzu and
bowed in respect. The Scales Slayers will be happy to find him!”
Φ SHINZU
Race: Human; Advances: 4; Rank: Seasoned
Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Fighting d4, Faith d8, Healing d8, Notice d6, Occult d6, Persuasion d8, Stealth d4, Survival d10
Pace: 5; Parry: 5 (with staff); Toughness: 5
Hindrances: Elderly, Pacifist (Major)
Edges: Arcane Background (Miracles), Companion (Kin Master—dragonkin), Healer, New Powers (Seasoned), Power Points, Shared Magic
Gear: Staff (Str+d4, Parry +1, Reach 1), Healing Kit
Powers: Healing (prayers), protection (natural vitality, always cast with Toughness modifier), relief (mediation), burrow (merge with earth),
sloth/speed (Limitation: speed only). Power Points: 15
Shinzu plays like your typical group healer, with a serious Healing skill, as well as healing and relief Powers. His protection and speed Powers can
strongly benefit the group too. His relation with dragons, his Survival and Persuasion skills can save the day.
SSSRA’VON
Race: Fae Drakeling; Advances: 4; Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4–2, Vigor d6
Skills: Athletics d6, Fighting d4, Focus d8, Intimidation d6, Notice d6, Stealth d6
Pace: 6; Parry: 4; Toughness: 6(4)
Edges: —
Special Abilities:
Scales: Armor +4
Bite/Claws: Str+d4
Slumber Breath: Athletics roll to fire a cone for 2d6 damage, AP 2, always nonlethal, can be Evaded, usable at will, but takes full round
to fire.
Powers: confusion; Power Points: 15. Sssra’von sings softly in direction of the target.
Flight: Pace 12 (d10)
Size –3
Sssra’von adds a bit of Intimidation and confusion to the lot. It is not old enough for its bite and claws to pose a serious threat, but its breath can still
take a few weak opponents by surprise. Shared Magic ensures speed, protection, and safety with burrow on both Shinzu and his pet dragon.
CREATING SSSRA’VON
Race: Dragon (no Companion Racial Template)
Size: -3 (+7)
Attributes: Agility d6 (+2), Smarts d6 (+2), Spirit d8 (+4), Strength d4–2 (–3), Vigor d4 (+0)
Skills: Athletics d6 (+2), Fighting d4 (+1), Focus d6 (+2), Intimidation d4 (+1), Notice d4 (+1), Stealth d4 (+1)
Perception: Diurnal Vision (+0)
Communication: Can’t speak (+0)
Movement: Pace 6 (+0), Flight Pace 12 (+4)
Weapons: Claws (+2), Breath with AP 2 & nonlethal (+3)
Combat: Armor +2 (+1)
Miscellaneous: Innate Power (+2)
Advances: 1.Companion Abilities (Armor +2, Bite) 2.Intimidation & Focus 3.Notice & Stealth 4.Vigor
“No, let’s do a Gorilla! From the Jungles of Kamdu. And the rider is a young lunatic girl. The place is full of dangers. The Kaolis, the village
elders, warned her, yet she never listens.”
“After yet another rebuke, she silently fled her village, only to fall onto a band of gorillas with babies to protect. The Alpha charged at her.
Tombaku, a female ape with no babe, recognized in Ayga, a baby of those Walk-with-no-fur, and intercepted the Alpha, saving her life. The band
cast her away.
Together, they stride the jungle, Ayga sit on Tombaku’s back, looking for places nobody ever seen before, foraging for food and treasures.”
Φ AYGA
Race: Human; Advances: 4; Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d4, Notice d6, Persuasion d4, Riding d6, Stealth d6, Survival d8
Pace: 6; Parry: 4; Toughness: 6(1)
Hindrances: Curious, Stubborn, Young (Minor)
Edges: Brave, Companion (Wild Ride), Luck, Scavenger, Kin Bond (Animals), Woodsman
Gear: Bone knife (Str+d4), Sling (Str+d4), Fur rags (+1)
Ayga gladly engages in any adventure which sparks her curiosity, especially explorations. She acts as a scout and woodsman. She collects whatever
she might find useful to save the day.
