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FANTASY COMPANION

Written and developed by Shane Lacy Hensley, Michael Barbeau, Brian Reeves, and
Clint Black
First Edition by Paul “Wiggy” Wade-Williams

This file WILL be updated periodically as we gather feedback from the community, so
we don’t advise printing at this time. Once it’s final and ready to send to the printer,
we’ll let you know and remove this warning.
Community feedback helps us to make the best book we can.

If you notice any errors, please post them on the Pinnacle Forums, linked here.

PLEASE DO NOT DISTRIBUTE


WWW.PEGINC.COM

Savage Worlds, artwork, logos, and the Pinnacle logo are © 2022 Pinnacle Entertainment Group. Savage Worlds,
all associated characters, logos, and artwork are Copyrights of Pinnacle Entertainment Group. All other
trademarks and registered trademarks herein are the property of their respective owners.
Page left blank for ease of double-sided printing
FANTASY COMPANION
Written and developed by Shane Lacy Hensley, Michael Barbeau, Brian Reeves, and
Clint Black
First Edition by Paul “Wiggy” Wade-Williams

This file WILL be updated periodically as we gather feedback from the community, so
we don’t advise printing at this time. Once it’s final and ready to send to the printer,
we’ll let you know and remove this warning.
Community feedback helps us to make the best book we can.

If you notice any errors, please post them on the Pinnacle Forums, linked here.

PLEASE DO NOT DISTRIBUTE


WWW.PEGINC.COM

Savage Worlds, artwork, logos, and the Pinnacle logo are © 2022 Pinnacle Entertainment Group. Savage Worlds,
all associated characters, logos, and artwork are Copyrights of Pinnacle Entertainment Group. All other
trademarks and registered trademarks herein are the property of their respective owners.
CONTENTS

CHARACTERS..........................
CHARACTERS .......................... 5 Background Edges...................................31
What’s In This Book?................................5 Ancestral Edges.......................................31
Savage Pathfinder......................................6 Combat Edges..........................................33
Ancestries...................................................6 Power Edges.............................................35
Names.........................................................7 The Wizard Edge.....................................35
Cultural Packages......................................7 Professional Edges...................................38
Aquarians.................................................10 Social Edges..............................................40
Avions.......................................................10 Weird Edges.............................................40
Celestials...................................................11 Legendary Edges......................................41
Centaurs....................................................11 GEAR......................................... 43
GEAR
Dwarves....................................................12 Gear...........................................................43
DragonFolk..............................................12 Currency...................................................46
Elemental Scions......................................13 Masterwork Items....................................47
Elves..........................................................14 Special Materials......................................48
Fairies........................................................15 Poisons......................................................49
Gnomes.....................................................15 Barbed / Toothed Weapons................52
Goblins......................................................16 Strongholds..............................................57
Golems......................................................16 Strongholds & Campaigns.....................59
Graveborn.................................................17 Acquisition...............................................60
Half-Elves.................................................18 Maintenance.............................................60
Half-Folk...................................................18 Encounters................................................63
Half-Giants...............................................19 Example Stronghold: The Clocktower..64
Half-Orcs..................................................19 Medieval Castles......................................65
Humans.....................................................20 Sieges.........................................................66
Infernals....................................................20 Traps..........................................................67
Insectoids..................................................21 Confined Spaces......................................69
Minotaurs.................................................21 New Rules.................................................71
Mouselings...............................................22 Limited Actions.......................................71
Ogres.........................................................23 Desperate Attack......................................71
Orcs...........................................................23 Stream Template......................................71
Rakashans.................................................24 SETTING RULES.
RULES..................... 71
Ratlings.....................................................25 New Hazard..............................................71
Saurians.....................................................25 Difficult Healing......................................72
Serpentfolk...............................................26 Betrayal.....................................................72
Shapeshifters............................................27 Downtime.................................................72
New Hindrances......................................28 Giant Foes.................................................74
Classes.......................................................30 Villainous Conviction.............................74
New Edges................................................31
ARCANA..................................
ARCANA .................................. 77 Table E-1: Energy Type........................ 140
Arcane Backgrounds.......................................77 Magic item descriptions...................... 141
Alchemist..................................................78 Relics...................................................... 152
Customizing Arcane Backgrounds.......79 Sample Artifacts.................................... 152
Bard...........................................................80 Crafting Magic Items........................... 153
Cleric.........................................................81 WORLD BUILDING.
BUILDING.............. 155
Diabolist....................................................82 Traditional............................................. 155
Druid.........................................................83 Strangers In Strange Lands.................. 156
Elementalist..............................................84 Dark Fantasy......................................... 156
Illusionist..................................................85 High Fantasy......................................... 157
Necromancer............................................85 Low Fantasy........................................... 158
Shaman.....................................................86 Historical Fantasy................................. 159
Sorcerer.....................................................87 Nautical Fantasy................................... 159
Summoner................................................88 Superheroic .......................................... 160
Tinkerer....................................................89 Sword & Sorcery................................... 161
Tinkerer Trappings..................................89 Techno-Fantasy..................................... 161
Warlock/Witch.........................................90 Urban Fantasy....................................... 162
Wizard.......................................................92 Other Types of Fantasy........................ 163
Activation.................................................93 Creating Your World............................ 163
Power Modifiers.......................................94 Goals...................................................... 164
Trappings..................................................95 Start Small............................................. 164
Limitations...............................................96 BESTIARY............................... 167
BESTIARY
Cantrips....................................................96 New Special Abilities............................ 167
Arcane Devices........................................97 Design Philosophy............................... 169
Notes.........................................................97 Animals.................................................. 170
Other Types of Components..................98 Humans and Demihumans................. 172
Battle Magic..............................................98 Monsters................................................ 184
Ritual Magic.............................................98 Barghest................................................. 184
Domains................................................ 100 Variant Dragon..................................... 196
Spellcasting Support for Long Tasks.. 102 The Curse of Lycanthropy................... 219
Powers.................................................... 102 APPENDIX A: PLANES........
PLANES........ 245
Summoned Allies................................. 125 Chaos..................................................... 245
TREASURE............................
TREASURE ............................ 133 Death...................................................... 247
Treasure Types...................................... 134 Elemental............................................... 248
Using Magic Items................................ 134 Heaven................................................... 250
Table A: Magic Armor......................... 135 Hell......................................................... 251
Table B: Magic Shields......................... 135 Limbo..................................................... 251
Table E: Bolts & Arrows....................... 135 Mirror.................................................... 253
Table C: Magic Melee Weapons.......... 136 Nexus..................................................... 254
Table D: Magic Ranged Weapons....... 136 Order...................................................... 255
Table F: Magic Jewelry......................... 137 Prisons................................................... 256
Table G: Magic Potions........................ 137 Index...................................................... 258
Table H: Magic Scrolls......................... 138
Table I: tome.......................................... 139
Table J: Wondrous Items...................... 139
CHARACTERS

Tabletop roleplaying games have grown


in popularity over the years, exploring
WHAT’S IN THIS BOOK?
endless worlds and settings. And within Chapter One shows you how to construct
the tabletop community, no genre is more your dashing hero or villainous rogue. In
popular than fantasy. it you will find a bevy of new ancestries,
Games like Pathfinder, Dungeons & Dragons, Hi ndra nces, a nd Edges desig ned
or Warhammer, and the success of major specifically for fantasy heroes.
film and TV franchises such as Conan Chapter Two contains all the gear,
the Barbarian, Lord of the Rings, or Game of weapons, and armor you’ll need to kit out
Thrones have served to introduce the genre your adventurer, as well as rules for special
to a whole new generation. materials, poisons, and strongholds.
The Savage Worlds Fantasy Companion Chapter Three introduces special Setting
lets you play in any world of swords and Rules you can use to replicate your favorite
sorcery, or create one of your own! In style of fantasy, from grim swords & sorcery
these pages you’ll find templates and rules to traditional dungeon-delving peril.
to create heroes, monsters, villains, and Chapter Four presents the arcane, with
environments from the mighty barbarians several new Arcane Backgrounds tailored
of the pulps to the noble knights of to fantasy settings, a pantheon of deities, a
the Round Table to the spell-slinging host of new powers for your casters, and
archmages of high fantasy. more options for existing powers.
You and your friends can plunder Chapter Five is all about the fruits of your
forgotten crypts, plot against the nobles of heroes’ victories: treasures mundane and
some scheming court, or travel to far-flung fantastic you can use as plunder or reward
planes to thwart the machinations of the for braving the deepest dungeons.
gods themselves. Chapter Six is a massive bestiary of allies,
The chapters ahead give you new ancestral enemies, and monsters a Game Master can
abilities, Edges, Hindrances, gear, powers, hurl against the heroes.
magic items, and monsters to supplement We round things out with a look at some
the Savage Worlds core game system, as strange extraplanar worlds your heroes
well as rules for strongholds and Setting might visit, from the strangeness of the
Rules that let you craft tales in the spirit of Planar Bazaar to the horror of The
your favorite fantasy fiction. Barren Marches.

5
FANTASY COMPANION

ANCESTRIES more of an effect on characters. As long as it


all balances out it’s fair as a player character
race. And if it isn’t an ancestry for player
Most of the races presented in Savage Worlds characters, balance doesn’t matter—give
(now referred to as “ancestries” to include the beings what you want and forget about
cultures as well as biological heritage) point values!
are ideal for fantasy campaigns. They are
included in this book for convenience along INDIVIDUAL CHOICES
with a host of new ancestral templates you It can often be hard to counter biological
can use as-is or modify for your own game abilities with negative traits without
world. assuming too much about a group of
The ancestries in this book start with the characters’ background, outlook, or history.
iconic physical traits drawn from the most For example, rakashans must have negative
common sources—orcs are strong, half-folk social traits to balance out their many
are small, and so on. Cultural backgrounds positive physical abilities. But this might
and behaviors come next. In traditional not make sense in your world. If you can’t
fantasy worlds, orcs are brutish and cruel, think of a universal negative ability, simply
ogres are arrogant and boastful, and allow each player to choose her own based
rakashans are reviled by the beings they on her character’s particular background,
(or their ancestors) once preyed on. culture, tribe, or individual.
Of course these are just common tropes. For example, perhaps all the elves in
You can and should change them to fit your your high magic world are gifted with the
campaign world. If orcs in your setting are Arcane Background (Magic) Edge for free.
cultured and sophisticated while elves are You could balance this out with a negative
vampiric predators who hunt the innocent ability, or simply let each player choose an
from the shadows, use the templates in additional Major Hindrance (or two Minor).
this book as a baseline and alter them For example, one player might decide to
appropriately. take Hindrance (Arrogant), saying the elves
These templates have +2 points of of her city are haughty and proud, while
ancestral abilities. Simply increase that another says her clan lives in the wilds and
value if you wish to make ancestry have foregos formal education, giving them the
Clueless Hindrance outside their valley.
And once again, ancestral ability balance
is only for player characters. Nonplayer
SAVAGE PATHFINDER characters should always just have the
The ancestral templates in this book abilities the Game Master wants them
have +2 points in abilities, just like those to have, whether they’re far more or less
in the Savage Worlds core book. You may powerful than the heroes.
notice the beings in our Pathfinder for
Savage Worlds™ book have +4 points EVIL CULTURES
in ancestral abilities. This reflects that Many fantasy worlds feature inherently evil
particular world and the original game or barbaric cultures, usually as antagonists
system’s rules. for the heroes. Such beings should generally
If you want to emulate the races from have individual Hindrances that reflect
that world or similar d20-based game, the reality of their societies rather than
you can pick up the Savage Pathfinder negative ancestral abilities.
book and use those templates, or Most “dark elves” might have Ruthless or
simply add two points of abilities to the similar Hindrances, for example, because
character types found in this book. it’s difficult for noble souls to survive long
in a world of scheming and treachery.
But there should be exceptions. Heroes
6
and heroines from such places are all the
more impressive for standing against such
evil. They might have Enemy, Outsider, or CULTURAL PACKAGES
Wanted Hindrances instead of Ruthless, to Ancestral abilities can be based on
reflecting their banishment, ostracization, culture as much as physical traits.
or escape from home. Below are a few examples you can add
to your world or use as examples when
INHERENT POWERS making your own.
Use the Arcane Background (Gifted) Edge „ HORSE LORDS: These people are
to give characters inherent powers such as raised around horses or other
the ability to control water, shoot ice from mounts, learning to ride almost
their hands, or be invisible. before they can walk. They should
start with Riding d6 and perhaps
NAMES the Born in the Saddle Edge. Heroic
The beings in this book don’t have to use clans might balance this with the
the names we’ve given them. Elves might Code of Honor Hindrance while
be fey-folk or wyldlings or something steppe raiders are Ruthless (Minor)
more exotic. Serpent folk might be nagas, and Illiterate.
serpentors, coatls, lamias, or simply “snake „ MOUNTAIN FOLK: People who live
people.” Or they might be named after in high mountains are hardy souls
particular traits such as rattlers, pythons, or who tolerate the cold better than
vipers. Rakashans might be leopard men, most. They start with Vigor d6
lion folk, cat people, ocelots, or katzen, and Environmental Resistance to
depending on the background of their Cold. They may personally enjoy
pride—or simply your creative whims! warmer climes but aren’t physically
Such appellations help differentiate your acclimated to them and so have
world, and can ground it in a particular Environmental Weakness to Heat.
background, culture, or mythology.
„ SEA PEOPLE: Those raised on or
Of course this might also be confusing
by the sea learn to swim and sail
to your players, so you might also have
from a young age, starting play
an “official” name for a people they call
with Athletics and Boating at d6.
themselves and another they’re called
Communities built around fishing
by most others. Maybe the goblins call
or whaling have little experience
themselves by their tribal names, but the
with mounts and might have a –1
rest of the world just calls them goblins,
Skill Penalty to Riding, while those
gobbos, runts, skulkers, or some other
from pirate or other marauder
derogatory term.
societies might be Wanted (Major).
„ DESERT NOMADS: People from the
harsh deserts are acclimated to
heat and skilled at finding food
and water where it’s scarce. Desert
nomads start with Survival at d6
and Environmental Resistance to
Heat. They have a low tolerance for
chilly temperatures and so have
Environmental Weakness to Cold.

7
FANTASY COMPANION

NEW RACIAL ABILITIES


F Abilities marked with this symbol have been updated since some printings of the Savage
Worlds Adventure Edition.

VALUE ABILITY
F Additional Actions (1): Reduce Multi-Action penalties by 2 for 5 points, or 4
5/10
for 10 points.
F Bite (1): The species has fangs that cause Str+d4 damage and may be used
1/2/3 on grappled foes. Increase the bite to d6 for +1 point, and AP 2 for +1 point. See
Natural Weapons in Savage Worlds.
Breath Weapon (1): The species can breathe fire, cold, acid, or other energy by
making an Athletics roll as a limited action. This uses the Cone Template, may be
Evaded, and causes 2d6 damage (3d6 with a raise on the Athletics roll). A Critical
2 Failure on the attack causes Fatigue. Fiery breath automatically has a chance to
set someone on fire (see Hazards in Savage Worlds). Other breath weapon types
may use appropriate effects from the Power Modifiers starting on page 94 at
the listed cost. Cold breath may Hinder for +1 point, for example.
Camouflage (1): The being’s skin or exoskeleton allows her to effortlessly blend
in with her natural surroundings. For one point, pick a terrain type she can
blend into: arctic, desert, forest, jungle, plains, sea, mountain, swamp, urban,
1/2
or underground. For 2 points, she can change color to match any natural
surrounding (GM’s call). While camouflaged, she adds +2 to Stealth (+4 if
completely motionless).
Cold-Blooded (1): The species subtracts 1 from Agility, Strength, and Vigor rolls
−3 after spending more than ten minutes in temperatures below 60° Fahrenheit (18°
Celsius).
Dark Vision (1): The species can see in the dark a short distance, ignoring all
1 illumination penalties and up to 2 points of penalties from invisibility or similar
powers within 10" (20 yards) distant.
Diminutive (1): Diminutive races are Small (+2), Very Small (+4), or Tiny Scale
(+6). They may not take Ancestral Abilities, Edges, or Hindrances that alter
their Size.
• Small races (Size –2) have a maximum Strength of d8. They subtract 2 from
their Toughness and damage rolls (melee, ranged, magic, etc.) Gear made
for Small characters weighs and costs half the listed value. Reduce the Min
Str for Small armor two die types (minimum d4).
2/4/6 • Very Small races (Size –3) have a maximum Strength of d6. They subtract 3
from their Toughness and damage rolls (melee, ranged, magic, etc.) Gear made
for Very Small characters weighs and costs a quarter the listed value. Reduce
the Min Str for Very Small Armor three die types (minimum d4).
• Tiny races (Size –4) have a maximum Strength of d4. They subtract 4 from
their Toughness and damage rolls (melee, ranged, magic, etc.) Gear made for
Tiny characters weighs and costs a tenth the listed value. Reduce the Min Str
for Tiny Armor four die types (minimum d4).

8
Echolocation (1): The character can "see" by emitting sound and receiving for its
echo. As long as he can emit and receive sound, he may ignore all illumination
1 penalties and ignore up to 4 points of blindness, invisibility, or other penalties
inflicted by sight or illumination within 10" (20 yards). Creatures with keen
hearing may be able to hear the character’s calls (GM's call).
Phosphorescence (1): Via arcane, divine, or natural means, the character's body
can generate light. This eliminates up to two points of illumination penalties
in a Small, Medium, or Large Blast Template around her and subtracts 4 from
1/2 her Stealth rolls if they’re based on sight. The being's light may be activated
or deactivated as a free action. For 2 points, the being may "strobe" her light,
inflicting a –1 penalty to opponents' melee attacks against her and adding +1 to
Tests in appropriate situations (GM’s call).
F Poisonous Touch (1): With a successful regular or Touch Attack, the victim
must roll Vigor or suffer the effects of Mild Poison. For 3 points the poison can
be upgraded to Debilitating, Knockout, Lethal, or Paralyzing instead, but each
1/3/5 use causes the hero Fatigue. The character may always choose whether or not to
use her poison touch. For +2 points, the character can spit or otherwise project
her poison. This requires an Athletics roll as a limited action at a target up to 6”
(12 yards) distant.

9
FANTASY COMPANION

AQUARIANS
From the crushing ocean depths come these aquatic folk. They take a variety of forms,
from fish-headed deep dwellers to humanoids with barely visible gills on their sides or
necks. The depths make them thick and sturdy but they suffer greatly in the dry air or
searing heat of the surface.
Variant Ideas: Deep sea aquarians might have Phosphorescence
and increased Toughness or Vigor. Those who live in darkness
might also have Echolocation.
Consider Edges like Roar if the species has Echolocation,
or Arcane Background (Gifted) with elemental manipulation
or even blast if they can control water.
„ AQUATIC: Aquarians cannot drown in water and move at
their full Pace when swimming.
„ DEPENDENCY: Aquarians must immerse themselves in
water one hour out of every 24 or become automatically Fatigued
each day until they are Incapacitated. The day after the Incapacitation
from dehydration, they perish. Each hour spent in water restores
one level of Fatigue.
„ LOW LIGHT VISION: Aquarians are used to the darkness of
the depths. They ignore penalties for Dim and Dark illumination.
„ TOUGHNESS: Life in the depths of their watery world has made
aquarian flesh dense and resilient. Add +1 to their Toughness.

AVIONS
Avions are humanoids with wings, often from high forest
or mountain regions. Avions may be crow-like birdfolk,
hawk-like raptors, or have the leathery wings of bats, but
all tend to be very slight of build due to their hollow bones.
Variant Ideas: Avions descended from more rapacious raptors
might have beaks that grant the Bite ability and talons that act as
Claws. Such hunters might also have greater Flight speed than the
ability listed here.
Nocturnal avions might resemble bats, with Infravision, Low
Light, or Dark Vision.
„ CAN’T SWIM: Avions’ wings are a hazard in water. They
subtract 2 from Athletics (swimming) rolls and each inch
moved in water costs them 3” of Pace.
„ FLIGHT: Avions fly at a Pace 12 per round. Use Athletics when
maneuvering.
„ FRAIL: Avions have –1 Toughness due to their hollow bones.
„ KEEN SENSES: Avions are more perceptive than most. They begin with
a d6 in Notice (instead of d4) and may raise the skill to d12+1.
„ REDUCED PACE: Dependence on flight and bulky wings make avions slightly
slower when walking. Decrease their walking Pace by 1 and their running die by
one step.
10
CELESTIALS
In many worlds, the gods and goddesses take an active interest
in the affairs of mortals, sending angels into the mortal realm to
serve as their representatives. Celestials have many forms, but
their most noteworthy trait is a pair of white, feathery wings
sprouting from their back.
Variant Ideas: Not all celestials serve the light. Avatars of
darker powers trade Code of Honor for Hindrances such as
Arrogant, Ruthless or destructive Vows. They are often known
for their cruelty or hatred of mortals. As a cruel irony they
might retain their angelic wings, or appear instead with bat-
like or demonic wings.
„ FLIGHT: Celestials fly at a Pace 12 per round. Use Athletics
when maneuvering.
„ ATTRACTIVE: Celestials have an unearthly beauty, giving
them the Very Attractive Edge.
„ CODE OF HONOR: Celestials are innately moral. They abhor
lies, protect the weak, and seek justice for wrongs.
„ VOW (Major): Serve the deity who created them.

CENTAURS
Centaurs have the lower body of a horse and the upper body of a man. Most stand as tall
as humans, though larger lines exist. Centaurs encompasses all horse-human hybrids,
including those descended from exotic species such as pegasi or zebras.
Variant Ideas: Increase Size to +2 and take Brawny to represent centaurs descended from
warhorses, Clydesdales, or the like. Offset with Ancestral Enemies, or a choice of warlike
tendencies such as Stubborn or even a penalty to Smarts or the Clueless Hindrance if the
culture emphasizes battle over education. Centaurs related to pegasi might have wings
(Flight), offset by slower Pace on land (reduce Pace to 8 and a d8 running die).
„ DEPENDENCY: Centaurs need to gallop beneath the open sky at least one hour out of
every 24. They take a level of Fatigue each day if they can’t, and recover a level per
hour spent out of doors once free to do so. This cannot lead to Incapacitation.
„ HOOVES: A centaur’s hooves do Str+d4 damage, and Edges that increase the centaur’s
natural weapons, such as Martial Artist, apply to their kicks as well as other natural
attacks.
„ SIZE +1: Average centaurs are human-size with the additional hindquarters of a horse.
Their size adds +1 to their Toughness.
„ PACE +4: Centaurs are swift runners. They have a Pace of 10 and a d10 running die.
„ UNUSUAL FORM: Centaurs cannot ride mounts or use certain types of armor, gear, or
other equipment that does not fit their form (GM’s call).

11
FANTASY COMPANION

DWARVES
Dwarves are short, stout, hardy people who come from massive caverns deep within the
earth or or high mountains strongholds. They are typically a proud, warlike race due to
frequent contact with hostile races such as orcs and goblins.
Dwarves usually live upwards of 200 years. In most fantasy
campaigns, they are known for their love of ale, knowledge
of stoneworking, and impressive beards.
Variant Ideas: “Dark dwarves” or “duergar” are an
offshoot of dwarves who migrated even deeper into
the underearth, losing all connection with the surface
world and the peoples who dwell upon it. They may
not be evil, but they are insular and strict and often
battle with their cousins. Substitute Darkvision
for Low Light Vision. Most individuals have
negative personality Hindrances, such as Greedy,
Stubborn, and Vengeful, traits their insular society
see as necessary for their survival.
Fire dwarves embrace chaos and destruction.
They are the enemies of most other civilizations,
whom they see as nuisances at best and existential
threats at worst. They are masters of cannons, fire,
and firearms, and revel in the mass destruction such
arms cause their foes.
Their abilities remain the same, but most are adept craftsmen
(they start with d4 in Repair) and carry various black powder
weapons and perhaps even a few grenades.
„ LOW LIGHT VISION: Dwarven eyes are accustomed to the
dark of the underearth. They ignore penalties for Dim and
Dark Illumination.
„ REDUCED PACE: Dwarves have short legs compared to most races. Decrease their Pace
by 1 and their running die one die type.
„ TOUGH: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4. This
increases maximum Vigor to d12+1.

DRAGONFOLK
The humanoid dragonfolk hail from scorching deserts, volcanic caves, or steaming
jungles. Some say their temperaments are almost as fiery as the lands they call home.
They are similar to other lizard-like humanoids but have the ability to breathe fire like
the great dragons themselves.
Variant Ideas: The dragonfolk presented here are born of fire and heat. Adjust the
Environmental Resistance, Environmental Weakness, and Breath Weapon as desired to
reflect other ancestries. If dragonfolk in your setting have wings, add Flight to the list
and balance it with additional Negative Racial Traits.
„ ARMOR +4: Dragonfolk have thick, scaly skin.

„ BITE/CLAWS: Str+d4. Note that Bite allows a character to bite grappled prey rather than
just crush; and claws add +2 to Athletics when climbing most surfaces.

12
„ BREATH WEAPON: Dragonfolk can breathe an
impressive gout of fire. This takes an Athletics roll,
may be Evaded, and causes 2d6 damage in a
Cone Template or a 12” line (choose one during
character creation). A Critical Failure on the
attack causes Fatigue.
„ COLD-BLOODED: Dragonfolk subtract 1 from
Agility, Strength, and Vigor rolls after spending
more than ten minutes in temperatures below
60 ° Fahrenheit (18 ° Celsius).
„ ENVIRONMENTAL RESISTANCE (Heat):
Dragonfolk receive a +4 bonus to resist heat
or fire based effects and reduce damage
from such sources a like amount.
„ ENVIRONMENTAL WEAKNESS (Cold):
Dragonfolk are poorly suited to frigid
conditions. They subtract 4 from rolls made
to resist cold or -based effects and take +4
damage from such attacks.
„ ILL-TEMPERED: Dragonfolk are proud of the
mighty dragons to which they’re related.
This gives them the Arrogant Hindrance. If
the dragon folk of your setting don’t have this
trait, pick two points of Negative Racial Penalties
that better suit their background or society instead.

ELEMENTAL SCIONS
Elemental scions are somehow connected by birth to one of the four elements: earth,
fire, water, or air. The type here look mostly human, but may have telltale signs of their
heritage. Air scions have white hair that continuously stirs as if blown in a phantom
wind. Earth scions have gravelly voices, brawny bodies, and
a ruddy cast to their skin. Fire scions have a shock of bright
orange or yellow hair, sibilant voices, and red pupils. Water
scions have a bluish tint to their skin and hair, and speak
with silvery voices.
Variant Ideas: Scions “closer” to their heritage might have
more developed powers over the elements. They may be able
to fly, start with the elemental manipulation (Arcane Background
(Gifted)), or be stronger, tougher, or have other advantages
granted by their ties to the elemental plane. Balance this
out with the major form of Outsider, Environmental
Weaknesses, or other Hindrances that reflect the
element’s “personality.”
„ ENVIRONMENTAL RESISTANCE: Elemental
scions receive a +4 bonus to resist
negative effects from their ancestral
element, and damage from that
element is also reduced
by 4.
13
FANTASY COMPANION

„ AQUATIC (Water Scions Only): Water scions cannot drown in water and move at their
full Pace when swimming.
„ INNER AIR (Air Scions Only): Air scions do not need to breathe. They aren’t affected by
inhaled toxins, can’t drown, and don’t suffocate in a vaccum.
„ OUTSIDER: Most people find it difficult to relate to elemental scions. They have the
Outsider (Minor) Hindrance, subtracting 2 from Persuasion rolls with all but others
of their own kind.
„ QUICK (Fire Scions Only): Fire scions are frenetic and always in motion. They have the
Quick Edge.
„ ROCK SOLID (Earth Scions Only): Earth scions are born sturdy. They start with a d6 in
Vigor instead of a d4. This increases their maximum Vigor to d12+1.

ELVES
Elves are a tall, thin people with pointed ears and deep-set eyes of various colors. Whether
they hail from the deep forests or hidden valleys, they are a graceful, spiritual people
who may live several centuries. Most have fair skin with hair of various hues, including
shades of silver, blue, and gold.
Variant Ideas: The shining cities of the “high elves” are often dedicated
to the study of magic, martial prowess, and lore. Player characters might
begin with a choice of Edges such as Arcane Background, a Novice
Combat Edge, or skill points in Academia and Occult to reflect their
dedication to such fields. Such beings might have cultural drawbacks
such as Arrogant or Overconfident, reflecting their outlook
on the less-developed societies of their world.
Those elves who hail from the deep woods might
begin play with a d4 or d6 in Survival and Stealth and
the Woodsman Edge. This can be balanced with Ancestral
Enemies, Vows to their communities or to protect the forests,
or penalties to mechanical skills like Repair.
In many fantasy settings, the so-called “dark elves” are
portrayed as evil, scheming creatures. The Deceptive Edge suits
them well. Heroes who hail from such societies are exemplary
individuals willing to stand against their culture and perhaps even
their families. They are still likely haughty and distant compared
to other races, so let them make up for their advantages with
appropriate personal or background Hindrances such as Enemy,
Outsider, or Wanted.
„ AGILE: Elves are graceful and agile. They start with a d6 in Agility
instead of a d4. This increases maximum Agility to d12+1.
„ ALL THUMBS: Elves have an inherent dislike of mechanical objects
in traditional fantasy settings, giving them the All Thumbs Hindrance.
„ LOW LIGHT VISION: Elven eyes amplify light. Other races often
claim they can see stars in the elves’ eyes. They ignore penalties for
Dim and Dark Illumination.

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FAIRIES
Fairies are an integral part of high fantasy. They are small, often-impetuous winged
creatures who serve a fairy queen, king, or court. Danger is always close at hand in
a world of much larger creatures, so they must choose their battles carefully, perhaps
relying on traps, tricks, or alliances with larger beings to defeat their foes.
Variant Ideas: Fairies raised in the “seelie” court might have increased skills such as
Persuasion offset by a Vow to serve their King or Queen. Evil fairies of the “unseelie”
court are full of mischief and spite. They have the Mean Hindrance and embrace their
Curiosity and Big Mouth Hindrances to spread dissent anywhere they roam. This might
give them faster Flight or abilities like Hardy to help them survive the trouble they cause.
„ ALL THUMBS: Traditional fairies have great disdain for mechanical objects. They have
the All Thumbs Hindrance.
„ BIG MOUTH: Though they are full of secrets, they rarely keep them to themselves.
„ CURIOUS: Fairies have endless questions and curiosities about life, especially for affairs
outside their homelands.
„ FLIGHT: Fairies flit about at Pace 6.
„ IMPULSIVE: Restraint is not a quality often found in fairies.
„ DIMINUTIVE: Fairies are Tiny (see the ability description on page 8). They benefit
from Scale modifiers, subtract 4 from their Toughness and damage rolls, and have a
maximum Strength of d4.

GNOMES
Gnomes are small humanoids who live in deep forests, mountain caves,
or other dark and isolated places. They are often mistaken for half-folk,
but the type here is better proportioned and have less hair.
Variant Ideas: Most gnomes are curious and mechanically inclined,
but it’s not a universal trait. Those who come from technological
communities might start with Repair or even favor firearms to even
the odds against larger foes.
Gnomes have a long and complicated history in literature.
Some are rotund, kindly, and curious, while others are
mischievous souls who cause great trouble when humans
or others encroach on their domains. Add Obese for
portly gnomes and Vengeful (Minor) for those who
resent outsiders.
„ CUNNING: Gnomes start with a d6 in Smarts instead
of a d4. This increases maximum Smarts to d12+1.
„ LOW LIGHT VISION: Gnomish eyes can see in darkness.
They ignore penalties for Dim and Dark Illumination.
„ KEEN SENSES: Gnomes start with a d6 in Notice instead of a
d4. This increases their maximum to a d4 as well.
„ SIZE −1: Adult gnomes are typically four feet tall, reducing
their Size and Toughness by 1.
„ REDUCED PACE: Decrease the character’s Pace by 1 and

running die one die type.

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FANTASY COMPANION

GOBLINS
Few argue that goblins are quarrelsome beings. Most serve orcs, ogres, or other larger
humanoids, acting as scouts, weapon carriers, or even food. Sometimes tribes are brought
together by circumstance, opportunity, or cunning leaders, but most have short and
brutal lives thanks to their larger cousins, bloodthirsty adventurers, or hungry predators.
Variant Ideas: “Midnight” goblins dwell in the utter
darkness of deep caves, giving them Darkvision rather than
Infravision. They hunt by night to raid their enemies and
evade more dangerous predators.
„ INFRAVISION: Goblins can see in the infrared spectrum,
halving penalties for bad lighting when attacking targets
that radiate heat or cold.
„ MEAN: “Vicious” and “cruel” are the two
adjectives most used to describe goblins. They
subtract 1 from Persuasion rolls.
„ SHORT: Goblins average only about 4’ tall,
reducing their Size (and therefore Toughness) by 1.
„ SNEAKY: Goblins quickly learn how to sneak
around more ferocious masters who want to kill or
harm them. They start with a d6 in Stealth, which
increases their skill limit to d12+1.
„ SURVIVORS: Goblins develop numerous tactics to survive
in their savage and violent environs. They start with a free Novice Edge
of their choice (though they must still meet all the Edge’s Requirements).

GOLEMS
Golems are generally mindless automatons created by a sorcerer or inventor to protect
their lairs. But some are either gifted with sentience or come into it through arcane
accidents, powerful spells, blessings by benevolent deities, or other unorthodox means.
Variant Ideas: The stone golem here is easy to adapt to those constructed from other
materials such as metal, bone, ash, or even flesh. Add the Bite, Claws, or Horns ancestral
ability to reflect integral weapons. If the golem can heal its Wounds by absorbing material,
consider the Regeneration Ancestral Ability. Reduce the cost by 1 if the material is
relatively uncommon.
„ ARMOR +4: Stone golems are made of rock.

„ BIG: Golems subtract 2 from Trait rolls when using equipment made for Normal Size
Humanoids.
„ CLUMSY: Golems subtract 2 from Agility rolls as well as Athletics rolls (and rolls to
resist Athletics rolls) that involve movement and mobility.
„ CONSTRUCT: +2 to recover from being Shaken, ignores 1 point of Wound penalties,
doesn’t breath or eat, immune to disease and poison, doesn’t Bleed Out, Wounds are
removed with Repair instead of Healing and there is no “Golden Hour.”
„ NO VITAL ORGANS: Called shots do no extra damage to golems.
„ REDUCED CORE SKILLS: Golems aren’t raised like biological beings, and so don’t
start with Common Knowledge, Persuasion, or Stealth.
16
„ REDUCED PACE: Golems are slow and clumsy. Their Pace is 5 and their running die
is a d4.
„ SIZE +2: Golems are dense, hulking creatures weighing around 900 lbs. This adds +2
to their Toughness.

GRAVEBORN
The mysterious and rare graveborn—sometimes called “dhampyres”—are the offspring
of a living parent and a vampire. Most do not survive into adulthood, succumbing to
ill health, the unforgiving sun, or superstitious villagers, but those who do can be very
powerful indeed.
Graveborn are not undead but have a sickly gray complexion, stringy hair, and dark eyes.
Their frail appearance belies abnormal strength, however. They have an innate connection
to the dead and cause other living creatures around them—especially animals—to feel
uneasy.
Variant Ideas: Graveborn derived from more feral vampires might have more fantastic
powers such as Flight (with bat wings!). Others may have Regeneration, Wall Walker,
or the ability to turn into mist (Arcane Background (Gifted) or use the Super Powers
Companion). Balance these abilities with multiple drawbacks or raise the level of positive
abilities for all player characters in the campaign.
„ ANIMAL AVERSION: Animals find graveborn unnerving. They won’t willingly
approach within 5” (10 yards). In addition, graveborn subtract 2 from rolls to control
or ride animals, except wolves, rats, ravens, and other animals commonly associated
with the undead in that setting (GM’s call).
„ BITE: Graveborn have fangs that cause Str+d4 damage.
„ BLOOD DRINKER: Once per game session, a graveborn can drink humanoid blood to
make a natural healing roll. Causing a Wound with his Bite provides enough blood
for the attempt, as does drinking from a downed (but living) foe. If the
latter, the victim makes a Vigor roll to see if he survives.
„ LOW LIGHT VISION: Night is when graveborn feel most at home.
They ignore penalties for Dim and Dark Illumination.
„ OUTSIDER: Graveborn give off an uneasy aura even to their allies.
Others may mistake them for true vampires—fearing or hunting
them as fits their nature.
„ SUNLIGHT SENSITIVITY: Graveborn must cover themselves
completely or be Distracted as long as they’re exposed
to sunlight or magical / artificial equivalent.
„ UNNATURAL STRENGTH: Graveborn are stronger than
their human counterparts. Their starting Strength is d6 and their
limit is increased to d12+1.
„ COLD RESISTANCE: Graveborn are cool to the touch and hardly
notice chilly temperatures. They have a +4 bonus to resist the
negative effects of cold, and reduce cold damage by 4.

17
FANTASY COMPANION

HALF-ELVES
Half-elves gain the elven grace or the adaptability of their human parent. Most are well-
adjusted, but some are shunned by one side of the family or the other and grow resentful.
Others may even be mistreated. Their lifespans are closer to their human parent than
those of their elven kin, living only to about 100 years.
Variant Ideas: In some worlds, elves are resistant to enemy magic, granting them the
Fey Blood or Arcane Resistance Edge as an inherent ability. In barbaric settings, half-
elves might be hunted by elves, humans, or both! They have the Wanted Hindrance but
gain other abilities that reflect their life on the run such as increased Traits or additional
Edges of their choice.
„ HERITAGE: Half-elves may retain the grace of their elven parent or the adaptability of
their human ancestry. A half-elf may either start with a free Novice Edge of his choice
or a d6 in Agility instead of a d4 (which also increases his Agility maximum to d12+1).
„ LOW LIGHT VISION: Half-elves ignore penalties for Dim and Dark Illumination.
„ OUTSIDER (Minor): Half-elves are never quite comfortable in human or elven society,
having a foot in both worlds but never fully standing in either. They subtract 2 from
Persuasion rolls with all but others of their kind.

HALF-FOLK
Half-folk are short, hairy, and typically aimable people. Their cheerful optimism (or wily
cunning) gives them a “never say die” attitude that makes them more than a match for
those who would trouble them.
Most half-folk enjoy life’s little luxuries—good food, strong drink, and lively music. Few
are adventurous, preferring to stay in close-knit communities far from trouble.
Variant Ideas: In more barbaric worlds, half-folk might have to eschew
their gentler side for martial prowess. Overwhelming threats might
increase their physical abilities or give them Combat Edges to
survive in such hostile environs. Perhaps this costs their good
nature, giving them Hindrances such as Mean or Ruthless.
You might also consider flipping the script on traditional Tolkien-
inspired half-folk. Maybe they come from cruel and draconian
cities rather than woodland shires. If so, trade their increased
Spirit and good Luck in favor of Combat or Leadership Edges to
reflect their more belligerent background.
Others variants might be optimistic and childlike, but also unabashed
kleptomaniacs. They start with the Scavenger Edge, balanced with
the Driven (Major) Hindrance (which represents their irresistable
urge to pocket interesting-looking baubles wherever they go).
„ LUCK: Half-folk draw one additional Benny per game session.
„ REDUCED PACE: Decrease the character’s Pace by 1 and their
running die one die type.
„ SIZE −1: Half-folk average only about four feet tall, reducing their
Size (and therefore Toughness) by 1.
„ SPIRITED: Half-folk are generally optimistic beings. They
start with a d6 Spirit instead of a d4. This increases their
maximum Spirit to d12+1.