TOMBAKU
Race: Gorilla; Advances: 4; Rank: Seasoned
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidation d8, Notice d4
Pace: 8; Parry: 6; Toughness: 9
Edges: Brawler, Iron Jaw, Rabble-rouser (roar)
Hindrances: Heroic
Special Abilities:
Animal: Animal Intelligence and Subject to the beast friend Power.
Punch: Str+d4. Natural Weapon.
Speed: d8 running die.
Long arms: Reach 1.
Size +2.
Tombaku tries to peel opponents away with Intimidation, roars, and Pushes. Ayga has plenty of Bennies to use to ensure success when it maers
and to watch after Tombaku.
CREATING TOMBAKU
Race: Animal (–2)
Size: +2 (+2)
Attributes: Agility d6 (+2), Smarts d6 (+2), Spirit d8 (+4), Strength d12 (+8), Vigor d8 (+4)
Skills: Athletics d6 (+2), Fighting d6 (+2), Intimidation d6 (+2), Notice d6 (+2)
Hindrances: Heroic (–2)
Edges: Rabble-rouser (+2)
Perception: Diurnal Vision (+0)
Communication: Can’t speak (+0)
Movement: Pace 8, d8 running die (+2)
Weapons: Punch Str+d4 (+1)
Combat: Reach 1 (+1)
Advances: 1.Brawler 2.Agility 3.Fighting & Intimidation 4.Iron Jaw
“Oh, yeah, let’s do a citizen of Gendalis, the trade city on the Lumar Ocean.”
“He was an average student at the Tower of Deera, jealous of more successful kids who were mocking him, until he found the Book of Secrets. He
summoned Demons and requested knowledge and power. They asked for a finger in exchange and took his arm.
Now with Balok they stalk former students of Deera. Who is mocking me, now?”
Φ ZOTARR
Race: Human; Advances: 4; Rank: Seasoned
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d4, Language (Dark Tongue) d6, Notice d4, Occult d6, Persuasion d4, Research d8,
Spellcasting d8, Stealth d4, Intimidation d8
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Jealous (Minor), Mean, One Arm, Vengeful (Minor)
Edges: Arcane Background (Magic), Arcane Battery, Companion (Ancient Knowledge), New Powers (Seasoned), Scholar (Occult)
Powers: Arcane protection, bolt (Limitation: Touch, heart attack), lower Trait (Limitation: lower only, wither), disguise (Limitation: Self, morph
flesh), dispel. Power Points: 10
Zotarr plays as a debilitating mage. If he ever joins a group, they will appreciate his knowledge and Research skills, as well as the disguise Power,
and a convincing Intimidation.
BALOK
Race: Demon — Imp; Advances: 4; Rank: Seasoned
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Notice d8, Occult d6, Stealth d6, Taunt d4
Pace: 6; Parry: 5; Toughness: 4
Hindrance: Bloodthirsty
Edges: —
Special Abilities:
Alternate Form: Balok morphs into Zotarr lost arm and attach himself to his shoulder.
Ancient Knowledge: Shares stun (paralysis), damage field (blood drain) with Zotarr.
Arcane Battery: Stores 5 Power Points for Zotarr.
Claws: Str+d4, AP 2.
Dark Sight: Ignores all Illumination penalties.
Demon: Extraplanar, Immune to Disease, Immune to Poison, Quick Recovery, Supernaturally Evil.
Dependency: Must watch people suffer from Pain once per day. Whoever Zotarr tortures, himself or a poor victim, doesn’t matter to
Balok.
Doesn’t Sleep
Fear: First sight of Balok requires a Fear check.
Lost Language: Dark Tongue.
Size –2.
Balok is a very good guard: he never sleeps and perfectly sees in darkness. Aached as Zotarr’s arm, he can watch its master’s back from an eye in
middle of its palm. While not very powerful, he scares enemy away and like to strike them by surprise.
CREATING BALOK
Race: Demon (+2).
Size: –2 (+3)
Attributes: Agility d4 (+0), Smarts d8 (+4), Spirit d6 (+2), Strength d4 (+0), Vigor d8 (+4)
Skills: Athletics d4 (+1), Common Knowledge d4 (+1), Fighting d4 (+1), Notice d4 (+1), Occult d6 (+2), Stealth d4 (+1), Taunt d4 (+1)
Hindrances: Bloodthirsty (–2)
Perception: Dark Sight (+2)
Communication: Lost Language (+1)
Movement: Pace 6 (+0)
Weapons: Claws with AP 2 (+3)
Miscellaneous: Alternate Form (+2), Dependency (–2), Doesn’t sleep (+2), Fear (+3)
Advances: 1.Agility 2.Fighting & Notice 3.Notice & Stealth 4.Agility
VEGNAR AND CRUMBLES
“Wait! Even better: a Necromancer!”
“There is no such thing in our setting. But it could exist in Drakonheim, where the Grey Society rose to fight along side humans against the Goblin
Horde.”
“He would dream of leading an army of perfect soldiers, easy to control, easy to obey, easy to replace. Like a mad scientist in a laboratory, he
created a servant of flesh. Crumbles is far from the perfect soldier but it is an efficient acolyte.
With the ongoing war, the goblins will give him loads of opportunities to test and improve his creation!”
Φ VEGNAR
Race: Human; Advances: 4; Rank: Seasoned
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d4, Bale d6, Common Knowledge d4, Fighting d6, Intimidation d8, Notice d6, Persuasion d4, Spellcasting d8, Stealth d4
Pace: 6; Parry: 6 (with spear); Toughness: 7(2)
Hindrances: Obligation (Minor — The Grey Society), Overconfident, Driven (Minor — leading an army of perfect soldiers)
Edges: Arcane Background (Magic), Command, Companion (Arcane Beacon), Companion Resilience, Hold the line!, Shared Life
Gear: Full Cuir Bouilli and Helm (+2), Spear (Str+d6,
Reach 1, Parry +1)
Powers: Blind (eyelids meld), fear (scream), summon ally (assembles body parts). Power points: 10
If a group would accept Vegnar oddities, they would find out he is a good leader. He strengthens the party with well-placed orders on the battlefield,
a bit of intimidation and powerful tactical spells.
CRUMBLES
Race: Ghoul; Advances: 4; Rank: Seasoned
Attributes: Agility d4, Smarts d6, Spirit d4, Strength d8, Vigor d8
Skills: Athletics d4, Fighting d8, Notice d6, Spellcasting d6
Pace: 5; Parry: 6; Toughness: 9
Edges: Brawny, Fast Healer
Special Abilities:
Bite/Claws: Str+d4
Undead: Doesn’t Breathe, Doesn’t Eat, Immune to Disease, Immune to Poison, No Vital Organs, Pain Resistance, Quick Recovery,
Supernaturally Evil, Toughness +2
Low light vision
Reduced Pace: d4 running die
Regeneration
Resilient: from Vegnar’s Companion Resilience.
Size +1
Crumbles Supports its master spellcasting the best it can. He also insures his master’s spells count, defending him against foes or taking pain and
fatigue away from him.
CREATING CRUMBLES
Race: Undead (+11)
Size: +0 (+0), Brawny Edge pushes it up to +1.
Attributes: Agility d4 (+0), Smarts d6 (+2), Spirit d4 (+0), Strength d6 (+2), Vigor d8 (+4)
Skills: Athletics d4 (+1), Fighting d6 (+3), Notice d4 (+1), Spellcasting d4 (+1)
Edges: Brawny (+2)
Perception: Low Light Vision (+1)
Communication: Can’t speak (+0)
Movement: Pace 5 (–1)
Weapons: Bite (+1), Claws (+2)
Miscellaneous: Regeneration (+2)
Advances: 1.Strength 2.Spellcasting & Notice 3.Fighting 4. Fast Healer
“What do you mean? Build, like with actual tools and materials?”
“Meet Tiffany Shernock, born in the gnomish city of Copperlead. Her friends call her Tiffy.”