18
HALF-GIANTS
Tribes of these outcasts can be found in distant hills, yawning chasms, and towering
mountains. They are strong, unstoppable forces well-suited to battling their way through
the most savage environments.
Variant Ideas: If a half-giant descends from a particular type of giant, such as a fire
giant, give it Environmental Resistance (Fire) and balance it out with its opposite, such
as Environmental Weakness (Cold). For something like the scion of a storm giant, give
it Environmental Resistance to Lightning and balance it out with a one point negative
ability or Hindrance, such as Stubborn or whatever makes sense in your campaign world.
„ BIG: Half-giants subtract two when using equipment designed for smaller beings, and
cannot wear humanoid armor or clothing. Equipment, armor, food and clothing cost
double the listed price.
„ CLUELESS: Half-giants reduce Common Knowledge and Notice rolls by two.
„ ILLITERATE: Half-giants cannot read or write. They may buy off this Hindrance with
an Advance.
„ OUTSIDER (Major): Half-giants folk are terrifying to most humanoid races. They subtract
2 from Persuasion rolls and may not have basic rights outside their own familial clans.
„ SIZE +3: Half-giants are 10’ tall, towering over most humanoids. This adds +3 to their
Toughness.
„ VERY STRONG: The half-giants’ size increases their starting Strength to d8 and their
maximum Strength to d12+2.
„ UNEDUCATED: Half-giant cultures rarely emphasize education and knowledge. Smarts
rolls are made at −1.
„ VERY TOUGH: Half-giants are tough, hardy beings. Their starting Vigor is d8,
and the limit is increased to d12+2.

HALF-ORCS
Half-orcs are the offspring of an orc and a human or another half-orc.
They are usually accepted by orcish communities but shunned by most
other races, including humans, elves, and dwarves. Some half-orcs
choose to join the “civilized” races, turning their backs on their barbaric
roots. They vary greatly in appearance. Some are large and powerful,
like orcs, while others can pass for human without close
examination.
Variant Ideas: Half-orcs might be more scrappy than
brutal in some settings, gaining Agility or Spirit or
Luck rather than Strength and Vigor.
„ INFRAVISION: Half-orcs can see in the infrared
spectrum, halving penalties for bad lighting when
attacking targets that radiate heat.
„ OUTSIDER (Minor): Half-orcs aren’t trusted by most
other “civilized” races. They subtract two from
Persuasion rolls when interacting with beings besides half-orcs.
„ HARDENED: Half-orcs inherit some of the prowess of their orc parent.
They start with either a d6 Strength or d6 Vigor instead of a d4. This
increases the limit of the chosen attribute to d12+1 as well.
19
FANTASY COMPANION

HUMANS
Humans are adaptable and ubiquitous in most fantasy settings, with traits common
to their home culture rather than their species.
Variant Ideas: Humans are a natural fit for the Cultural Packages described on
page 7.
„ ADAPTABLE: Humans begin play with any Novice Edge of their choosing.
They must meet its Requirements as usual.

INFERNALS
Infernals have demonic or devilish blood in their line. They are
not inherently evil, but most are mischievous, either by nature or
perhaps because they are expected to be by others. They come
in many shapes and sizes, but all have some sort of telltale
physical trait, such as a tail, horns, or serpent-like eyes.
The abilities below reflect a devilish individual with reddish sk i n,
small horns, and a thin tail. The template reflects a fairly high-fantasy
world where infernals may be viewed with suspicion but aren’t
generally hunted on sight.
Variant Ideas: Swap out fire for other types of energy, such as
cold or darkness, to reflect alternate demonic origins. Increase
the infernal’s horns to Str+d6 damage if she has larger horns,and
add Flight if she has wings. This may increase her Outsider Hindrance to
Major, depending on the world.
„ DARKVISION: Infernals’ ancestors hail from the darkest
abyss. They ignore penalties for Illumination up to 10” (20
yards).
„ DEVILISH NATURE: An infernal’s true nature is always just
below the surface and they can reveal it when they wish. They add
+1 to Intimidation rolls.
„ ENVIRONMENTAL RESISTANCE (Heat): Infernals receive
a +4 bonus to resist heat or fire based effects and reduce
damage from such sources a like amount.
„ ENVIRONMENTAL WEAKNESS (Cold): Infernals
detest frigid climes. They subtract 4 from rolls made
to resist cold or -based effects and take +4 damage
from such attacks.
„ HORNS: The infernal’s horns cause Str+d4 damage,
and cause +4 damage if the character runs at least 5” (10
yards) and hits with them.
„ OUTSIDER (Minor): No one truly trusts someone of devilish
heritage, even in a high fantasy setting. The character has the Outsider
(Minor) Hindrance.

20
INSECTOIDS
Insectoids or insectfolk come in many varieties. The template
here features an ant-like being of roughly human size.
Culturally, most insectoids come from highly-
organized societies built around roles assigned at
birth and tend to be obedient to a fault.
Variant Ideas: Some insectoids come from more
independent species, such as beetles or mantises.
Drop the Hive Minded Hindrance and add abilities
that fit that species, such as more armor for beetles
or more dangerous pincers for mantises. Flying
insectoids are also common. Add Flight at the
appropriate level and balance with Hindrances like
Dependency for a particular diet or the inability to
speak.
„ ADDITIONAL ACTIONS: The character has four
usable arms. This reduces their total Multi-Action
penalty by two as long as at least one of the actions
makes use of their limbs (typically Agility,
Strength, or linked skills).
„ ARMOR +2: Insectoids have thick exoskeletons.
„ HIVE MINDED: Insectoids have the Driven (Major) and Loyal Hindrances when
it comes to serving their “colony” (their community, adventuring party, etc.). Once set
upon a path, they stay on it until the task is complete. This causes them great stress
when their goal contradicts their inherent loyalty.
„ BITE OR CLAW: Insectfolk mandibles or pincers deal Strength +d4 damage.
„ OUTSIDER: Other races find Insectfolk unsettling and alien. The character has the
Outsider (Minor) Hindrance.
„ UNUSUAL BODY SHAPE: An insectoid’s unique physiology means they can’t use most
clothing, armor, or furniture fitted for humanoids. They can use weapons and other
hand-held equipment normally.
„ WALL WALKER: Insectfolk may walk on vertical surfaces normally, or inverted surfaces
at half Pace.

MINOTAURS
Minotaurs have a human body and the head and musculature of a bull. They may be
mythological creatures, created by deities as a form of punishment, or simply a humanoid
species with their own culture and customs. Regardless of origin, minotaurs are known
for their physical strength, ill tempers, and wicked horns. They are fearsome in one-on-
one combat.
Variant Ideas: Tailor the attributes accordingly for characters who blend human bodies
with other types of bovines, such as yaks, bison, or buffalos. Increase the damage and
AP of the minotaurs’ horns if they descend from long-horned species.
„ THIN SKINNED: Minotaurs are quick to lose their temper when Taunted. They have
the Thin Skinned (Major) Hindrance.

21
FANTASY COMPANION

„ SIZE +2: Minotaurs are tall and broad, adding +2


to their Toughness.
„ VERY STRONG: Minotaurs start with Strength d8,
increasing their maximum Strength to d12+2.
„ HORNS: M i not au r hor n s c au s e
Strength+d6 damage, adding +4 if the
character runs at least 5” (10 yards) and
hits with them..
„ UNEDUCATED: Minotaur society
favors physical prowess over
intellectual ability. Smarts rolls
are made at −1.
„ TOUGH: M i n o t a u r s ’
starting Vigor is d6, increasing the
limit to d12+1.
„ BIG: Their muscular frame causes
minotaurs to subtract two when using equipment
designed for smaller beings, and they cannot wear
humanoid armor or clothing. Equipment, armor,
food and clothing cost double the listed price.
„ MEAN: Taught that might makes right,
minotaurs struggle with diplomacy and tact.
They have the Mean Hindrance.

MOUSELINGS
These tiny creatures resemble ordinary mice except for being bipedal and intelligent.
Perhaps they were normal mice given sentience by a magical mishap. Or maybe they
have always existed, hiding in the shadows of the larger races. Mouselings are very fast
relative to their size, so they suffer no penalty to Pace.
Variant Ideas: Mouselings may be inherently timid, giving them a Skill Penalty to
Intimidation when dealing with anyone larger or more powerful than themselves. You
can also use this template for other creatures descended from squirrels, chipmunks, or
similar rodents. Swap Low Light Vision for Flight for flying squirrels, increased Athletics
for squirrels, and so on.
„ DIMINUTIVE: Mouselings stand only about six inches tall. This makes them Size –4
and grants them the benefits of being Tiny (see Scale modifiers in Savage Worlds). They
subtract 4 from their Toughness and have a Strength of 1. See Diminutive on page
8 for more information.
„ LOW LIGHT VISION: Mouselings are accustomed to living in tiny, dark crawlspaces or
burrows. They ignore penalties for Dim or Dark Illumination.
„ UNIMPOSING: Most foes don’t consider mouselings a threat. They have the Mild
Mannered Hindrance.

22
OGRES
The proud and vicious ogres live in tribes most others see as savage and cruel. They
pride themselves on gluttony and great feats of bravery or cunning. Whether they roam
as nomads, rule a vital pass in the highest mountains, or lair in massive caverns near
their “cousins” the orcs and goblins, their rowdy campfire feasts and the tales that come
with them are legendary.
Variant Ideas: More savage ogres might be even stronger in exchange for an Attribute
penalty to Smarts. “Dragon ogres” might have flaming Breath Weapons—useful for
attacks as well as roasting their meals!
„ ARROGANT: The culture of ogre-kind is one of great boasts and deeds. Others see them
as haughty and distant, giving them the Arrogant Hindrance.
„ BIG: Ogres are thick and burly creatures with wide shoulders and great guts they
take immense pride in. They subtract 2 when using equipment designed for smaller
beings, and cannot wear humanoid armor or clothing. Equipment, armor, food and
clothing cost double the listed price.
„ OUTSIDER (Major): Their awkward and imposing size makes other beings nervous.
Ogres subtract 2 from Persuasion rolls and may be treated as monsters outside their
own tribes.
„ HARDY: Ogres are exceptionally tough. A second Shaken result from damage does
not cause a Wound.
„ SIZE +2: Ogres are eight to nine feet tall. This adds +2 to their Toughness.
„ VERY STRONG: Ogres have a starting Strength of d8 and
a maximum Strength of d12+2.
„ VERY TOUGH: An ogre’s starting Vigor is d8, and the
limit is increased to d12+2.

ORCS
Orcs have a reputation for being savage, feral, brutish, and
violent. This isn’t entirely unearned—marauding bands
of orcs are terrors wherever they roam in most fantasy
worlds. But where others see predation and cruelty, orcs see
an uncomplicated struggle for survival. After all, in nature,
the strongest outlast their enemies, and orcs see themselves no
differently. Their social structure reflects this as tribes are ruled
by the largest and toughest warriors, winning their thrones
through honest but bloody combat rather than the guile and
manipulation of more “civilized” societies.
Variant Ideas: Some orcs are even larger and more brutal
than their more common cousins. Increase their starting
Strength and Vigor and give them appropriate drawbacks
such as higher penalties to Smarts or Hindrances like
Illiterate, Mean, and Ruthless.
„ BRUTISH: Orcs think with their fists and axes. They
subtract 1 from Smarts rolls.
„ INFRAVISION: Orcs can see in the infrared spectrum, halving penalties for
bad lighting when attacking targets that radiate heat.

23
FANTASY COMPANION

„ OUTSIDER (Major): Orcs subtract 2 from Persuasion rolls and may be treated as monsters
outside their own clans.
„ SIZE +1: Orcs are 7 to 8 feet tall. This adds +1 to their Toughness.
„ STRONG: Orcs start with a d6 Strength instead of a d4. This increases their limit to
d12+1 as well.
„ TOUGH: An orc’s Strength is matched by their Endurance. They start with a d6 Vigor
instead of a d4. This increases their maximum to d12+1 as well.

RAKASHANS
Rakashans are humanoid felines. Some have the bright colors of tigers, the speckled hides
of leopards, or the exotic look of Siamese cats. All have sharp claws and teeth, and a cruel
nature when it comes to dealing with their prey. Rakashans can be found in their own
remote and exotic cities or as fringe elements of normal society. They are often too clever
and beautiful to be shunned, but too cunning to gain others’ complete trust..
Variant Ideas: Some bloodlines may have larger claws and fangs (Str+d6 and add AP 2
to the bite), offset by Hindrances such as Bloodthirsty or Ruthless.
„ AGILE: Feline grace gives rakashans a d6 Agility attribute instead of a d4. This increases
maximum Agility to d12+1.
„ BITE: Rakashan fangs cause Str+d4 damage and may be used against grappled foes.
„ CLAWS: Their claws cause Strength+d4, AP 2 damage and add +2 to
Athletics (Climbing) rolls.
„ BLOODTHIRSTY: Rakashans are cruel to their foes, often toying
with them for simple amusement. They rarely take prisoners and
feel little compunction about punishing captured foes.
„ CAN’T SWIM: Rakashans actually can swim, they just
shun it and are not particularly good at it. They subtract
2 from Athletics (swimming) rolls and each tabletop inch
of movement in water uses 3″ of Pace.
„ LOW LIGHT VISION: Rakashan eyes amplify light. They
ignore penalties for Dim and Dark Illumination.
„ RACIAL ENEMY: Rakashan society rose at the
expense of another. Pick a common race in your setting.
Members of each culture subtract 2 from Persuasion
when dealing with each other and often attack on
sight.

24
RATLINGS
Natural-born survivors, ratlings are furry humanoids with hunched bodies, ratlike faces,
and hairless tails. Opportunistic by necessity, their species has long been forced into
sewers, tunnels, and slums by their many enemies. There they form loose packs, working
together as long as it’s expedient, but their social cohesion tends to fall apart in the face
of perilous threats or undeniable opportunities.
Variant Ideas: Ratlings have much sharper bites in some worlds, and may spread poison
as well. Balance these advantages out with Hindrances such as Ruthless or Mean to
represent their feral nature.
„ BITE: Ratling fangs cause Str+d4 damage and may be used against grappled foes.

„ CLAWS: The ratfolk’s claws cause Strength+d4 damage and add +2 to Athletics
(Climbing) rolls.
„ NATURAL RESISTANCE: Ratlings spend their lives scavenging in filth, making them
immune to poison and disease.
„ LOW LIGHT VISION: Ratlings ignore penalties for Dim or Dark Illumination.
„ SCAVENGER: Ratlings obsessively collect items wherever they go, carrying them on
their bodies and in their burrows. They have the Scavenger Edge.
„ SIZE −1: Ratlings are about four feet tall, reducing their Size (and therefore Toughness)
by 1.
„ OUTSIDER (Major): Ratlings are typically despised by other peoples. They subtract 2
from Persuasion rolls and are treated as monstrous vermin outside their own packs.
„ CRAVEN: Ratlings learn early that discretion is
the better part of valor. They have the Yellow
Hindrance.
„ GREEDY (Minor): Acquiring new treasures is every ratling’s
obsession. They have the Greedy (minor) Hindrance.

SAURIANS
Lizard men typically come from steaming jungles,
festering swamps, or deep deserts where they
have unique civilizations unknown to other
sentient races.
Variant Ideas: Saurians in some worlds may
resemble the great dinosaurs! Increase their Size
and Strength and raise their Bite to Str+d6. Offset
these powerful abilities with Big, Outsider, or
similar drawbacks that reflect the fear most others
have toward them.
„ ARMOR +2: Saurians have scaly skin that
acts as leather armor.
„ BITE: A saurian’s fangs cause Strength+d4
damage and may be used against grappled
foes.
„ ENVIRONMENTAL WEAKNESS (Cold): Though not
truly cold-blooded, saurians are poorly suited for

25
FANTASY COMPANION

frigid conditions. They suffer a −4 penalty to resist cold environmental effects, and
suffer +4 damage from cold-based attacks.
„ KEEN SENSES: Saurians have acute senses, giving them the Alertness Edge.
„ OUTSIDER (Minor): Most races distrust saurians for some reason. Perhaps it is their
strange ways and customs, their often-sibilant speech, or an ancient subconscious
fear of their reptilian ancestors. Saurians subtract 2 from Persuasion rolls with all but
others of their kind.

SERPENTFOLK
Slithering forth from great warrens or isolated nests are a variety of serpentine humanoids.
Species vary greatly between the broader genus, representing constrictors and vipers of
various types, but share the same humanoid physiology and serpent-like heads.
Variant Ideas: Serpentfolk may have the body of a snake instead of humanoid legs.
These “nagas” might have increased Pace or the Free Runner Edge balanced by the
Unusual Form (see Centaurs on page 11).
You might also upgrade the serpentfolk’s poison to Knockout, Lethal, or Paralyzing by
taking an additional 2 points in Negative Racial Abilities or Hindrances.
Characters related to rattlesnakes, for example, might be Mean or have
Racial Enemies, and those who resemble cobras might have the ability to
spit their Poison (see page 49).
„ BITE: Serpentfolk can bite for Str+d4 damage.

„ COLD-BLOODED: Serpentfolk subtract 1 from Agility, Strength, and


Vigor rolls after spending more than ten minutes in temperatures below
60 ° Fahrenheit (18 ° Celsius).
„ ENVIRONMENTAL WEAKNESS: Serpentfolk
suffer a −4 penalty to resist cold environmental
effects, and damage from cold-based attacks is
increased by +4.
„ INFRAVISION: Serpentfolk can detect heat
thanks to pit organs, halving penalties for bad
lighting when attacking targets that radiate heat.
„ PACE: 10, Running die d10. Serpent folk
move as quickly as the snakes they descend from.
„ VENOMOUS BITE: Victims Shaken or Wounded by
a serpentfolk’s bite must make a Vigor roll or suffer the
effects of a Mild Poison.
„ OUTSIDER (Minor): Serpentfolk are rarely trusted by most
other races. They subtract 2 from Persuasion rolls outside
their own clans.

26
SHAPESHIFTERS
These peculiar and often mistrusted creatures have the ability to change their appearance
to look like someone else. They are the ultimate social chameleons, moving stealthily
through society. Some unscrupulous shapeshifters use this ability to become
con artists, thieves, or even assassins, while others use it while entertaining
to enhance their performance. Their “true” form is disturbing to behold—a
largely featureless humanoid with gray skin and pupiless eyes.
Variant Ideas: Some shapeshifters are limited in their
abilities and only able to mimic the appearance of
someone they’ve interacted with or even touched. They
are able to maintain the new appearance much longer than
other shapeshifters, extending the Duration of their Change
Shape ability to one day (see below).
Shapeshifters don’t need to be a race of eerie humanoids who can
mimic others. Some look just like any other humans but can, at will,
transform into an animal. The shapeshifter’s Change Shape ability
uses the shape change power instead of disguise. If they can only
transform under certain circumstances—such as while Wounded,
by the light of a full moon, and so on—or need to spend a full round
taking no other actions but transformation, they may reduce the
Power Point cost by 2 (GM’s call).
„ CHARISMATIC: Shapeshifters quickly learn to navigate tricky
conversations to fit in with new communities. They gain the
Charisma Edge for free.
„ CHANGE SHAPE: Shapeshifters have the Arcane Background (Gifted)
Edge. As a limited free action, they may change their physical
appearance as per the disguise power with the Personal Limitation.
„ SECRET: A shapeshifter’s true nature is rarely known—even to
other shapeshifters. They keep their ability close to the chest,
granting them the Secret (Major) Hindrance. Should they ever
be discovered by anyone other than their closest allies, they trade this Hindrance for
Enemy, Shamed, Wanted, Outsider, or another appropriate Hindrance.

27
FANTASY COMPANION

NEW MATERIAL COMPONENTS


(MAJOR)
HINDRANCES This Hindrance may only be taken by those
with an Arcane Background.
The spellcaster’s abilities consume
AMOROUS (MINOR) material items when activated. Maybe a
The character is easily enamored with a wizard needs a piece of brimstone to cast
pretty face. Perhaps it’s lust or lechery, or a fireball (blast with a fire Trapping) or a
perhaps he just has a keen appreciation of priestess needs a splash of holy water for
natural beauty. her goddess to grant smite.
Amorous characters suffer an additional Such items are assumed to be at hand—
−2 penalty to resist Tricks and Tests of Will usually in a pocket, bag, or convenient
by any character with the Attractive or pouch. If the caster is ever stripped of her
Very Attractive Edge. possessions and can’t get the materials she
needs, she can’t activate her powers.
BLUNDERER (MAJOR) A caster also runs out of material
Some heroes take a while to master their components (or it breaks, shatters, etc.) if
craft. Select a skill central to your character, she rolls a Critical Failure while casting.
such as Spellcasting for a wizard or Replenishing components for spells of
Fighting for a warrior. The hero suffers a Novice or Seasoned Rank can usually be
Critical Failure whenever she fails a roll done between encounters as the character
and that skill die is a 1. purchases or forages for more, or perhaps
simply finds them “at the bottom of her
ARCANE SENSITIVITY bag.”
(MINOR/MAJOR) Components for Heroic or higher Rank
A spell gone wrong, an old curse, a strange powers are more difficult to replace. They
bloodline, or some other mishap caused require d20 x 1,000 gp, d4 day’s worth of
your hero to be more susceptible to arcane gathering or foraging with a Survival roll,
energy than others. a trip to an exotic bazaar, or whatever else
As a Minor Hindrance, subtract 2 when the Game Master feels is appropriate for
making a Trait roll to resist a power, that campaign world.
including arcane creature abilities (GM’s
call). Subtract 4 as a Major Hindrance. CORRUPTION (MAJOR)
This Hindrance may only be taken by a
ARMOR INTERFERENCE character with an Arcane Background.
(MAJOR/MINOR) The caster’s magic draws on some foul,
Bulky armor interferes with some warriors’ evil, or tainted source. Whenever he rolls
fighting style or maneuverability, and a Critical Failure on his arcane skill roll, he
the precise, intricate somatic movements gains a new Minor Hindrance that reflects
required for certain types of spellcasting. the corruption of his mind and body.
Those with this Minor Hindrance subtract A wizard might become Jealous, for
4 from arcane skill rolls, Agility rolls, and example, as he realizes how difficult it is
Agility-based skill rolls if wearing medium to gather his power. Or Ugly as those dark
or heavy armor, or using a medium or energies are reflected in his contorted
heavy shield. The character may wear cloth features.
or light armor, or use light shields, without These Hindrances last until the spell-
interference. user’s next Advance, at which time he may
As a Major Hindrance, the penalty also remove one Minor Hindrance, or reduce a
applies to light armor and shields. Major Hindrance to a Minor.

28
CURSED (MAJOR) As a Minor Hindrance, the targets of his
Your heroine crossed some dark power ire may not benefit from his Command
and has forever after been marked by its Edges. He cannot keep from insulting
tainted touch. Friendly powers, including them and subtracts 2 from Persuasion rolls
those cast by allies or even herself, suffer when interacting with them. The penalty
a –2 penalty to the arcane skill roll. Worse, increases to −4 for the Major Hindrance.
if the roll is a Critical Failure, the caster is
Stunned! SELFLESS (MINOR/MAJOR)
The penalty applies if the Cursed character You think of others before yourself. You
is within an area effect power or targeted sleep on the floor to give another the bed.
by the Additional Recipients modifier. You pretend to be full to give your friends
the last bite of meat. You stand before your
The Curse has no effect on hostile power.
friends when the dragon breathes fire. You
buy the book that everyone else in your
DOOMED (MAJOR)
adventuring party reads—a true hero!
Death is eager for your hero. Perhaps she
cheated it at some point in her path, or was The extent and frequency of your sacrifice
brought back from the dead and owes the determines whether this is a Minor or
Ferryman a fee. Whatever the reason, the Major Hindrance.
heroine subtracts 2 from Soak rolls.
TALISMAN (MAJOR/MINOR)
GRIM (MINOR) Only characters with an Arcane Background
The hero is serious, taciturn, and finds Edge can take this Hindrance. Because they
mirth tiresome. He’s Provoked (see Savage are already dependent on physical objects
Worlds) on any successful Taunt—whether for their powers, alchemists (see page 78)
the opponent has the Provoke Edge or not. may not take this Hindrance.
Provoked characters subtract 2 from rolls The caster is dependent on a physical item
to affect any opponent except the one to activate his powers. The Talisman might
who insulted him. This lasts until a Joker be a magic staff, a sacred symbol, a wand,
is drawn (by either side) or someone else a weapon, or any other transportable item.
successfully Taunts the dour ruffian. When caught without it, the caster
Grim also counts as a Requirement for the subtracts 1 from all arcane skill rolls (–2 as
Menacing Edge (see Savage Worlds). a Major Hindrance), and is Stunned if the
roll is a Critical Failure.
IDEALISTIC (MINOR) Replacing a lost Talisman depends on the
You see things in black and white and object, but should usually require getting
struggle with more nuanced dilemmas. it back from whoever took it. If it was
Most of the time this is an admiral virtue, destroyed, the Game Master should work
but it causes great issues when on the with the player to figure out what might
horns of a moral dilemma, such as whether make a suitable replacement and how it
to hand a starving poacher over to the might be gained.
king’s guards or let him get away with his
desperate but perhaps necessary crime.

JINGOISTIC (MINOR/MAJOR)
The character dislikes people from
other cultures and believes his own to
be far superior—a snooty city dweller,
for example, might dislike “uncouth”
barbarians or the citizens of a rival city-
state. He cannot help belittling other
cultures at every opportunity.
29
FANTASY COMPANION

CLASSES
Savage Worlds doesn't use "classes" like Dungeons & Dragons, Pathfinder, or some
other roleplaying games, but it's easy to mimic them with your Edge choices.
Check the list below if you're looking to emulate these traditional classes. (And if
you’re interested in “Class Edges,” check out Pathfinder for Savage Worlds!)
„ BARBARIANS: Take high Strength, Vigor, Fighting, and the Berserk Edge. Take
Brawny and Brute for a muscle-bound barbarian. Look at Edges like Nerves of
Steel, Mighty Blow, No Mercy, and especially Savagery as you advance.
„ BARD: Begin with Arcane Background (Bard), high Performance, and the
Instrument Edge. Look at Social Edges, along with Charismatic and Fame, for
skill synergy. As you advance, take the Inspire Heroics and Troubadour Edges.
„ CLERIC: Start with high Spirit, Faith, and the Arcane Background (Cleric)
Edge. For healer types, take the Healer and Mercy Edges. For those who battle
undead, take Champion and look at Destroy Undead or Holy/Unholy Warrior.
„ DRUID: See Arcane Background (Druid) on page 83. Consider the Beast Bond,
Beast Master, Beast Talker, and Woodsman Edges. The Heartwood Staff Edge
grants you a powerful weapon that is unique to druids.
„ FIGHTER: Start with Strength, Vigor, and Fighting, then pick Edges for your
combat style. Take Sweep for great weapon fighters, Two-Fisted for dual
wielders, Feint for swashbucklers, or Defender for "sword-and-board" types.
„ MONK: Take the Brawler and Martial Artist Edges. If your monk has wuxia-like
abilities, take Mystic Powers (Monk) or Arcane Background (Gifted) from the
core book with range limitation. Take Martial Warrior and Chi as you advance.
„ PALADIN: Start with Arcane Background (Cleric), Aura of Courage, and the
Champion Edges. As you advance, take Destroy Undead to keep the carrion
hordes at bay, and Holy/Unholy Warrior to protect yourself with divine power.
„ RANGER: Take Shooting, Survival and the Woodsman Edge. Consider Beast
Bond if you want an animal companion. Take Favored Enemy and Favored
Terrain to be the master of particular wilderness domains.
„ ROGUE: High Stealth and Thievery skills are must-haves, as are the Thief
and Streetwise Edges. Take Sneak Attack and Assassin for backstabbers. For
acrobatic thieves, take the Acrobat and Combat Acrobat Edges.
„ SORCERER: The Arcane Background (Sorcerer) presented in this book is inspired
by the tales of Robert E. Howard and other pulp swords and sorcery tales. If
you’re looking to mimic the more modern gaming concept of bloodlines, either
take appropriate Edges that mimic those abilities, or, with the GM’s permission,
ancestral abilities that reflect more exotic concepts such as draconic, fey, or
elemental bloodlines.
„ WARLOCK/WITCH: For casters who gain their power from pacts, take Arcane
Background (Diabolist) and Leadership Edges. For more traditional witches,
take the Arcane Background (Warlock), and the Healer Edge.
„ WIZARDS: Take Arcane Background (Wizard), the Spellbooks Edge, and
additional spells. Take a Familiar for a pet, or Artificer if you want to make
magic items. As you advance, consider other Power Edges like Power Surge.

30
NEW EDGES ANCESTRAL EDGES
The Edges in this book aren’t divided
The Edges below cover a wide variety of by ancestries—any being can take any
characters typical to most fantasy settings. of the Edges as long as they have the
F Edges with the lightning bolt symbol Requirements.
have been updated from some printings of The Game Master may want to
the core Savage Worlds rulebook. change this for her campaign world,
perhaps making Arcane Resistance
BACKGROUND EDGES available only to elves, Sunder
Background Edges reflect years of training, the exclusive domain of dwarves,
culture, or life in particular environments. or Master Artificer a specialty of
If the Game Master allows them to be taken gnomes.
after play begins, there should be a good Doing so can make each ancestry
reason for it, such as training “off-camera” feel unique and special, though of
for months, constant and intense action course it also limits player choice and
that might lead to the ability, or the effects reinforces stereotypes.
of powerful magic. That’s a trade off you and your group
can discuss for yourself. Maybe
ARCANE BACKGROUND your campaign is about characters
A number of new Arcane Backgrounds are breaking those stereotypes—like a
described in Chapter Four. Each is its own band of “dark” elves rebelling against
Edge, and has the following Requirements: their draconian culture, or half folk
„ ALCHEMIST: Smarts d6+, Alchemy d4+ pushing their insular neighbors to
„ BARD: Spirit d6+, Performance d4+ venture forth and join in some great
crusade.
„ CLERIC: Spirit d6+, Faith d4+
You might also just leave it to your
„ DIABOLIST: Smarts d6+, Spellcasting d4+ players, letting them naturally
„ DRUID: Spirit d6+, Faith d4+ gravitate to those Edges they feel
fit their character’s image. You can
„ ELEMENTALIST: Smarts d6+, Spellcasting
always reinforce the tropes you feel
d4+
are important to your world in the
„ ILLUSIONIST: Smarts d6+, Spellcasting nonplayer characters they meet—who
d4+ may be more “iconic” of a culture
„ NECROMANCER: Smarts d6+, Spellcasting than a player character.
d4+
„ SHAMAN: Spirit d6+, Faith d4+
F ARCANE RESISTANCE
„ SORCERER: Smarts d6+, Spellcasting d4+
REQUIREMENTS: Novice, Spirit d8+
„ SUMMONER: Smarts d6+, Spellcasting Magic and the supernatural hold little
d4+ sway with this individual. Whether by
„ TINKERER: Smarts d6+, Repair d4+ nature, heritage, or training the character
is particularly resistant to magic and other
„ WARLOCK/WITCH: Smarts d6 +,
supernatural energies.
Spellcasting d4+
Enemy arcane abilities targeting the hero
„ WIZARD: Smarts d6+, Spellcasting d4+ suffer a −2 penalty and magical damage is
reduced by 2 as well. This includes magical
bonuses granted to weapons, such as the
smite power or the damage bonus of
magical weapons.
31
FANTASY COMPANION

IMPROVED ARCANE RESISTANCE a tattoo, birthmark, sixth finger, catlike


REQUIREMENTS: Novice, Arcane pupils, or some other visible cosmetic
Resistance oddity, but those who know what to look
As above, but the penalty to the arcane for can find it. And by whatever narrative
skill roll and damage are increased to 4. means necessary, the mark shows through
occasionally, regardless how hard she
CHOSEN attempts to cover it with clothing, wraps,
or even illusions. This means the hero’s foe
REQUIREMENTS: Novice, Wild Card
and his minions are always on her trail.
Prophecies tell of a being destined for
greatness. One who will, with the help
FEY BLOOD
of her boon companions, do great things.
REQUIREMENTS: Novice
When the Chosen spends Conviction, it
lasts until the end of the encounter without Elves, half-elves, and certain fey are often
having to maintain it with Bennies! resistant to hostile magic. Those with
some amount of it in their blood get a free
Of course such a boon comes at a great
reroll when resisting enemy powers and
cost. The Chosen has the Enemy (Major)
spell-like effects. This stacks with Arcane
Hindrance—there’s always some powerful
Resistance.
being opposed to her quest! Worse, she has
a mark of some sort that can’t be removed
FAVORED ENEMY
no matter how much she tries. It might be
REQUIREMENTS: Novice, Fighting d6+
Your hero has fought a particular type of
enemy for many years. She knows how
best to attack and defend against them, and
where their weak spots are.
Choose one type of enemy native to your
character’s homeland. Work with the
Game Master to define types, but typical
categories include dragons, undead, spirits,
animals, fey, constructs, demons, and so
on. “Humanoids” includes all Normal and
Small Size beings with relatively human-
like forms. Monstrous humanoids include
any human-like Large or greater being.
Your hero doesn’t trust or like members
of that race (–2 to Persuasion rolls when
interacting with them), but knows how
to fight them. She gets one free reroll
when failing to track (Survival) or
attack (Athletics (throwing), Fighting,
Shooting) that type of being.
You may take this Edge more than once
to reflect experience with multiple types
of foes.

FAVORED TERRAIN
REQUIREMENTS: Novice, Survival d6+
Rangers, druids, and those who spend
great amounts of time in the wilderness
know how to use it to their advantage.

32
Choose a terrain type (Arctic, Aquatic, IMPROVED CLOSE FIGHTING
Desert, Forest, Hill/Mountain, Jungle, REQUIREMENTS: Novice, Close Fighting
Plains, Swamp, Urban, or Underground). Close fighters target vital areas and
The character draws an additional Action weak spots for quick, lethal kills. The
Card for initiative when in his Favored attacker adds a bonus to his Fighting
Terrain. He may then choose from all roll equal to his enemy’s Reach +1.
possible Action Cards as usual.
Favored Terrain may be taken multiple DEFENDER
times, adding a new Favored Terrain each REQUIREMENTS: Seasoned, Fighting d6+
time. You can give an adjacent ally your shield’s
Parry bonus as a limited free action. This
HEIRLOOM deprives your selfless hero of the bonus
REQUIREMENTS: Novice in the interim. Shield bonuses don’t stack,
Occasionally, powerful magic items so use only the highest if a character is
wind up in the hands of relatively novice protected by more than one.
adventures. This Edge grants your hero
one magic item (or a themed set, GM’s call) DIRTY FIGHTER
chosen from those listed in Chapter Five REQUIREMENTS: Seasoned
with a total value of $10,000 each time this Those with this Edge will do anything to
Edge is taken. win a fight. The dastardly cur is particularly
This is a one-time only benefit—if the good at tricks. He adds +2 to rolls when
item is destroyed or is a consumable (like performing a Test with the Fighting skill.
a potion), it isn’t replenished. If it’s lost, it
must be recovered through adventure! REALLY DIRTY FIGHTER
REQUIREMENTS: Seasoned, Dirty Fighter
COMBAT EDGES Your character is extremely skilled in
tactical deceit. Should he get a raise on
CHARGE a Test, he gains The Drop against that
REQUIREMENTS: Seasoned, Fighting d8+ opponent until the foe is no longer
A short burst of speed adds significant Shaken.
impact to this hero’s melee damage. If she
runs at least 5” (10 yards), she adds +2 to DOUBLE SHOT
the damage of her first Fighting attack that REQUIREMENTS: Seasoned, Shooting d8+
turn. This may be combined with a Wild Double Shot works exactly like the Rapid
Attack. Fire Edge but with any sort of regular bow
(not crossbows). As a limited action, the
CLOSE FIGHTING archer may increase her weapon’s Rate of
REQUIREMENTS: Novice, Agility d8+, Fire by 1. The attacker must have a handy
Fighting d8+ source of arrows to accomplish the feat (a
This Edge is for skilled knife-fighters, who quiver, several arrows stuck in the ground
pride themselves on defeating their foes up at her side, etc.)
close and personal.
Close fighters move inside most weapons’ TRIPLE SHOT
reach, adding a bonus to their Parry equal REQUIREMENTS: Heroic, Double Shot,
to an enemy weapon’s Reach. No bonus is Shooting d10+
granted if the foe is unarmed or using a As above but the archer may increase
knife or other small weapon. the Rate of Fire to 3 by firing three
projectiles at once. This is a limited
action.