“Exactly. Her parents were killed when she was young. She swore to find their murderers. She tinkered Wheezy, a clockwork owl, to help in her
quest.”
Φ TIFFY
Race: Gnome; Advances: 4; Rank: Seasoned
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Notice d10, Common Knowledge d6, Athletics d4, Healing d4, Persuasion d6, Stealth d4, Fighting d4, Repair d8, Research d8, Science d6
Pace: 6; Parry: 4; Toughness: 5(1)
Hindrances: Driven (Major — find her parents’ murderer), Mild Mannered, Quirk (Minor — feet tapping on the ground)
Edges: Companion (Fuzzy Talk), Investigator, McGyver, Mutual Understanding, Streetwise
Gear: Leather dungarees over a dirty shirt (+1), A pair of tinker glasses.
Special Abilities:
Clever: Gnomes are smarter than humans. They start with d6 Smarts, and Smart maximum is d12+1.
Mutual Understanding: Tiffy improves her Notice from d8 to d10, by replicating the mechanical owl sensors into her favored pair of
glasses.
Small: Gnomes are a rather small race. They are considered Size –1.
Tiffy is a resourceful gnome: keen eyes, sharp mind, investigation, bookworming and tinkering. She is at ease in the streets, she usually quickly
finds the information she needs (except for her parent’s murderers who seem to elude her).
WHEEZY
Race: Automaton — Clockwork Owl; Advances: 4; Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4–2, Vigor d4
Skills: Athletics d8, Fighting d4, Notice d12, Stealth d8
Pace: 6; Parry: 4; Toughness: 4
Edges: Alertness
Special Abilities:
Construct: Doesn’t Breathe, Doesn’t Eat, Immune to Disease, Immune to Poison, Pain Resistance, Quick Recovery, Requires Repair.
Clockwork: Wheezy never sleeps (Doesn’t Sleep), however, someone needs to rewind its mechanism for about one hour, every day
(Dependency).
Flight: Pace 6, d6 running die.
Headlights: Wheezy can switch on a beam of light in a Cone Template emanating from its eyes.
Size –3.
Talons: Str damage, Unarmed Defender.
Tiffy’s Mutual Understanding: Wheezy became more joyful and confident, improving its Spirit from d4 to d6.
Weakness: Electricity.
Wheezy is an excellent scout. She is also always on a watch, alerting Tiffy of possible threats. However, like for her mistress, don’t count on
Wheezy to fight!
WHEEZY’S CREATION
Race: Construct (+8)
Size: –3 (+7)
Attributes: Agility d6 (+2), Smarts d6 (+2), Spirit d4 (+0), Strength d4–2 (–3), Vigor d4 (+0)
Skills: Athletics d6 (+2), Fighting d4 (+1), Notice d12 (+8), Stealth d6 (+2)
Edges: Alertness (+2)
Perception: Diurnal Vision (+0)
Communication: Can’t speak (+0)
Movement: Pace 6 (+0), Flight Pace 6 (+2)
Weapons: default “Fists” Str damage and Unarmed Defender (+0)
Miscellaneous: Dependency (–2), Doesn’t Sleep (+2), Environmental Weakness: Electricity (–1)
Advances: 1.Agility 2.Athletics & Stealth 3.Companion Abilities (Living Torch) 4.Ability
“No, something funnier...Let’s go to Urzarath, the capital of the Desert of Ashes. Meet Raaji! Or rather, Sheikh Raaji, the Great Fakir, the Fire
Walker, and Flame Juggler, as he pleases to announce himself.”
“Raaji used to visit and perform tricks for an old mage. On his deathbed, the old man asked him to take care of his familiar fire sprite, Nahraq.
Over time, they developed a strong affinity with each other.
Now they go from squares to taverns and perform together for something to eat and somewhere to sleep.
Nahraq empowers Raaji’s show! Shall Raaji walk on burning ember, Nahraq protects him from heat! While he juggles wood sticks, Nahraq lights
them up on the fly! And when Raaji tumbles and dances, the sprite performs the fireworks!”
Φ RAAJI
Race: Human; Advances: 4; Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d10, Common Knowledge d4, Fighting d4, Notice d4, Persuasion d8, Performance d8, Stealth d4, Survival d4, Taunt d4, Thievery
d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Can’t swim, Impulsive, Thin Skinned (Minor)
Edges: Acrobat, Attractive, Companion (Elemental Aegis), Extraction, Shared Mind, Work the Room
Gear: Throwing knifes (Str+d4)
At ease among men, Raaji serves as the group’s face and will negotiate for them. He also brings a lot of utility, with Taunt Tests, some Thievery, as
well as Persuasion and Performance Support.
NAHRAQ
Race: Flame Elemental; Advances: 4; Rank: Seasoned
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d4–2, Vigor d6
Skills: Athletics d10, Fighting d6, Focus d6, Notice d4, Performance d6
Pace: 6; Parry: 5; Toughness: 4
Edges: Dodge, Extraction
Special Abilities:
Elemental: Doesn't Breathe, Doesn’t Eat, Immune to Disease, Immune to Poison, No Vital Organs, Pain Resistance, Requires Magical
Healing.
Fiery Spit: Str+d4, 3/6/12, targets can catch fire.
Fiery Touch: Str+d4, targets can catch fire.
Fire Aegis: from Raaji Companion Boon.
Flight: Pace 6, d6 running die.
Immunity to Fire.
Living Torch: Light on Large Blast Template around.
Powers: elemental manipulation, Limitation: Fire only. Power Points: 15.
Size –1.
Nahraq adds to this support role, with fire elemental manipulation, permanent light and Performance tricks of its own. He can also Support his
master’s Performance.
CREATING NAHRAQ
Race: Elemental (+6)
Size: –1 (–1)
Attributes: Agility d10 (+6), Smarts d4 (+0), Spirit d6 (+2), Strength d4–2 (–3), Vigor d4 (+0)
Skills: Athletics d10 (+4), Fighting d6 (+2), Focus d6 (+2), Notice d4 (+1), Performance d6 (+2)
Perception: Diurnal Vision (+0)
Communication: Can’t speak (+0), but Raaji picked Shared Mind.
Movement: Pace 6 (+0), Flight Pace 6 (+2)
Weapons: Punch with fiery touch (+2)
Combat: Immunity to Fire (+4)
Miscellaneous: Living Torch (+1), Innate Power (+2)
Advances: 1.Vigor 2.Extraction 3.Companion Abilities (Fiery Spit) 4.Dodge.
“Psions from the techno-city of Navalorn don’t have familiars, they have personality shards. A part of their subconscious awakes and manifests as a
floating crystal around them.”
So, Kontor is a coward. Every time he sees danger, he flees. To avoid any danger, he would never go outside, and never take any risk. His mentor
decided it had to stop. He went deep into Kontor’s mind to unlock his inner courage into a shard: Brave.
It is now on Kontor’s shoulders, helped by Brave, to face and chase his fears. Once. Forever.”
Φ YANDOR
Race: Human; Advances: 4; Rank: Seasoned
Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d6
Skills: Academics d8, Athletics d4, Common Knowledge d6, Fighting d4, Notice d6, Persuasion d8, Psionics d10, Stealth d4
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Hesitant, Yellow
Edges: Arcane Background (Psionics), Companion (Aura of Courage), Mentalist, Shared Mind, Shared Senses (Imp)
Gear: Staff (Str+d4, Parry +1)
Powers: Beast friend (mental implant, always with Mind Rider on), empathy (aura reading), illusion (mind hallucinations). Power Points: 10
BRAVE
Race: Mind Shard; Advances: 4; Rank: Seasoned
Attributes: Agility d4, Smarts d4 (A), Spirit d8, Strength d4, Vigor d8
Skills: Athletics d4, Fighting d8, Focus d4, Notice d4
Pace: 6; Parry: 6; Toughness: 3
Hindrances: Impulsive
Edges: Danger Sense
Special Abilities:
Fearless: by its nature, Brave is immune to Fear.
Instinctive Thoughts: Brave thinks and behaves by instinct, like animals.