33
FANTASY COMPANION

ENDURANCE and causes at least a Shaken or Wound


REQUIREMENTS: Seasoned, Vigor d8+ result, resolve damage and any attempt to
Fighters, barbarians, gladiators and the like Soak. Then the victim must make a Vigor
must learn to endure violent lives filled roll or be Stunned.
with merciless brutality. A character with
this Edge has learned to survive under the POISONER
most relentless conditions. He gets a free REQUIREMENTS: Novice; Alchemy,
reroll on Soak rolls. Healing, or Survival d6+
The character is an expert with poisons.
FORMATION FIGHTER She creates poisons in half the time. In
REQUIREMENTS: Novice, Fighting d8+ addition, her contact poisons last 12 hours
The warrior has trained to fight alongside rather than four.
others, overwhelming their common foe
with synchronized strikes and blows. She ROAR
adds +2 to the Gang Up bonus instead of REQUIREMENTS: Seasoned, Spirit d8+
+1. The maximum Gang Up bonus is still Powerful lungs, magical ability, or great
+4 no matter how many Formation Fighters size allow the being to issue a great, bone-
stand together. shaking roar! As a limited action, the
character can make an Intimidation Test
MARTIAL FLEXIBILITY in a Cone Template. All targets within are
REQUIREMENTS: Seasoned, Fighting d8+ affected and must resist separately.
Once per encounter, as a free action, the
fighter can choose to gain the benefits of a SAVAGERY
single Combat Edge. He must meet all of REQUIREMENTS: Novice, Fighting d6+
the Edge’s Requirements, and the benefits Violence is a way of life for some. Those
of the chosen Edge end after five rounds. with this Edge hit their foes hard enough
that they often don’t get to reply in kind.
MISSILE DEFLECTION A character with this Edge causes +4
REQUIREMENTS: Heroic, Fighting d10+ damage when making a Wild Attack rather
The hero’s ability with a melee weapon is than +2.
unparalleled. As long as he has a melee
weapon in hand, physical ranged attacks SCORCH
(arrows, axes, powers with physical REQUIREMENTS: Seasoned, Vigor d8+,
Trappings, etc.) directed against him (and Breath Weapon
assuming he can see it coming) use his This Edge improves the damage dealt by a
Parry as the base TN. breath weapon by one die type. A breath
attack that causes 2d6 damage, for example,
OPPORTUNISTIC does 2d8 after taking this Edge. It also
REQUIREMENTS: Veteran allows the fire breather to use either the
Opportunity is what one makes of it. When Cone or Line template as desired.
a character with this Edge is dealt a Joker,
he adds +4 to his Trait and damage rolls SHIELD WALL
instead of +2. REQUIREMENTS: Novice, Formation
Fighter, Fighting d8+
STUNNING BLOW Trained soldiers can stand against
REQUIREMENTS: Seasoned, Strength d8+ overwhelming odds and furious hordes
The character’s blows are powerful or with discipline, training, and a sturdy
precise enough to stun his foes. If he strikes shield.
an opponent with a blunt weapon (a Characters with the Shield Wall Edge (and
hammer, maul, mace, his hands, etc.) at least a medium shield) add +1 to their

34
Parry if they are adjacent to one ally who
also has the Shield Wall Edge, and +2 if they
have two adjacent allies with that Edge (the THE WIZARD EDGE
maximum bonus). The Wizard Edge from the Savage
Worlds core book is not used in the
SNEAK ATTACK Fantasy Companion. This is done
REQUIREMENTS: Novice, Stealth d6+ both to avoid confusion with the
Sneaky types with this Edge add an Arcane Background (Wizard) Edge
additional d6 to their damage when they and to better reflect a greater focus
have The Drop on their victim, or the victim on magic.
is Vulnerable. This applies to Athletics The ability to alter a power’s
(throwing), Fighting, or Shooting attacks. Trapping is now covered by the more
universal Change Trapping Power
IMPROVED SNEAK ATTACK Modifier on page 94.
REQUIREMENTS: Veteran, Sneak Attack Changing a Trapping is essentially
The character’s Sneak Attack bonus like knowing a new spell—changing
now applies if the foe is Distracted. a fiery blast to a cone of cold, for
example, or smiting a blade with the
SUNDER wrathful energy of a dark deity or the
REQUIREMENTS: Novice, Strength d8+ holy light of her other aspect.
Those who spend their lives working with This is most often done to take
stone and other natural materials not only advantage of a creature’s weakness,
know how to craft tools with them—they but may have situational or narrative
also know how to break them. uses as well.
When striking to break an object, the
sunderer adds +d6 to his damage total.
Damage dice may still not Ace, however
(see Breaking Things in Savage Worlds).
POWER EDGES

TRICK SHOT F ARTIFICER


REQUIREMENTS: Seasoned, Athletics d8+ or
REQUIREMENTS: Seasoned, Arcane
Shooting d8+ Background (Any)
When performing a Test (see Savage Worlds) Those who tangle with supernatural forces
with the Athletics or Shooting skill, the sometimes find ways to imbue powers into
archer can choose to make the foe resist items. They may turn an ordinary blade
with Smarts instead of Agility. into a magic sword, grant powerful potions
to their friends, or even bless holy relics
WING GUST with divine grace.
REQUIREMENTS: Wings, Seasoned Artificers can create temporary Arcane
The character’s wings are powerful Devices and craft more permanent magical
enough to knock others down. Gusting is items. See Arcane Devices on page 97.
a limited action that requires an Athletics
MASTER ARTIFICER
roll. On a Critical Failure, the flyer has
REQUIREMENTS: Heroic, Artificer, Occult
over-exerted himself and takes a level of
Fatigue. If successful, characters within a d10+
Cone Template originating from the hero The artificer gains 1000 gp progress for
must make a Vigor roll or be Shaken (at –2 each success and raise on his Occult roll
with a raise). If the hero’s Action Card is (rather than being limited to 2000 gp
a Joker or she’s currently under the effects total progress per roll).
of Conviction, those who fail are Stunned
instead!
35
FANTASY COMPANION

BATTLE MAGIC FAMILIAR


REQUIREMENTS: Veteran, Arcane REQUIREMENTS: Novice, Arcane
Background (Any), arcane skill d10+ Background (Diabolist, Druid,
This Edge allows the user to cast her spells Elementalist, Necromancer, Shaman,
on large units of Extras such as soldiers, Sorcerer, Warlock/Witch, Wizard)
henchmen, or guards. See Battle Magic on “Familiars” are small creatures (Size −2
page 98 for details. or −3) that serve as a mage’s loyal pet and
magical companion.
BLOOD MAGIC Familiars are loyal to their masters but
REQUIREMENTS: Novice, Arcane aren’t slaves. They are very smart versions
Background (Any), an evil disposition of their species and can occasionally be
The character channels his arcane power distracted by their own inherent instincts.
through an evil or malevolent source, or For example, a cat might interrupt its task
has learned to draw power through the to chase a mouse or take a brief nap, and
pain and misery of others. a dog will almost certainly bark when a
Every time the mage causes a Wound to a stranger approaches.
conscious, sapient being of some sort (and A familiar is a Wild Card with respect to
the Wound isn’t Soaked), he recovers a d6 Wounds and rolling a Wild Die with its
Power Points. The caster must cause the Trait rolls. It doesn’t get Bennies, but the
damage directly, using his Powers, bare mage can spend his own on its behalf.
hands, weapons, and so on. He gains no The familiar can understand its master’s
benefit from indirect harm such as that speech and vice-versa (others hear only the
caused by a puppeted foe, ally, zombie, pet, creature’s natural sounds), though concepts
or minion. are limited to what a member of its species
Those suspected of practicing such might understand.
tainted magic are often hunted by local The familiar has 5 Power Points of its own.
authorities. Sometimes there are entire It cannot cast spells, but the mage can draw
orders dedicated to their eradication. When on them as if they were his own. They
caught, the sentence is almost always slow, recharge separately and at the same rate as
painful, and fatal. the mage’s.
The bond between the familiar and the
EPIC MASTERY mage makes it immune to the beast friend
REQUIREMENTS: Veteran, Arcane power cast by others.
Background (Any), arcane skill d6+ Familiars don’t advance, but instead gain
The spellcaster is so well-versed in her one of the advantages below for each of its
arcane or divine craft that she has learned master’s Ranks (including Novice) and for
new ways to manipulate her powers. She every fourth advance the hero gains past
gains access to the Epic Power Modifiers Legendary.
for all her Powers. „ SECOND SIGHT: The owner may use
Epic Mastery applies to all a character’s the familiar’s senses as if they were
Arcane Backgrounds if she has more than her own, with a maximum range of 10
one, though she must meet the arcane miles. She is Distracted and Vulnerable
skill requirement for each before she can while doing so.
use Epic Modifiers with that background’s
powers.
„ TRAINING: The mage can increase one
of the familiar’s Traits one die type (no
See Chapter Four for a complete list of
more than once per Trait).
Epic Power modifiers.
„ ENHANCEMENT: The familiar gains
an Edge. It must make sense for the

36
familiar’s species (GM’s call) and meet „ MONK (Athletics d8+): Boost Trait (Agility,
the Requirements as usual. Athletics, Fighting, and Spirit only),
If a familiar dies, the hero is automatically deflection, and smite. All have the Self
Stunned (no matter how far away he is). He Limitation.
can summon another after 10 days and can „ PALADIN (Spirit d8+): Boost Trait (Fighting
change the type if she chooses. and Spirit only), healing, protection,
sanctuary and smite. All but healing have
FAVORED POWER the Self Limitation, but the paladin
REQUIREMENTS: Seasoned, Arcane gains no benefit from the Limitation.
Background (Any), arcane skill d8+ „ RANGER (Survival d8+): Beast friend, boost
The caster has dedicated his time to Trait (Athletics, Shooting, and Survival
mastering a particular spell, miracle, or only), entangle, and farsight. All have the
weird science device. Self Limitation.
Choose one of your character’s powers. „ ROGUE (Thievery d8+): Boost Trait
She may ignore up to two points of any
(Athletics, Stealth, and Thievery only),
penalties (Multi-Action, Wounds, Fatigue,
darksight, lock/unlock, and wall walker. All
etc.) when activating that power.
have the Self Limitation.
MYSTIC POWERS
REQUIREMENTS: Seasoned; other
POWER POOL
REQUIREMENTS: Seasoned, two Arcane
Requirements are listed in the specific
packages below. Backgrounds (Any), both arcane skills
at d8+
In worlds where magic is relatively
common, disciplined adventurers may Characters can have multiple Arcane
learn a few simple powers to help them in Backgrounds with the Game Master’s
their quests. permission, though each has its own set of
powers and Power Points.
Choose one of the packages below. The
character has 10 dedicated Power Points This Edge lets the hero combine Power
that recharge normally. As a limited free Points from two or more different arcane
action, the hero automatically activates skills into a single pool. A hero with 10
the power with success for its regular cost, points in both magic and miracles, for
or with a raise for an additional 2 Power example, could combine them into a single
Points. She may use applicable Power 20 point pool that both may draw from.
Modifiers if desired (at the usual cost). Power Points from the Mystic Powers
Mystic Powers doesn’t grant access to Edge may not be pooled.
Edges that require an Arcane Background,
but she may take the Power Points or Soul SILENT CASTER
Drain Edge. If the hero also has an Arcane REQUIREMENTS: Novice, Arcane
Background, none of its Edges or abilities Background (Druid, Elementalist,
can be used with Mystic Powers and vice- Illusionist, Necromancer, Priest, Shaman,
versa. Sorcerer, or Wizard), Occult d8+
„ BARBARIAN (Strength d8+): Boost Trait The character has learned how to cast
(Fighting, Strength, Spirit, or Vigor only), spells or invoke miracles without speaking.
smite, and speed. All have the Self She may cast underwater, in a vacuum,
Limitation. while gagged, or within a silence spell or
similar ability.
„ FIGHTER (Fighting d8+): Boost Trait
(Fighting, Shooting, Strength, and Vigor
only), protection, and smite. All have the
Self Limitation.

37
FANTASY COMPANION

TRANSFER EXPLORER
REQUIREMENTS: Novice, Arcane REQUIREMENTS: Novice, Vigor d6+,
Background (Any) Survival d8+
The mage, priest, or other practitioner The world is vast, and this wanderer is
of the arcane arts can give his magical called to discover its uncharted reaches.
energy to others. As a limited free action, When using the Travel rules (see Savage
the character may transfer up to five of his Worlds), the Explorer may make a Survival
Power Points to anyone else in sight. roll to draw an additional card from the
Action Deck (or two additional cards with
PROFESSIONAL EDGES a raise) and choose which to use.
In addition, the Explorer and his party
BORN IN THE SADDLE reduces Travel Times by 10 percent.
REQUIREMENTS: Novice, Agility d8+,
Riding d6+ KNIGHT
There’s no place this warrior would rather REQUIREMENTS: Novice, Spirit d6+,
be than on the back of a fast horse or other, Strength d8+, Vigor d8+, Fighting d8+,
more exotic mount. Riding d8+, Vow (Major—a particular
A hero with this Edge gets a free reroll on order, religion, or cause)
all Riding rolls and increases her mount’s Knights are chivalric heroes dedicated to
Pace by 2 and their running die one step. a particular cause. They swear holy oaths
to their patron, god, or order and must
answer the call when summoned—even if
it means certain death.
Knights are gifted with a light warhorse,
lance, chain mail armor, and a medium
shield emblazoned with the symbol of their
patron.
They add +1 to Persuasion rolls when
interacting with those who respect their
order.

GREAT MOUNT
REQUIREMENTS: Heroic, Riding 8+
Anyone can ride a horse, but only the
greatest champions can take to the air on
the back of a pegasus or tame a wild griffin.
This Edge grants the hero a special and
powerful mount. It might be a reward for
some service or from his deity, he might
find and wrestle into submission, or he
might save it from some dire fate. The
Game Master should take wide liberty
with how the beast is encountered and
tamed, perhaps even gaming it out or using
a Quick Encounter, but at some point of
course the hero should win out and gain
the Edge.
The creature is a Wild Card and its Smarts
are a die type higher than others of its kind.
It understands simple commands and is
38
absolutely loyal unto death. The rider and Scouts are always considered alert for
mount can’t spend Bennies for each other Notice rolls versus Stealth, ignore up to
unless they have the Beast Bond Edge 2 points of penalties on Survival rolls to
(Common Bond doesn’t count). track, and on a raise gain more specific
The type of mount is up to the player information about what they’re following.
and approved the Game Master. It has a They also add +2 to Common Knowledge
maximum Size of 4 (Large), and could be rolls to recall information about towns,
anything from a war horse to a pegasus to outposts, landmarks, or lairs along a
a grizzly or even a great white shark (in a particular route they may have traveled
water-based campaign). before (player and GM’s call).
Great Mounts don’t advance, but instead
gain one of the advantages below when its STONECUNNING
master hits Legendary Rank, and every REQUIREMENTS: Novice, Repair d6+
four Advances thereafter. Those who spend their lives around worked
stone quickly perceive imperfections or
„ Increase one of the creature’s Traits one
alterations within its design. Assuming
die type. This may only be taken once
they can see or feel the work, they get one
per Trait.
free Notice roll at +2 to detect traps, hidden
„ The creature gains an Edge that makes
doors, or compartments in stonework
sense for its species (GM’s call). It must
within 10 feet of their person. Success
meet the Requirements as usual.
means they know some alteration has been
Death: If the creature ever perishes, the made, and a raise gives them insight into
character gains a new one, along with its general purpose.
an appropriate number of Advances. As
before, this should require a quest of some TRAPSMITH
sort that explains how such a unique REQUIREMENTS: Novice, Smarts d8+,
creature bonded with the hero. Repair d8+
Many treasure hunters seek the aid of
MOUNT experts trapsmiths for their ability to
REQUIREMENTS: Novice, Riding d6+ bypass dangerous booby traps. This
The hero has a horse or similar sized character gets a free reroll on Repair,
mount that is more clever than most and Notice, and Thievery rolls involving traps.
utterly loyal to its master (even if it seems
cantankerous or otherwise disagreeable). TRAP SENSE
Increase the mount’s Smarts by one and REQUIREMENTS: Seasoned, Thief
give it the Loyal Hindrance (to its master Many adventurers become adept at spotting
only) and the Resilient Monstrous Ability. and defeating all but the most clever snares
Death: If the mount perishes, another and traps. They get a Notice roll anytime a
takes its place eventually, perhaps after a detectable trap is about to be sprung within
long narrative trek or several encounters 5” (10 yards). They must have line of sight
that describe how the beast and rider bond. to the trap and can’t be Shaken or Stunned.
This works generally like Danger Sense but
SCOUT applies only to mechanical and magical
REQUIREMENTS: Seasoned, Woodsman traps (see Traps on page 67).
Scouts are masters of navigating the mystic If the trap is detected and may be Evaded,
lands of their fantastic worlds. When the the rogue and anyone she warns ignores
Game Master draws a face card while the 2 points of Evasion penalties to do so. If
party is traveling (see the Encounter rules the trap can’t normally be Evaded, anyone
under Travel in Savage Worlds) the Scout warned may Evade at the usual −2 penalty.
may make a Notice roll at −2 to detect the Disarming Traps: A character with
hazard, creature, or event first. Trap Sense ignores up 2 points of
39
FANTASY COMPANION

Thievery penalties when attempting to


disarm traps.
WEIRD EDGES
These Edges reflect the inherent magic
TREASURE HUNTER of some worlds or character types. Make
REQUIREMENTS: Novice, Notice d8+, sure to get your Game Master’s approval
Occult d8+ before taking them. Aura of Courage may
Tomb raiders and treasure hunters know be reserved for celestials or it might be a
what to look for when rifling through piles common magical ability depending on the
of gold and goods. When the Game Master setting.
rolls for magic items (see Treasure on page
133), you can spend a Benny to have her AURA OF COURAGE
roll again. REQUIREMENTS: Novice
A field of holy energy encircles this noble
TROUBADOUR being. Allies within 10” (20 yards) add +1 to
REQUIREMENTS: Seasoned, Common Fear checks and subtract 1 from Fear Table
Knowledge d6+, Performance d8+ results.
Troubadours travel the world, learning
culture, etiquette, history, and above all, BEAST TALKER
legends. REQUIREMENTS: Novice
They add +2 to most Common Knowledge The character can speak to and understand
rolls (GM’s call) and may use Performance a general class of animals: birds, marine
in place of Battle for Leadership Edges or animals (fish, crustaceans, etc.), insects,
Edges that require Battle. mammals, reptiles, etc.
She doesn’t control them, but can attempt
UNCANNY REFLEXES to persuade them to help or provide
REQUIREMENTS: Veteran, Agility d8+, whatever information creatures of their
Athletics d8+ type might understand. The GM should
The character has an uncanny ability to impose appropriate modifiers when
avoid area attacks and effects. She ignores conversing with pets, hostile or skittish
the usual −2 Agility penalty when making animals, predators, or those animals who
Evasion attempts. She also gets a regular have been hunted or preyed upon.
Evasion attempt against area effect attacks The vocabularies, memories, and
or effects that don’t usually allow it (at the comprehension of such creatures are
usual −2 penalty) such as burst or blast, or limited by their type—a dog knows and
even confusion or similar spells cast with understands far more than a fish, for
the Area Effect modifier. example. The nature of the world may also
define how much its animals understand.
SOCIAL EDGES
RAPID CHANGE
REQUIREMENTS: Novice, Lycanthropy
DECEPTIVE
REQUIREMENTS: Seasoned, Smarts d8+
This Edge is available to any character who
has contracted lycanthropy (see page 218).
Lies, deception, and misdirection are a
Changing forms normally takes a painful
stock-in-trade for this rogue. When making
and grotesque 10 minutes, but those with
a Test based on Smarts, Spirit, or linked
this Edge have learned to embrace the
skills, he can choose whether the target
arcane aspect of the curse and may change
resists with Smarts or Spirit.
form as a limited action.

40
LEGENDARY EDGES RELIC
REQUIREMENTS: Wild Card, Legendary
Below are a few unique and powerful
Powerful magic items should normally
Edges adventurers may attain at the apex
be discovered only through epic quests,
of their careers.
dangerous treks into vast dungeons, or
exchanging vast quantities of gold and
HOME GROUND other treasure.
REQUIREMENTS: Wild Card, Legendary,
If those opportunities don’t present
Spirit d8+, Arcane Background (Any)
themselves, a hero may take this Edge to
There are few things more dangerous
choose any one magical item from this
than a druid in her home forest, a wizard
book. The Game Master must approve the
in his lair, or a necromancer in the ruined
choice as usual, deciding if such a thing
city his undead horde have built for her.
even exists in her world. If so, the hero
Working with the Game Master, comes upon it somehow—perhaps via
designate one area as your hero’s “home.” inheritance, at the end of the next quest, as
This might be an entire forest, bay, a gift from those he aided.
coastline, or lake and its surroundings for
If the item is lost, he eventually recovers
a druid, a church and the small town it
or replaces it, but may have to do without
serves for a cleric, a tower and its environs
a session or two to recover it.
for a wizard or elemenalist, or a keep
full of contraptions and chemicals for an
UNSTOPPABLE
alchemist or tinkerer.
REQUIREMENTS: Wild Card, Legendary,
Once per encounter, while within this Vigor d10+, Iron Jaw, Nerves of Steel
area, the character may spend a Benny
The hero is a irresistible force of nature,
to recover all her Power Points. The
undaunted by hardship and steadfast in the
mage also has a sense of her home, no
face of the most seemingly insurmountable
matter how distant she may be. She may
obstacles. She has the Unstoppable
concentrate for ten minutes (one minute
monstrous ability.
if on her Home Ground) to ask three
questions about the current, observable
WARBAND
state of her homeland, revealed through
REQUIREMENTS: Wild Card, Legendary,
scrying, visions, or other eldritch sense.
Command and at least two other
Leadership Edges, Followers
LEGENDARY MOUNT
Legendary leaders attract dedicated fighters
REQUIREMENTS: Wild Card, Legendary,
to their side. Each time this Edge is taken,
Riding d10+
five of the champion’s Followers gain the
Nothing speaks of a character’s power and
Resilient Monstrous Ability.
renown like riding a great and terrible
dragon, war mammoth, or rampaging
WELL PREPARED
dinosaur into battle!
REQUIREMENTS: Wild Card, Legendary,
The hero has befriended and can ride Smarts d10+, Channeling, Epic Mastery
such a beast—most any non-unique
The wizard may activate a power that can
creature in the bestiary with the Game
normally be cast as an action as a limited
Master’s permission. The mount is Loyal
free action. This costs an additional Power
to its master but strong-willed and has the
Point, but not only allows the wizard to
Resilient Monstrous Ability.
cast a spell each round without incurring
Death: If the mount perishes, another a Multi-Action penalty, she may also cast
takes its place eventually, perhaps after a it while Shaken or affected by some other
long narrative trek or several encounters condition that only allows free actions.
that describe how the beast and rider
form their bond.
41
FANTASY COMPANION

42
GEAR

This chapter presents new gear, armor, ITEM COST WEIGHT


and weapons. It also includes descriptions
Basket 1 1
of siege weapons and their effects on Mass
Battles, as well as information on acquiring Bedroll 1 5
and maintaining strongholds. Bell 1 2
Note that some items may be slightly Belt Pouch 1 0.5
different from their listing in Savage Worlds Book 50 5
to reflect updates or more traditional
Notes: Allows Research rolls to find
fantasy tropes. specific information. The GM may require
a new book for each topic.
GEAR Bottle 2 1
Below is a list of equipment appropriate to Caltrops 1 2
most fantasy settings, with selected notes. Notes: One batch covers a Small Blast
Template, two a Medium, and three a
GENERAL GEAR Large. Counts as Difficult Ground; anyone
ITEM COST WEIGHT moving through the area must make an
Alchemists’ Bag 25 5 Athletics roll or be Shaken. A Critical
Notes: This portable laboratory contains Failure causes a Wound to the feet (–2 Pace
an oil lamp, glass beakers and tubes, until healed).
distillation vases, tweezers, pipettes, and Candle 1 —
a chart of minerals and herbs. Notes: A candle provides clear light in a
Artificer’s Kit 100 5 2” radius for two hours. A candle blows
Notes: Various tools, vices, and equipment out in a strong wind or whenever the
needed to enchant arcane devices (see character holding it runs.
page 97) and permanent magic items Canvas (sq. yd.) 1 1
(page 153). Carriage/Coach 100 200
Backpack 2 2 Cart (300 lbs. capacity) 15 80
Notes: Halves the effective weight of Case, map or scroll 1 0.5
contents
Chain (5"/10 yards) 30 2
Bandolier 5 2
Chalk (box of 12) 1 —
Barrel 2 30

43
FANTASY COMPANION

ITEM COST WEIGHT ITEM COST WEIGHT


Chest (small) 25 2 Parchment (per sheet) 1 —
Chest (large) 75 20 Pick, mining 5 5
Crate 10 5 Notes: Picks are unbalanced as weapons
Crowbar 2 5 and inflict a −1 penalty on the user’s
Parry and Fighting scores. Their damage
Flask (metal) 1 1
is Str+d6.
Flint and Steel 1 —
Pole, 10 foot 1 8
Grappling hook 2 4
Pot, iron 2 8
Notes: Can be attached to a rope or similar
Quill 2 —
line (usually no more than 15 yards in
length). The user throws the hook just as Rope, hemp (10"/20
1 15
if he were attacking a target. It has a range yds)
of 3/6/12. If it “hits,” the hook has set and Notes: The rope can safely handle 300
can hold up to 200 pounds of weight. pounds. For every 50 pounds over that,
Hammer 1 2 roll 1d6 every minute or whenever the
rope suffers a sudden stress. On a 6, the
Healer’s Kit 50 1
rope breaks under the strain.
Notes: Five uses, +1 to Healing skill rolls
Rowboat 50 100
Holy Symbol, wood 1 —
Sack, large 3 1
Holy Symbol, silver 25 1
Sack, small 1 —
Holy Symbol, gold 100 5
Saddlebags 4 8
Hourglass 25 1
Scabbard 8 3
Ink (vial) 1 1
Sealing Wax, stick 1 1
Journal, blank 5 1
Sewing Kit 5 1
Lamp (3” radius light) 3 2
Shovel, small 3 3
Lantern 12 3
Soap 1 1
Notes: Provides light in a 4” radius for
Spellbook (blank) 15 3
three hours per pint of oil. There is a 50%
chance the lantern breaks if dropped, and Spikes/Pitons (10) 10 5
a 1 in 6 chance it sets normal combustibles Spyglass 1,000 1
alight (see Savage Worlds). A “bullseye” Notes: Notice +2 to spot distant objects
version has a shuttered reflected hood that
Tack, riding 30 25
casts light in a Cone Template.
Notes: Includes a saddle, bridle, bit, stirrups,
Magnifying glass 100 —
and reins. Attempts to ride a mount without
Manacles 15 2 proper tack imposes a –2 to Riding rolls.
Musical Instrument 5 3 Double price for large or unusual mounts.
Mirror, small steel 10 0.5 Tankard, ceramic 1 1
Oil (1 pint) 2 1 Tent, bivouac (2 person) 10 5
Notes: Fuel for lanterns. Placing a lit fuse Tent (6 person) 30 10
in an oil flask creates a crude throwing Tent, pav i l ion (15
weapon with Range 3/6/12. Upon striking 100 20
person)
a target the oil deals 1d10 damage and
Thieves’ Tools 30 1
may cause the target to catch fire based
on its flammability (see Savage Worlds). Notes: Attempts to pick a lock without
Lighting a fuse requires 1d6 rounds with these tools imposes a −2 penalty to
flint and steel or 1 round with open flame. Thievery rolls.
It stays alight for 10 minutes.

44
ITEM COST WEIGHT ITEM COST WEIGHT
Torch 1 1 Formal Clothing 75 5
Notes: A torch provides light in a 4” radius Fine Clothing 100+ 5
for one hour. Temporary torches can be Notes: Adds +1 to Persuasion rolls in
made with some wood, rags, and 1 pint of situations where social status has an
oil for every 10 torches. These last half as effect.
long, however.
Winter Clothing 8 3
Trapmaking Kit 150 10
Notes: See Hazards in Savage Worlds for the
Notes: Attempts to create a trap without effects of clothing in cold environments.
these tools imposes a –2 penalty to the
Repair rolls. PACKS
Waterskin 1 — Ready-made packs come with the most
common gear for certain professions at a
Wheelbarrow 10 20
slight discount.
Whetstone 1 —
ITEM COST WEIGHT
ANIMALS Adventurer's Pack 45 10
ITEM COST WEIGHT Notes: Backpack, bedroll, candle, chalk,
Camel 150 — common clothing, flint and steel,
Dog, Guard 25 — grappling hook, lantern, small mirror,
hemp rope, oil, shovel, soap, 3x torches,
Elephant 1,000 —
waterskin, whetstone, one weeks rations.
Hawk/Falcon 50 —
Alchemist's Pack 50 18
Horse, Riding 75 —
Notes: Alchemist’s bag, backpack, flint
Horse, War 350 — and steel, bedroll, mirror, belt pouch, 3x
Mule/Donkey 10 — oil, rope, one weeks rations, five quarts
Pony 40 — of water, and 3x torches.
Entertainer's Pack 120 14
FOOD
Notes: Musical instrument, backpack,
ITEM COST WEIGHT bedroll, mirror, journal, ink and quill, flint
Ale, gallon 2 8 and steel, cloak (light), formal clothing,
Ale, mug 1 1 one weeks rations, flask, a sewing kit, and
a bottle of wine.
Banquet (per person) 10 —
Dungeoneer's Pack 50 28
Feed, animal (1 day) 2 3
Notes: Rope, grappling hook, backpack,
Meal, cheap 2 —
flint and steel, hammer, bedroll, crowbar,
Meal, average 5 — lantern, 5x oil, spikes, shovel, 3x waterskin,
Meal, fine 10+ — one weeks rations.
Rations, basic (1 day) 1 1 Mage's Pack 80 15
Rations, deluxe (1 day) 3 1 Notes: Spellbook, backpack, bedroll, lamp,
Water, quart (1 day) 1 2 flint and steel, ink and quill, 3x oil, cloak
(light), one book, waterskin, one weeks
Wine, bottle 5+ 2
rations.
Wine, glass 2 1
Mercenary's Pack 45 24
CLOTHING Notes: Bedroll, backpack, caltrops, lantern,
ITEM COST WEIGHT 3x oil, ale (gallon), flint and steel, a
Boots, heavy 5 4 tankard, rope, manacles, waterskin, one
weeks rations.
Cloak, light (w/hood) 2 3
Common Clothing 1 2
45
FANTASY COMPANION

ITEM COST WEIGHT HIRELINGS


Priest's Pack 100 12 Hirelings are paid by the day and must
Notes: Holy symbol (silver), bedroll, flint be provided with water, rations, shelter,
and steel, candle, healer’s kit, lantern, 3x transport, and any equipment they don't
oil, parchment, ink and quill, backpack, already have. They are loyal to their
waterskin, one weeks rations. employer but aren't mindless—they won't
Thief's Pack 65 18 do anything clearly suicidal or against their
own code of ethics.
Notes: Thieves' tools, backpack, mirror, Hirelings are Extras and use the profiles
flint and steel, belt pouch, grappling hook, in the Bestiary. Wild Card hirelings are
rope, caltrops, marbles, sack (small), 2x oil, available for three times the listed price.
lantern (bullseye), waterskin, one weeks
rations. ITEM COST WEIGHT
Wilderness Pack 36 21 Archer (High Elf) 10 —
Notes: Tent (two person), backpack, rope, Archer (Wild Elf) 15 —
blanket, winter clothing, boots (heavy), Assassin 50 —
flint and steel, shovel (small), cloak, Barbarian, warrior 5 —
waterskin, one weeks rations.
Barbarian, shaman 7 —
LIFESTYLE Bard 15 —
GMs may wish to have characters pay for Cleric 15 —
daily lifestyle expenses between adventures
Courtier (Noble) 50 —
or during Downtime (see page 72). The
price includes food, drink, lodging, and Fighter 5 —
occasional entertainment, and should be Fighter, veteran 10 —
adjusted based on the local situation. Jester (Noble) 10 —
Lower lifestyle expenses increase the
chance of theft or other hazards, while high Knight 35 —
expenses are generally more secure. Mage 15 —
ITEM COST WEIGHT Mage, veteran 30 —
Destitute — — Porter (Commoner) 3 —
Meager 3 — Ranger 7 —
Fair 5 — Sailor, Captain 25 —
Comfortable 12 — Sailor, Crew (each) 3 —
Prosperous 25 — Thief 15 —
Lavish 40 —
Opulent 75 —

CURRENCY
Costs are listed in “gp” or “gold pieces” for flavor and for those familiar with most
fantasy roleplaying games. Though unrealistic, 1 gp is equal to $1 throughout this
book.
Game Masters are encouraged to create their own currencies for their worlds,
perhaps stamped with the images of various rulers or important nonplayer
characters in that campaign. Perhaps your heroes can even become famous enough
to have coins stamped with their image some day!

46
LODGING
Lodging prices generally include two beds
per room at an inn or boarding house, but
some also have larger rooms with up to six MASTERWORK ITEMS
beds for double the listed price. Long-term Masterwork items are finely crafted
lodging may reduce the cost. versions of normal gear made by top
ITEM COST WEIGHT artisans.
Bath 2 — Weapons of masterwork quality are
Flophouse 1 — +1 AP. Masterwork melee and ranged
weapons add 300 gp to the cost.
Inn, poor 2 —
Masterwork arrows, bolts, or other
Inn, common 5 —
ammunition subtract 1 point of Range
Inn, good 10 — penalty at Long or Extreme Range,
Inn, excellent 25 — and increase the cost 6 gp per unit.
Laundry 2 — Masterwork ammunition loses its bonus
Stabling for Mounts 5 — after use even if recovered.
Armor and shields of masterwork
TRAVEL quality reduce the Minimum Strength
Travel is per passenger and includes requirement by one die type, to a
suitable accommodations and a trained minimum of d4. Shields cost an extra
crew or staff, but passengers are expected 300 gp, while armor costs an extra 150
to pay for their own food, water, or any gp per piece.
special services they may require.
You can’t usually upgrade existing
ITEM COST WEIGHT armor, weapons, or shields to masterwork
Airship, cargo 20 — quality— they must be crafted to high
Airship, passenger 35 — standards from the beginning.
Caravan 2 — The availability of masterwork items—
whether for sale in the marketplace or
Cargo (50 pounds) 5 —
commissioned—depends on the size
Coach/Carriage 5 — of the settlement and is up to the GM.
Elephant, howdah 12 — Such items typically take twice as long
Palanquin 50 — to create if commissioned.
Ship, common berth 3 —
Ship, cabin 6 —
Ship, stateroom 15 —

47
FANTASY COMPANION

SPECIAL listed amount, but are considered evil


and strictly outlawed in most societies.
MATERIALS „ HARDWOOD: This rare wood is much
lighter than normal. Items carved
from it weigh half as much as typical
Weapons and armor are often created with equivalents and cost an additional 10
rare, special materials. These materials gp per pound of the original weight
improve combat effectiveness or have to the price of a masterwork version
effects against creatures with resistances of the item. Hardwood items increase
and weaknesses. Special materials don’t Hardness (or Toughness if the hull of a
stack, only the best quality applies in any vehicle) by 2.
situation.
„ DRAGONHIDE: Armorers can fashion
Anything made from the following
their products with the hides of dragons
materials is considered masterwork,
when such wonders become available.
adding 300 gp to its base cost before other
The number of armor pieces that can
cost modifiers.
be crafted from a single dragon is
„ ADAMANTINE: Mined from rocks that
equal to half its size (rounded up).
fell from the heavens, adamantine
The hide can be used to craft light,
adds +1 AP to any melee weapon or
medium, or heavy armor and counts as
ranged weapon ammunition made of
masterwork, granting the same bonus
its metal. This stacks with the bonus
as other armors of the same type (+2 to
from masterwork items. Adamantine
+4). Additionally, wearing dragonhide
weapons cost an additional 3,000 gp.
grants the wearer an additional +4
Adamantine armor is harder to pierce armor against the element tied to the
than that made from other materials. dragon’s breath weapon. This benefit
It ignores up to 2 points of AP. Armor stacks with the Energy Resistance
made from this material costs an extra enchantment. Dragonhide armor costs
3,000 gp per point of armor bonus. an additional 2,500 gp.
Adamantine items increase Hardness „ MITHRAL: A rare metal, mithral is
by four and cost an extra 3,000 gp. forged like steel but weighs much less.
„ COLD IRON: Cold iron is iron that has Mithral reduces the Minimum Strength
not been heated in a forge before it is of weapons, armor, and shields one die
worked. As such, it contains no carbon type (this stacks with the bonus from
and is therefore pure, but also brittle. It masterwork) and the weight by half.
is primarily useful against demons and Weapons and shields made primarily
fey with a cold iron weakness. Cold iron of mithral (GM’s call) cost 100 times
melee weapons cost twice as much as normal, while armor costs 10 times
normal and shatter if the wielder rolls a normal per piece.
Critical Failure while Fighting.
Mithral weapons count as silver against
„ DARK METAL: Forged only by evil beings, creatures with a silver Weakness.
dark metal is mined from black rock „ SILVER, ALCHEMICAL: A complex process
found in certain volcanoes. It is infused involving metallurgy and alchemy can
with evil, making it an anathema to bond silver to a steel weapon. This
living things. Weapons forged of dark allows them to affect creatures with a
metal impose a –2 penalty on Vigor rolls Weakness to silver, such as lycanthropes.
to Soak damage. Dark metal armor or They cost ten times normal price.
shields add +1 to their armor bonus.
Dark metal items cost ten times the

48
POISONS Injury poisons must be applied to a piercing
or cutting weapon, and are delivered when
an attack isn’t Soaked and results in Shaken.
Below are expanded rules for poisons,
including some common types that less PURCHASING POISONS
scrupulous characters may wish to use, as Whether poisons can be bought openly or
well as a new type—Disabling. not depends on the setting. In most fantasy
Note that the use of lethal poisons is almost worlds, mild poisons or those used to take
always frowned upon in polite society and care of vermin or other common nuisances
mark their user as a murderer or assassin. are readily available. Those typically used
In warfare, poison is considered a cowardly for more sinister purposes must be obtained
weapon reserved for tyrants. via the black market or from those who set
Disabling: These poisons dull one of themselves off from the rest of society.
the victim’s attributes and linked skills
(chosen at the time of creation) by creating CRAFTING POISONS
hallucinations, inhibiting nerve function, Characters can make their own poisons for
causing euphoria, etc. The affected attribute half the cost listed below. Doing so uses the
is reduced a die type (two with a Critical Alchemy, Healing, or Survival skill and d6
Failure on the Vigor roll) for 30 minutes. hours of preparation per batch. A Critical
Failure during this process results in the
DELIVERY poisoner poisoning himself!
Poisons are delivered in several ways. In all Strength: The crafter can make the potion
cases, no being must roll versus a particular stronger (resisted at Vigor –2) by increasing
type of poison more than once per round. the time to 2d6 hours and paying the full
Contact poisons must touch bare skin. They cost listed below.
can also be applied to a weapon and remain
effective for four hours. ANTIDOTES
Antidotes for poisons use the same crafting
Inhaled poisons are released by breaking
rules. An antidote only works against
their container. They form a Medium Burst
the specific type of poison for which it is
Template cloud and affect everyone within.
created, and gives the user a Vigor roll
Ingested poisons must be consumed. The minus the strength of the poison to recover
target may make a Notice roll to detect the completely from its effects (including
poison’s smell or taste before consuming. removing Hindrances for Lotus Dust).

COMMON POISONS
ITEM TYPE DELIVERY COST NOTES
Assassin's Brew Lethal ­Ingested 250 –2 Notice to detect
Crypt Spores Mild Inhaled 75 —
Ether Knockout Inhaled 300 —
Faerie Wine Disabling (Smarts) Ingested 200 —
Giant Snake Venom Lethal Injury 400 —
Goblin Poison Disabling (Agility) Injury 150 Goblins have immunity
Green Slime Extract Paralyzing Contact 200 +1 Notice to detect
Vigor –2 or gain a Habit
Lotus Dust Disabling (Strength) Inhaled 225
(Minor) to the dust
Medusa's Blood Disabling (Vigor) Contact 300 —
Moon Draught Disabling (Spirit) Ingested 75 —
Wyvern Poison Paralyzing Injury 100 —
49
FANTASY COMPANION

ARMOR
Armor is written in parentheses next to a character’s Toughness, like this: 11 (2). This means
2 points of the character’s 11 Toughness comes from Armor. An Armor Piercing attack can
bypass those 2 points but not the other 9.
Note that greaves (leg guards) and vambraces (arm guards) are listed as pairs. Halve the
weight and cost if a character wears only half the set (Minimum Strength doesn’t change).
Tailored armor is customized to the wearer’s exact proportions. It increases the cost 50%
and reduces its Minimum Strength one level for that individual.

ITEM ARMOR MIN STR. WEIGHT COST


ARMOR EXTRAS
Armor Spikes — — 10 50
Notes: May be added to any armor, causing +1 damage when Crushing while Grappling.
Gauntlet, locked — — 5 8
Notes: +1 to Strength roll against Disarm; requires an action to fasten/release.
CLOTH / LIGHT LEATHER
Cloth Armor and Light Leather Armor
Thick cloth, and light leather armor don’t count against any restrictions when using the
Armor Interference Hindrance (see page 28) . Cannot be enchanted (see page 73)
Tunic (torso, arms) +1 d4 9 10
Heavy Hooded Cloak (head) +1 d4 8 5
LIGHT
Studded Leather Armor and Natural Armor (made from materials such as wood, bone, or bark).
Leather Tunic or Jacket (torso, arms) +2 d6 11 20
Leather Leggings (legs) +2 d6 8 20
Leather or Natural Cap (head) +2 d6 1 10
Natural Shirt (torso, arms) +2 d6 10 20
Natural Leggings (legs) +2 d6 7 20
MEDIUM
Chain Mail, Ring Mail, Scale Mail, Splint Mail, and Bronze Armor
Chain Shirt (torso, arms) +3 d8 22 100
Chain Leggings (legs) +3 d8 10 100
Chain Hood or Pot Helm (head) +3 d8 3 50
Bronze Corselet (torso) +3 d8 13 200
Bronze Greaves (legs) +3 d8 6 200
Bronze Vambraces (arms) +3 d8 5 100
Bronze Helmet (head) +3 d8 6 120
HEAVY
Plate Mail Armor
Breastplate (torso) +4 d10 30 500
Greaves (legs) +4 d10 10 500
Vambraces or Gauntlets (arms) +4 d10 10 250
Heavy Helm (head) +4 d10 4 250
Heavy Helm, Enclosed (head) +4 d10 8 300
Notes: –1 to vision-based Notice rolls.

50
SHIELDS
Shields add to a character’s Parry as long as the defender is aware of the attack.
Facing in melee can usually be ignored since a defender can turn to face individual
opponents throughout the combat round. If she's attacked by multiple creatures on the same
Action Card, however, the shield protects against half the attackers (rounded up; defender's
call which ones). Ignore that if the shield bearer has a superior position, such as flanked by
allies with no foes behind them, blocking a doorway, corner, or narrow hallway, and so on.
If using miniatures, remember that they're static but characters in the game world aren't.
A shield's Parry bonus is written in parentheses next to a character’s Parry, like this: 8 (2).
This means 2 points of the character’s 8 Parry comes from a shield. Half of the foes who
attack this character on the same Action Card can bypass those 2 points but not the other 6.
Cover subtracts from ranged attacks from the front and shielded side (attacks from the rear
or unprotected side ignore cover). Unless stated otherwise, shields are Hardness 10.
While worn, shields can be used to bash for Str+d4 damage.
MIN
TYPE PARRY COVER WEIGHT COST
STR.
Small (Bucklers, Targs) +1 — d6 4 5
Medium (Typical round or kite
+2 −2 d8 8 9
shield)
Large (Tower shields, pavises) +2 −4 d10 12 20
Notes: -1 Pace when carried or wielded
EXTRAS
Interlocking — — 10
Notes: Adjacent characters with interlocking shields may combine their cover bonus
against ranged attacks, to a maximum of –6.
Shield spikes — 5 20
Notes: +1 damage when attacking with the shield.

BARDING (ANIMAL ARMOR)


The items below are based on Size 2 creatures. For other sizes, increase/decrease the weight
and cost by 10% per Size difference.
ITEM ARMOR MIN STR. WEIGHT COST
Padded/Cloth +1 d6 30 100
Leather +2 d8 50 300
Chain or Scale +3 d10 110 500
Bronze +3 d10 120 1,500
Plate +4 d12 130 5,000

51
FANTASY COMPANION

MELEE WEAPONS
MIN
TYPE DAMAGE STR. WEIGHT COST NOTES
Axe, Hand Str+d6 d6 3 6 ­—
Axe, Battle Str+d8 d8 6 10 ­—
Axe, Great Str+d10 d10 12 20 AP 3, Parry –1, Two Hands
Chakram Str+d4 d4 3 28 Parry +1
Club, Light Str+d4 d4 2 1 —
Club, Heavy Str+d6 d6 5 2 —
Cutlass Str+d6 d4 2 15 —
Dagger/Knife Str+d4 d4 1 2 —
Flail Str+d6 d6 5 8 Ignores shield bonus
Ignores shield bonus, Two
Flail, Heavy Str+d8 d8 10 15
Hands
AP 1, may be used Two Hands
Falchion Str+d8 d8 8 75
(if so, it causes +1 damage)
Glaive Str+d8 d8 10 8 Reach 1, Two Hands
Guisarme Str+d6 d6 12 9 AP 1, Reach 1, Two Hands
Halberd Str+d8 d8 12 10 AP 1, Reach 1, Two Hands
Hook Sword Str+d6 d6 3 20 +1 to Disarm
Katana Str+d6+1 d6 3 50 Two Hands
AP 2 when charging, Reach 2,
Lance Str+d8 d8 10 10
only usable in mounted combat
Mace, Light Str+d6 d6 4 5 —
Mace, Heavy Str+d8 d8 8 12 AP 1
Reach 2, two hands, no bonus
Mancatcher Str+d4 d6 6 20 damage on a raise but the
victim is Bound
Meteor Reach 2, ignore shield bonus,
Str+d6 d6 6 8
Hammer two hands
Morningstar Str+d6 d6 6 8 —

BARBED / TOOTHED WEAPONS


Some weapons are forged with extra prongs or “barbs” to cause horrific injuries
on bare flesh. Others, like the Aztec macuahuitl or Polynesian leiomano, have teeth
set into them. Such weapons aren’t as good against armored foes but rend terrible,
bloody lacerations in bare flesh. With a raise on the Fighting roll, barbed or toothed
weapons cause +2 damage as long as the target has no more than 2 points of armor.
Adding barbs, teeth, or spikes adds 10% to the cost of the weapon. A Critical Failure
on a Fighting roll means enough barbs have broken off or teeth have fallen out that
it no longer grants the damage bonus. It can be repaired with appropriate materials,
an hour’s time, and a Repair roll.

52
MELEE WEAPONS (CONT.)
MIN
TYPE DAMAGE STR. WEIGHT COST NOTES
AP 2, Two Hands, +2 damage to
Maul Str+d10 d10 10 12
break objects.
AP 1 when set, Reach 2, Two
Pike Str+d8 d8 18 20
Hands
Rapier Str+d4 d4 2 20 Parry +1
Ranseur Str+d6 d6 12 10 AP 1, Reach 1
Sap Str+d4 d4 1 2 Nonlethal damage
Scimitar Str+d6 d6 4 15 —
Scythe Str+d6 d6 10 18 Two Hands
Sickle Str+d4 d4 2 3 —
Spear, Short Str+d6 d6 3 1 One-handed
Reach 1. Parry +1 if used Two
Spear Str+d6 d6 6 2
Hands
AP 1, ignores shield bonus, Two
Spiked Chain Str+d6 d6 6 8
Hands
Spiked
Str+d4 d6 5 10 +1 to Strength roll vs. Disarm
Gauntlet
Staff/
Str+d4 d4 4 — Parry +1, Reach 1, Two Hands
Quarterstaff
Starknife Str+d4 d4 3 28 Parry +1
AP 1, may be used Two Hands
Sword, Bastard Str+d8 d8 6 35
(if so, it causes +1 damage)
Sword, Great Str+d10 d10 8 50 AP 2, Two Hands
Sword, Long Str+d8 d8 4 15 —
Sword, Short Str+d6 d6 2 10 —
Trident Str+d6 d6 4 15 Reach 1
Warhammer Str+d6 d6 5 12 AP 1
Parry –1, Reach 2, With a raise
on the attack roll the victim is
Whip Str+d4 d4 2 5
Entangled instead of rolling
bonus damage.

AMMUNITION
TYPE COST WEIGHT NOTES
Arrows 1/20 arrows 3 lbs/20 arrows ­For all types of bows
Bolts 1/10 bolts 1 lb/10 bolts For all types of crossbows
Darts 1/20 darts — For use with blowgun only
Flammable 1 per arrow/ Half normal Range, +1d6 damage,
3 lbs/20 arrows
Arrows/Bolts bolt may ignite flammable items.
Shot (w/powder) 1/10 shots 0.5 lbs/10 For black powder weapons
Sling Stones 1/50 stones 1 lbs/20 stones Polished stones for slings

53
FANTASY COMPANION

RANGED WEAPONS
TYPE RANGE DAMAGE AP ROF MIN STR. WEIGHT COST
Axe, Hand 3/6/12 Str+d6 — 1 d6 3 6
Bolas 3/6/12 Str+d4 — 1 d4 2 5
Notes: A target hit with a raise is Entangled. Bolas are Hardness 8.
Blowgun 3/6/12 d4−2 — 1 d4 1 2
Bow, Short 12/24/48 2d6 — 1 d6 2 30
Bow, Long 15/30/60 2d6 1 1 d8 3 75
Bow, Composite 12/24/48 Str+d6 1 1 d6 3 100
Chakram 4/8/16 Str+d4 — 1 d4 3 28
Crossbow, Hand 5/10/20 2d4 — 1 d4 2 20
Notes: Reload 1. A one-handed, pistol-like crossbow.
Crossbow, Hand
5/10/20 2d4 — 2 d4 3 160
Repeating
Notes: Reload 1 for a case of 5 bolts, or 1 for a single bolt.
Crossbow, Light 10/20/40 2d6 2 1 d6 5 35
Notes: Reload 1. Hand-drawn.
Crossbow, Light
10/20/40 2d6 2 1 d6 8 250
Repeating
Notes: Reload 1 for a case of 5 bolts, or 1 for a single bolt.
Crossbow, Heavy 15/30/60 2d8 2 1 d6 8 50
Notes: Requires a windlass to load. Reload 2.
Crossbow, Heavy
15/30/60 2d8 2 1 d8 12 400
Repeating
Notes: Reload 2 for a “quick load” case of 5 bolts; or Reload 2 for a single bolt.
Dagger/Knife 3/6/12 Str+d4 — 1 d4 1 2
Net (Weighted) 3/6/12 — — 1 d4 8 20
Notes: A successful hit means the target is Entangled. The net is Hardness 10.
Short Spear/Javelin 4/8/16 Str+d6 — 1 d6 3 1
Shuriken 3/6/12 Str+d4 — 1 d4 — 1
Sling (Athletics
4/8/16 Str+d4 — 1 d4 1 —
[throwing])
Spear 3/6/12 Str+d6 — 1 d6 6 2
Starknife 3/6/12 Str+d4 — 1 d4 3 28
Trident 3/6/12 Str+d6 — 1 d6 4 15

BLACK POWDER WEAPONS


Black powder weapons are only available in settings where gunpowder exists and is
commonly available. They are all Reload 2, so many black powder users pre-load several
flintlocks and simply drop them after firing.

TYPE RANGE DAMAGE AP ROF MIN STR. WEIGHT COST


Blunderbuss 10/20/40 1-3d6 — 1 d6 12 300
Notes: Treat as shotgun (see Savage Worlds).
Flintlock Pistol 5/10/20 2d6+1 — 1 d4 3 150

54
CANNONS
Cannons traditionally use gunpowder, so are only available in settings in which it is exists (though
some settings might have magical alternatives). Cannons are used to destroy city walls, ships, or to
break up large troop formations. Each cannon requires a crew of four to aim and load. The leader of
the weapon’s crew makes the Shooting roll.
Bombard: Assuming they have a rough idea of their target’s location, bombards may fire at targets
they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a
−4 penalty in addition to all other modifiers, and doubles deviation when the Shooting roll is failed
(see Area Effect Attacks in Savage Worlds). Reduce the penalty to −2 with precise coordinates (such
as from a skilled spotter).
Cannons can fire three different types of shells: solid shot, shrapnel, and canister. The crew can pick
the type of ammunition to be loaded each time it reloads.
• Solid Shot: Heavy balls of iron, lead, or stone. If the Shooting roll is successful, roll a die. If
even, the shot bounces to another victim behind and within 6” of the first and hits him as well.
Continue in this way until the die roll is odd.
• Shrapnel: Shells filled with small metal balls that explode outward in a shower of debris. This is
an area effect attack and uses the Medium Blast Template unless otherwise noted.
• Canister: Also called grapeshot, this is a shell that detonates inside the cannon barrel and fires
out a spray of metal balls or debris like a giant shotgun. The attack is the size of a Medium Blast
Template and moves in a straight line up to 24” (if not using miniatures, it affects d6 targets or
2d6 if they’re tightly packed). Compare the Shooting roll to every target, adjusting for cover, the
Dodge Edge, and other abilities.
Note: All types of shot are Heavy Weapons, Reload 8. Two crew may reload at the same time.
AMMO TYPE RANGE DAMAGE AP ROF BLAST WEIGHT COST
Cannon (12 lb.) By Ammo Type 1200 10k
Canister 24” Path 2d6 — 1 MBT — 50
Solid Shot 50/100/200 3d6+1 4 1 — — 50
Shrapnel 50/100/200 3d6 — 1 MBT — 50
SIEGE ENGINES
TYPE RANGE DAMAGE AP ROF BLAST WEIGHT COST
Ballista 15/30/60 3d6 4 Special — 1000 500
Notes: A ballista is essentially a massive crossbow. Heavy Weapon, Reload time is 5 minutes
for a solo operator, or 2 minutes with a crew of 2.
Catapult 24/48/96 3d6 4 Special MBT 30K 800
Notes: Catapults hurl large stones at enemy defenses or ranks of troops. They require a
crew of four to load the projectile, crank down the lever, then sight and aim it. Heavy
Weapon, Reload time is every five minutes with a crew of 4.
Ram — 3d6 — — 400 1,000
Notes: A ram is a heavy wooden post used to batter objects, like gates or doors. It requires
a crew of two to eight people. The leader makes the attack roll and others provide Support.
Siege Tower — — — — — 200K 2,000
Notes: A siege tower is a massive wooden tower on wheels, designed for scaling walls.
Moving the structure requires at least a crew of eight, who can push the device at Pace 1
from within the tower on the ground (double that if 16 individuals push the tower, and
triple it if 24 push). Those within have complete cover and solid wooden walls until the
ramp drops, usually at the highest level. Some siege towers may have arrow slits on the
higher levels as well, allowing archers to fire as they approach the enemy walls.
Trebuchet 30/60/120 3d8 4 Special MBT 40K 1,000
Notes: A machine that uses a hanging sling to sling heavier stones than traditional catapults.
The boulders average 500 pounds, take at least an hour to load, aim, and ready. Heavy
Weapon, Reload time is five minutes with a crew of 4.

55
FANTASY COMPANION

ALCHEMICAL ITEMS
The following items may be found in most towns with an alchemist's shop.
TYPE RANGE DAMAGE AP ROF BLAST WEIGHT COST
Acid flask 3/6/12 2d4 — 1 SBT 1 10
Notes: Thrown like a grenade. Those within the template take 2d4 damage when hit
and 2d4–2 damage at the start of their next turn unless the acid is washed off somehow.
Alchemist’s Fire 3/6/12 2d4 — 1 SBT 1 20
Notes: A sticky, flammable liquid that ignites on impact. Heavy Weapon. Those within
the template take 2d4 damage when hit and 2d4–2 damage at the start of their next
turn unless dowsed with water. Target might catch Fire.
Antitoxin, vial — — — — — 1/2 50
Notes: Grants a +4 bonus to resist poison for one hour.
Everburning torch — — — — — 1 110
Notes: A "torch" permanently enchanted with light. It does not burn and emits no heat.
Holy Water 3/6/12 2d4 — 1 SBT — 25
Notes: Holy water can be thrown in a flask or splashed on an adjacent creature. Undead
and certain evil creatures (GM's call) within the template take 2d4 damage when hit
and 2d4–2 damage at the start of their next turn.
Smokestick 3/6/12 — — 1 MBT 1/10 20
Notes: An alchemically treated stick that creates thick smoke (Dark illumination) in a
Medium Blast Template for one minute. Dissipates in strong wind in one round.
Sunrod — — — — — 1 2
Notes: A gold-tipped iron rod (Str+d4) that provides normal light in a 30 foot radius
for six hours. It increases illumination one level for another 30' beyond that. It emits
no heat, and counts as sunlight.
Tanglefoot bag 1/2/4 — — 1 — 4 50
Notes: A Size 3 or smaller victim hit by this small sack of sticky materials is Distracted
for five rounds and must make an Athletics roll or be stuck to the ground (Entangled)
as well.
Thunderstone 3/6/12 — — 1 MBT 1 30
Notes: An enchanted rock that explodes with a deafening boom when struck against
a hard surface. Anyone in the template must make a Vigor roll or be Shaken as well
as deafened for one hour.
Tindertwig — — — — — 1/10 1
Notes: A thin stick that alights with flame when struck against a hard surface. It allows
torches and other flammable substances to be lit in a single action.

56
STRONGHOLDS This section helps you establish a
stronghold for the player characters in your
game world. It can create anything from a
Adventurers spend much of their time humble manor with a few loyal servants to
on the road, chasing down monsters and a mighty castle with thousands of troops
undertaking epic quests. Whether it takes and retainers. When you’re ready to do so,
the form of an imposing stone keep atop a following the steps below.
promontory, a tower hidden deep in a pine „ STEP 1: Roll an Advantage (page 58).
forest, or a guildhall in the twisting streets „ STEP 2: Roll a Complication (page 59).
of a sprawling city, having a fortress of their
own gives them a place to recuperate from „ STEP 3: Determine the stronghold’s
such journeys. There they can recover from Form and how the adventurers acquire
injuries, store their hard-earned loot, hone it.
their skills, host important emissaries, and „ STEP 4: Add any Upgrades (page 60)
plan their next adventure. the structure might already have when
acquired. The player characters can
guide its growth from there.

57
FANTASY COMPANION

STEP 1: ADVANTAGE 3 –Inspiring: Those who walk this


stronghold's halls are inspired to great deeds
The Advantages listed on the table below of selflessness and heroism. Inspiration
are framed in terms of typical sword & might come from a monument to a fallen
sorcery settings. Use your imagination to hero, trophies from previous victories,
apply them to other themes. A stronghold or even amazing art or architecture that
in a nautical fantasy setting, for example, inspires the soul. All party members’ Spirit
doesn’t have to be a massive stone castle. It die is increased one die type. The bonus is
might be a reliable old sloop, a small island lost when a character leaves the team.
that doesn’t appear on any charts, or even a 4–Mentor: The base is managed by an
room hidden beneath a seaside tavern. exceptional individual. He or she might be a
sergeant-at-arms, a retired mage, a beloved
In all cases, “members” refers to any and
relative of one or more party members, an
all permanent party members who have
amusing jester, a member of the priesthood,
free access to the base and its systems. If
or even a ghostly spirit. The GM should
an individual quits or leaves the party, or create an appropriate Wild Card character
if the base is destroyed, any bonus is lost. and use him or her to support the team in
their adventures.
ADVANTAGE (ROLL 1D6) At the start of each session, randomly choose
one player character. Continue to do so each
1–Exotic Location: The base is in an session until every player has been chosen
unusual location, such as in the middle of once, then start again. That character may
a city, atop a hovering mountain, beneath recite a brief tale of the mentor’s guidance
a volcano, on a remote island, or deep in a or inspiration to gain Conviction that must
cavern grotto. be used on some action relevant to the
If the stronghold is intended purely to serve anecdote. If the Conviction isn’t used by
as a home for the party rather than rule over the end of the adventure, it’s lost.
a local populace, the group may decide to 5–Productive: The stronghold or nearby
keep its location secret. This makes it more land under its control produces exceptional
difficult for enemies to find and attack, wealth of some kind. Members share in the
while a known location makes it easier rewards and enjoy a monthly bonus equal
to host friendly guilds, royal emissaries, to their starting funds times their Rank (2×
and other allies. at Seasoned, 3× at Veteran, and so on). Of
2–Hallowed: The structure or its grounds course rivals covet the stronghold's fortune
are deeply revered and respected. It and may attempt to steal or destroy it.
may mark the site of a great battle or 6–Renowned: The stronghold is famous
heroic sacrifice, hold the remains of a for something. Perhaps it holds a wondrous
legendary person, or is the former home library of occult texts, is the last remaining
of a prestigious order of knights or mage structure from a past civilization, or is one
academy. Most citizens have a Friendly of the foremost training academies.
attitude toward any party members known All party members gain a permanent die
to operate from its hallowed halls, and all type in a Trait of their choice. The bonus
team members start each session with an might come from exposure to divine or
additional Benny. magical phenomena, exceptional training
equipment or tutors, or the high standards
the place demands of the party members.

58
STEP 2: COMPLICATION 4–Well Known: The stronghold’s location
is known by everyone. Strangers arrive
Complications are long-term issues with almost daily to ask for help and it’s centered
the stronghold. The heroes might be able in an area likely to be a valuable target for
to resolve the matter for a while, but it raids or sieges. There’s always a crowd
eventually returns, changes, or evolves outside, including greedy thieves, enemy
with a slight twist or change to keep the agents, those asking for spurious help, or
story interesting. those who are truly in need.
If the location is difficult to reach, take the
COMPLICATION (ROLL Remote result instead.
1D6) 5–Intruders: The stronghold is frequently
1–Contested: A powerful rival wants the attacked by rival armies, orc hordes, pirates,
stronghold for her own. She’s constantly undead, etc. The building may sit above an
attempting to take it by guile, force, old burial ground, uncharted tunnels, or
blackmail, subterfuge, or even holy writ! portals to another world.
This is usually a villain, but could also These foes occasionally find their way
be a rival party of adventurers or even an inside to cause trouble, steal treasure, or
unfriendly aristocrat such as an envious even attack. They may be bandits, demons,
duke or courtier with a petty grudge. a subterranean race, barbarians, ghouls, or
The team gains the Enemy (Minor) beings from eldritch dimensions.
Hindrance. The enemy might be powerful 6–Remote: The stronghold is in a location
but only show up occasionally, or may far removed from civilized lands. It may
be less powerful but more frequent in its be deep underground, underwater, on a
actions. mountaintop, or at an oasis in the center of
2–Crumbling: The stronghold is falling a trackless desert. Whatever the location,
apart. It may be old, was built poorly, lies travel to the base requires time or special
on an eroding sea cliff, or suffered one too equipment like an enchanted compass, a
many attacks by rampaging orc hordes. boat, airship, or magical portal.
Doors stick, rats scuttle in the walls, books
are ruined by mildew, floors slope at slight
angles, or bits of masonry fall randomly. STRONGHOLDS & CAMPAIGNS
When rolling for Encounters, a roll of 5–9 Don’t let the lack of an Advantage or
indicates the Collapse result instead. Complication prevent you from using it
3 – Fo r eb o d i n g : T h e st r uc t u r e i s as the campaign develops. Just because
labyrinthine, terrifying, a reminder of some you didn’t roll “Contested” on the
terrible tragedy or betrayal, ugly, or perhaps Complication table doesn’t mean it can’t
located in some strange or unnatural place. develop later in the campaign.
Visitors are uneasy there, help is hard to Whatever makes the campaign fun and
find (and retain), and the world’s perception interesting is what you should do. The
of its inhabitants is inevitably tainted. results on these tables can inspire you to
develop the stronghold and its role in the
Party members have the Bad Luck campaign as you go.
Hindrance (this doesn’t stack with a
Imagine a fire-breathing dragon
character’s Bad Luck). Roll again until you
attacking the heroes in their castle.
get a different result if the stronghold’s
It’s partially destroyed and one of the
Advantage is Hallowed.
valiant defenders falls. Perhaps it gains
the Foreboding trait until the dragon
is defeated. Then the survivors erect a
monument to their fallen friend and it
becomes Hallowed. That’s a story worth
telling!

59
FANTASY COMPANION

respect? Does the patron expect something


STEP 3: FORM in return?
Now that the nature of the stronghold has If the party is more villainous, maybe
been established, figure out its general they took their structure during a raid
form and appearance. Is it a warehouse or betrayal. Or perhaps they stole an
beside a bustling waterfront? An ancient enchanted key that opened the magical
stone keep hidden away in a swamp? A door to their lair (and whoever they stole
fern-filled grotto behind a waterfall? A the key from wants it back!).
mage academy?
Whatever it is, it’s large enough to MAINTENANCE
accommodate the party’s personal quarters, Large structures, such as keeps and castles,
mess, meeting rooms, and any Upgrades depend on many servants to handle day-
(page 61). to-day operations—castellans, maids,
If the team later changes their stronghold gardeners, chefs, groomers, castle guards,
so that the current description no longer even loyal advisors. The players and GM
makes sense, the GM and players can should work together to understand and
describe an expansion, they can move record the basics, naming any important
to a new location, or whatever else fits staff members and giving them a few
narratively. unique personality traits to make them
memorable and unique. (You can use the
ACQUISITION Allied Personalities table in Savage Worlds
for inspiration, if you like.)
Next decide how the heroes came by
their base. It might have come from The cost to maintain the stronghold
conquest, a windfall inheritance, a isn’t something the players and
request from a king to administer the Game Master should normally
place and the area around it, or track. It might be maintained by
the heroes might simply decide the people it offers protection to
to buy or build such a place (serfs or peasants who work
with some massive treasure the land) or covered by an
they earned in their latest agreement with the queen
adventure. who granted it. Financial
matters might occasionally
Don’t worry about the
create advent ures,
“cost” of the stronghold.
however! Perhaps a spiteful
Decide what makes sense for the
guildmaster sets out to ruin
group and their environment
his rivals’ income so they
and use it as an opportunity
have to vacate or sell their
to emphasize the flavor of
building. Or a shortfall
the setting. If the heroes are
forces the party to take a
newcomers from a distant
distasteful mission they’d
land, for example, maybe they
otherwise pass on.
have to settle for a building in
a seedy part of the city. If the Us e t he ma i nte n a nce
team are beloved folk heroes, and upkeep of the team’s
maybe a grateful baron grants stronghold to create drama
them a small tower overlooking and roleplaying situations.
an idyllic lake. Both reinforce the D o n’t wo r r y a b o ut
feel of the game and even create counting gold pieces—
new adventure ideas. What do that’s not very heroic!
the heroes have to do to earn

60
STEP 4: UPGRADES
Strongholds consist of personal living quarters, kitchens, meeting rooms, privies, and
other basic areas by default. Anything else is an “Upgrade.” When the group earns an
Advance, they may also add any one of the Upgrades below to their stronghold. It’s up
to the party to figure out what to do if they can’t agree on which Upgrade to take!
Encounters: Of course there’s a price for owning something so valuable! Whenever you
Upgrade your stronghold, roll on the Encounters table on page 63. If the party isn’t
around for the encounter, the GM can send word of the event or save it for when they
return as she sees fit.

ROOM UPGRADES
Alchemy Lab: The stronghold has an alchemist who produces one potion generated from
Table G: Magic Potions (137) once per week.
Duelist: Requires Training Grounds Upgrade. A renowned fighter hones the party's martial
skills. If a hero Trains with him (see Downtime on page 72), her Fighting increases a die
type when activating her rerolls.
Dungeons: Small, secure cells in a secure part of the stronghold allow the party to hold
prisoners. The number of cells grows as the castle grows (GM’s call). The dungeons are
renowned far and wide, and individuals do what they can to avoid them. If the laws are
generally fair, the people are more likely to be loyal and helpful. If the dungeons are cruel,
the people are more subservient but rebels spring up from time to time to fight against
such tyranny.
Great Hall: A large and impressive hall for feasting, meeting, or entertaining important
guests. Antagonistic guests who abuse their hosts subtract 2 from Intimidation or Taunt
Tests due to the hall’s grandeur.
Guards: The stronghold has a dedicated guard of about 50 soldiers, two officers, and
barracks to house them. This Upgrade may be taken up to five times, doubling the number
of soldiers and officers each time it’s taken to a limit of 800 troops and their officers. Larger
armies should be handled by the Game Master outside of the Stronghold system.
Hidden Entrance: Whether it’s the main entrance or a secret back door, the stronghold has
a secure method that its members and even their mounts can enter and exit discreetly. It
might be a cave snaking far under the building, a secret door into an adjacent warehouse,
or even a permanent magical portal which connects to a nearby ruin.
Hospital: The party has a medical facility with beds, supplies, and a dedicated healer
(Healing d8). If this Upgrade is taken a second time, the healer is a Wild Card (Healing d10,
the Healer Edge) and the hospital is large enough to accommodate local outbreaks.
Library: Scholars can consult a few shelves of common but useful books. Anyone performing
a Common Knowledge, Occult, or Research roll in the library gets one free reroll per attempt
if the GM feels such information might be found within. If this Upgrade is taken a second
time, the library is a room full of books with a few rare tomes—researchers add +2 to their
rolls.
Magical Workshop: A workshop characters can use to craft magic items (see page 153).
Master Archer: An archer of renown teaches archery and throwing. If a hero Trains with
her (see Downtime on page 72), her Athletics (throwing) or Shooting (her choice) increases
a die type when activating her rerolls.
Monument: This Upgrade may only be taken after a party member falls! A monument in a
prominent location in the stronghold recounts her achievements and final sacrifice. Every
member of the party increases their Spirit one die type permanently. This may only be taken
once, no matter how many monuments are eventually installed.

61
FANTASY COMPANION

ROOM UPGRADES (CONT.)


Mounts: The stronghold has enough riding horses for every party member. If taken a second
time, it has enough mounts for the party, guests, and patrols if it has Watchmen). Exotic
mounts of the party may live here as well, such as an aviary for a gryphon.
Pious Priest: Requires Sanctuary Upgrade. A devout priest attends the stronghold. He might
be a high-ranking bishop or other elite, a druid, or a humble but powerful friar or lay priest.
Training with him (see Downtime on page 72) increases a hero's Faith one die type when
he activates his rerolls.
Sanctuary: The stronghold has a small chapel dedicated to a particular god or religion. If this
Upgrade is taken a second time it becomes a church with seating for a large congregation.
Those who follow this religion add +1 to any Faith roll made within the stronghold. If this
Upgrade is taken a third time, it becomes a cathedral with seating for a community, and
supernaturally evil creatures (or good if the religion is evil) are Distracted while on its
grounds. A cathedral dedicated to good also makes the locals more happy and loyal. Evil
religions make the locals ruthless and hostile to outsiders.
Self-Sufficient: The stronghold has its own clean water source and food-producing gardens.
Those inside can survive within for up to 90 days even if cut off by a besieging army.
Stable Master: Requires Stables Upgrade. The heroes hire a veteran stable master to care for
their mounts. After a few weeks training, the beasts' Fighting increases a die type.
Stables: The grounds contain secure stables for a dozen horses or other mounts. If this
Upgrade is taken a second time, it contains stables and facilities (for shoeing horses, treating
sick animals, etc.) for up to 50 horses or other mounts. If this Upgrade is taken a third time,
the stables and facilities can hold a regiment" of cavalry (around 500 animals).
Theater: A lively theatre open to the locals increases their happiness, contentment, and
intelligence. The GM should keep this in mind when resolving Stronghold Events.
Training Grounds: A dedicated training area increases the stronghold guards' Fighting
or Shooting skill one die type (distributed as the players see fit). If this Upgrade is taken a
second time, it increases the guards' Strength or Vigor one die type (player's choice). The
third time this Upgrade is taken, the guards have any one Combat Edge for which they're
eligible.
Trophy Room: The heroes dedicate a room to relics of their most memorable quests. This
Upgrade may be taken up to three times, representing new trophies that add a Benny to
a special team pool. When this Upgrade is implemented, and at the start of each session
afterward, the players should take turns being in charge of the pool. The player with this
role can hand out these Bennies at any time, granting them as she thinks appropriate to
her teammates (and even nonplayer characters).
Vault: Adds a secure room where the party can safely stash their treasures. The vault has
a Hardness 10 door, and picking the lock suffers a –2 penalty. If this Upgrade is taken a
second time, the door has a Hardness of 12 a –4 penalty to pick the lock.
Wizard's Tower: Requires Library Upgrade. The heroes attract a powerful mage who helps
protect the stronghold and provides occasional arcane advice. A hero who Trains here (see
Downtime on page 72) increases her Spellcasting one die type when she activates her
rerolls.
Zoo: The stronghold has a zoo! The number of creatures kept within depend on the size
of the castle, ranging from a few rare beasts to acres of creatures from across the realm.
Opening the zoo to the people encourages curiosity and learning.

62
ENCOUNTERS
Every time your group Upgrades the base, roll on the Encounter table below. As always, the
Game Master should customize details for her world and the super team’s particular
backgrounds and adventures.

ENCOUNTERS
1—Time of Trouble: Roll twice and apply both results!
2–8—Peace: Nothing troubles the stronghold or its rulers this time around.
9—Collapse: Some part of the stronghold collapses. Any one Upgrade, GM's choice, is lost
in some disaster, fire, or sorcerous explosion.
10—Defend: Something threatens the stronghold directly. Goblins tunnel up from below,
an enemy army is on the march, or spirits rise in response to some mysterious slight.
11—Revolt: The locals are upset about something. They might have a genuine complaint
that requires a diplomatic solution of some sort or there might be a true troublemaker
fomenting dissent for his own nefarious ends.
12—Shortfall: The stronghold needs money for maintenance, expansion, or some unexpected
dilemma. The heroes must find a way to generate significant income. They might raid an
enemy kingdom, expand their territory somehow, delve into a dangerous dungeon for
trouble, or take on a mission for a wealthy patron, such as the king, the church, or a noble.
13—Bandits: Thieves, marauders, or rogue humanoids plague your kingdom. They might
lie in wait along common caravan paths or wander about the land raiding villages. The
heroes must personally confront some of the most prominent bands and dispense justice
to forestall others.
14—Plague: A plague infects the people. The heroes must decide how to deal with it and
dispatch their troops to enforce it. They may have to wait it out, bargain with a great healer
for her service, or gather some rare cure from a dungeon or faraway land.
15—Natural Disaster: A fire, flood, landslide, or other natural disaster devastates a village
or other population center. The heroes must ride to the rescue, and perhaps fight some fiend
responsible for the tragedy.
16—Leadership: A citizen (or group of citizens) have a complaint or problem that must be
resolved by the heroes. Perhaps it is a grudge between merchants over resource rights, a
citizen accused of murder without any proof, or two nobles who both claim the same land
based on old and unreadable records.
17—Rampage: Rogue creatures terrify the countryside. Locals are missing or have been
killed and the populace cries out for help.
18—Diplomatic Mission: A rival kingdom or landowner has a dispute with the heroes or
their king. The party is tasked with negotiating the issue somehow, perhaps performing a
favor for the rival, uncovering his foul scheme, or finding a suitor for his headstrong son
or daughter.
19—Marriage: A neighboring keep, county, noble, etc., looks to cement a relationship with
your stronghold. They propose a marriage between one of their sons or daughters and one
of the player characters. Refusal may lead to suspicion or resentment.
20—The King is Dead!: The party's liege, mentor, or ally is slain. She might perish in some
epic adventure, be the victim of an assassin or a coup, or simply pass after a long and happy
life. The heroes are expected to attend the funeral, bring a memento to the family, and
perhaps resolve any disputes over lineage or inheritance.

63
FANTASY COMPANION

EXAMPLE STRONGHOLD: THE CLOCKTOWER


Advantage (Inspiring): The players roll an Inspiring location. Their low fantasy
campaign takes place in a decaying port city which was once the crown jewel of a mighty
empire, so they decide the stronghold should be located in one of the last remaining
structures of that bygone era, an ancient clocktower overlooking the central canal. The
mechanism hasn’t worked in living memory and some of the pieces were stolen long ago
to be melted down, but the structure is still sound, and those who live in the district hold
it in reverence. The Spirit die of each party member increases one die type.
Complication (Contested): The area around the clocktower is known as the territory
of a ruthless crime syndicate, the Tenfold Blades, whose thugs are a constant problem in
this city. The Blades have long used the clocktower as a backup hideout, training ground,
and lookout tower, and they don’t take kindly to newcomers taking it over.
Form (Clocktower): Rising nearly sixty feet over the canal, the clocktower offers an
amazing view of the city all around. Several chambers in the adjoining Clockmaster’s
residence provide sufficient area for personal quarters, while the party can use the storage
rooms in the clocktower’s lower levels for training, meetings, and supplies—once they
drive all the pigeons away!
While it hasn’t been maintained in over a century, the clocktower is (on paper, at least)
the property of the crown. Having recently helped a local lord reclaim an important
shipment from brigands, the party petitions the local lord to have the clocktower signed
over to their stewardship. As long as the party continues to push back against the criminal
activities of the Blades, the lord agrees to finance any repairs, maintenance, and upgrades.

UNIQUE STAFF MEMBERS


„ CAPTAIN OF THE GUARD: Darian Ward isn’t much for conversation, but he’s always on
high alert. He’s fascinated with the old clock faces and likes to stay up there at night
so he can look out over the smoky city.
„ STEWARD: The lord who granted the clocktower to the party sent his longstanding
servant, Nona Eldridge, to act as its primary caretaker. She’s a fussy housemarm to
the party, overseeing the project to gradually return the clocktower to its original
grandeur.
„ CHEF: Eddard Tolvurn once served in the army, where he was in charge of feeding
nearly five thousand soldiers, retainers, and bannermen. Having to serve up hearty
meals to a half dozen adventurers is his idea of early retirement.

FIRST UPGRADE (VAULT)


After a successful mission into a bandit-infested bog, the party decides they need a safe
place where they can store their loot. They opt to have a vault added to a small below-
ground storage room of the tower.

ENCOUNTER
After the Upgrade, the GM rolls for an Encounter and gets a 20—The King is Dead! Not an
auspicious way to begin the party’s new stewardship of the clocktower. The GM decides
the lord who bequeathed it to them was slain. It doesn’t take a leap of logic to realize
who might be responsible—the Tenfold Blades! A public funeral takes place at the lord’s
estate in the high district and propriety demands the party be in attendance. This is a
perfect opportunity for the Blades to hit the clocktower in the party’s absence. Right
after the funeral, the party must deal with a small contingent of assassins holed
up in their own stronghold!
64
MEDIEVAL concentric castles may have as many as
three or four circles, each protected by a
CASTLES fortified gatehouse and curtain wall.
Hill Fort: Hill forts are built primarily as
a refuge for the locals in times of war. In
Castles are a common feature in any larger hill forts, permanent villages may
fantasy campaign: the benign keep on the exist. Hill forts lack strong defensive walls,
borderlands where the heroes can retreat instead being constructed of concentric
after exploring a hazardous dungeon, the ditches and high earth banks, topped with
king’s pennant-covered white stone palace a wooden palisade. The main entrance is
in the center of the city, the black iron blocked by a gate and protected by a small
citadel in which a necromancer is building maze of earthworks designed to break up
his skeletal army, or even the crumbling the enemy advance.
ruins of an ancient stronghold which holds Large Castle: Large castles comprise
untold riches—and dangers. a central keep (usually square), a large
Below are some types of castles the heroes courtyard containing stables, workshops,
may encounter during their travels, or and barracks, a high curtain wall protected
perhaps even acquire to use as their own at the corners with towers, and a moat.
stronghold! Manor House: Usually home to knights
Concentric Castle: Concentric castles are or wealthy landowners, fortified manor
the pinnacle of castle design. In the center houses are two-story stone structures with
is a turreted keep (often round to limit no outer defenses, save maybe for a low
the effectiveness of bores) protected by a ditch. Workshops, stables, and barracks are
stone wall. Beyond this lie the barracks, contained in separate outbuildings. Despite
workshops, and stables. These are also being relatively unprotected, the walls
protected by a curtain wall, usually with are thick enough to withstand an assault
several round turrets along their length. without siege weapons.
Beyond this lies a deep moat. Truly large

65
FANTASY COMPANION

Motte and Bailey: Historically, these are Common defenses were pouring boiling
the first true castles. They consist of a small oil down on attackers (or waste water if
keep or tower, usually on a hill, surrounded oil wasn’t available), crude mines and
by an earthen bank with a wood or stone flamethrowers, or tunnel-like entryways
wall on top. Larger versions are divided with “murder holes” to rain arrows down
into two, with barracks and workshops on on the tightly-packed men below.
the lower level and the keep on a second In a mass battle, these tactics should be
level surrounded by its own wall. figured into each side’s overall modifiers.
Small Castle: A small castle comprises On the tabletop they can be gamed out,
a central keep, usually square, a small allowing the heroes to use all their wits and
courtyard area containing workshops and abilities to prevent or employ them.
barracks, a stone curtain wall, and a moat.
Stone Tower: The forerunner of the motte BREACHES
and bailey, a stone tower lacks the defensive On the tabletop, track damage for each 5”
earthworks. Usually standing 20 to 30 feet (10 yard) long section of wall. Treat each
high with several levels inside, they may be section as an object but with three Wounds.
home to a wizard or a poor knight. Each time damage equals or exceeds
Hardness, the section takes a Wound (see
SIEGES Breaking Things in Savage Worlds). Attacks
can’t cause multiple Wounds in one shot.
Sieges and assaults on fortifications should
usually be handled as narrative events The section’s Hardness depends on its
using the Mass Battle system. If you want to construction material (see below). Stone
game out a portion of such an attack on the and metal walls can only be damaged by
table-top, however, use the rules below. As Heavy Weapons. Most gates and doors are
always, you’ll need to improvise to handle naturally weaker and thinner than walls,
any exotic circumstances. reducing Hardness by two. This makes
them obvious targets for siege engines—but
SIEGE TACTICS also the most heavily defended locations!
Most sieges were long, drawn-out affairs A destroyed section collapses into a pile of
involving an army trapping a smaller or rubble. Any defenders on the section may
weaker force inside their fortifications until Evade to neighboring sections if they’re
they starved or surrendered. close enough (GM’s call). Those who fail
Besiegers might try to get through the take 2d6+2 damage from the fall, or 5d6 if
walls by battering them with catapults, they were on higher or thicker walls.
trebuchets, or (in later eras) cannons, then Repairs: A Wound can be repaired with
surging through a breach in an attempt to 10 person-hours of labor—assuming
overwhelm the defenders. the defenders have sufficient time and
Going over the walls was faster, but materials to plug the holes. Halve this time
trickier. A tall ladder allowed a besieger to for wooden walls or gates.
climb to the battlements but exposed him Collapsed walls require more skilled labor,
attacks from above. Siege towers made scaffolding, and time, and can’t usually be
reaching the battlements a safer proposition repaired during a siege.
but were slow and ponderous.
Other tactics included digging tunnels WALLS AND GATES
beneath the walls to collapse them or get
TYPE HARDNESS
inside, hurling rotten animal carcasses over
the walls to spread disease, or launching Wood 12
flaming bales of pitch to start fires behind Metal 18
the stronghold’s walls. Stone 20
Gate/Portcullis –2
66
TRAPS available tools. Once the character spends
the necessary time working on the trap
(determined by the GM), he makes a Repair
Traps are mechanical or magical in nature, roll. With a success, the trap is created and
usually constructed to protect treasures set up. Each raise on the Repair roll adds
or stop intruders. They range from simple a –2 penalty to either the Notice Check or
camouflaged pits to poisoned darts and the Thievery Check (up to a max of –4 on
triggered magical burst effects. each). With a Critical Failure the trap goes
Traps which involve intricate puzzles are off immediately.
best handled as a Dramatic Task. A hero with the Artificer Edge can include
Here’s how to read each trap’s description: his devices in the creation of a trap. This
„ TYPE: Mechanical or Magical
allows a trap to use magical effects instead
of mechanical ones, such as teleporting a
„ TRIGGER: Some common ways to foe out of the stronghold instead of firing
activate this type of trap. arrows at him.
„ NOTICE CHECK: Yes or No, with any
modifier to a Notice roll to detect the ACID SPRAY
trap’s presence. Success lets the heroes Type: Mechanical
react before the trap is triggered. Trigger: Touch, tripwire, pressure plate.
„ THIEVERY CHECK: Yes or No, with Notice Check: Yes, at –2
any modifiers to the Thievery die roll Thievery Check: Yes, at –2
needed to succeed in disabling a trap. Effect: 2d6 damage to closest target (only)
in Stream Template. May be Evaded.
„ EFFECTS: The trap’s game effects.
Reset: None, manual, or timed (short).
„ RESET: Some traps reset to their
original state if they aren’t disabled. CRUSHING WALLS
Permanent traps don’t need to reset Type: Mechanical
and may be triggered again in the next Trigger: Lever, tripwire, pressure plate.
round. Manual traps must be reset Notice Check: Yes, at –2
with a Repair roll at +2. Timed traps Thievery Check: Yes, at –2
reset themselves and may be activated
Effect: 3d6 damage in Small Blast Template.
again after 3 rounds (short), 1 minute
May be Evaded.
(medium), or 10 minutes (long).
Reset: None, manual, or timed (medium).