Levitation: Flight, without wing. Pace 6, d10 running die.
Mental Radar: projects telepathic waves to detect walls and beings.
Mind Shard: Doesn’t Breathe, Doesn’t Eat, Immune to Disease, Immune to Poison, No Vital Organs, Pain Resistance, Requires Magical
Healing.
Powers: havoc. Power Points: 15. Telekinetic forces projects opponent away. Always apply the Cone modifier.
Psychic Strike: Str+d4, always nonlethal, if used in a successful Push, victim moves 1” further and suffers –2 to Athletics roll to not fall
prone.
Size –3.
CREATING BRAVE
Race: Elemental (+6)
Size: –3 (+7)
Attributes: Agility d4 (+0), Smarts d4 (+0), Spirit d8 (+4), Strength d4 (+0), Vigor d6 (+2), Animal Intelligence (–1)
Skills: Athletics d4 (+1), Fighting d6 (+3), Focus d4 (+1), Notice d4 (+1)
Hindrances: Impulsive (–2)
Perception: Dark Sight (+2), renamed to fit thematically
Communication: Can’t Speak (+0)
Movement: Pace 6 (+0), Flight Pace 6, no wing (+4)
Weapons: Kick Str+d4 with nonlethal (+0) bonus to push fits thematically being a telekinesis strike.
Miscellaneous: Fearless (+2), Innate Power (+2)
Advances: 1.Vigor 2.Companion Abilities (Flight upgraded to Pace 12) 3.Fighting 4. Danger Sense
“You could also use Otherworldly, releasing the companions from chess pawns.”
“Are we going to visit the Four Seasons Temple in the Fagushi Peaks?”
“Exactly!
Tanaka has successfully passed the Trials of Fall and Spring. She now bears two mystical tattoos, each she can release a guardian spirit of nature.
She wishes to attempt the next trials. However, she is not ready and her temple can’t teach her more. She leaves the peaks for the first time in her
life, to reach distant temples, from other regions, to learn new ways of fighting and new philosophies. She won’t be complete without it.”
Φ TANAKA
Race: Human; Advances: 4; Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d8, Common Knowledge d4, Fighting d10, Notice d6, Occult d4, Persuasion d4, Stealth d4, Survival d6
Pace: 6; Parry: 6 (7 with staff); Toughness: 7(1)
Hindrances: Clueless, Heroic
Edges: Companion (Otherworldly), Martial Warrior, Nerves of Steel, New Companion
Gear: Fists (Str+d6, +2 Fighting rolls), Staff (Parry +1, Reach 1, Str+d4), Leather (+1)
As allies join Tanaka in her quest, they get a good fighter. Her fists strike hard. However, she will use her staff when in need of extra defense or on
the roads. Her heroism won’t let the group down.
Gatsu is a filthy rogue, with great mobility. Its strikes are weak but enough to distract opponents. Its deflection can protect anyone in the group.
CREATING GATSU
Race: Celestial (+2) and Elemental, but without counting Immunity to Disease and Poison twice (+6 and –2)
Size: –1 (–1)
Attributes: Agility d8 (+4), Smarts d6 (+2), Spirit d6 (+2), Strength d4 (+0), Vigor d6 (+2)
Skills: Athletics d8 (+3), Fighting d6 (+2), Focus d4 (+1), Notice d4 (+1), Stealth d4 (+1)
Perception: Diurnal Vision (+0)
Communication: Can’t Speak (+0)
Movement: Flight Pace 12, no wing (+6)
Weapons: Punch Str+d4 (+1)
Miscellaneous: Innate Power (+2)
Advances: 1.Extraction 2.Focus & Notice 3.Fighting & Stealth 4.Dodge
Aikko is the last resort. On high tide, it will jump in battle as a bodyguard. When all is calm, they all will appreciate its healing rain.