CRAFTING TRAPS DEADFALL


Characters ambushing a group of enemies Type: Mechanical
may have the desire to employ traps of Trigger: Tripwire, pressure plate, noise.
their own. A character should work with Notice Check: Yes
the Game Master to determine the trigger
Thievery Check: Yes
and effect of the trap they are crafting.
Effect: 2d6 damage in Medium Blast
A trigger generally consists of a lever,
Template from falling rocks, bricks, ice, or
tripwire, pressure plate, or other physical
other heavy objects. May be Evaded.
component that causes the trap to go off.
Reset: None or manual.
The most common effects of a trap are
those that restrain someone, inflict poison DEFENSIVE POWER
or other debilitating effects, or cause Type: Magical
damage. The traps listed below provide a Trigger: Arcane rune or sigil, warding
good selection of triggers and effects for the spell, spoken password.
player to use.
Notice Check: Yes, at –2
The time needed to craft a trap varies
depending on its complexity and the
67
FANTASY COMPANION

Thievery Check: No, but may be dispelled. GREASE OR OIL


Effect: As per arcane protection, banish, Type: Mechanical
barrier, blind, boost/lower Trait, confusion, Trigger: Lever, tripwire, or touch.
detect/conceal arcana, dispel, drain Power Notice Check: Yes
Points, entangle, fear, growth/shrink, illusion, Thievery Check: Yes, at –2
light/darkness, mind wipe, sloth/speed, slumber,
Effect: Grease covers floor, walls, or other
sound/silence, stun, zombie and trappings.
surfaces in Large Blast Template. Reduce
May have Power Modifiers.
Pace by 4 (minimum 1) and cannot Run on
Reset: None, manual, or timed (long). horizontal surfaces, –4 on Athletics tests.
On a slope, Athletics –4 or slide at Pace 6.
ELECTRICAL DISCHARGE
Reset: None or manual.
Type: Mechanical
Trigger: Touch, tripwire, pressure plate. OFFENSIVE POWER
Notice Check: Yes, at –4 Type: Magical
Thievery Check: Yes, at –4 Trigger: Arcane rune or sigil, echanted
Effect: 2d6 damage in Stream Template. statue, warding spell.
May be Evaded. Notice Check: Yes, at –2
Reset: None, manual, or timed (short). Thievery Check: No, but may be dispelled.
Effect: As per blast, bolt, burst, curse, havoc,
EXTREME TEMPERATURE
or summon ally and trappings. May have
Type: Mechanical
Power Modifiers.
Trigger: Button, pressure plate, doorknob.
Reset: None, manual, or timed (medium).
Notice Check: Yes, at –4
Thievery Check: Yes, at –4 PIT OR COLLAPSING FLOOR
Effect: Area becomes dangerously hot or Type: Mechanical
cold. Starting 3 rounds after the trap is Trigger: Trapdoor, weak floor, lever.
triggered, victims must roll Vigor each Notice Check: Yes, at –2
round or suffer Fatigue (see Savage Worlds). Thievery Check: Yes, at –2
Reset: None, manual, or timed (long).
Effect: Any Size 0 or larger creature entering
the space takes falling damage (1d6+1
FLAME JETS
damage per 2”, max. 10d6+10). Optional
Type: Mechanical
spikes (+1d6 to falling damage, AP 2),
Trigger: Pressure plate, doorknob, noise. fire (2d6 damage), water (Athletics roll to
Notice Check: Yes, at –2 halve falling damage but victim might
Thievery Check: Yes, at –2 be subject to drowning), or magma (5d6
Effect: 2d6 damage in Small Blast Template. damage) at the bottom. May be Evaded.
May cause targets to catch fire. May be Reset: None or manual.
Evaded.
Reset: None, manual, or timed (short). POISON/DISEASE
Type: Mechanical
FLOOD Trigger: Touch, pressure plate, button.
Type: Mechanical Notice Check: Yes, at –2
Trigger: Lever, pressure plate, doorknob. Thievery Check: Yes, at –2
Notice Check: Yes Effect: Targets must make a Vigor roll to
Thievery Check: Yes, at –4 avoid the effects of the disease or poison
Effect: Area fills with water in 3 rounds. (see Savage Worlds).
Victims must hold their breath or begin Reset: None or manual.
drowning (see Savage Worlds).
Reset: None or manual.

68
PROJECTILES
Type: Mechanical
Trigger: Pressure plate or tripwire. CONFINED SPACES
Notice Check: Yes, at –2
Another type of “trap” often found
Thievery Check: Yes, at –2
in dank dungeons, crumbling ruins,
Effect: Darts (2d4 damage), spears (2d6 or fortress corridors are chokepoints.
damage), arrows (2d6 damage, AP 1), or Combat can get cramped quickly in such
bullets (2d8 damage). May be Evaded. environments, especially when using
Projectiles may also be poisoned (see miniatures on properly-scaled combat
Savage Worlds). maps.
Reset: None, manual, or timed (short).
Players must pay close attention to their
marching order, and the Game Master
ROLLING BOULDER
must decide exactly how cramped such
Type: Mechanical
areas are. If they’re wide enough to allow
Trigger: Pressure plate, lever, tripwire.
two characters to fight side by side, such
Notice Check: Yes, at –2 as a standard ten foot wide hallway,
Thievery Check: Yes, at –2 changing positions might not require
Effect: Large round boulder (3d6 damage) any sort of roll—two characters simply
affects everyone in Stream Template, or swap places on either of their turns. If
along a specially-made path or hallway. more cramped, such as a five-foot wide
May be Evaded. corridor, perhaps the two parties must
Reset: None or manual. make Athletics rolls to swap places.
Once positioned (or stuck), creative use
SNARE of the Situational Rules gives characters
Type: Mechanical options besides just waiting for someone
Trigger: Noose, bear trap, strong adhesive. in front to fall or push their way into the
Notice Check: Yes room. Here are two examples.
Thievery Check: Yes Suppor t : Du ngeon-delvers ca n
Effect: Target is Entangled, or Bound with a coordinate their actions and use Support
Critical Failure. Some snares also deal 2d4 to ensure success. For example, the
damage to the target. barbarian tries to Push past an ogre
Reset: None or manual, or timed (short). blocking the entrance to the villain’s
chamber, hoping to create space for the
SPIKES/BLADES fighter. The thief rolls Support using
Type: Mechanical Taunt (“Is that all you got?”) or Strength
Trigger: Tripwire, pressure plate, lever. to assist with the barbarian's Push
Notice Check: Yes attempt.
Thievery Check: Yes Test: Coordinate tactics to make it
Effect: 2d6 damage, AP 1. May be Evaded. harder for enemies to fight back. In the
Reset: None, manual, or timed (short). Push example above, a nearby mage
might Test the ogre with Taunt. She
TELEPORTER uses speak language to shout insults in its
Type: Magical native tongue, and if successful, makes
Trigger: Energy field, invisible portal. the ogre Distracted, which helps the
Notice Check: Yes, at –4 barbarian win the opposed Push.
Thievery Check: No, but may be dispelled.
Effect: Victims are transported to another
location. The trap itself is harmless.
Reset: Teleport traps are usually permanent,
but some reset on a timer (medium).
69
FANTASY COMPANION

70
SETTING
RULES
This chapter introduces some new
Setting Rules you can add to your fantasy
STREAM TEMPLATE
campaign to mimic particular tropes from Any Power or other effect that uses a Cone
your favorite film, story, or setting. Template may use the Stream Template
instead. This is a straight line 1” (2 yards )
wide and 12” (24 yards) long. If you aren’t
NEW RULES using miniatures, the GM can generally
assume it affects three foes.
Below are new rules we use throughout
this book and now consider part of the core
NEW HAZARD
game.
HIGH ALTITUDE
LIMITED ACTIONS Traversing landscapes at high elevations
can cause Fatigue—and potentially worse—
A “limited” action is one a character or to those who aren’t used to it. When
creature may only perform once on her traveling at altitudes roughly a mile high
turn. For example, a nature spirit (page or higher, a character must make a Vigor
200) may meld into or out of its element as roll every four hours. Failure means the
a limited action. That means it can’t merge hero incurs a Fatigue level. The roll is at −2
with its tree and back out in the same turn. for elevation greater than 10,000 feet, and
The same applies to free actions. If a −4 (maximum) for higher than 15,000 feet.
cloak of teleportation allows a character to Characters acclimated to these elevations
teleport as a “limited free action,” he may reduce the penalty by 2.
only do so once per turn. Incapacitation: Incapacitated victims fall
unconscious for 2d6 hours.
DESPERATE ATTACK Recovery: Victims regain one level of
Desperate attacks are frantic efforts to hit Fatigue per hour of rest as usual.
a target at the expense of damage. The
attacker adds +2 or +4 to any Fighting roll
and subtracts a like amount from damage
if he hits. This can be determined per attack
(before rolling), and can’t be combined with
Wild Attack.
71
FANTASY COMPANION

DIFFICULT a concealed knife, or musicians suddenly


firing crossbows at unsuspecting wedding
HEALING guests all make thematic sense here.
Betrayal only works when the defender
is truly shocked and surprised by his
It’s fairly easy to keep a party at full strength attacker’s actions.
if one or two members of the group have
the healing power. In a realistic, gritty, or
dark fantasy game, you can make healing
a bit more difficult without getting rid of
DOWNTIME
it entirely—constant penalties aren’t much
fun for players! Adventurers often have time between
their epic quests. Some might spend it
If this Setting Rule is used, a caster only has
practicing their sword fighting techniques
one chance to heal a particular Wound. A
or enchanting magic items. Others may
healer can attempt to heal any new Wounds
pray to their gods, try to earn a few coins
as they occur, but the power doesn’t affect
in town, spend time with their friends, or
any it already failed to improve or are over
aid locals in need.
an hour old.
When the Game Master decides there’s
Example: Red is shot by an orc’s arrow for “downtime” (generally a few days to a
two Wounds. Gabe attempts to heal her and week), you can choose one of the following
removes one. Later on, Red is bitten by a activities. Each provides a benefit of some
giant spider for a Wound. She now has two sort, from financial rewards to progress in
Wounds (one from the orc and one from the crafting or rerolls on select Traits. Narrate
spider). Gabe’s already attempted to heal the what your hero is doing then follow the
arrow Wound so he can’t heal that one, even instructions under each activity. Some
if he gets a raise on his healing roll, but he can Game Masters might also require characters
try and remove the Wound from the spider spend money on Lifestyle (see page 46)
bite as usual. during Downtime.
Unless an option says otherwise, its effect
may only be gained once regardless of how
BETRAYAL long the downtime lasts.

Some campaigns focus more on political


CAROUSE
Carousing characters spend their time
maneuverings and inevitable betrayals
socializing with friends, making new
than dungeon delving. A game modeled
ones, or cementing relationships with their
after George R.R. Martin’s phenomenal A
contacts. This usually involves considerable
Song of Ice and Fire series or the television
cost and time spent at local restaurants and
series that followed, Game of Thones, for
taverns.
example, is rife with scheming, treachery,
and familial bloodshed. In such an During her Downtime, the character
environment, those struck by surprise spends 50gp in food, drink, and
rarely survive. entertainment. Double that for each Rank
thereafter: 100 gp for Seasoned, 200 gp for
If this Setting Rule is in play, characters
Veteran, 400 gp for Heroic, and 800 gp if
may not Soak Wounds caused by The Drop,
she’s Legendary).
nor may they spend Bennies to resist a
Knockout Blow. In exchange, she gains a local favor she can
call in at any time. The greater her Rank
As always, the Game Master decides when
and her overall standing in the community
an attacker has The Drop. A butler striking
(GM’s call), the greater the favor.
a guest from behind as he dines, a
lover stabbing his betrothed with
72
CENTER stacks with any other rerolls she may have
The hero focuses on whatever brings her from other sources.
happiness. That might include quality The player chooses when to activate her
time with friends, a solitary hunt through rerolls as a free action.
a secluded forest, riding a favorite horse, If she Trains again, the previous focus is
painting, reading, writing, performing, lost.
dancing, or courting a romantic interest.
Whatever the activity, the goal is inner RESEARCH
peace and happiness. Taking a week to A character can spend her Downtime
enjoy the fruits of one’s labors grants the developing or learning new powers. This
character Conviction. doesn’t permanently give her a power, but
allows her to use any spell or miracle from
EARN her Available Powers list and of her Rank
The hero earns currency in some way. or lower for one entire encounter.
Perhaps he takes on odd jobs, kills rats in The character may also temporarily
the local tavern, or even “procures” it from change the Trapping of a power she already
the local thieves’ guild! has for one encounter—turning a fireball
The hero must make a relevant skill roll to into an ice blast, for example.
earn her reward—Thievery for scoundrels, The spell is cast at a −2 penalty, but is
Fighting for Mercenaries, Performance otherwise treated just like one of the caster’s
for entertainers, etc. Use an appropriate regular powers. This can be particularly
attribute for more mundane jobs. useful if the mage or priest must prepare
A Critical Failure means the character to face a threat with a particular weakness.
doesn’t make any money and embarrasses Finally, Research can also be used to
herself somehow. If the job was dangerous, reveal deep information about a particular
she also takes d4 Wounds. Failure means subject. No Trait roll is required. The GM
she doesn’t make any money and takes decides just how much the investigator can
Fatigue from Bumps & Bruises. learn in a week given the topic, the location,
Success earns her 100 gp if she’s Novice and resources at hand.
rank, 200 gp if Seasoned, 300 gp if Veteran,
400 gp for Heroic, and 500 gp if she’s REST
Legendary. Double the reward with a raise. Those who have suffered grievous Wounds
might need to do so during Downtime to
ENCHANT recover their health.
A character with the Artificer Edge can Use the Natural Healing rules during
spend her time at a workshop creating the week. Any healers in the group can
magic items. See page 153 for details. provide Support, as can other allies or hired
professionals such as priests at a temple, or
TRAIN physicians in a nobleman’s employ.
An adventurer can practice a specific Regardless of the outcome, resting
skill or attribute to temporarily increase characters gain one Benny.
its effectiveness. A character might train Characters may choose to rest even if
Fighting by sparring with a swordmaster, they have no Wounds. The provides the
Persuasion by public speaking, Occult by same benefits as Centering, with the hero
studying forbidden tomes, Strength or doing nothing but resting mind and body
Vigor with vigorous exercise, and so on. to recover from the stress of adventuring.
The character must possess at least d4 in
any skill chosen for training. Afterwards,
she gets a free reroll when failing that skill
or attribute for one entire encounter. This

73
FANTASY COMPANION

GIANT FOES VILLAINOUS


A common staple of fantasy are battles
CONVICTION
against enemies so huge the heroes can
freely maneuver between the foe’s massive The player characters have Bennies,
legs, be swallowed whole by them, or even Conviction, and even Adventure Cards
ignored completely as though they were to help them in their epic struggles—and
tiny insects. the ability to earn more through great
Creatures that are two or more Scales roleplaying. Wild Card villains get Bennies,
smaller than another may attempt to climb but at a much slower rate, and while they
up the larger foe with an opposed roll of can be given Conviction if the Game Master
Athletics. If the smaller creature wins, he’s desires, it’s not something they earn quite
attached and moves along with the larger as easily as player characters.
creature on its turn. If the larger creature The central villain of an adventure can
wins, the smaller creature falls or is shaken also gain Conviction any time he succeeds
off, taking appropriate Falling damage. at a significant goal or the heroes fail in
If the smaller creature is in an appropriate some task related to his scheme. This makes
spot (GM’s call), he ignores up to two points them much more powerful and provides
of Called Shot penalties when making a incentive for the heroes to act quickly and
melee attack. This lets a hero clamber up decisively when thwarting their plans.
the back of a dragon, for example, and
strike it in the back of the neck, eye, or
other vulnerable spot.

74
75
FANTASY COMPANION

76
ARCANA

This chapter expands the material in the MULTIPLE ARCANE BACKGROUNDS


Savage Worlds core book, adding cantrips, A character may take an arcane skill even
new Arcane Backgrounds, and even new without an Arcane Background, though
powers and modifiers to your game. How there’s rarely much that can be done
to cast spells, Trappings, and other rules with it unless it’s something like a bard’s
are repeated here both for completeness Performance.
and for updates. If a hero with an Arcane Background takes
a new Arcane Background (perhaps a mage
ARCANE wants to take on a priestly role as well), she
gets the Edge as usual (new powers, Power
BACKGROUNDS Points, etc.) but must keep each separate.
She can’t cast healing with her magic Power
Points, for example, and her Wizard Edge
On the following pages are a number of applies only to her magical abilities—not
Arcane Backgrounds you can easily drop her divine powers.
into most fantasy worlds, or customize
Example: Gabe starts with Arcane
further for more unusual settings.
Background (Magic) during character
Each Arcane Background is designed with creation. He has 10 Power Points and
common tropes in mind—wizards can’t three spells. Later he decides to become a
wear heavy armor, priests serve active “mage priest.” He works out a good story
deities, tinkerers build mechanical devices for his training with the Game Master and
with an arcane spark, and so on. takes Arcane Background (Miracles) as an
If you want to change these tropes, perhaps Advance. He gets 10 Power Points that are
letting druids wear all the armor they want, kept separate from his magic-oriented Power
tinkerers to have access to more powers, Points and picks three new powers based on
or adding the Corruption Hindrance to all the deity his character follows. He can cast
wizards, simply customize these as you invoke miracles but since he doesn’t have the
see fit or start with the much more general Faith skill yet he casts at the usual default die
Arcane Backgrounds in Savage Worlds and (d4-2). He wisely uses his next few Advances
work from there. to increase his Faith.

77
FANTASY COMPANION

ALCHEMIST „ AVAILABLE POWERS: Banish, beast


friend, blast, blind, boost/lower Trait,
burst, confusion, darksight, deflection,
Alchemists create potions, oils, elixirs, and detect/conceal arcana, empathy, entangle,
other consumables imbued with magical environmental protection, farsight, fear,
abilities. Their potions aren’t like those fly, growth/shrink, healing, intangibility,
listed in the Treasure chapter—those last invisibility, light/darkness, protection,
for years, require invstment of funds, and puppet, relief, resurrection, shape change,
are created with the Crafting rules (page sloth/speed, slumber, smite, speak language,
153). wall walker, warrior’s gift.
Instead, alchemists imbue their potions, „ POWER EDGES: Alchemists may not take
grenades, and oils with the powers they’ve Power Edges except for New Powers,
learned. Narratively, their concoctions are Power Points, and Edges specifically
created “off-camera” some time prior to noted for Arca ne Bac kg rou nd
their use. In game terms, they’re “cast” as (Alchemist).
the player needs them—pulling various „ POWER MODIFIERS: Alchemists can’t
vials or containers from their alchemist’s
use the Selective Power Modifier.
bag or bandoleer and activating them as
needed. „ ALCHEMIST’S BAG: Concoctions are
„ ARCANE SKILL: Alchemy (Smarts) stored in an alchemist’s bag, as are
the ingredients, glassware, and other
„ STARTING POWERS: Any three from the scientific equipment she needs to create
list below. them. An alchemist can’t activate her
„ POWER POINTS: 15 powers without her bag.
„ COMPONENTS: Alchemists’ potions,
elixirs, pills, and grenades are
e x p e ndable, g iv i ng t he m t he
Components Hindrance.

GIVING CONCOCTIONS TO OTHERS


An alchemist can “administer” her concoction to nearby allies just like casting any
other power. If she wants to give someone a concoction to carry or use later, she states
the concoction’s power and invests it with any number of her current Power Points.
Gifted concoction are created with a specific aspect—boost Trait (Strength), for example,
or sloth (but not speed). The alchemist has no choice in this—she can’t give someone
boost Trait without naming the Trait affected, even if her power doesn’t normally have
the Aspect Limitation.
Gifted concoctions last until used or 48 hours pass, whichever comes first. Once their
Power Points are used, the alchemist recovers them normally.
The recipient rolls the maker’s Alchemy skill to activate the concoction, just as if the
alchemist were administering or using it herself.
Example: Red and Gabe are with a caravan when it’s hit by bandits. The raiders ride off
with several captives and Red wants to give pursuit. Gabe, an alchemist, must stay behind
to heal the injured, so he gives his friend oil of protection and invests one Power Point in it.
Protection’s normal Range is Smarts and its cost is 2, but since Gabe made it an oil (Range
of Touch), it counts as the Range Limitation and reduces the cost to 1.
A few hours later finds Red in hot pursuit of the bandits. She applies the magical oil to her
armor and rolls Gabe’s Alchemy skill. She gets a raise and gains +2 Toughness! Gabe saves
her skin—literally—even though he’s many miles away!

78
ACTIVATION
When an alchemist “casts” a power, the
player must describe how it’s delivered.
CUSTOMIZING
Powers with a Range of Self or Touch are
usually a consumable potion, edible, pill, ARCANE BACKGROUNDS
salve, or oil. Fatigue from Critical Failure In this chapter are a large number of
affects the recipient if someone other than Arcane Backgrounds you can easily
the alchemist. drop into any setting. This lets you, the
Powers with greater Range use misters, Game Master, customize your world by
bellows, or grenades, with a maximum choosing the Arcane Backgrounds that
Range of 12” (24 yards). The alchemist make sense for your world and letting
“throws” the grenade or fires the bellows your players choose from them.
or mister with his Alchemy skill rather If you want to customize the Arcane
than Athletics or Shooting (but treats Backgrounds themselves, there are two
other projectiles normally). Critical Failure easy ways to do so.
affects the caster normally—the grenade or The first is to tweak the Arcane
mister shatters in his hand, showering him Backgrounds we’ve presented here,
with noxious fumes that cause Fatigue. adding, dropping, or swapping out
special abilities and features till you
ALCHEMIST EDGES feel it makes sense and is generally
balanced against other types of player
CHEMIST character options.
REQUIREMENTS: Novice, Arcane The second is to use the basic Arcane
Background (Alchemist), Alchemy d8+ Backgrounds in the Savage Worlds core
The alchemist’s concoctions last one week rules as foundations, adding Edges,
rather than 48 hours when given to others. Hindrances, or special abilities from the
See the Alchemist Arcane Background on Arcane Backgrounds presented here to
page 78 for more information. balance them out.
You can also just let the players do this
MASTER ALCHEMIST themselves, starting with the basic rules
REQUIREMENTS: Seasoned, Arcane and taking the Edges or Hindrances
Background (Alchemist), Alchemy d10+ they feel makes the character they want
Alchemists craft permanent potions like to play. Maybe the mage wants to wear
any other (see Crafting on page 153). Some plate mail and wield a great sword.
are particularly adept at it, however, and That’s okay! The rules are balanced
can create potent potables while traveling so he will certainly be powerful in
using alternate ingredients. some ways, but he must also split his
Master Alchemist allows the scientist to Advances as the game goes on, making
create potions at half the usual cost and as if him less focused than others who
she had access to Simple Workshop as long choose a more specialized path.
as she has her alchemist’s bag or makeshift The rules we chose to integrate into the
supplies the GM feels contain necessary Arcane Backgrounds in this chapter—
ingredients or reasonable facsimiles. such as Armor Interference for mages—
aren’t there for balance, they’re to
reinforce tropes. The game can handle
whatever you and your players want to
do!

79
FANTASY COMPANION

BARD „ MAGIC: Bards may take Edges that


require Arcane Background (Magic).
„ ARMOR INTERFERENCE (Minor): Bulky
Bards cast spells by singing, reciting armor interferes with a bard’s grace
poetry, or performing dramatic quotes. and dexterity. They subtract 4 from
Some bards work their spells in other Performance rolls and Agility and
ways, such as captivating dances or farcical Agility-based skill rolls if using medium
plays. They are usually erudite individuals, or heavy armor or shields.
traveling the land to regale audiences with
„ SHARP TONGUED: Bards may use
bawdy songs and epic poems.
Performance as Taunt to Test a foe.
„ EDGE: Arcane Background (Bard)
They may also ignore the Repetition
„ ARCANE SKILL: Performance (Spirit) advice given under Tests (see Savage
„ STARTING POWERS: Boost/lower Trait, Worlds), as long as they recite different
sound/silence and one other power verses, stanzas, lyrics, etc. Bards may
chosen from the list below. also substitute Performance for Taunt
to meet Edge Requirements.
„ POWER POINTS: 10
„ AVAILABLE POWERS: Arcane protection, BARD EDGES
banish, beast friend, boost/lower Trait,
confusion, conceal arcana, dispel, divination,
DIRGE
drain Power Points, empathy, fear, healing,
REQUIREMENTS: Heroic, Arcane
mind link, mind reading, puppet, relief,
Background (Bard)
sloth/speed, slumber, smite, sound/silence,
speak language, stun, warrior’s gift. This baleful performance builds dread
among the bard’s foes. At the bard’s
discretion, any enemy within 10” (20 yards)
and line of sight who spends a Benny
to Soak or reroll a Trait or damage roll
subtracts 2 from the total.
The bard must be able to speak, sing, or
play her instrument to use this ability.

INSPIRE HEROICS
REQUIREMENTS: Seasoned, Arcane
Background (Bard), Performance d8+
Bards inspire their comrades with epic
tales of valor and bravery. Once during
any combat encounter (GM’s call), the bard
can spend a Benny to gain five Inspiration
tokens. This is a limited free action.
For the remainder of the encounter, the
bard may give these tokens to anyone
within a Range of Smarts except himself.
This may be done at any time (as long as
the bard is conscious). The recipient must
use the token immediately—it cannot be
saved.
Each Inspiration token allows a character
to reroll a Trait or damage roll. A Trait or
damage roll may only benefit from a single

80
Inspiration Token, even if there are multiple world and the divine beings that watch
bards present. Further rerolls require over it.
spending a Benny or a special ability. „ MIRACLES: Clerics may take Edges that
Inspiration tokens aren’t Bennies, don’t require Arcane Background (Miracles).
trigger Edges that use Bennies (such as
Elan), and can’t be used as such in any „ HOLY SYMBOL: Clerics who openly
other way such as drawing new Action display a symbol of their deity or
Cards or Soaking Wounds. religion get a free reroll on all Faith
rolls.
INSTRUMENT „ VOW: Clerics must have a Vow (Major)
REQUIREMENTS: Novice, Arcane to their deity or religion. If they fail
Background (Bard) to uphold their deity’s values, they
Si ng i ng bards often use musical subtract 2 from Faith rolls for a week.
instruments to accentuate their ballads, Truly sacrilegious acts might rob them
striking chords or hitting high notes at of their powers entirely until they atone
particularly inspiring parts of their songs. in some way.
Dancing bards may use streamers or
swords as their instrument of choice, while CLERIC EDGES
oratory bards might incorporate elaborate
props or masks. DESTROY UNDEAD
A bard who uses an instrument of some REQUIREMENTS: Seasoned, Arcane
kind when casting a spell adds +1 to her Background (Cleric)
Performance roll. The bonus only applies The undead are abominations to good
when Performance is used as an arcane clerics. The dead have passed on to their
skill. Of course the instrument requires one just rewards and should not return to the
or more hands to play. land of the living. It is little wonder then
that these holy men and women are so

CLERIC often called to stand against the raging


hordes of the undead.
Evil clerics can also destroy those undead
Clerics draw their power from a divine creatures that stand in their path. Perhaps
presence of some sort, including gods, it is their affinity with unnatural things,
nature, spirits, or their revered ancestors. or perhaps their deity simply grants the
They invoke miracles from these entities by power to clear their servants’ path to
reciting prayers or performing rituals they greater mayhem.
believe are in their deity’s best interests. As a limited action, the champion spends
A cleric’s particular service depends on one Power Point to channel positive energy
the deity he serves. A list of “domains” the in a Large Blast Template centered on
Game Master can assign to a particular herself. Every undead creature within the
source of power can be found on page 100. template automatically takes 2d6 damage
„ ARCANE SKILL: Faith (Spirit) (or 3d6 damage for two Power Points).
„ STARTING POWERS: Healing, sanctuary,
MERCY
and three other powers from their
REQUIREMENTS: Novice, Arcane
chosen Domain (see page 100).
Background (Cleric)
„ POWER POINTS: 10 As an action, the character can grant
„ AVAILABLE POWERS: Choose a domain “Mercy” to any character within a Range
from those listed on pages 100 through equal to her Spirit, automatically removing
101 or create your own based on the one of the following states: Distracted,
Vulnerable, or Shaken.
81
FANTASY COMPANION

DIABOLIST „ ARMOR INTERFERENCE (Major): Bulky


armor interferes with a diabolist’s
complex somatic movements. They
Dwellers in darkness, demons from the subtract 4 from Spellcasting rolls and
abyss, or spirits from devilish dimensions Agility and Agility-based skill rolls if
are the servants of the diabolist. He using light, medium, or heavy armor or
conjures them to do his bidding, entrapping shields.
or binding these otherworldy entities to „ CORRUPTION: Diabolists consort with
fulfill his most arduous tasks and bedevil extra-planar entities, most of them evil
his foes. or at least mischievous. They have the
A diabolist’s Trappings always smack of Corruption Hindrance (page 28).
corruption and deviltry. Their core power „ SUMMONING: Diabolists may conjure
is summon ally, which conjures demonic,
demonic soldiers (page 191) with the
ghostly, or other malevolent spirits into
summon ally power at Novice Rank, for
the world.
four Power Points. At Seasoned Rank,
Their conjurings smell of brimstone, they may call forth hellhounds (page
offensive powers use fire or darkness, 191) for 5 points. At Veteran Rank they
and those around them may hear inane may summon a nightmare (page 192)
whispers as their summoned servants for 7 points.
coalesce into existence.
Diabolists aren’t necessarily evil—they
may just come from a place where such
DIABOLIST EDGES
powers are common, or have decided to
use the powers of the Abyss against those HELL’S WRATH
things that dare to leave its punishing REQUIREMENTS: Seasoned, Arcane
environs. Background (Cleric)
„ EDGE: Arcane Background (Diabolist)
Diabolists channel fiery, Hellish power
that can boil flesh and melt bone. Once this
„ ARCANE SKILL: Spellcasting (Smarts) Edge is taken, the diabolist’s bolt, blast, and
„ STARTING POWERS: Banish, havoc, burst powers cause +2 damage.
summon ally, and two other powers
chosen from the list below. INFERNAL ARMOR
„ POWER POINTS: 10 REQUIREMENTS: Novice, Arcane
Background (Cleric)
„ AVAILABLE POWERS: Arcane protection, As an action, a diabolist can limn his
banish, barrier, blast, blind, bolt, lower Trait clothes (or armor if wearing any) with a
(but not boost), burst, confusion, curse, Hellish glow that grants him +2 armor.
damage field, darksight, deflection, detect/ This lasts as long as the diabolist wishes,
conceal arcana, disguise, dispel, divination, but marks him as a channeler of dark magic
drain Power Points, elemental manipulation and makes Stealth virtually impossible.
(fire only), entangle, environmental
protection, farsight, fear, fly, havoc, illusion,
light/darkness, lock/unlock, locate, plane
shift, protection, puppet, scrying, sloth/
speed, smite, sound/silence, speak language,
summon ally, telekinesis, teleport, wall
walker, warrior’s gift, zombie.
„ MAGIC: Diabolists may take Edges that
require Arcane Background (Magic).

82
DRUID „ VOW: Druids have a Vow (Major) to
guard and protect nature. If they
willingly allow significant destruction
Druids protect the wilderness, serve to the natural world or order (GM’s
as priests for their local communities, call), they subtract 2 from Faith rolls for
or wander the world communing with a week. Catastrophic destruction might
nature and holding back the constant rob them of their powers entirely until
encroachment of civilization. they atone in some way.
Most druids quickly acquire a heartwood
staff (see below). DRUID EDGES
„ EDGE: Arcane Background (Druid)

„ ARCANE SKILL: Faith (Spirit) HEARTWOOD STAFF


REQUIREMENTS: Novice, Arcane
„ STARTING POWERS: Beast f riend,
Background (Druid)
environmental protection, shape change,
Some druids focus their powers through
and two other powers chosen from the
a staff made from rare wood, such as the
Nature Domain list on page 101.
heart of a great oak or the last palm from a
„ POWER POINTS: 10 dying desert oasis.
„ AVAILABLE POWERS: See the Nature If such a staff is lost or broken,
Domain on page 101. the druid must spend at least
eight hours in an old
„ MIRACLES: Druids may take Edges that
forest with at
require Arcane Background (Miracles).
least a few trees a
„ ARMOR INTERFERENCE (Minor): Bulky hundred years old or
armor interferes with a druid’s ability to more. There he may
sense and commune with nature. They make a Faith roll at –2
subtract 4 from Faith rolls and Agility once per day to forge
and Agility-based skill rolls if using another. This sacrifices
medium or heavy armor or shields. the tree it’s taken from.
Druids cannot use metal armor at all. „ HEARTWOOD STAFF:
„ COMPONENTS: Druids require small Str+d8, Min Str d6,
artifacts of their environment to cast Weight 6 lbs., Parry +1,
their spells: sea shells, berries, twigs, etc. Reach 1, requires two
They have the Components Hindrance. hands. After the druid
„ ONE WITH NATURE: The base Duration of
hits with the staff, he
summon animal is increased to one hour. may spend a Power
The Duration is also increased to one Point to cause an extra
hour for the shape change spell as long as d6 damage. This die may
the druid (or his target) takes the form Ace.
of a natural animal (GM’s call based on
the setting; see the summon animal table TRUE FORM
on page 126 for examples). REQUIREMENTS: Seasoned,
Arcane Background (Druid)
„ WILDERNESS STRIDE: Druids pass
through rough terrain such as dense While shape changed, the
forest, rocky hills, or desert sands with druid can speak and cast
ease. They ignore movement penalties powers at a –2 penalty even if
for Difficult Ground. in a form that usually wouldn’t
allow it.
Some druids essentially “live” in
their animal form, maintaining their
83
FANTASY COMPANION

bestial shape for days on end. Doing so Trapping. Additional elements may
gradually erodes the druid’s humanity. For be embraced via the Elemental Master
every day the druid spends more than half Edge (see below).
her time in animal form, she must make „ ELEMENTAL SYNERGY: When the
a Spirit roll. Failure reduces her Spirit a character is near a significant source
die type until she remains in human form of her chosen element, she gets a reroll
for an entire week. If her Spirit is reduced on her arcane skill. Significant sources
below d4 in this manner, the druid becomes include a bonfire for flame, a lake for
that creature forever. water, gale-force winds for air, or piles
of excavated earth, stone, etc. for earth
(simply standing on the ground, on
ELEMENTALIST natural boulders, etc. isn’t sufficient to
empower the mage).
Those who practice elemental magic call on Conversely, if the element is in scarce
the planes of earth, fire, water, and air for supply, the mage subtracts 2 from her
their powers. Spellcasting rolls. Thematically, this
„ EDGE: Arcane Background (Elementalist) includes a water mage in a desert, an
„ ARCANE SKILL: Spellcasting (Smarts) earth mage in a cloudship, a fire mage
with no fire present, or an air mage in a
„ STARTING POWERS: Ele mental deep dungeon or cave. If the element is
manipulation (native element only), essentially absent, she cannot cast at all.
environmental protection (native element
only), and three other powers chosen ELEMENTALIST EDGES
from the list below.
„ POWER POINTS: 10 ELEMENTAL ABSORPTION
„ AVAILABLE POWERS: Barrier, blast, bolt, REQUIREMENTS: Novice, Arcane
burrow (earth only), burst, confusion, Background (Elementalist)
damage field (fire only), def lection, The elements fill and sustain you.
divination, elemental manipulation (native Your Toughness increases by +2 while
element only), entangle, environmental experiencing elemental synergy (see
protection (native element only), fly (air above).
only), havoc (air only), healing (water only),
plane shift (native elemental planes only), ELEMENTAL MASTER
protection, relief (water only), telekinesis (air REQUIREMENTS: Seasoned, Arcane
only). Background (Elementalist)
„ MAGIC: Elementalists may take Edges Elementalists must choose an elemental
that require Arcane Background origin when they become mages: earth,
(Magic). fire, water, or air. This Edge grants them
domain over another elemental force. They
„ ARMOR INTERFERENCE (Major): Bulky
may change the Trappings of their powers
armor makes it more difficult to between the elements they’ve mastered at
channel power from the elemental will.
forces. Elementalists subtract 4 from
Elemental Master may be taken multiple
Spellcasting rolls and Agility and
times to gain all four elements (or more if
Agility-based skill rolls if using light,
such exist in the Game Master’s world).
medium, or heavy armor or shields.
„ ELEMENTAL ORIGIN: An elementalist
must choose her primary element
when she first takes this Edge. All of
her power’s use that element as its
84
ILLUSIONIST MASTER OF ILLUSION
REQUIREMENTS: Novice, Arcane
Background (Elementalist), Spellcasting
Illusionists are extremely limited in their d8+
power selection, but are masters of the The caster’s illusions have the Mobility
incredibly versatile illusion spell. Some and Sound Power Modifiers at no additional
manipulate light to create mirages, others Power Point cost.
conjure ethereal phantasms, and some even
trick the observer’s mind into believing
what isn’t there.
„ EDGE: Arcane Background (Illusionist)
NECROMANCER
„ ARCANE SKILL: Spellcasting (Smarts) Those who practice necromany learn how
„ STARTING POWERS: Illusion, light/ to blur the line between the worlds of the
darkness, sound/silence, and two other living and the dead. Loathed by most,
powers chosen from the list below. necromancers nevertheless relish in the
„ POWER POINTS: 10
great power conferred on them by death’s
dark energy.
„ AVAILABLE POWERS: Confusion, deflection, „ EDGE: Arcane Background
detect/conceal arcana, disguise, fear, illusion, (Necromancer)
invisibility, light/darkness, sound/silence.
„ ARCANE SKILL: Spellcasting (Smarts)
„ MAGIC: Illusionists may take Edges that
require Arcane Background (Magic). „ STARTING POWERS: Detect/conceal arcana,
dispel, zombie, and two other powers
„ ARMOR INTERFERENCE (Major): Bulky
chosen from the list below.
armor interferes with an illusionist’s
manual dexterity and the intense „ POWER POINTS: 10
concentration it takes to maintain „ AVAILABLE POWERS: Arcane protection,
their visual chicanery. They subtract 4 banish, barrier, blind, bolt, boost/lower Trait,
from Spellcasting rolls and Agility and confusion, darksight, deflection, detect/
Agility-based skill rolls if using light, conceal arcana, dispel, divination, drain
medium, or heavy armor or shields. Power Points, empathy, entangle, farsight,
„ MASTER OF ILLUSION: The caster’s fear, fly, havoc, healing, intangibility,
illusion spells can fill a Large Blast invisibility, light/darkness, lock/unlock,
Template and always have the Strong mind link, mind reading, mind wipe, object
modifier for free. If a foe successfully reading, protection, relief, resurrection,
disbelieves, however, he sees through all sloth/speed, slumber, smite, sound/silence,
that caster’s illusions for the remainder stun, summon undead, telekinesis, teleport,
of the encounter. wall walker, warrior’s gift, zombie.
„ MAGIC: Necromancers may take Edges
ILLUSIONIST EDGES that require Arcane Background
(Magic).
DEADLY ILLUSION „ CORRUPTION: Necromancers deal in
REQUIREMENTS: Seasoned, Arcane the dark magic of unlife. They have the
Background (Elementalist), Spellcasting Corruption Hindrance.
d10+ „ RAISE THE DEAD: Zombie is a Novice-
The caster may take the Deadly Power Rank power for necromancers and the
Modifier for their illusions at no additional Duration is increased to four hours.
Power Point cost.

85
FANTASY COMPANION

NECROMANCER EDGES UNDEAD FAMILIAR


REQUIREMENTS: Seasoned, Arcane
Background (Necromancer)
SOUL JAR
The necromancer gains an undead animal
REQUIREMENTS: Legendary, Arcane
companion that serves as his familiar. This
Background (Necromancer), Occult d10+
works exactly as the Familiar Edge (page
The necromancer’s mastery over the dark
36) except the creature gains the Undead
arts has finally allowed him to cheat death
ability: Undead: +2 Toughness; +2 to recover
by hiding his soul.
from being Shaken; no additional damage
Doing so turns the necromancer Undead, from Called Shots; ignores 1 point of
though he may continue to look alive and Wound penalties; doesn’t breathe; immune
well for the duration of his natural lifespan. to disease and poison.
Eventually, however, time takes its toll,
and the necromancer’s true state becomes
visible.
Choose a small to medium size vessel: a
SHAMAN
gemstone, a statuette, skull, vase, sword,
etc. to act as the soul’s container. If the lich Shamans are the spiritual backbone of those
is slain, the soul inhabits a new corpse 2d6 who choose to live far from the corrupting
days later. If the vessel is destroyed, the soul influence of civilization. They make great
is destroyed as well, so most necromancers use of the natural world, worshiping it and
hide their soul jars in a vault or other secure exploiting it for the good of others.
location. Some shamans are hedge wizards or
herbalists who use natural methods to
produce their magic. Others are holy men
or women who commune with ancient
spirits of nature to do their bidding. All are
as capable of blasting their enemies with
the raw energies of the cosmos as reading
the future in a pile of bones.
„ EDGE: Arcane Background (Shaman)

„ ARCANE SKILL: Faith (Spirit)


„ STARTING POWERS: Arcane protection,
relief, and three other powers chosen
from the list below.
„ STARTING POWER POINTS: 10
„ AVAILABLE POWERS: Arcane protection,
banish, barrier, beast friend, blast, blessing,
blind, bolt, boost/lower Trait, burrow,
burst, confusion, damage field, darksight,
deflection, detect/conceal arcana, disguise,
dispel, divination, drain Power Points,
elemental manipulation, empathy, entangle,
environmental protection, farsight, fear,
havoc, healing, mystic intervention, object
reading, protection, relief, resurrection,
shape change, sloth/speed, slumber, smite,
sound/silence, speak language, stun,
summon animal, summon monster, wall
walker, warrior’s gift.
86
„ MIRACLES: Shamans may take Edges
that require Arcane Background SORCERER
(Miracles).
„ FETISH: Shamans use a fetish connected
Sorcerers channel and embrace the raw
to their tribe, people, or culture to focus power of the cosmos. They treat with
their powers. This is usually a hand- great and ancient forces greater even than
held stick draped in bones or tokens the gods. They wreak terrible havoc, and
that carry some special significance inevitably pay an even more terrible price.
to them. Without the fetish, a shaman Sorcerers brim with raw power, usually
subtracts 2 from her arcane skill rolls. taken by force or subterfuge from
some ancient and unknowable source.
Occasionally they catch the attention of
SHAMAN EDGES this font and its dark eye latches onto them,
searing the sorcerer’s soul with its unholy
PRIMAL MAGIC gaze.
REQUIREMENTS: Seasoned, Arcane „ EDGE: Arcane Background (Sorcerer)
Background (Shaman)
„ ARCANE SKILL: Spellcasting (Smarts)
Primal Magic adds +2 to the damage of any
power that causes damage such as blast, „ STARTING POWERS: Three powers
bolt, burst, or damage field. chosen from the list below.
If the caster rolls a Critical Failure, „ STARTING POWER POINTS: 15
however, primordial energies flood into the
„ AVAILABLE POWERS: Arcane protection,
world, Stunning everyone in a Large Blast
banish, barrier, beast friend, blast, blessing,
Template centered on the caster (including
blind, bolt, boost/lower Trait, burrow,
the caster!).
burst, confusion, damage field, darksight,
deflection, detect/conceal arcana, disguise,
SACRED FETISH
dispel, divination, drain Power Points,
REQUIREMENTS: Novice, Arcane elemental manipulation, empathy, entangle,
Background, (Shaman), Faith d8+ environmental protection, farsight, fear,
Fetishes are devices that help a shaman havoc, healing, mystic intervention, object
focus her powers. A sacred fetish is one reading, protection, relief, resurrection,
that’s been blessed or sanctified in some shape change, sloth/speed, slumber, smite,
way. As long as she has the fetish in hand sound/silence, speak language, stun,
on prominently displayed on her person, summon ally, summon animal, summon
she gets one free reroll whenever she fails monster, wall walker, warrior’s gift.
a Faith roll.
„ ARMOR INTERFERENCE (Minor): Bulky
Should a sacred fetish be lost or destroyed,
armor interferes with the somatic
the shaman may replace it by visiting her
gestures needed to steal mana from
tribe for some item of sentimental worth
their source. Sorcerers subtract 4 from
or creating a new device that captures the
Faith rolls and Agility and Agility-
essence of her people.
based skill rolls if using medium or
heavy armor or shields.
„ CRITICAL FAILURE: Sorcerers who roll a
Critical Failure on a Spellcasting roll are
Fatigued, Stunned, and gain Corruption
(see below).
„ CORRUPTION: Sorcerers entreat with
ancient, powerful, and distant
ma sters. S omet i mes t hos e

87
FANTASY COMPANION

entities’ touch brings ruin on the PHENOMENAL POWER


spellcaster’s body and soul. They have REQUIREMENTS: Heroic, Arcane
the Corruption Hindrance. Background (Sorcerer)
„ OVERPOWER: As long as they don’t roll This works exactly like Great Power but
a Critical Failure, sorcerers may spend allows the sorcerer to spend Conviction to
Power Points after rolling Spellcasting to cast any spell available in the setting. (He
add +1 per Power Point spent to the total. still adds his Conviction bonus to the roll
They can raise the total as much as they as well.)
care to do so, perhaps turning failure
into success or a raise or increasing the
odds of winning an opposed roll. SUMMONER
SORCERER EDGES These mages specialize in summoning
creatures from the natural world or other
GREAT POWER planes of existence to bear their burdens for
REQUIREMENTS: Veteran, Arcane them. They are similar to diabolists except
Background (Sorcerer) their servants are typically of animal
The sorcerer may spend a Benny to cast any intelligence, and while fierce, are no more
single power of up to 20 Power Points at a malevolent in intent than any other beast.
–2 penalty to his Spellcasting roll. Leftover „ EDGE: Arcane Background (Summoner)
points are not saved. If the power fails, the „ ARCANE SKILL: Spellcasting (Smarts)
sorcerer permanently loses a die type in
any one attribute of his choice. „ STARTING POWERS: Boost/lower Trait
(Limitation: Summoned creatures only),
summon ally, and two other powers
chosen from the list below.
„ POWER POINTS: 15
„ AVAILABLE POWERS: Boost/lower Trait,
summon ally, summon animal, summon
monster.
„ MAGIC: Summoners may take Edges that
require Arcane Background (Magic).
„ -1 ARMOR INTERFERENCE (Minor): Bulky
armor interferes with the somatic
gestures needed to communicate with
summoned minions. Summoners
subtract 4 from Faith rolls and Agility
and Agility-based skill rolls if using
medium or heavy armor or shields.
„ 2 MASTER SUMMONER: A summoner
reduces the cost of summon ally,
summon animal, and summon monster by
2 (to a minimum of 1), and the spells’
Durations are measured in minutes
rather than rounds.

88
POWER POINTS: 15
SUMMONER EDGES
„

„ AVAILABLE POWERS: Blind, bolt, blast,


burst, confusion, damage field, darksight,
ARCANE BARDING
detect arcana, entangle, environmental
REQUIREMENTS: Seasoned, Arcane
protection, farsight, fly, light/darkness, lock/
Background (Summoner), summon animal
unlock, slumber, stun, wall walker.
The caster’s animals appear swathed
in eldritch barding forged from magical „ WEIRD SCIENCE: Summoners may take
energies. This increases their Toughness Edges that require Arcane Background
by +2 and cannot be dispelled. (Weird Science).
„ CRITICAL FAILURE: A tinkerer who rolls a
FEROCIOUS SUMMONING Critical Failure when activating a device
REQUIREMENTS: Seasoned, Arcane doesn’t take Fatigue, but can’t use that
Background (Summoner), summon power again until the device is repaired
monster (an hour’s work and a successful Repair
A summoner with this Edge has learned roll).
to conjure fiercer, more experienced beasts „ POWERS ARE DEVICES: A tinkerer’s
with the summon monster power. He may powers are expressed entirely through
grant them any one Combat Edge of his devices, such as foldable wings for
Rank or lower. the fly power, goggles for darksight or
farsight, or a flintlock pistol for bolt.
GREAT SUMMONING
REQUIREMENTS: Heroic, Arcane
Background (Summoner), summon
animal, summon monster
The mage can conjure beasts most others TINKERER TRAPPINGS
can’t, including a barghest for 5 points, a Tinkerers use mechanical devices for
mammoth for 7 points, a frost mammoth their powers. Here are some ideas for
for 8 points, a tyrannosaurus rex for 8 the suggested Available Powers.
points, or a drake for 9 points. • Blind: Flashing light.
• Bolt: A firearm.

TINKERER • Blast: A grenade launcher.


• Burst: A bellows-like flamethrower.
• Confusion: Pulsing light grenade.
Inventors in fantasy settings rarely go on
• Damage Field: Flammable suit.
adventures. Most are firmly ensconced in
• Darksight: Goggles.
their laboratories, surrounded by eclectic
machines, spinning orreries, and long • Detect Arcana: Goggles.
tables covered in bubbling concoctions. • Entangle: Glue grenade.
Some eventually leave their confines to • Environmental Protection: Protective
explore the wider world, however, carrying suit.
portable inventions with them to protect • Farsight: Goggles.
themselves from the people and things • Fly: Wings.
who would do them harm. • Light/Darkness: Glowstone, smoke
Tinkerers are highly specialized versions grenade.
of the Weird Science Arcane Background • Lock/Unlock: Skeleton key.
who rely entirely on mechanical devices.
• Slumber: Sleeping gas.
„ ARCANE SKILL: Repair (Smarts)
• Stun: Shock baton.
„ STARTING POWERS: Any two from the • Wall walker: Suction cups.
list below.
89
FANTASY COMPANION

Tinkerers can give their devices to TINKERER’S ARMOR


others, allowing them to “cast” them REQUIREMENTS: Seasoned, Arcane
using the tinkerer’s Repair skill as their Background (Tinkerer)
own (the ally gets a Wild Die only if The tinkerer modifiers his armor with
they’re also a Wild Card). This uses the cleverly placed springs, elastic straps, and
tinkerer’s Power Points as usual, and reinforced bracers.
treats the ally as the caster for purposes
As long as the tinkerer wears at least
of Range and the like. Allies may not
leather armor and has four hours and some
use Power Modifiers when using the
material odds and ends to make the proper
inventor’s devices as they don’t know
adjustments, he can reduce the Minimum
how to properly “tinker” with them.
Strength of leather armor (+2) or greater by
„ LOST DEVICES: If an enemy takes away a
one die type. He may also choose any one
tinkerer’s device, any powers associated of the following effects, which he may alter
with it can’t be used until it’s recovered with a minute’s work and a Repair roll:
or remade (d6 hours x the power’s
„ ARMS: The tinkerer adds +2 to his
Rank).
melee damage and gets a free reroll on
„ TOOLS: Tinkerer’s can’t use Power Strength rolls (not damage rolls).
Modifiers without their tool kit—a
„ TORSO: Increase the Armor value of the
satchel, belt, or bag of spanners,
chest and back by +2.
screwdrivers, hammers, and other tools
they use to tweak their inventions. „ LEGS: The tinkerer can jump twice his
normal distance and adds +4 to his Pace.
„ JINX: A tinkerer can make a Repair
roll on any mechanical device he can Breakdown: Any time the wearer suffers
touch. If successful, the machine suffers a Wound, roll a die. Odd, the armor’s
a malfunction and stops working until additional effect falls apart and requires
it’s fixed (a Repair roll as an action, at –2 four hours work and a Repair roll to replace
if the tinkerer got a raise). the appropriate mechanisms.

TINKERER EDGES
WARLOCK/
CONSTRUCT FAMILIAR
REQUIREMENTS: Novice, Arcane
WITCH
Background (Tinkerer)
The tinkerer gains a magically animated Warlocks (or witches if female) are magic-
animal companion made of metal, users who learn their craft from a mix of
clockwork gears, or other machina. This sources. They might learn a spell from an
works exactly like the Familiar Edge old wizard’s grimoire, and how to concoct
(page 36) except the creature gains the a healing brew from their grandmother’s
Construct ability: Constructs add +2 when notes. Other powers may be acquired
attempting to recover from being Shaken, from shadowy beings that lurk in the dark
ignore 1 point of Wound penalties, don’t woods, found in long-forgotten tomes, or
breathe or eat and are immune to disease taught to them by strange entities that
and poison, don’t Bleed Out, and Wounds promise them power in exchange for a taste
are removed with Repair instead of Healing of their earthly beauty, charm—or life itself.
with no “Golden Hour.” Warlocks and witches are often feared,
even by those communities they serve.
Desperate locals quietly seek their aid in
times of personal crisis, but may chastise
them by day—or even participate in a “witch
hunt” should some calamity be attributed
90
to their “consorting with dark spirits.” ruin to their mind and body. They have
For this reason, even good warlocks and the Corruption Hindrance.
witches tend to be wary, protective, and „ COVEN: Though warlocks and witches
secretive. Those of a more vengeful nature tend to live alone in isolated areas of
retaliate in terrible ways, inflicting curses the world, they occasionally gather
and other maladies on the populations who with others of their kind to exchange
persecute them. knowledge, cast rituals, or fight some
„ EDGE: Arcane Background (Warlock/ common threat. Covens tend to have an
Witch) odd number of members, and no more
„ ARCANE SKILL: Spellcasting (Smarts) than 13 at a time.
„ STARTING POWERS: Any three chosen Witches and warlocks may freely
from the list below. transfer Power Points between other
members of their coven at any time.
„ STARTING POWER POINTS: 10
This may be done even when it isn’t
„ AVAILABLE POWERS: Arcane protection, their turn, though the spellcasters
banish, barrier, beast friend, blast, blessing, must be within 12” (24 yards) of each
blind, bolt, boost/lower Trait, burrow, burst, other. They do not need line of sight to
confusion, conjure item, curse, darksight, transfer Power Points.
deflection, detect/conceal arcana, disguise, „ FAMILIAR: Witches and warlocks
dispel, divination, drain Power Points, maintain their connection to the natural
elemental manipulation, empathy, entangle, world via small magical pets. They start
environmental protection, farsight, fear, fly, with the Familiar Edge (page 36).
growth/shrink, havoc, healing, illusion,
invisibility, light/darkness, lock/unlock,
locate, mystic intervention, object reading,
WARLOCK /
mind reading, mind wipe, protection, WITCH EDGES
puppet, relief, scrying, shape change, sloth/
speed, slumber, smite, sound/silence, speak THE EVIL EYE
language, stun, summon animal, summon REQUIREMENTS: Seasoned, Arcane
ally, summon animal, telekinesis, wall Background (Warlock/Witch)
walker, warrior’s gift, wish. Powerful witches and warlocks are known
„ MAGIC: Witches/warlocks may take for their baleful stares. Locals call this the
Edges that require Arcane Background “evil eye,” even if the mage is actually pure
(Magic). of heart.
„ ARMOR INTERFERENCE (Major): Warlocks Once per encounter, a witch can target an
and witches must move quietly, make intelligent being within 6” (12 yards). For
intricate somatic gestures, and access the rest of that encounter, the target must
their hex bags. They subtract 4 from make a Spirit roll at –2 to spend a Benny.
Spellcasting rolls and Agility and
Agility-based skill rolls if using light, THE WITCHING HOUR
medium, or heavy armor or shields. REQUIREMENTS: Seasoned, Arcane
Background (Warlock/Witch)
„ COMPONENTS: Witches and warlocks
require bits and baubles for their spells, Witches and warlocks are more powerful
from eye of newt to the hair of a hanged between the hours of midnight and 1
man. They have the Components am (or some other suitable time in your
Hindrance (page 28). campaign world). During this hour, a witch
or warlock cannot Critically Fail a roll (it’s
„ CORRUPTION: Warlocks and witches just a normal failure), and gets a free Soak
gather power and knowledge from a roll anytime she takes a Wound!
variety of sources, some of which bring

91
FANTASY COMPANION

WIZARD make when working their magics. They


subtract 4 from Spellcasting rolls and
Agility and Agility-based skill rolls if
The classic spellcaster of any fantasy using light, medium, or heavy armor or
campaign if the wizard. She might be an shields.
apprentice fresh from a magical academy, „ COMPONENTS: Wizard spells require
an aged mage who learned her craft by trial various bits and baubles, such as
and error, or someone gifted from birth gemstones or powders, giving them
with eldritch affinity. the Material Components Hindrance
Wizards have the largest spell selection (see page 28).
of all the Arcane Backgrounds, but no
inherent special abilities, and no access to WIZARD EDGES
critical powers such as healing or relief.
„ ARCANE SKILL: Spellcasting (Smarts)
ELDRITCH INSPIRATION
„ STARTING POWERS: Detect/conceal arcana, REQUIREMENTS: Heroic, Arcane
dispel, lock/unlock, and three other Background (Wizard), Spellbooks
powers chosen from the list below. Great wizards gather esoteric information
„ POWER POINTS: 15 and collect it in various scrolls, manuals,
and tomes collectively called spellbooks.
„ AVAILABLE POWERS: Arcane protection,
polymorph, barrier, beast friend, blast, blind, As long as a wizard has access to his
bolt, boost/lower Trait, burrow, confusion, spellbook, he may spend a Benny to cast
conjure item, curse, damage field, darksight, any power of his Rank or lower. The power
def lection, detect/conceal arcana, may be maintained
disguise, dispel, drain Power Points, nor ma l ly but
elemental manipulation, empathy, a f ter wa rd s i s
environmental protection, farsight, forgotten (the
fear, f ly, growth/shrink, wizard doesn’t
havoc, illusion, intangibility, add it to his list
invisibility, light/darkness, of powers).
lock/unlock, luck/unlock, locate, A wizard may not
mind reading, mind wipe, use this ability if his
mystic intervention, object spellbook is taken away.
reading, planar binding, plane
shift, protection, puppet, SPELLBOOKS
scrying, shape change, sloth/ REQUIREMENTS:
speed, slumber, smite, speak Seasoned, Arcane
language, stun, summon Background (Wizard)
ally, telekinesis, teleport, A wizard’s spellbooks
time stop, wall walker, conta i n copious notes
warrior’s gift, wish, on mag ica l process es,
zombie. arcane observations, and
thaumaturgical insights.
„ MAGIC: Wi za rds
may take Edges Whenever he takes the New
that require Arcane Powers Edge, he gets three new
Background (Magic). powers instead of two.
„ ARMOR INTERFERENCE
(Major): Bulky armor
interferes with the precise
patterns they must

92
ACTIVATION MAINTAINING POWERS
It costs 1 Power Point to maintain a power
for its base Duration. If a power’s Duration
A character activates a power by picking a is five rounds, for example, it can be
target within Range and making an arcane maintained for another five rounds for 1
skill roll. A roll less than 4 means the power Power Point.
doesn’t activate. The caster spends one Maintenance is per target but ignores
Power Point regardless of any Edges such as other Power Modifiers, so renewing boost
Channeling, unless the ability specifically Trait on three allies costs 3 Power Points
says it reduces the minimum cost to 0. and extends the effect of each another five
A roll of 4 or higher means the power rounds. Unless a power says otherwise, the
activates and consumes all the Power caster can terminate it as a free action.
Points allocated to it, even if it misses the
target (such as with bolt), or the defender RECHARGING
resists. A character recovers 5 Power Points per
Success means the hero spends the Power hour spent resting, meditating, etc. What
Points and resolves the power’s effects. A constitutes “rest” is up to the GM, but
raise has additional effects noted in the they do not recharge while powers are
particular power description. maintained, or during anything more
Backlash: A Critical Failure when than mild physical exertion, emotional
activating a power is called Backlash. It stress, or mental distraction. A hero can
causes a level of Fatigue and all currently rest while riding a horse, for example,
active powers instantly terminate. unless the animal is restless, the road is
Group Rolls: The GM can choose to terribly bumpy, traffic requires frequent
make Group Rolls when large numbers concentration, etc.
of nonplayer characters are affected by a Heroes can also regain Power Points while
power. It’s useful to roll damage against walking if the conditions are generally
each group of like targets sepa­rately in an favorable and the pace is leisurely.
Area Effect attack, for example, but to roll
sepa­rately for those trying to escape an POWERS AS MULTI-ACTIONS
entangle or similar power. Each power activated is its own action,
Incapacitation: A caster’s powers and the same or dif­ferent powers may
terminate instantly if she’s Incapacitated, be cast multiple times as a Multi-Action
knocked unconscious, put to sleep, or (see Savage Worlds). A wizard in a fantasy
otherwise rendered unconscious. setting might open combat by invoking
protection and deflection, for exam­ple, or a
CASTING REQUIREMENTS priest might attempt to banish a spirit while
A character must be able to see his target invoking smite on his mace.
and cannot be Bound (see Savage Worlds).
Unless the caster has the Silent Caster SHORTING
Edge, he must also be able to speak. If she’s A character may cast a power with fewer
gagged, underwater, affected by silence, or Power Points than it requires (whether she
otherwise can’t speak, she can’t cast. has them or not) by increasing the difficulty
Casters must at least whisper their words of her arcane skill roll.
of power, so if they don’t want to be heard For every Power Point a character will
they must beware of those with keen ears short, she suffers a −1 penalty to the roll.
(Stealth versus Notice if the GM feels a Casting a 3-point healing with 0 Power
wary character might hear the recitation). Points, for example, inflicts a −3 penalty.
Shorting is risky. If a character fails a
shorted arcane skill roll, it’s consid­
ered a Critical Failure!
93
FANTASY COMPANION

POWER MODIFIERS FATIGUE (+2)


Powers that drain or tax an opponent can
Power Modifiers allow characters to cause Fatigue. The modifier may be attached
customize their abilities, adding a special to any power that can cause damage or is
effect that better reflects their power’s resisted by the target. If she’s affected by
Trapping. the power in any way, she also suffers
Power Modifiers are selected when a Fatigue. This cannot cause Incapacitation,
power is activated and may be freely however.
changed each time. An icy bolt might cause
Armor Piercing damage in one attack and GLOW/SHROUD (+1)
Lingering Damage in the next. Glow creates soft light (caster’s choice of
The common modifiers listed on this page color) in a Small Blast Template centered
can be used with any power a character is on the target. It subtracts 2 from her Stealth
using (unless otherwise prevented from totals and negates 1 point of Illumination
modifying the power). Some powers also penalties for those attacking the glowing
list additional specific Power Modifiers that character.
can be used with that power. Shroud dims and slightly obscures the
Casters must declare which modifiers target so that attacks against her suffer a −1
they’re using before rolling their arcane penalty and she adds +1 to her Stealth rolls.
skill. The number in parentheses is the
price in additional Power HEAVY WEAPON (+2)
Points it costs to add the The caster creates a focused blast.
effect. A Power Modifier may The attack counts as a Heavy
only be applied once per casting. Weapon.
Duration: Power Modifiers last
for the Duration of the spell, or until HINDER/HURRY (+1)
the end of the target’s next turn in The target is slowed in some
the case of Instant powers. way, perhaps due to intense
Epic Powers: Some Power cold, a slippery surface, or
Modifiers are marked with a even binding matter or
gold star. These are Epic Powers energy. His base Pace is
requiring the Arcane or Divine reduced by 2.
Mastery Edges (see the individual A caster can Hurry
Class Edges). the recipient instead,
granting increased energy,
CHANGE TRAPPING (+1) sure footing, or more
The caster can spend one extra Power powerful muscles. His Pace
Point when activating a power to alter is increased by 2.
its Trapping. This can have important Effects of either modifier
consequences if a foe has a particular aren’t cumulative.
resistance to the spell’s usual Trapping
or weakness to the new one! LINGERING
DAMAGE (+2)
ARMOR PIERCING (+1 TO +3) The target is hit by fire, cold,
The attack is focused to defeat acid, gnawing insects, or
armor or seeks out a foe’s some other Trapping
exposed areas. Each that continues to
Power Point spent grants cause da mage
the power AP 2, to a max­ after the initial
imum of AP 6. attack. On the
victim’s next turn,
94
he suffers the power’s base damage minus
one die type (for one additional turn TRAPPINGS
only). If hit with a 2d6 bolt, for example,
the victim takes 2d4 damage at the start Trappings allow the core powers presented
of his next turn. If the base damage is in this chapter to have many different
already a d4 die type, it is d4–2 instead. appearances. They don’t usually have a
game effect of their own, but are important
RANGE (+1/+2) for atmosphere and theme.
Double the power’s listed Range for One character might fire magical missiles
1 Power Point, or triple it for +2. This of glowing white energy while another
modifier may not be used on powers with hurls deadly icicles. Both use the bolt power
a Range of Touch or the Cone or Stream and share the same mechanics, but they
Template. look and “feel” different.
Trappings do matter when an obstacle
SELECTIVE (+1) or opponent has a particular strength
With intense focus, the caster can choose or weakness. If an ice troll suffers +4
not to affect any or all individual targets damage from fire- or heat-based attacks,
within a power’s area of effect (picking for example, a blast a player describes as a
all enemies instead of allies in a blast, for fireball counts as a fire attack and does +4
example). damage.
Once described, a power’s Trappings don’t
HASTY (+2)
change unless the caster uses an Advance—
The casting time for the power becomes
see below.
a Limited Free Action. Multi-action
penalties apply as normal. A character can alter the power’s effects
or Trappings as she wishes using Power
Modifiers (see page 94).

SYNERGY
Sometimes logic dictates a power’s
Trapping should have some additional
effect. Zapping someone with a lightning
bolt while they’re standing in water should
cause additional damage, for example.
When this occurs, the GM can decide
there’s synergy that either increases or
decreases the effect or damage (GM’s call)
by +2 or −2.
Oppositional forces, such as fire and ice
or light and darkness, don’t have synergy
against one another (though such effects
are sometimes accounted for in some
creatures’ Special Abilities). If a fire blast
hits ice armor (protection), for example,
there’s no additional effect because they
cancel each other out.

ADDING & CHANGING


TRAPPINGS
A character can learn two new powers
when he takes the New Powers

95
FANTASY COMPANION

Edge. He may instead add Trappings to his ACTIVATION


powers in place of one or two of the new A character may cast a cantrip by making
powers. A hero who takes the New Powers an arcane skill roll. This is an action, and
Edge, for example, could choose one new the effect must be based on one of the
power and add an ice Trapping to her bolt. character’s existing powers. A sorcerer
The GM may also allow a player to change could use bolt with a fire Trapping to light
the Trapping of existing power when she a campfire, for example. A druid could use
gains an Advance. This should reflect a entangle to make vines dance to entertain a
major change in the character in some way group of children. A wizard can use sound/
as determined by the player and GM. silence to ring a bell calling a servant to his
study.
LIMITATIONS Success means the desired effect occurs
Sometimes a power’s Trapping imposes with no cost in Power Points. A raise has an
a limitation on the power. This gives the additional narrative impact of some kind—
power focus at the expense of versatility. the candle glows brightly, the vines dance
The Limitation is permanent and always in perfect synchronicity, or the bell rings
in effect unless changed with an Advance loud and pure.
as noted below. Failure causes the spell to fail without
Each limitation placed upon the power effect. A Critical Failure causes the spell to
reduces its total Power Point cost by one backfire, which requires the caster to lose
(to a minimum of 1). If this would normally 1 Power Point or suffer Fatigue. Critical
reduce the cost to 0, you gain a +1 bonus (+2 Failure also causes an embarrassment or
maximum) to the arcane skill total instead. minor mishap of some sort—an animated
„ RANGE: The power’s Range is reduced broom carelessly knocks a jar of ink onto
to Touch (if its usual Range is greater). the floor, a conjured flame lights a book on
fire, or the power makes an embarrassing
„ PERSONAL: The power’s Range becomes
sound or smell.
Self (if its usual Range is Touch or it
has the range Limitation, above). This A successfully cast cantrip’s Duration is
includes an item if the power is normally the same as the power it’s based on and
cast on an object (such as smite). may be maintained by spending Power
Points as usual.
„ ASPECT: The character can only access
The GM has the final say on what a cantrip
one aspect of a power (that has more can do, but the effect must not replace a
than one choice), such as sloth/speed or Power or cause damage (at least directly).
boost/lower Trait. It can be used to Test or Support, or grant a
+1 bonus on a subsequent roll in the same
encounter. For example, if the bard uses
CANTRIPS a cantrip to impress a crowd of village
children, the GM might give him +1 to a
A mage sets a broom to sweeping his floor. Persuasion roll later on if he talks to their
A priest lights a candle with the grace of parents or someone else who witnessed the
her god. A bard tells an animated story in kindness.
the night air, illuminated with the dancing
cinders of a campfire.
In fantasy films and fiction, those who
channel arcane, divine, or psychic powers
can often use their abilities for mundane
purposes. Such lesser magicks are
collectively called “cantrips.”

96
ARCANE NOTES
DEVICES Arcane devices may not be Shorted,
and are not compatible with the No
Power Points Setting Rule presented
Arcane devices are temporary magic
in Savage Worlds.
items infused with the spells or miracles
presented in this chapter. Creating them Artificers can create permanent
requires the Artificer Edge (page 35), magic items with the Crafting rules
time, and Power Points. if they’re willing to invest more time
and treasure. See page 153 in the
Arcane devices may be technological,
Treasures chapter for details.
sacred, enchanted, diabolic or even
psychically powered objects, depending on
the creator’s Arcane Background.
Creating one takes one hour per power
that can be activated through it. The Limitations: Arcane devices may benefit
player lists which powers are imbued in from Limitations (see page 96).
the device when he creates it, then invests Transferring Power Points: Arcane
it with as many of his Power Points as he devices don’t recharge. A creator may
wishes. These points are lost to the artificer transfer up to five Power Points per action
until 48 hours passes, they’re transferred between an arcane device and her own
back (see below), or the device is used—at pool, either to or from the device as long
which point they may be recovered by the as she’s in physical contact with it.
artificer normally. Example: Red is a cleric tasked with
Players are encouraged to be creative escorting a young prince to his coronation.
here—enchanting a rope with telekinesis to Along the way, Red uses her Artificer Edge
make a temporary rope of climbing, speed to imbue the prince’s breastplate with the
to make boots of speed, or smite to make an protection and deflection powers, both with
enchanted sword. the Self Limitation (which reduces the cost of
deflection by 1). She invests 4 Power Points
ACTIVATION into his armor, enough to activate both spells
The creator rolls his arcane skill when and maintain them once. It takes her two
using the device, regardless of its form. hours to do so (an hour for each power).
Others use whatever skill is best associated When the prince wishes to activate one of
with the device’s form—guns use Shooting, the powers (or both as a Multi-Action), he
grenades use Athletics (throwing), and so rolls Red’s Faith die and his own Wild Die.
on. If there is no obvious skill, such as for Red also gives the young prince a “smoke
a potion or worn item, the character rolls grenade,” a glass orb filled with magical
the inventor’s arcane skill as if it were his smoke (the darkness power). She invests 4
own (but does not benefit from any of the Power Points into it, enough to throw the
creator’s Edges or other abilities, however). grenade with the True Darkness Power
Failure to activate the device costs one Modifier. When the prince wants to activate
Power Point as usual, and a Critical Failure it, he rolls Athletics.
causes whatever effects are normally Red has invested 8 Power Points total into
associated with the crafter’s Arcane the prince’s armor and grenade, and can’t get
Background! them back until she recovers the devices or
Power Modifiers: A device’s user may 48 hours have passed, when they lose their
spend its Power Points for any Power magical charge.
Modifiers he chooses, including Epic
Power Modifiers if the artificer had the Epic
Mastery Edge when he made it.
97
FANTASY COMPANION

BATTLE MAGIC Maintenance: Powers may be maintained


normally, meaning that once cast, a caster
may maintain boost Trait (Shooting) on a unit
Battle priests and mages are often tasked of archers another five rounds for a single
with granting powers to warbands or select Power Point.
units of the army. Only those who have the Battle Magic Penalty: The arcane skill
Battle Magic Edge (page 36) may use the roll suffers a penalty based on the number
rules presented below. of troops affected, as shown on the table
Casting a spell via Battle Magic costs below.
+5 Power Points. Only powers with the
Additional Recipients modifier are eligible, BATTLE MAGIC
though that modifier is not used when NUMBER
PENALTY
casting via Battle Magic. (It may be cheaper AFFECTED
to use Additional Recipients with a small 2–50 –2
number of allies—that calculation is left to 51–250 –4
the caster!)
251–500 –6
Spells may only be cast on characters with
identical profiles, i.e. a unit of archers, a Example: A wizard casts puppet on an
troop of cavalry, etc. enemy formation of 400 orc warriors at the
Resistance: Make a group roll for the height of a climactic battle. The wizard’s total,
defenders if the power is resisted. after the –6 penalty, is an 8. The orcs resist
Range: The Range of all Battle Magic is with a group roll and get a 6. The wizard is
100 yards. successful and decides to make the orcs stand
idly for five rounds (if he tries to make them
attack their fellows they get another roll to
resist, as described in the puppet power).
Later, the same wizard decides to grant
protection to an embattled troop of 50
OTHER TYPES OF cavalrymen. That’s a –2 penalty to his
Spellcasting, so he needs to roll a 6 for a basic
COMPONENTS success and a 10 for a raise.
The system presented here uses gems
for material components. This makes
precious stones more valuable than RITUAL MAGIC
just their cost in gold pieces (and makes
stealing them a lucrative practice for If the Game Master allows it in her setting,
thieves in the world!). Of course there spellcasters can activate their powers
are many other types of valuables you via rituals. The details of the ritual vary
might allow in your world, from objects depending on the setting, the caster’s
of art to magic items to world-specific Arcane Background, and the power
substances or artifacts, such as bits of invoked and should be considered narrative
meteorite or relics of a forgotten deity. trappings. Most consist of meditation,
Alter this as you see fit for your setting. incantation, drawing, reading from ancient
Evil sorcerers might use lives in place of tomes, simple ceremonies, or other formal
treasures—perhaps every sentient soul rites.
is worth 100 gold pieces. Very special The benefits of casting a power by ritual
individuals (princesses, pious priests, are two-fold. First, the character doesn’t
etc.) might be worth far more. Living expend Power Points in the casting. Second,
sacrifice should only be available to the he may enhance a power to give it greater
most insidious villains, of course. Duration or Range.

98
Follow the steps below when a character
wants to use ritual magic:
„ 1) SELECT POWER: Choose a power that
has the Additional Recipients modifier.
Only those powers may be enhanced.
Add up the total cost of the power,
including any modifiers. Enhanced
spells don’t cost Power Points, but the
total is used to determine the cost in
material components (see below).
„ 2) CHOOSE A TARGET: Select the
recipients of the spell. Enhanced magic
is very powerful, so no being may be
under the influence of more than one
ritual casting at a time. If someone
attempts to cast a second enhanced spell
on an individual, the invocation fails at
the Casting stage (meaning the material
component is lost!). Ritual spells may be
terminated by the caster as a free action
or dispelled as usual.
„ 3) PREPARATION: The mage spends
ten minutes per Rank of the spell in
preparation. A Novice Rank spell takes
10 minutes to prepare, while a Veteran „ 6) CAST: The mage attempts his arcane
Rank power requires a half-hour, for skill roll. If he fails, he may start over but
example. the gem is still consumed and Fatigue
„ 4) CHOOSE EFFECTS: If desired, choose still incurred.
any of the effects listed on the Spell Allies may Support as usual. Whether
Enhancement table. they’re part of the entire process or not
is a narrative choice that depends on the
SPELL ENHANCEMENT skill they use to do so. An arcane skill
COST EFFECT roll probably takes part in the ritual,
while a friendly show of support using
Increase the Duration of a power
Persuasion might take place at any point
5 expressed in rounds or hours to a
like number of days. in the process.
Ig n or e R a n g e a nd s ig ht Example: A mage casts protection via
5 ritual magic (Power Point cost of 1) with
restrictions.
the Toughness modifier (+1) and four
„ 5) COMPONENTS: The mage must Additional Recipients (+4). That would
destroy a single gem worth at least 100 normally cost 6 Power Points.
gold pieces times the total of the spell’s He wants to extend its Duration from five
Power Points + Effects cost. If the cost rounds to five days. That has a cost of +5 on
of the spell is 3 and the mage wants to the Effects Table. Six Power Points plus five
ignore Range and sight restrictions (+5), Effects Points is 11, so the caster must take
the total is 8 and a gem worth 800 gold a level of Fatigue and destroy a gem worth
pieces must be expended to cast the 1,100 gp to attempt the power.
spell.