CREATING AIKKO
Race: Celestial (+2) and Elemental, but without counting Immunity to Disease and Poison twice (+6 and –2)
Size: –1 (–1)
Attributes: Agility d4 (+0), Smarts d4 (+0), Spirit d6 (+2), Strength d6 (+2), Vigor d8 (+4)
Skills: Athletics d4 (+1), Fighting d8 (+5), Focus d4 (+1), Notice d4 (+1)
Perception: Diurnal Vision (+0)
Communication: Can’t Speak (+0)
Movement: Pace 6 (+0), Amphibious (+2)
Weapons: Punch (+1) with Str+d6 (+1), nonlethal (–1) and Life Drain (+3)
Combat: Push, improved (+3)
Miscellaneous: Innate Power (+2)
Advances: 1.Strength 2.Brawler 3.Companion Abilities (Hardy) 4.Extra Effort
“Yes. Samuel was already at the service of King Martel at Gerald’s birth. When the invaders stomped the castle, Samuel picked Baby Gerald and
fled. The Duke De Belgarde, old friend of Martel, gave them shelter. He claimed Gerald to be his bastard son and named him Guilhem.”
“Nice, I have a great hook for my campaign! Guilhem will want to reclaim his throne.”
Φ GUILHEM DE BELGARDE
Race: Human; Advances: 4; Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d6
Skills: Academics d4, Athletics d6, Battle d4, Common Knowledge d4, Fighting d10, Notice d4, Persuasion d4, Riding d6, Shooting d6, Stealth d4
Pace: 6; Parry: 10(3); Toughness: 8(3, one less on legs)
Hindrances: Code of Honor, Death Wish (Kill the evil king), Secret (Heir of the former king)
Edges: Aristocrat, Common Bond, Companion (Aura of Morale), Counterattack, Strong Willed
Gear: Long Sword (Str+d8), Large Shield (Parry +3), Chainmail Shirt (+3, torso and arms), Chainmail Helm (+3, head), Chainmail Leggings (+3,
legs)
Guilhem is a typical fighter with good offense and defense. His strong will makes him hard to stop, especially with Samuel’s morale support. He
will never do harm to women or children. Samuel is old, and wise, full of knowledge. The preceptor also encourages and assists them wherever he
can.
SAMUEL
Race: Human; Advances: 4; Rank: Seasoned
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Academics d8, Athletics d4, Common Knowledge d8, Fighting d4, Healing d8, Notice d4, Occult d4, Persuasion d8, Riding d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 4
Hindrances: Anemic, Mild Mannered
Edges: Brave, Charismatic, Healer, Reliable
Gear: Dagger (Str+d4)
Special Abilities:
Common Language: Samuel speaks the common language of the region.
Outfittable: Can wear armor.
Prehensile Hands: Str damage, Unarmed Defender but can wield weapons.
CREATING SAMUEL
I designed Samuel to match Character Creation process (core skills, 12 skill points, 5 attributes points). I only used two minor Hindrances (Extra
are not heroes).
Race: Human (no racial template)
Size: 0 (+0)
Attributes: Agility d4 (+0), Smarts d8 (+4), Spirit d6 (+2), Strength d6 (+2), Vigor d6 (+2)
Skills: Academics d8 (+3), Athletics d4 (+1), Common Knowledge d8 (+3), Fighting d4 (+1), Healing d6 (+2), Notice d4 (+1), Occult d4 (+1),
Persuasion d6 (+2), Riding d4 (+1), Stealth d4 (+1)
Hindrances: Anemic (–1), Mild Mannered (–1)
Edges: Brave (+2), Healer (+2)
Weapons: Prehensile Hands (+1)
Perception: Diurnal Vision (+0)
Communication: Common Language (+2)
Movement: Pace 6, d6 running die (+0)
Combat: Outfittable (+1)
Advances: 1.Spirit 2.Charismatic 3.Reliable 4.Persuasion & Healing
“Wait! I have another idea! What about an half-folk slinger shooting from his tall treefolk friend’s shoulders? Or, a dark mage whose own shadow
is in fact a deadly assassin companion?”
“Stop!
We just created ten different characters, maybe it’s now time to pick one and stick with it?
I need to see our friends and help them with their characters too.”
“You are right. Let me think over it next week, pick one, write its background and motivations, and I’ll share them to you by email. Ok?”