99
FANTASY COMPANION

DOMAINS LIFE
Gods and goddesses of healing are often
the dominant deities of many lands. Priests
Below are a number of “domains” you can are typically heroic and altruistic and are
use for your world’s deities and the powers often pacifists as well. They may be tasked
they provide to their servants. with defeating undead and other super­
natural evils, and in this aspect can be
COLD completely merciless.
Cold deities are often cruel and harsh, „ POWERS: Arcane protection, banish, barrier,
demanding a great deal from their followers beast friend, blessing, boost/lower Trait,
but offering very little in return. Priests are confusion, darksight, deflection, detect/
often from polar or mountain communities conceal arcana, disguise, dispel, divination,
where life is hard. empathy, entangle, environmental
„ COLD: Arcane protection, barrier, beast protection, farsight, fly, growth/shrink,
friend, blast, blessing, bolt, boost/lower havoc, healing, light/darkness, mystic
Trait, burst, damage field, darksight, intervention, protection, relief, resurrection,
deflection, dispel, divination, drain Power sloth/speed, slumber, smite, sound/silence,
Points, elemental manipulation, entangle, speak language, stun, summon ally, summon
environmental protection, farsight, fly, animal, warrior’s gift.
growth/shrink, havoc, invisibility, light/
darkness, mystic intervention, protection, JUSTICE
shape change, sloth/speed, slumber, smite, A god of justice is concerned with fairness
sound/silence, stun, summon ally, teleport, and law. He may also seek vengeance
warrior’s gift, zombie. without regard for the fallibility of mortal
courts.
DEATH „ POWERS: Arcane protection, banish,
This version of Death isn’t evil. Its followers blast, blind, bolt, boost/lower Trait, burst,
simply believe that death is the natural confusion, damage field, darksight, deflection,
end of life’s cycle, and those forces which detect/conceal arcana, dispel, divination,
disrupt it are abominations that must be drain Power Points, empathy, farsight, fly,
stopped. havoc, invisibility, light/darkness, mind
Evil clerics should normally be villains reading, object reading, mystic intervention,
rather than player characters. They see protection, sloth/speed, smite, sound/silence,
Death as a tool to destroy their foes. They speak language, stun.
are the bane of the living, encouraging
their wanton followers to revel in carnage KNOWLEDGE
and murder.. Deities of information, intelligence, and
„ POWERS: Arcane protection, banish, knowledge are typically worshiped by
barrier, blast, blind, bolt, boost/lower scribes or historians. Some are fanatical
Trait, burrow, burst, confusion, damage in their devotion, stopping at nothing to
field, darksight, deflection, detect/conceal gather information.
arcana, disguise, dispel, divination, drain „ POWERS: Arcane protection, banish,
Power Points, entangle, farsight, fear, fly, barrier, blessing, blind, boost/lower Trait,
havoc, intangibility, light/darkness, mystic confusion, darksight, deflection, detect/
intervention, object reading, protection, conceal arcana, disguise, dispel, divination,
resurrection, sloth/speed, slumber, smite, farsight, fear, havoc, healing, light/darkness,
sound/silence, stun, summon ally, summon mind link, mind reading, mind wipe, mystic
monster, summon undead, teleport, intervention, object reading, protection,
warrior’s gift, zombie. slumber, sound/silence, speak language,
stun, summon ally.

100
MOON protection, farsight, light/darkness, mystic
Moon deities are mysterious and often intervention, protection, relief, shape
mercurial, their disposition shifting with change, sloth/speed, smite, sound/silence,
the phases of the moon. In fantasy settings summon ally, summon animal.
with more than one moon, each moon
might be ascribed to a different deity SUN
with its own unique aspect and venerated Sun gods and goddesses represent life,
during different times of the calendar cycle. strength, and holding back the darkness.
„ POWERS: Arcane protection, banish, blast,
„ POWERS: Arcane protection, beast friend,
blessing, blind, bolt, boost/lower Trait, blessing, blind, bolt, boost/lower Trait,
confusion, darksight, deflection, detect/ burst, confusion, damage field, darksight,
conceal arcana, disguise, dispel, divination, deflection, detect/conceal arcana, dispel,
drain Power Points, empathy, farsight, divination, elemental manipulation,
fear, fly, growth/shrink, healing, illusion, environmental protection, fear, fly, havoc,
intangibility, invisibility, light/darkness, healing, illusion, light/darkness, mystic
mystic intervention, puppet, relief, shape intervention, protection, relief, resurrection,
change, sloth/speed, slumber, sound/silence, sloth/speed, smite, stun.
stun.
THIEVERY
NATURE Followers of these deities rarely admit their
Nature gods and goddesses are most beliefs, for it marks them as criminals. But
often worshiped in the countryside far thieves in fantasy settings are not always
away from urban areas. Their followers selfish bandits. Some might be more like
may be farmers, elves, or druids. Nature Aladdin or Robin Hood, stealing only to
often reflects a striking duality: one side survive or to take from the rich to give to
of the natural order creates and sustains the poor. Scouts, spies and other rogues
life while the other is cruel and merciless. who rely upon stealth and wits might also
Followers may believe in the circle of life worship the God or Goddess of Thieves.
or evolutionary change over saving lives. „ POWERS: Arcane protection, barrier,

„ POWERS: Arcane protection, barrier, blessing, blind, boost/lower Trait, confusion,


beast friend, blessing, bolt, boost/lower darksight, deflection, detect/conceal arcana,
Trait, burrow, damage field, darksight, disguise, dispel, drain Power Points,
deflection, disguise, divination, elemental empathy, growth/shrink, havoc, illusion,
manipulation, entangle, environmental intangibility, invisibility, light/darkness,
protection, farsight, fear, f ly, growth/ object reading, protection, sloth/speed,
shrink, havoc, healing, mystic intervention, slumber, sound/silence, speak language,
protection, relief, shape change, sloth/speed, stun, wall walker.
smite, sound/silence, stun, summon animal,
WAR
summon monster, wall walker, warrior’s
The god of war is the patron of fighters,
gift.
professional soldiers, officers, berserkers,
SEA and militant nations. This version is
Deities of the oceans are very popular dedicated to savage warfare and bravery
among sailors and citizens in coastal towns. more than honor or a chivalric code.
Most tend to be fairly distant or careless „ POWERS: Arcane protection, barrier, blast,

deities, like the occasional rage of the seas bolt, boost/lower Trait, burst, damage field,
themselves. deflection, dispel, divination, fear, fly,
„ POWERS: Arcane protection, barrier, beast growth/shrink, havoc, mystic intervention,
friend, blast, bolt, boost/lower Trait, burst, protection, relief, sloth/speed, smite,
damage field, deflection, dispel, divination, stun, summon ally, summon monster,
elemental manipulation, environmental warrior’s gift.

101
FANTASY COMPANION

POWERS for example, may then move beyond the


caster’s Smarts with no ill effect.
Duration: How long the power lasts in
This section describes new Powers and rounds (unless otherwise noted).
offers updates to classic Powers, as well as Powers expire at the end of the character’s
rules for cantrips, rituals, battle magic, and turn X rounds later, where X is the Duration
epic powers. listed. Count the round the power activated.
D Powers marked with this symbol are new If the cleric activates boost Trait (Duration
in the Fantasy Companion. They include: 5) on the second round of combat, for
blessing, conjure item, curse, locate, lock/unlock, example, it remains in place until the end
mystic intervention, planar binding, plane shift, of her turn on the sixth round.
sanctuary, scrying, summon animal, summon Powers may be maintained for their base
monster, summon undead, time stop, and wish. Duration for 1 Power Point per individual.
F Powers marked with this symbol have Unless it says otherwise, the caster can
been updated from early printings of the ter­m inate a power she’s activated as a
Savage Worlds Adventure Edition. free action. She must terminate the entire
Each power has the following statistics: power—she can’t leave it on for some and
Rank: The Rank a character must be to off for others.
learn the power. Trappings: These are descriptive ideas
Power Points: The cost to activate the and suggestions for how the power might
power in Power Points. look or manifest for different characters.
Range: The maximum distance between Modifiers: The specific Power Modifiers
the caster and the power’s effect. Range is (see page 94) a caster can use when
often expressed as Smarts or some multiple activating the power. Those with the “gold
thereof. If so, read Smarts as inches on the star” bullets are Epic Powers. These are
tabletop (twice that in yards). A Smarts of unlocked with Arcane and Divine Mastery
d10, for example, means the power can be Class Edges.
cast up to 10″ (20 yards) away.
Unless the power says otherwise, Range ARCANE PROTECTION
has no effect after the power is activated. Rank: Novice
An ally who has been granted invisibility, Power Points: 1
Range: Smarts
Duration: 5
Trappings: Concentration, a dull glow
SPELLCASTING around the protected character, a fetish.
SUPPORT FOR Success with arcane protection means hostile
powers suffer a −2 penalty (−4 with a
LONG TASKS raise) to affect this character. If the power
causes harm, damage is also reduced a like
Spells like boost Trait last only five amount.
rounds; little use for something Arcane protection stacks with Arcane
like boosting Survival for a scout Resistance should the recipient have both!
attempting to lead their party through MODIFIERS
the mountains. „ ADDITIONAL RECIPIENTS (+1): The power

For long-term tasks, allow spellcasters may affect more than one target for 1
to use their powers anyway, assuming additional Power Point each.
they’re able to boost Traits, grant GREATER ARCANE PROTECTION (+2):
relief, or provide protection at critical Hostile powers suffer a −4 penalty (−6
moments along the way. with a raise).

102
BANISH MODIFIERS
Rank: Veteran „ DAMAGE (+0/+1): The barrier causes 2d4

Power Points: 3 damage to anyone who contacts it. If


Range: Smarts the barrier is immaterial, such as with
Duration: Instant a wall of fire, this modifier costs +0
Trappings: Holy items, arcane symbols, instead of +1.
handful of salt. DEADLY (+2): The barrier causes 2d6
Banish sends entities from other planes back damage.
to their native dimensions. This includes „ HARDENED (+1): The wall is Hardness 12
ghosts, demons, elementals, and similar (or 14 with a raise).
beings (at the GM’s discretion).
„ SHAPED (+1): The barrier forms a circle,
Banishing a being is an opposed roll of
square, or rectangle. It can’t have a roof
the caster’s arcane skill versus the target’s
or floor, and can’t Bind or Entangle
Spirit. Success means the target is Shaken,
anything within (use the entangle power
and each raise causes a Wound.
for that).
If this Incapacitates the target it returns
„ SIZE (+1): The length and height of the
to its native plane of existence. Banished
entities may return when the Game Master barrier doubles.
feels it’s appropriate, or even a few rounds
later if the being has the ability to travel BEAST FRIEND
between planes on its own! Rank: Novice
Exorcism: Binding a powerful entity then Power Points: Special
subject it to this power as the caster is able Range: Smarts
to vanquish particularly powerful entities. Duration: 10 minutes
MODIFIERS
Trappings: The caster concentrates and
gestures with his hands.
AREA OF EFFECT (+1/+2/+3): The power
affects everything in a Small, Medium, This spell allows an individual to speak
or Large Blast Template. with and guide the actions of nature’s
beasts. The cost to cast is equal to the sum
BARRIER of their Size (minimum 1 per creature; see
Rank: Seasoned the creatures in Chapter Six for examples).
Power Points: 2 Controlling five wolves (Size −1) costs 5
Range: Smarts points, for example. Controlling a rhino
Duration: 5 (Size 5) also costs 5 points.
Trappings: Fire, ice, thorns, bones, energy. Success means the creatures obey simple
Barrier creates a straight wall 5″ (10 yards) commands, like a well-trained dog. They
long and 1″ (two yards) tall, of immobile attack foes and endanger their lives for
material that conforms to the surface it’s their master. A raise on the arcane skill roll
cast upon. Double the length with a raise. means the beasts are more obedient. They
won’t kill themselves but overcome their
Thickness varies depending on what the
natural fears (fire, fearful creatures, et.) to
wall is made of, but is usually a few inches.
follow their orders.
The wall is Hardness 10 (or 12 with a
Swarms can also be con­t rolled. Small
raise), and may be destroyed as any other
Swarms cost 1 point, Medium Swarms cost
object. Each Wound destroys a 1” (2 yard)
2, and Large Swarms cost 3.
square section of wall (piercing weapons
can’t damage the barrier). Beast friend works only on natural creatures
with animal intelligence, not humanoids,
When the spell expires or the wall is
and has no effect on conjured, magical, or
broken it crumbles to dust or dissipates.
otherwise “unnatural” animals.
Trap­pings are never left behind.

103
FANTASY COMPANION

MODIFIERS If failed, the caster must start over. With


BESTIARIUM (+2): The caster may affect a Critical Failure, the priest may not cast
magical beasts with animal intelligence. a blessing on these subjects again for one
„ DURATION (+1): The base Duration year.
increases to 30 minutes. If successful, the area’s crops come in hale
and hearty, sickness and disease are rare,
„ MIND RIDER (+1): The caster can com­
and couples are fertile and prosperous. The
mun­­­icate and sense through any of the
effects are relative. Casting blessing in a
beasts he currently has befriended.
blighted land may only raise a community
to subsistence-level.
BLAST
Rank: Seasoned BLIND
Power Points: 3 Rank: Novice
Range: Smarts ×2 Power Points: 2
Duration: Instant Range: Smarts
Trappings: Balls of fire, ice, light, Duration: Instant
darkness, colored bolts, swarm of Trappings: Bright flash of light, sand in
insects. eyes, confusion.
Blast launches a ball of explosive energy or Those affected by this malicious power
matter. The area of effect is a Medium Blast suffer blurred vision or near-complete
Template. Every target within suffers 2d6 ­blindness with a raise.
damage, or 3d6 with a raise.
Success means the victim suffers a −2
MODIFIERS
penalty to all actions involving sight, or −4
„ AREA OF EFFECT (+0/+1): The caster can
with a raise.
make the blast a Small Blast Template
The victim automatically tries to shake off
for no extra cost, or a Large Blast
the effect with a Vigor roll as a free action
Template for +1.
at the end of his following turns. Success
„ DAMAGE (+2): The blast causes 3d6 removes 2 points of penalties, and a raise
damage (4d6 with a raise). removes the effect entirely.
GREATER BLAST (+4): The blast causes MODIFIERS
4d6 damage (5d6 with a raise) and is „ AREA OF EFFECT (+2/+3): For +2 points the
considered a Heavy Weapon. power affects everyone in a Medium
Blast Template. For +3 points the area
D BLESSING of effect is increased to a Large Blast
Rank: Seasoned Template.
Power Points: 10 „ STRONG (+1): The Vigor roll to shake off
Range: One town/community the effect is made at −2.
Duration: One Year
Trappings:
BOLT
The people of the land depend on priests, Rank: Novice
shamans, and other caretakers to bless their Power Points: 1
communities. This powerful spell allows Range: Smarts ×2
them to bless the crops, the children, and Duration: Instant
the beasts of the fields. Trappings: Fire, ice, light, darkness,
The caretaker must spend an hour colored bolts, a stream of insects.
walking about the town and its fields, Bolt sends damaging bursts of energy,
praying, chanting, sprinkling holy water, streaks of holy light, or shards of matter
shaking sage, and otherwise asking for toward one’s foes.
divine or magical aid. The arcane skill
roll is attempted afterwards.

104
There are no Range penalties, but the Additional castings don’t stack on a single
arcane skill roll is affected by Cover, Trait (take the highest), but may affect
Illumination, and all other usual penalties. different Traits.
The damage of the bolt is 2d6, or 3d6 with MODIFIERS
a raise. „ ADDITIONAL RECIPIENTS (+1): The power
MODIFIERS may affect more than one target for 1
„ DAMAGE (+2): The bolt causes 3d6 additional Power Point each.
damage (4d6 with a raise). GREATER BOOST/LOWER TRAIT (+2): With
DISINTEGRATE (+2): I f t he bolt success, the selected Trait gains a free
Incapacitates a creature, it must make reroll once per round, or once per action
a Vigor roll or its body turns to dust. with a raise. For lower Trait the target
If the target is an object, the caster applies a −2 penalty to the affected
rolls damage against its Hardness as Trait’s rolls.
usual (see Breaking Things in Savage „ STRONG (+1): Lower Trait only. The Spirit
Worlds). If the bolt breaks the object, it roll to shake off the effect is made at −2.
disintegrates. Disintegrate allows the
caster to roll bonus damage against BURROW
objects and all damage dice can Ace. Rank: Novice
Enchanted Items: The Hardness of Power Points: 2
enchanted items is doubled for the Range: Smarts
purposes of being disintegrated. Duration: 5
GREATER BOLT (+4): The bolt causes Trappings: Dissolving into the earth and
4d6 damage (5d6 with a raise) and is appearing elsewhere, a body of sand.
considered a Heavy Weapon. Burrow allows the recipient to meld into
RATE OF FIRE (+2): The bolt attack is made raw earth. He can remain underground if
at Rate of Fire 2. he wants or burrow through the ground at
half his normal Pace (or full Pace with a
BOOST/LOWER TRAIT raise). He may not run.
Rank: Novice A burrowing character may attempt to
Power Points: 2 surprise a foe by making an opposed
Range: Smarts Stealth versus Notice roll. If the burrower
Duration: 5 (boost); Instant (lower) wins, the target is Vulnerable to him only.
Trappings: Physical change, glowing With a raise, the burrower gets the Drop.
aura, potions. Targets on Hold may attempt to interrupt
This power allows a character to increase or the attack before it occurs.
decrease a target’s Trait (attribute or skill). Burrowers can’t usually surprise a foe
Boosting an ally’s Trait increases the once their presence is known, but can still
selected Trait one die type, or two with a burrow for protection and mobility.
raise. MODIFIERS
Lowering an enemy’s Trait has a Duration „ ADDITIONAL RECIPIENTS (+1): The power
of Instant and lowers the selected attribute may affect more than one target for 1
or skill a die type with success, or two additional Power Point each.
with a raise (to a minimum of d4). A victim „ POWER (+1): The caster can burrow
automatically tries to shake off the effect through stone, concrete, or similar
with a Spirit roll as a free action at the end substances. (Some substances, like
of his following turns. Success improves glass, solid lead, etc., might be resistant
the effect one die type, and a raise removes at the GM’s discretion.)
the effect entirely.

105
FANTASY COMPANION

BURST effect and cannot cause a Wound on an


Rank: Novice already Shaken target.
Power Points: 2
Range: Cone or Stream Template D CONJURE ITEM
Duration: Instant Rank: Novice
Trappings: A shower of flames, light, or Power Points: 2 per pound
other matter or energy. Range: Smarts
Burst produces a large fan of energy that Duration: One hour
bathes its targets in red-hot fire, a cone of Trappings: Light that forms the item’s
cold, or other damaging matter or energy. silhouette, reaching into a magic bag,
shaping dirt or clay into the item,
Success creates a Cone or Stream Template
pulling the item from a drawing or
starting at the caster and extending
painting.
outward. Everything within suffers 2d6
damage (or 3d6 with a raise). This can be The caster can create an object weighing
nonlethal damage if the caster wishes. up to one pound for every 2 Power Points
spent. The item must be a simple, mundane
MODIFIERS
object made of a common material (GM’s
„ DAMAGE (+2): The burst causes 3d6
call) such as a 10-foot pole, blanket, shield,
damage, or 4d6 with a raise.
etc. A raise on the arcane skill roll produces
GREATER BURST (+4): The burst causes an more durable version of the conjured
4d6 damage (5d6 with a raise) and is item.
considered a Heavy Weapon. Conjured items appear in the hands of
„ PUSH (+1): The burst pushes everyone the caster or on the ground nearby. Once
with the template back 2d6”. Large or the Duration expires, the item fades from
greater creatures are pushed back d4” reality. This can cause issues, for example,
instead. if the conjured item holds a door open or
was given as a gift.
CONFUSION MODIFIERS
Rank: Novice „ COMPLETE (+1): The object is a complete
Power Points: 2 set, such as a chess set or a quiver of
Range: Smarts arrows. The set must fit under the
Duration: Instant weight limit.
Trappings: Hypnotic lights, brief „ CREATE FOOD AND WATER (Special):
illusions, loud noises.
Instead of an object, every 1 Power
Confusion confounds all targets in a Point creates enough food and water
Medium Blast Template, making them to sustain a Size 0 humanoid for one
either Distracted or Vulnerable, or both day. The nourishing food is permanent
with a raise. The same effect applies to all (doesn’t disappear after you eat it),
those affected. These states are removed at though it decays and is inedible after 24
the end of the victims’ next turn as usual. hours if not consumed. The water is just
MODIFIERS like clean rainwater and does not spoil.
„ AREA OF EFFECT (+0/+1): The caster can
„ DURABLE (+1 per pound): The object’s
focus the confusion to a Small Blast
Durat ion becomes “perma nent ”
Template for no extra cost, or a Large
until dispelled. The Power Points are
Blast Template for +1.
“invested” and unavailable until it’s
GREATER CONFUSION (+2): On a success, destroyed, dispelled, or dismissed by
targets are Shaken in addition to being the caster. The conjurer may dismiss the
Distracted or Vulnerable (or both with object at any time, regardless of sight,
a raise). Confusion is a non-damaging distance, or other factors. His Power
Points then begin recharging normally.
106
D CURSE the caster is immune to her own damage
Rank: Seasoned field.
Power Points: 5 „ DAMAGE (+2): The damage field causes 2d6
Range: Touch damage.
Duration: Special
GREATER DAMAGE FIELD (+4): The
Trappings: Effigy, ritualistic words, touch.
damage field causes 3d6 damage and is
Some practitioners of the arcane arts heal considered a Heavy Weapon.
their allies. Others inflict sickness upon
„ MOBILE (+2): Mobile works only with
their enemies. To use this particularly
the Area of Effect modifier. It allows the
nasty spell, the caster makes an arcane
caster to detach the damage field from the
skill roll opposed by the victim’s Spirit roll.
recipient and move it up to his Smarts
Failure means the victim suffers a level of
die type each round as a limited free
Fatigue immediately and at sunset each
action.
day thereafter (further castings of curse
have no additional effect).
Once the accursed becomes Incapacitated,
DARKSIGHT
Rank: Novice
he makes a Vigor roll each day to avoid
Power Points: 1
death.
Range: Smarts
Breaking the Curse: The curse can be
Duration: One hour
lifted by the original caster at will, and
Trappings: Glowing eyes, dilated pupils,
ends automatically if she’s slain. Dispel
sonic sight.
also removes a curse (at −2), though each
Darksight allows a hero to see in the dark.
individual may only try once—if failed it’s
With success, he ignores up to 4 points of
beyond her abilities.
illumination penalties. With a raise, he
MODIFIERS
ignores up to 6 points and can see in pitch
TURN TO STONE (+5): The accursed must
darkness.
make a Spirit roll every round or take
MODIFIERS
a level of Fatigue. When Incapacitated,
„ ADDITIONAL RECIPIENTS (+1): The power
the victim turns to stone (his Toughness
may affect more than one target for 1
becomes Hardness). The curse must be
additional Power Point each.
broken to stop the effect (see above).
GREATER DARKSIGHT (+2): The recipient’s
DAMAGE FIELD senses extend so far into the infrared and
Rank: Seasoned ultraviolet spectrums that he ignores all
Power Points: 4 Illumination penalties and 4 points of
Range: Smarts penalties from invisible creatures.
Duration: 5
Trappings: Fiery aura, spikes, electrical DEFLECTION
field. Rank: Novice
Damage field creates a dangerous aura Power Points: 2
around the recipient that harms foes foolish Range: Smarts
enough to get too close. Duration: 5
At the end of the affected character’s Trappings: Mystical shield, gust of
turn, all adjacent beings (including allies!) wind, phantom servant that intercepts
automatically take 2d4 damage. missiles.
MODIFIERS Deflection powers work in a variety of
„ AREA OF EFFECT (+2): The caster may ways. Some manifestations actually deflect
extend the damage field into a Medium incoming attacks, others blur the target’s
Blast Template centered on the recipient, form or produce illusionary effects.
The end result is always the same,

107
FANTASY COMPANION

however—to misdirect incoming melee With a success, attempts to detect arcana


or missile attacks from the recipient of the on the being or item suffer a –2 penalty
power. or –4 with a raise. If detect arcana fails, the
With success, foes must subtract 2 from character cannot see through the ruse with
either melee or ranged attacks (caster’s this casting and is not aware it is concealed
choice). With a raise, the penalty applies to unless presented with obvious evidence of
both. such (for example, the attack of an invisible
An attacker who uses a ranged weapon foe).
in melee against the recipient suffers the MODIFIERS
penalty either way. „ ADDITIONAL RECIPIENTS (+1): The power

MODIFIERS may affect more than one viewer for


„ ADDITIONAL RECIPIENTS (+1): The power detect, or item for conceal, for 1 additional
may affect more than one target for 1 Power Point each.
additional Power Point each. „ ALIGNMENT SENSE (+1): The caster can
sense the presence and exact location of
DETECT/CONCEAL ARCANA supernatural good or evil within range.
Rank: Novice Detect arcana activated with Alignment
Power Points: 2 Sense no longer requires line of sight to
Range: Smarts locate creatures.
Duration: 5 (detect); one hour (conceal) „ AREA OF EFFECT (+1/+2): Conceal only. The
Trappings: Waving hands, whispered power affects everything in a sphere the
words. size of a Medium Blast Template for +1
Detect arcana allows the recipient of the points, or a Large Blast Template for +2.
power to see and detect all supernatural „ IDENTIFY (+1): The caster can identify
persons, objects, or effects in sight for
a magic item’s powers and how they
five rounds. This includes invisible foes,
work. Success reveals its powers and
enchantments on people or items, and so
how they work, but only a raise reveals
on. With a raise, the caster knows the type
any cursed powers.
of enchantment as well.
When used on a supernatural creature,
„ STRONG (+1): Conceal only. Detection
the caster learns its active powers and rolls to see through the concealment
arcane abilities. With a raise, he knows are made at −2. This stacks with the
Weaknesses common to that creature type. additional penalty for casting with a
This doesn’t reveal Weaknesses of unique raise.
individuals, if any. Those must usually be
discovered through research or trial and DISGUISE
error. Rank: Seasoned
Invisible Creatures: Detect arcana also Power Points: 2
allows a character to ignore up to 4 points Range: Smarts
of penalties when attacking foes hidden by Duration: 10 minutes
magical darkness, invisibility, or similar Trappings: Malleable features, illusionary
abilities (or all penalties with a raise). appearance, hair of new form.
Conceal arcana obscures one being or item Disguise allows the target to assume the
of Normal Scale or smaller from the detect appearance of another person of the same
magic ability for one hour (see Detect Size and shape, including clothing. It does
Magic on page 133 and the Size Table in not confer any abilities, however.
Savage Worlds. For larger creatures, increase Those who have reason to question the
the cost by the Scale Modifier (+2 PPs for imposter’s identity make a Notice roll at −2
Large, +4 PPs for Huge, or +6 PPs for to see through the disguise (−4 with a raise
Gargantuan). on the casting roll). This is a free action.

108
MODIFIERS „ AREA OF EFFECT (+1/+2/+3): The effect
„ ADDITIONAL RECIPIENTS (+1): The power covers an area: +1 Power Point uses
may affect more than one target for 1 a Small Blast Template, +2 PPs uses
additional Power Point each. Medium, or +3 uses Large. The caster
makes one arcane skill roll and chooses
„ SIZE (+1): The recipient may assume the
which power on each target is affected.
shape of someone up to two Sizes larger
Targets oppose with arcane skill. This
or smaller than themselves.
affects all targets in the area unless the
Selective Modifier is used.
F DISPEL
Rank: Novice DISENCHANT (+1): The caster can target a
Power Points: 1 magical item rather than an individual
Range: Smarts or a power. This is a standard arcane
Duration: Instant skill roll, not an opposed roll (the GM
Trappings: Waving hands, whispered may apply a penalty powerful items
words. or artifacts). If successful, all the item’s
magical abilities are negated for one
Dispel allows a hero to negate enemy
round, or two with a raise.
powers. It has no effect on permanent
enchantments or natural abilities such as „ MULTIPLE POWERS (+3): If successful, the
a dragon’s breath or a banshee’s scream. caster dispels all the target’s currently
Dispel affects arcane devices normally (see activated powers.
Arcane Devices, page 97).
Dispel can be used on a power already DIVINATION
in effect or to counter an enemy power Rank: Seasoned
as it’s being used. The latter requires Power Points: 5
the countering mage to be on Hold and Range: Self
interrupt his foe’s action. Duration: A brief conversation of about
In either case, dispelling an opponent’s five minutes.
power is an opposed roll of arcane skills. Trappings: Seances, demonic
A target using the Mystic Powers Edge or interrogation.
innate powers (see page 168) uses Spirit as Divination allows the caster to contact
its arcane skill. other­worldly beings to gain information.
If the dispelling character wins, the targeted Pr epa r i ng t he sp el l t a ke s one
power ends immediately (or fails if it was uninterrupted minute of prayer, coaxing
countered with the usual results of failure). or otherwise communing with a spirit or
With a raise, the recipient of the dispelled deity. Once that’s done, the caster makes
power is also Distracted. her arcane skill roll. Success means the
MODIFIERS entity answers the character’s questions
ANTI-MAGIC FIELD (+8): Instead of to the best of its ability. A raise means the
affecting a power at Range, this spirit is more helpful, knowledgeable, or
modifier creates a Medium Blast direct than usual (whether it wants to be
Template centered on the recipient with or not).
a Duration of 5. Magic items, effects, and Answers are typically vague or symbolic
powers have no effect within the field. rather than direct—they provide clues and
Summoned creatures in the field must guidance rather than spoilers that ruin a
make a Spirit roll each round or take a mystery or adventure.
Wound. Magically-created objects are The type of entity contacted determines
unaffected. Anti-Magic Field has no how it communicates. Spirits in the
effect on deities or artifacts, and can’t netherworld tend to know only those things
be combined with any other modifiers. pertinent to their life and death—and
they may not even know the identity
109
FANTASY COMPANION

of their killer if the person was masked or her roll if the target has a different Arcane
unseen. Background than her own.
Likewise, nature spirits know only about Success drains 1d6 of the rival’s Power
their local environs, demons know only Points (if any, and the die doesn’t Ace).
about the affairs they’re directly involved With a raise, the caster adds the points to
in, and so on. The Game Master must her own. This may take her above her usual
decide what the entity knows based on its maximum! They last until used, and must
background, origin, and personality. be the first spent when casting.
Once a spirit has been conversed with it Drain Power Points can also be used on
may not be contacted again for 24 hours. an arcane device (the creator still resists
The Game Master may extend this to a with her arcane skill whether she wields
community of spirits in a single place, it or not). The device can’t lose more Power
such as water spirits in a babbling brook Points than it has.
or nameless spirits in a mass grave. MODIFIERS
Sacred Ground: Contacting a spirit on „ POWER (+2): The caster drains 2d6 Power
ground sacred to it (a deep forest for fey Points with success.
creatures, a temple for deities, a volcano for
fire elementals or infernals, etc.) adds +2 to ELEMENTAL MANIPULATION
the roll. Rank: Novice
MODIFIERS Power Points: 1
POWER (+3): This modifier works only on Range: Smarts
ground sacred to the entity the caster Duration: 5
is attempting to contact—a deep forest Trappings: A few simple gestures.
for fey creatures, a temple for deities, a This power grants basic control over the
volcano for fire elementals or infernals, four traditional elements: air, earth, fire,
etc. The being may even manifest or and water (the elements may vary for other
appear in some form with a raise. cultures).
The entity not only answers the Here are some ideas for what each element
petitioner’s questions but also offers can do. Each use is an action.
unsolicited advice. Exactly what and „ AIR: Push someone (Str d6 or d8 with a
how it’s delivered depends on the entity. raise), blow out a torch, fan a flame, cool
Woodland creatures may warn the caster someone down (reroll a Fatigue roll in
about a dangerous area of the forest. A oppressive heat).
demon might gloat about a greater threat
ahead, accidentally tipping some other „ EARTH: Move a square foot of earth (half
entity’s hand in a later encounter. that in stone) each round, cover tracks,
hurl rocks at a target in Range for 2d4
DRAIN POWER POINTS damage.
Rank: Veteran „ FIRE: Conjure flame about the size
Power Points: 2 of a torch, hurl a small blast of fire at
Range: Smarts someone (2d4 damage), spread existing
Duration: Instant flame (see Fire on page 188).
Trappings: Prayer, whispers, gestures. „ WATER: Conjure a quart of water (not
Powerful mages, priests, and other arcanists “inside” objects or people), purify
can use this ability to drain magical energy a gallon of water per casting, Push
from their foes. With a raise they can even someone with a water spout (d6 Str or
leech the stolen energy for themselves. d8 with a raise).
The power is opposed by the target’s Spirit,
MODIFIERS
and the caster suffers a −2 penalty to
„ POWER (+3): The volume of air, earth,
fire, or water affected is tripled.
110
WEATHER (+5): The caster can summon
or dispel storms, bring a cooling rain,
scorch the earth with a heatwave, or
even bring snow to the hottest climes.
The caster can bring or disperse rain,
snow, sun, and wind in about a five-
mile radius. The severity depends on
the local environment—a harsh desert
might receive gentle rain while a rain
forest gets a driving downpour. The
effects take 10 minutes to create and
last an hour.

EMPATHY
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: Concentration, a sympathetic
smile, exchanging a pleasantry.
A successful arcane skill vs Spirit roll
gives the caster insight into a target’s basic
emotions. This grants him a +1 bonus (+2
with a raise) to all Intimidation, Persuasion,
Performance, or Taunt rolls against the
ENTANGLE
target for the Duration of the power. The
Rank: Novice
bonus does not apply to skill rolls made to
Power Points: 2
activate powers.
Range: Smarts
Empathy works on animals, adding +1 Duration: Instant
(+2 with a raise) to Riding or other rolls to Trappings: Glue bomb, vines, webs.
interact with the creature.
Entangle allows the caster to restrain a target
MODIFIERS
with ice, bands of energy, or other vine-
„ ADDITIONAL RECIPIENTS (+1): The power
like Trappings (Hardness 8). If successful,
may affect more than one target for 1 the target is Entangled. With a raise, he’s
additional Power Point each. Bound.
„ CHARM (+2): If the target is Uncooperative Victims may try to break free on their turn
or Neutral, a successful casting makes as detailed under Bound & Entangled in
him Cooperative, or Friendly with a Savage Worlds.
raise. The spell is instantly broken if the MODIFIERS
caster or her allies attack the victim or „ AREA OF EFFECT (+2/+3): For +2 points the
her allies. power affects everyone in a Medium
„ DURATION (+1): Duration is measured Blast Template. For +3 points the area
in minutes instead of rounds. If the of effect is increased to a Large Blast
character Critically Fails any of the Template or use the Stream Template.
affected skill rolls against the target, the „ DAMAGE (+2): Entangled targets take 2d4
effect terminates immediately. damage at the end of their turn.
TRUTH (+2): The caster knows if the DEADLY (+4): Entangled targets take 2d6
target believes he’s telling the truth or damage at the end of their turn.
not.

111
FANTASY COMPANION

„ TOUGH (+1): The entangling material „ ADDITIONAL RECIPIENTS (+1): The power
is particularly resilient. Increase its may affect more than one target for 1
Hardness to 10. additional Power Point each.
GREATER FARSIGHT (+2): Allows the
ENVIRONMENTAL PROTECTION recipient to ignore all Range penalties,
Rank: Novice and a raise doubles sight range.
Power Points: 2
Range: Smarts FEAR
Duration: One hour Rank: Novice
Trappings: A mark on the forehead, Power Points: 2
potions, gills. Range: Smarts
Adventurers sometimes travel beneath Duration: Instant
the waves, through planes of fire, or other Trappings: Eldritch energy, cold chills.
hazardous environments. This power This power causes overwhelming dread
protects them from crushing depths, and horror. The target makes a Fear check.
scathing heat, intense cold, and even Extras who fail are Panicked and Wild
radiation. Cards roll on the Fear Table. If the power
Environmental protection allows the target is cast with a raise, the Fear roll is at −2 and
to breathe, speak, and move at his normal Wild Cards add +2 to Fear Table results.
Pace in an otherwise fatal environment. MODIFIERS
It protects him from intense heat, cold, „ AREA OF EFFECT (+2/+3): For +2 points
radiation, pressure, and lack of oxygen. the power affects everyone in a Small
A raise increases the Duration to eight or Medium Blast Template (caster’s
hours. choice). For +3 points the area of effect
MODIFIERS is increased to a Large Blast Template.
„ ADDITIONAL RECIPIENTS (+1): The power GREATER FEAR (+2): Fear rolls are made
may affect more than one target for 1 at−2, or −4 if cast with a raise.
additional Power Point each.
„ ENVIRONMENTAL RESISTANCE (+1): FLY
The power now offers environmental Rank: Veteran
resistance, reducing damage from one Power Points: 3
energy source (fire, cold, electricity, etc.) Range: Smarts
by 4 (6 with a raise). Duration: 5
Trappings: Gusty winds, wings,
FARSIGHT broomsticks.
Rank: Seasoned Fly allows a character to soar at Pace 12, or
Power Points: 2 twice that with a raise (he may not run).
Range: Smarts MODIFIERS
Duration: 5 „ ADDITIONAL RECIPIENTS (+2): The power
Trappings: Invisibly marked targets, may affect more than one target for 2
guiding winds, eagle eyes. additional Power Points each.
Farsight allows the recipient to see in detail „ SWIFT FLIGHT (+5): The base flying Pace
over great distances. She can read lips or increases to 24, or 48 with a raise.
fine print up to a mile distant.
With a raise, she also halves Range GROWTH/SHRINK
penalties for Shooting, Athletics (throwing), Rank: Seasoned
or other abilities affected by Range.
MODIFIERS

112
Power Points: 2 per point of Size change it’s a spiked wall or other more dangerous
Range: Smarts hazard).
Duration: 5 Airborne Targets: Flying or airborne
Trappings: Gestures, words of power, targets suffer an additional −2 to their
potions. Strength rolls as they have no ground to
Growth increases the recipient’s Size by 1 for brace themselves on.
every 2 Power Points spent. Each increase MODIFIERS
in Size grants the target a one-step increase „ AREA EFFECT (+1): Havoc affects a Large
to Strength and 1 point of Toughness. This Blast Template.
does not increase Wounds regardless of
GREATER HAVOC (+2): Targets are
change to Scale.
knocked back a total of 3d6” and take
Shrink reduces the Size of the subject one 2d6 damage if they strike a hard object.
step for every 2 Power Points spent to a
maximum of Size −2 (approximately the HEALING
size of a cat). Each step reduced decreases Rank: Novice
Strength one die type (minimum of d4) and Power Points: 3
Toughness by 1 (minimum of 2). Range: Touch
For unwilling targets, the caster’s arcane Duration: Instant
skill roll is opposed by Spirit. Trappings: Laying on hands, touching
MODIFIERS the victim with a holy symbol, prayer.
DURATION (+2): The power’s Duration is Healing removes Wounds less than an hour
measured in minutes instead of rounds. old. A success removes one Wound, and
POWER (+2): The target of shrink may a raise removes two. The power may be
retain her normal Strength and cast additional times to remove additional
Toughness while small. Wounds within that hour and as long as
the healer has enough Power Points.
HAVOC For Extras, the GM must first determine
Rank: Novice if the ally is still alive (see Aftermath in
Power Points: 2 Savage Worlds). If so, a successful arcane
Range: Smarts skill roll returns the ally to action (Shaken
Duration: Instant if it matters.)
Trappings: Whirlwind, chaotic MODIFIERS
poltergeists, repulsion field. „ GREATER HEALING (+10): Greater healing
This ability creates chaos and mischief for can restore any Wound, including those
all those within its area of effect, hurling more than an hour old.
debris and rivals in all directions.
„ CRIPPLING INJURIES (+15): The power
With success, the caster places a Medium
can heal a permanent Crippling Injury.
Blast Template anywhere within Range, or
This requires an hour of preparation
a Cone Template emanating from the caster
and only one casting is permitted per
(see Area Effect Attacks, page 190).
injury. If it fails, this caster cannot heal
Anyone touched by the template is that particular injury (but someone
Distracted and must then make a Strength else may try). If successful, the subject
roll (at −2 if the caster got a raise). Those is Exhausted for 24 hours.
who fail are hurled 2d6″—directly away
from the caster if using the Cone Template MASS HEALING (+2/+3): For +2 Power
or directly away from the center if using a Points, healing affects all allies within a
Blast Template (the caster chooses for those Medium Blast Template centered on the
in the dead center). caster (or a Large Blast Template for +3).
Victims who strike a hard object (such as
„ NEUTRALIZE POISON OR DISEASE (+1):
a wall) take 2d4 damage (nonlethal unless A successful healing roll negates

113
FANTASY COMPANION

any poison or disease. If the poison combat maneuvers, such as Called


or disease has a bonus or penalty Shots or Wild Attacks (though it may
associated with it, the modifier applies look that way!)
to the arcane skill roll as well. DURATION (+2): The Duration is
measured in minutes.
ILLUSION „ MOBILITY (+1/+2): For +1 Power Point, the
Rank: Novice illusion can move (and fly) at a Pace of
Power Points: 3 12, or 24 for +2 Power Points. This is a
Range: Smarts limited free action.
Duration: 5 „ SOUND (+1): The power generates sound
Trappings: Magical spells, holograms,
appropriate to the illusion. Illusionary
“ethereal materializers.”
allies may talk, illusionary crows caw,
One of the greatest powers is the ability to and so on. It may not mask or mute
create something from nothing—even if it’s existing sound, however.
not real!
„ STRONG (+2): Smarts rolls to disbelieve
Illusion can be used to create a visual
the illusion are made at −2.
scene or replica of most anything the caster
can imagine, but it is silent, intangible, and
incapable of affecting the real world. For INTANGIBILITY
example, illusionary weapons pass through Rank: Veteran
foes, one cannot sit in an illusionary chair, Power Points: 5
and an illusionary dog has no audible bark. Range: Smarts
Duration: 5
Those who contact an illusion or doubt it’s
Trappings: Ghost form, body of shadow,
real make a Smarts roll as a free action (at
gaseous transformation.
−2 if the power was activated with a raise).
If successful, that individual is no longer With a successful arcane skill roll, whoever
subject to this casting. receives this power becomes incorporeal.
He is unable to affect the physical world,
The GM should make group rolls for
and it cannot affect him. He can travel
Extras as they point out the illusion’s
through walls, and non-magical weapons
inconsistencies to each other.
pass straight through him. Any items
The volume of the illusion must fit within a
carried at the time of casting are also
sphere the size of a Medium Blast Template
incorporeal.
(4″ or eight yards in diameter).
While incorporeal, the character may
MODIFIERS
affect other incorporeal beings (including
„ AREA OF EFFECT (+1): The illusion’s area
himself), and he is still susceptible to
of effect is increased to the size of a
supernatural attacks, including powers
Large Blast Template.
and enchanted items. With a raise on the
DEADLY ILLUSION (+3): The illusion may activation roll, reduce the damage from
attack or otherwise cause harm. The supernatural attacks by 4.
caster may use her actions to make the The being becomes corporeal when the
illusion to “attack” an individual. This power ends, but if within someone or
is an opposed roll of the caster’s arcane something he’s shunted to the nearest open
skill versus the target’s Smarts (at −2 if space and Stunned.
the power was activated with a raise). If cast on an unwilling target, the victim
If the caster wins, the target is Shaken resists with Spirit. If affected, he shakes off
(this cannot cause Incapacitation). With the effect with a Spirit roll as a free action
a raise, the target suffers a Wound (this at the end of his following turns.
can cause Incapacitation). The caster
may attack additional foes as Multi-
Actions. She may not use other
114
MODIFIERS area Dark, or Pitch Dark with a raise (see
ADDITIONAL RECIPIENTS (+3): The power Illumination in Savage Worlds).
may affect more than one target for 3 If light and darkness overlap, they create a
additional Power Points each. patch of Dim light (−2).
DURATION (+3): Duration is measured in MODIFIERS
minutes instead of rounds. AREA EFFECT (+2): Light only. The light
expands to the caster’s Smarts in radius,
INVISIBILITY with a Range of Smarts ×2. The light is
Rank: Seasoned sunlight and acts as natural sunlight.
Power Points: 5 „ ILLUMINATE (+1): Light only. The light
Range: Smarts forms around a target or Size 1 or
Duration: 5 less, illuminating it in a dull glow
Trappings: Powder, potion, iridescent that eliminates 2 points of penalties
lights. from invisibility, darkness, or similar
With a success, the character and his conditions. With a raise, the dull is
personal items are transparent except for greater and eliminates up to 4 points of
a vague blur or outline. Any action taken penalties.
against him that requires sight is made at
TRUE DARKNESS (+2): The darkness
−4, or −6 with a raise. The same penalty
blocks Infravison, Low Light Vision,
applies to Notice rolls to detect the unseen
and Darkvision. It has no effect on
presence.
magical sight such as detect arcana.
Reduce the penalty by 2 if the invisible „ MOBILE (+1): The caster can move the
character’s position is given away, such as
template at a Pace equal to his arcane
moving in water, hit with mud or another
skill die type as a limited free action
substance that reveals her form, outside in
each round. He can also attach it to
the rain, etc.
an inanimate object when first cast if
MODIFIERS desired. It cannot be cast on a living
„ ADDITIONAL RECIPIENTS (+3): The power
being.
may affect more than one target for 3
additional Power Points each.
D LOCATE
DURATION (+2): Duration is measured Rank: Novice
in minutes instead of rounds. If the Power Points: 3
character attempts a damage-causing Range: Self
attack or targets an unwilling character Duration: 10 minutes
with a power, the effect terminates Trappings: A floating crystal over a map,
immediately. message in the clouds, a ray of light.
Sometimes it’s literally impossible to find
LIGHT/DARKNESS something via mundane means. Locate
Rank: Novice allows the caster to find these hidden
Power Points: 2 things.
Range: Smarts
When casters use this power, they choose
Duration: 10 minutes
an object, creature, or location. If the caster
Trappings: Illusionary torch, sunlight,
has never seen the target, the roll is at −2.
darkness, thick fogs.
A success gives a sense of the general
Light creates bright illumin­ation in a Large direction and distance of the target. A
Blast Template. With a raise, the light can raise also gives an impression of the target
be focused into a 5″ (10 yard) beam as well. (e.g., the creature is asleep, the object is in
Darkness blocks illumin­ation in an area the a strongbox, the secret door is behind a
size of a Large Blast Template, making the bookshelf).

115
FANTASY COMPANION

Running Water: Running water blocks Once activated, the Range between all
locate if it’s in the path between the caster linked minds is one mile, or five with a
and the target. raise.
MODIFIERS If any of the linked chara­cters suffers a
„ FIND THE PATH (+1): In addition to the Wound, all others must make a Smarts roll
direction and distance to a person, or be Shaken (this cannot cause a Wound).
place, or thing, the caster also has a The speed of communi­cation is that of
supernatural sense of the best or fastest normal speech, but with a raise members
way to navigate to the target’s general may communicate up to 30 seconds or so
area. of speech on a single combat turn.
MODIFIERS
D LOCK/UNLOCK „ ADDITIONAL RECIPIENTS (+1): The power
Rank: Novice may affect additional individuals for 1
Power Points: 1 additional Power Point each.
Range: Smarts
BROADCAST (+2): The caster can
Duration: Instant (lock); Permanent
broadcast a short telepathic message
(unlock)
to every sentient mind within Smarts
Trappings: A skeleton key, miming
×4 radius (Smarts ×8 with a raise). The
opening or locking a lock.
caster can only broadcast, she doesn’t
Lock magically seals a door, window, receive their responses.
container, envelope, drawer, box, or other
LONG DISTANCE LINK (+3): Casters can
closeable item. Any attempt to open it is
connect with any mind they’re familiar
increased by –4, or –8 with a raise. The
with on the same plane of existence,
caster may set a pass phrase when the lock
regardless of distance.
is created; the portal opens for anyone who
speaks the phrase and remains open until
MIND READING
the phrase is repeated.
Rank: Novice
Conversely, unlock opens sealed objects, Power Points: 2
ignoring up to 4 points of penalties from Range: Smarts
mechanical locks or the lock spell, or 8 Duration: Instant
points with a raise. Trappings: Psionic invasion, soulsight.
Neither spell has any effect on barriers, Mind reading is an opposed roll versus
barricades, or blockages—only distinct the target’s Smarts. Success allows the
objects which can be opened or shut. character to gain one truthful answer
from the subject. The target is aware of the
MIND LINK mental intrusion unless the mind reader
Rank: Novice gets a raise. The GM may apply modifiers
Power Points: 1 based on the subject’s mental Hindrances
Range: Smarts or current state of mind.
Duration: 30 minutes MODIFIERS
Trappings: Headpieces, talismans to
MIND WALK (+2): The caster has
deities.
greater access to the target’s mind and
Mind link creates a telepathic connection memories, unlocking an entire scene or
between two individuals (which does not chain of related memories (GM’s call).
necessarily have to include the caster). The
link accommodates only willing subjects
and communication—thoughts that aren’t
consciously transmitted aren’t relayed.

116
MIND WIPE Mystic intervention allows a caster to spend
Rank: Veteran a point of Conviction to try and trigger a
Power Points: 3 great event of some sort. The event should
Range: Smarts be epic in proportions, such as saving a city
Duration: Instant from a siege, causing an earthquake to level
Trappings: A noxious drink, parasites, a city, summoning a legendary creature
touching the target’s temples. such as the Century Beast, or bringing a
Mind wipe removes a target’s memories, a centuries-dead hero to life.
terrible violation in most civilized societies. The caster must stand in a magical ring,
The power is opposed by a victim’s Smarts divine circle, sacred site, or other place of
and requires a full minute of mental power and spend four hours channeling
struggle. The victim must be conscious energy. If he is Shaken, Wounded, or
during this time, so if not restrained he can Stunned during this time he must make a
simply move out of Range. Smarts roll at –4 or the ritual is ruined (he
If successful, the victim forgets a single may begin again if he likes).
event (up to about 30 minutes of time). A Once the preparation is complete, he
raise removes a complex memory of several spends his point of Conviction and makes
hours. a Spellcasting roll at –8 (adding any
If the defender wins, the caster cannot Conviction bonus as usual). If successful,
affect him with mind wipe for 24 hours. he’s Exhausted for the next five days but
(Others may reattempt the power, however.) some version of the desired effect, modified
by the Game Master as she sees fit, happens
The memory remains missing, but strong
with a great display of magical energy.
evidence that challenges its “logic” allows
a Smarts roll at −2 to remember fragments If the roll fails, the caster loses five Power
determined by the GM. Points permanently, is Exhausted for
the next five days, and cannot attempt to
MODIFIERS
perform the ritual again for five days. A
„ EDIT (+1): Instead of wiping the memory,
Critical Failure also causes 5d6 damage in
the caster edits it as she sees fit.
a 20” (40 yard) radius as well.
„ FAST CAST (+2): The caster can wipe a Mystic intervention never outright slays a
memory as an action. powerful foe, but may provide a weapon
GREATER MIND WIPE (+2): The effect that can aid in a fight against it. Nor can it
completely removes a single event, make someone fall in love with the caster
person, place, thing, etc., from the for more than a fleeting day. It can be
victim’s memory. bring one epic soul back from the dead, or
perhaps a small group of unfortunates the
D MYSTIC INTERVENTION caster has a particular affinity for.
Rank: Legendary Successful effects should be monumental,
Power Points: 20 but don’t have to permanently solve all of
Range: Special the caster’s problems. Perhaps a besieging
Duration: Special army is swept away by a great flood—but
Trappings: Prayer, rituals, sacrifices, another approaches in a month. The city
special artifacts or relics. of a great enemy might be leveled by an
Sometimes even a wizard’s best spell or earthquake, but the citizens begin to
a cleric’s greatest miracle isn’t enough. In rebuild mere hours afterwards.
times of great need, casters must turn to Mystic intervention should give the heroes
greater powers than their own and ask a respite from major events but shouldn’t
patron to take a personal hand in the affairs short circuit the Game Master’s entire
of mortals. campaign.

117
FANTASY COMPANION

D PLANAR BINDING
Rank: Veteran
Power Points: 8
Range: Smarts
Duration: Instant
Trappings: A summoning circle, an
enchanted, iron casket, magical chains.
The caster summons a creature from
another plane, trapping them in some sort
of prison, such as a binding circle. The
trap is created with chalk, salt, glyphs
and wards, or other materials prior to the
power’s activation, and takes ten minutes
to prepare.
Once the trap is prepared, the caster
selects an Outsider to summon. She must
know about the creature somehow, perhaps
by previous encounter, access to books and
scrolls, or an Occult roll with a modifier
set by the Game Master. The caster can
summon a specific entity if she knows its
proper name.
Casting is an opposed roll between the
F OBJECT READING caster’s arcane skill and the entity’s Spirit.
Rank: Seasoned If the spell fails the entity knows who
Power Points: 2 attempted to bind it. If the caster rolls a
Range: Touch Critical Failure, the creature may appear if
Duration: One minute it chooses to and is unbound—it may do as
Trappings: Touching the object, glowing it wishes and its abilities allow.
hands If the caster wins, the creature is
Object reading is the ability to get visions of summoned into the trap and magically
the past from an object. With a successful bound there until it agrees to perform a
casting, she gains a vague impression of service for the caster or breaks free (see
whatever information she’s looking for, below). The Power Points used to bind the
from the object’s creation forward. A raise target are invested and unavailable until
grants her more specific information. the creature breaks free or completes its
If the caster uses object reading on a bloody task.
knife to investigate a murder, for example, Bargaining: Casters summon creatures
success might tell her the wielder was a to task them with a “service” of some sort,
human and that the attack happened at such as taking part in a difficult battle,
night. With a raise, she might get a glimpse acting as a bodyguard, or some difficult
of the killer’s face or some other clue that to or unpleasant task. The negotiation can
reveal his identity. usually be handled through roleplaying
MODIFIERS (and perhaps a Persuasion or Intimidation
PROJECTION (+2): The caster may roll).
broadcast the vision, projecting it out Cunning creatures require more incentive.
into a space the size of a small room. An evil being might ask for time to wander
Anyone present may see and hear the the earth and wreak havoc, a sacrifice, or
events and examine the projection from some other “devil’s bargain” proportional
all angles. to the service required. A good or noble

118
creature might aid the summoner without EXTRA-DIMENSIONAL SPACE (+1): Instead
reward if the cause is just, or might require of traveling to a known plane, the
she perform some task for her followers or recipient travels to a pocket dimension
sphere of influence. Entities never agree to where he’s conjured a magical shelter or
impossible or unreasonable demands. similar structure with basic necessities,
Once the creature agrees to the terms, it food, and water for up to five people.
must carry them out to the best of its ability. The structure remains afterward, so the
The caster does not have to live up to any mage and his companions may return
promises she set—though entities might to this space or to a new one, as desired.
seek revenge if deceived or their kind are TRANSPORT FOE (+2): The caster sends
summoned too often. Casters must be wary an unwilling target to another plane
of this, especially if the beings have a way or extra-dimensional space. The being
back to the prime material plane! resists the casting with a Spirit roll.
Breaking Free: If no agreement is made If failed, he’s transported to another
after 24 hours, the caster must renew the plane of the caster’s choice for three
mystic bonds by making another opposed rounds (five rounds with a raise) before
roll of her arcane skill versus the creature’s returning (or as close as possible if the
Spirit. This continues every 24 hours until space is occupied).
an agreement is reached or the creature
breaks free. The entity can’t use any other PROTECTION
power or ability to escape. Rank: Novice
Power Points: 1
D PLANE SHIFT Range: Smarts
Rank: Veteran Duration: 5
Power Points: 4 Trappings: A mystical glow, bark skin,
Range: Smarts mage armor, ethereal armor.
Duration: Instant Protection creates a field of energy or armor
Trappings: Cosmic hole in space, circle of around a character, giving him 2 points of
magic runes. Armor. With a raise, the bonus is applied to
Plane shift allows the caster to move directly Toughness instead (and therefore immune
to another plane of existence (see page to Armor Piercing modifiers).
245). If plane shifting to a known location, Whether the protection is visible or not
a success indicates the target appears depends on the Trapping—this is entirely
within 10d10 miles of the intended location. up to the caster.
With a raise, the mage appears half that Protection stacks with all other armor,
distance away. natural or worn.
If the caster doesn’t know exactly where MODIFIERS
he wants to go, he can research locations „ ADDITIONAL RECIPIENTS (+1): The power
within that plane to target a specific city, may affect additional targets at a cost of
geographic location, etc. Failure means he 1 Power Point each.
arrives at a completely random location on
that plane. Success puts him in the general PUPPET
vicinity, and a raise puts him closer to the Rank: Veteran
desired locale. This is in addition to the Power Points: 3
accuracy of the arcane skill roll. Range: Smarts
MODIFIERS Duration: 5
„ ADDITIONAL RECIPIENTS (+1): The power Trappings: Glowing eyes, trance-like
may affect more than one target for 1 state, a swinging pocket watch, voodoo
additional Power Point each. dolls.

119
FANTASY COMPANION

Puppet is an opposed roll of the character’s Entangled, Stunned, etc.) unless the source
arcane skill versus the target’s Spirit. With of the effect is removed.
success, the victim obeys commands that Numb: Reduces the recipient’s total
don’t directly harm himself or those he penalties from Wounds and Fatigue by
cares about. This includes inaction, as well, one with success, or two with a raise. An
so a controlled character won’t just stand Exhausted (−2) hero with three Wounds (−3),
idly by or leave the area if he knows his for example, reduces her total −5 penalty to
friends are in danger. −4 with success, and −3 with a raise.
With a raise, the target will harm himself This effect lasts one hour. It doesn’t actually
or others (including by inaction), but gets a remove the Wounds or the Fatigue, it just
Spirit roll as a free action. If successful, he allows the recipient to ignore the penalties.
doesn’t carry out that particular command If the target would be Incapacitated by
but remains a puppet. With a raise, he Wounds or Fatigue, she’s still Incapacitated
breaks the controller’s hold and the power as usual.
ends. MODIFIERS
Commands are general, such as “attack „ ADDITIONAL RECIPIENTS (+1): The power
that person” or “open that door.” The may affect more than one target for 1
controller doesn’t get to dictate how many additional Power Point each.
actions the victim uses in a turn, whether
„ RESTORATION (+3): The caster can restore
or not he uses his Sweep Edge, etc.
one die type from an energy draining
MODIFIERS
effect with a success, two with a raise.
„ ADDITIONAL RECIPIENTS (+2): The caster
See Energy Drain on 167.
may affect others at the cost of 2 Power
Points each. „ STUNNED (+1): If using the Recover
option, the caster may also affect the
„ STRONG (+2): Spirit rolls to resist Stunned condition. This completely
commands are made at −2. If the caster removes the effects of being Stunned.
also uses mind link on the target, she
may extend her control of him to any
distance, even out of her sight.
RESURRECTION
Rank: Heroic
Power Points: 30
F RELIEF Range: Touch
Rank: Novice Duration: Instant
Power Points: 1 Trappings: Elaborate ceremonies, magical
Range: Smarts amulets, divine intervention
Duration: Instant/One Hour
Perhaps the greatest power of all is the
Trappings: Prayer, glowing hands,
ability to bring someone back from the
sparkling spirals of magic, a cool
dead. It can restore lost loves, bring solace
breeze.
to the grieving, and topple kingdoms.
Relief allows the caster to recover from a
Returning the dead to life requires a
negative condition or the effects of Fatigue.
reason­ably complete corpse no more than
Recover: The caster removes one of the a year old. The caster then prays, meditates,
following negative conditions: Shaken, chants, or otherwise concentrates on
Distracted, or Vulnerable. A raise on the mending the body and pulling the spirit
arcane skill roll removes two conditions. back to it for four hours.
If affecting more than one target (via the
Once done, the healer makes a casting roll
Additional Recipients modifier), the caster
at −4. If successful, the victim returns to life
may choose which condition(s) to remove
with three Wounds and is Exhausted. With
for each ally.
a raise, she returns merely Exhausted.
Relief can’t remove negative conditions
caused by ongoing effects (Bound or
120
MODIFIERS Shaken or Stunned during this time, the
GREATER RESURRECTION (+10): The spell fails.
boundaries of life and death no longer If the caster has never seen the target
matter. A caster can restore the dead to herself, she makes her arcane skill roll at
life regardless of how long the target −2. Scrying on a target in a different plane
was dead and even without a corpse. of existence also imposes a −2 penalty.
To resurrect the dead in this fashion Scrying is opposed by the subject’s Spirit.
requires a twelve-hour ritual and leaves If the target wins, he knows he’s being
the caster Exhausted. spied on. If the caster wins, he can see and
„ POWER (+5): The hero can raise a spirit hear the target and the area around it but
dead up to a decade for +5 Power Points. cannot move his perspective. With a raise,
he can shift perspective and follow the
D SANCTUARY target at a Pace 24.
Rank: Novice A scrying “eye” may be seen with detect
Power Points: 2 arcana (but not detect magic). It may also
Range: Touch be dispelled (at –2 if suspected but not
Duration: 5 revealed).
Trappings: Words of power, holy symbol, MODIFIERS
glowing light „ GROUP SIGHT (+1): The caster may share
Any evil creature attempting a damaging her perception with allies within
attack that targets or affects the recipient a Range of Smarts for the power’s
must make a Spirit roll (at −2 if cast with Duration.
a raise). If the roll fails, the creature loses
that action. F SHAPE CHANGE
If anyone under the effects of sanctuary Rank: Novice
attempts to harm another creature (evil or Power Points: Special
otherwise), he loses the benefit of sanctuary Range: Self
instantly. Duration: 5
MODIFIERS Trappings: “Morphing,” talismans,
„ AREA EFFECT (+2/+3): For +2 points tattoos.
the power affects all allies within a This power allows the caster to take the
Medium Blast Template centered on the form of other living creatures. She can only
recipient. For +3 points the area of effect turn into the base form of such beings, not
is increased to a Large Blast Template. elite or alternative versions (so a goblin is
STRONG (+1): Spirit rolls by the creature allowed but a goblin shaman is not). With a
are made at −2 (−4 with a raise). raise, the caster can increase the creature’s
Strength and Vigor by one die type each.
D SCRYING The size of the new form is limited by the
Rank: Seasoned caster’s Rank:
Power Points: 3
Range: Self SHAPE CHANGE
Duration: 5 COST RANK SIZE
Trappings: Images on a reflected surface, 3 Novice Size –4 to Size –1
glowing eyes, a crystal ball. 5 Seasoned Size 0
Scrying allows the caster to spy on a 8 Veteran Size 1 to 2
distant target. Preparing the spell takes
11 Heroic Size 3 to 4
one uninterrupted minute while the
caster focuses on a target item, creature, or 15 Legendary Size 5 to 10
location. This makes her Vulnerable and
unable to take any other actions. If she’s
121
FANTASY COMPANION

Held and worn items are assumed into the SLOTH/SPEED


new form and reappear when the power Rank: Seasoned
ends. Power Points: 2
While transformed, the character retains Range: Smarts
his Edges and Hindrances, and his Smarts, Duration: Instant (sloth); 5 (speed)
Spirit, and their linked skills. He gains Trappings: Slowing time, blurred motion.
the creature’s Agility, Strength, Vigor, Sloth halves the target’s total movement
and linked skills, as well as any powers (round up). With a raise, movement is
common to that creature (fire breathing for also an action. The target automatically
dragons, flight for pegasi, etc). The caster attempts to shake off the effects of sloth at
does not gain a target’s Power Points if it the end of each of his next turns by making
has them—he retains his own. a Spirit roll.
His ability to use devices and communicate Speed doubles the target’s movement
is limited to those of his form—goblins (basic Pace and running). With a raise
can speak and therefore cast spells but the character also ignores the −2 running
bears and tigers cannot. The caster may penalty.
maintain powers cast before the shape MODIFIERS
change regardless of form. „ ADDITIONAL RECIPIENTS (+1): Speed only.
Wound Effects: The caster cannot benefit The power may affect more than one
from a creature’s additional Wounds or target for 1 additional Power Point each.
Wound reduction abilities like Resilient,
„ AREA OF EFFECT (+2/+3): Sloth only. For
Very Resilient, or Unstoppable, or extra
+2 points the power affects everyone in
Wounds from Large or Huge Scale
a Medium Blast Template. For +3 points
creatures.
the area of effect is increased to a Large
MODIFIERS
Blast Template.
„ DURATION (+1): The power’s Duration is
measured in minutes instead of rounds. „ DASH (+2): Speed only. The recipient’s
running die isn’t rolled—she gains the
POLYMORPH (+3): The caster may
maximum result possible.
transform a living being of Size –4 to
Size 3 into a form of her choice. The spell „ QUICKNESS (+2): Speed only. The
is resisted by Spirit, and the new form character’s total Multi-Action penalty
must be able to survive in its current each turn is reduced by 2 (she can do
environment. Gear is absorbed into the two actions at no penalty or three at −2
creature’s form. each).
With success, the victim retains his „ STRONG (+1): Sloth only. The Spirit roll to
Smarts. With a raise, his Smarts is shake off sloth’s effects is made at −2.
transformed into Animal Smarts and he
cannot attempt to recover (see below) for SLUMBER
one hour. Rank: Seasoned
Victims attempt to recover at the end of Power Points: 2
their turn by making a Spirit roll at –2 Range: Smarts
(–4 if the caster got a raise). This is a free Duration: One hour
action. Trappings: A lullaby, blowing powder or
TRANSFORM (+2/+3): The power may sand at targets.
affect a willing target at a Range of Those who favor stealth or want to avoid
Touch for +2 or Smarts for +3 (the Range harming their foes are drawn to this spell,
Modifier may increase this further). which puts its victims into a deep and
restful sleep.
Anyone affected by slumber must make a
Spirit roll (at −2 if the caster got a raise on
122
her arcane skill roll). Those who fail fall Range at a volume up to the sound of a
asleep for the Duration of the spell. Very loud shout. If used as a Test, the defender
loud noises or attempts to physically wake opposes the casting roll with Smarts.
a sleeper (by shaking him, for example), Silence does the opposite, muting all sound
grant another Spirit roll. up to a loud shout within a Large Blast
MODIFIERS Template. This subtracts 4 from Notice rolls
„ AREA OF EFFECT (+2/+3): For +2 points the made by those inside the area of effect, as
power affects everyone in a Medium well as anyone trying to hear sounds made
Blast Template. For +3 points the area from within. A raise completely mutes all
of effect is increased to a Large Blast sound inside the template (note that sound
Template. is usually required to cast spells).
MODIFIERS
SMITE BELLOW (+1): Sound only. The character’s
Rank: Novice voice booms out, carrying over
Power Points: 2 one mile distant—a useful way of
Range: Smarts warning populations of impending
Duration: 5 danger. Doing so also adds +2 to one
Trappings: A colored glow, runes, sigils, Intimidation Test as long any subjects
crackling energy, barbs grow from the are within 12” (24 yards).
blade. GREATER SOUND/SILENCE (+1): The
This power is cast on a weapon of some Smarts roll made to resist a Test (or
sort. If it’s a ranged weapon, it affects one Targeted modifier) is made at −2.
entire magazine, 20 bolts, shells, or arrows, „ MOBILE (+1): The caster can move the
or one full “load” of ammunition (the GM area of effect up to his arcane skill die
determines the exact quantity for unusual type each round.
weapons). While the power is in effect, the „ TARGETED (+0): Instead of casting silence
weapon’s damage is increased by +2, or +4
in an area of effect, the caster may
with a raise.
instead target individuals in Range for
Limitations: In the case of smite with a 1 Power Point each. Unwilling targets
Personal Limitation (see page 96), “Self” resist with Spirit (at −2 if the caster gets
refers to the specific weapon instead. a raise).
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power
SPEAK LANGUAGE
may affect more than one target for 1 Rank: Novice
additional Power Point each. Power Points: 1
GREATER SMITE (+2): The weapon’s Range: Smarts
damage is increased by +4, or +6 damage Duration: 10 minutes
with a raise and is considered a Heavy Trappings: Words, pictures, hand
Weapon. motions.
This power allows a character to speak,
SOUND/SILENCE read, and write a sapient language other
Rank: Novice than his own. A raise on the arcane skill
Power Points: 1 roll allows the user to appropriately use
Range: Smarts ×5 (sound); Smarts (silence) and understand slang and dialect as well.
Duration: Instant (sound); 5 (silence) MODIFIERS
Trappings: Magical effects, a brief ripple „ ADDITIONAL RECIPIENTS (+1): The power
in the air, a bell or chime that starts or may affect more than one target for 1
stops ringing. additional Power Point each.
Sound mimics any known sound or voice,
emanating from a point of origin within
123
FANTASY COMPANION

GREATER SPEAK LANGUAGE (+2): The With the GM’s approval, the player may
recipient can speak, read, and write all swap abilities. If a hero wants an attendant
sapient languages at once. in the form of a wolf, for example, the
MASS UNDERSTANDING (+5): T he caster might exchange the Shooting skill
recipient causes characters within for Survival so that the “animal” can track
Smarts ×2 of him to understand one its foes.
another, regardless of language.
SUMMON ALLY
STUN SERVANT RANK COST
Rank: Novice
Attendant Novice 1
Power Points: 2
Range: Smarts Bodyguard Seasoned 3
Duration: Instant Sentinel Veteran 5
Trappings: Bolts of energy, stun bombs, Mirror Self Heroic 7
sonic booms, burst of blinding light.
MODIFIERS
Stun shocks a target with concussive force,
sound, light, magical energy, or the like. ADDITIONAL ALLIES (Varies): Additional
allies of the same type may be
A successful casting means the victim
summoned at the same time for half
must make a Vigor roll (at −2 with a raise
the Power Points cost of the original
on the arcane skill roll) or be Stunned.
summons (total cost i ncludi ng
MODIFIERS
modifiers, rounded up).
„ AREA OF EFFECT (+2/+3): For +2 points the
„ COMBAT EDGE (+1): The ally has a Combat
power affects everyone in a Medium
Edge (it must meet the Requirements as
Blast Template. For +3 points the area
usual). You may take this modifier up to
of effect is increased to a Large Blast
three times per ally.
Template.
„ FLIGHT (+1): The ally can fly at its base
SUMMON ALLY Pace.
Rank: Novice „ INCREASED TRAIT (+1): The caster can
Power Points: Special increase a Trait one die type for one
Range: Smarts Power Point. She may do this for as
Duration: 5 many Traits as she likes, but only once
Trappings: Clay figure that grows into a per Trait.
servant, a tattoo that comes to life. „ MIND RIDER (+1): The caster can commun­
This power allows the character to icate and sense through any of the allies
summon a magical servant from nothing. summoned in this casting.
The ally typically takes the form of a basic
humanoid of the appropriate Size but can D SUMMON ANIMAL
appear differently based on the caster’s Rank: Novice
Trappings. It materializes anywhere in Power Points: Special
Range, and with a raise on the arcane skill Range: Smarts
roll, it’s Resilient as well. Duration: 5
The ally acts on its creator’s Action Card Trappings: Clay figure that grows into a
and follows her commands to the best of its servant, a tattoo
ability. It has no personality, creativity, or This power channels beasts of the natural
emotions. When the power ends or the ally world to perform tasks or attack one’s foes.
is Incapacitated, it fades into nothingness, From mighty elephants to spying rats, such
leaving no trace behind. creatures are powerful friends in the right
The type of servant that can be sum­ circumstances.
moned depends on the caster’s Rank.
124
SUMMONED ALLIES
ATTENDANT
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Fighting d4, Notice d4, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 4
Special Abilities:
• Const r uct : +2 to recover from bei ng Shaken; ig nore 1 poi nt of
Wound penalties; doesn’t breathe, immune to poison and disease.
• Fearless: Immune to fear and Intimidation.

BODYGUARD
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d4, Shooting d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: First Strike
Gear: Melee attack (Str+d6).
Special Abilities:
• Armor +2: Hardened skin.
• Construct: See Attendant.
• Fearless: Immune to fear and Intimidation.

MIRROR SELF
The ally is a clone of the caster except: it’s an Extra; it has the same number of current
Power Points as the caster after subtracting for this casting; it cannot use the summon ally
power; its skills (but not attributes) are one die type less (minimum d4) than the original;
it has identical mundane equipment (no magical qualities, disappears when the power
expires); has the Construct and Fearless abilities.

SENTINEL
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d6, Fighting d10, Intimidation d10, Notice d8
Pace: 6; Parry: 7; Toughness: 13 (4)
Edges: Arcane Resistance, Sweep (Imp).
Gear: Melee attack (Str+d8).
Special Abilities:
• Armor +4: Stone skin.
• Construct: See Attendant.
• Fearless: Immune to fear and Intimidation.
• Size 2: Sentinels are 8’ tall and very dense.

125
FANTASY COMPANION

SUMMON ANIMAL SUMMON MONSTER


MONSTER RANK COST MONSTER RANK COST
Alligator/Crocodile S 6 Basilisk S 6
Bear S 6 Basilisk, Great V 10
Bird of Prey N 2 Burrower S 7
Boar N 4 Chimera S 5
Bull S 6 Cockatrice N 4
Cat, Small N 1 Crocotta N 3
Cat, large N 4 Darkmantle N 3
Dinosaur (Herbivore) S 7 Dragon, Young V 11
Dinosaur (Aquatic) S 5 Elemental (Small) N 2
Dinosaur (Pterosaur) S 5 Elemental S 6
Dinosaur (Velociraptor) S 5 Brownie N 3
Dire Wolf N 3 Fire Salamander S 5
Dog/Wolf N 2 Gargoyle S 5
Elephant (Common) S 7 Griffin S 5
Giant Ant N 4 Hippogriff S 6
Giant Bee N 2 Khazok N 4
Giant Bird S 5 Manticore S 5
Giant Centipede S 8 Minotaur S 6
Giant Crab S 6 Owlbear S 6
Giant Lizard N 4 Peryton S 5
Giant Mosquito N 2 Rust Monster N 4
Giant Octopus S 7 Wyvern S 8
Giant Rat N 2
Giant Scorpion S 7 SUMMON UNDEAD
Giant Snake V 9 MONSTER RANK COST
Giant Spider N 2 Ghost Blade S 8
Giant Toad S 5 Ghoul S 5
Horse, Riding N 4 Grave Guardian S 6
Horse, War S 5 Guardian Mummy S 5
Lion S 5 Shadow S 6
Mule N 4 Skeleton N 3
Rhinoceros S 7 Skeleton, Flaming S 6
Sabre-Toothed Tiger S 5 Skeleton, Motley S 6
Shark S 4 Skeleton, Giant S 5
Shark (Great White) S 6 Wight S 7
Snake (Constrictor) N 3 Zombie N 3
Snake (Venomous) N 3 Ghost N 4
Swarm S 5
Wolverine N 3

126
Summoned animals are loyal to the caster „ INCREASED TRAIT (+1): The caster can
(but may be taken over by beast friend or increase the monster’s Trait one die
similar abilities). type for one Power Point. She may do
They understand simple commands such this for as many Traits as she likes, but
as attack a particular target, push that rock, only once per Trait.
and so on, but are animals and act as such. „ MIND RIDER (+1): The caster can
Summoned animals act on the caster’s commun­icate and sense through any
Action Card. They (or their corpses) return of the monsters conjured in this casting.
from wherever they came from when the
spell expires. D SUMMON UNDEAD
MODIFIERS Rank: Seasoned
„ ADDITIONAL ANIMALS (Varies): Power Points: Special
Additional allies of the same type Range: Smarts
may be summoned at the same time Duration: 5
for half the Power Points cost of the Trappings: Clay figure that grows into a
original summons (total cost including servant, a tattoo
modifiers, rounded up). The zombie power (page xx) raises basic
„ INCREASED TRAIT (+1): The caster can undead that serve a necromancer’s whims
increase a Trait one die type for one for an hour. Summon undead doesn’t
Power Point. She may do this for as require existing corpses but brings them
many Traits as she likes, but only once from wherever they currently haunt to
per Trait. the necromancer’s current location. They
serve for a limited time, but are much more
„ MIND RIDER (+1): The caster can
powerful than those typically summoned
commun­icate and sense through any of
in groaning hordes of walking dead or
the animals summoned in this casting.
clinking mobs of chattering skeletons.
Summoned undead appear as listed in
D SUMMON MONSTER
the Bestiary of this book or Savage Worlds,
Rank: Novice
including any equipment in their profile.
Power Points: Special
Range: Smarts When the power expires, the loathesome
Duration: 5 dead fade back through shadow to their
Trappings: Clay figure that grows into a original location.
servant, a tattoo MODIFIERS
Conjuring a mindless ally or simple beast A D D I T I O N A L UNDEAD ( Va r i e s) :
is one thing. But summoning a monster is Additional undead of the same type
a true display of a sorcerer’s power! may be summoned at the same time
for half the Power Points cost of the
Summoned monsters are loyal to the
original summons (total cost including
caster, understand simple commands, and
modifiers, rounded up).
act on the caster’s Action Card.
Monsters return to from whence they „ INCREASED TRAIT (+1): The caster can
came when the spell expires. increase the monster’s Trait one die
MODIFIERS
type for one Power Point. She may do
this for as many Traits as she likes, but
ADDITIONAL MONSTERS (Varies):
only once per Trait.
Additional allies of the same type
may be summoned at the same time „ MIND RIDER (+1): The caster can commun­
for half the Power Points cost of the icate and sense through the undead.
original summons (total cost including
modifiers, rounded up).

127
FANTASY COMPANION

F TELEKINESIS If casting teleport on willing subjects, the


Rank: Seasoned caster decides where they move to, not the
Power Points: 5 targets.
Range: Smarts ×2 MODIFIERS
Duration: 5 „ ADDITIONAL RECIPIENTS (+1): The power
Trappings: A wave of the hand, magic may affect more than one target for 1
wand, steely gaze. additional Power Point each.
Telekinesis is the ability to move objects or GATE (+5): Instead of teleporting,
creatures (including oneself) with arcane the caster opens a temporary portal
will. It has a Strength of d10, or d12 with connecting her current location and the
a raise. destination. Creatures and objects can
Unwilling opponents resist the caster’s travel through this gate from either side
arcane skill with an opposed Spirit roll for 5 rounds.
when targeted and at the start of each of GREATER TELEPORT (+5): The character
their turns afterward until they’re released. can teleport much farther. The caster
They can be moved up to the caster’s must concentrate on her destination
Smarts per turn in any direction, and can for at least one round, taking no other
be bashed into walls, ceilings, or other actions. This makes her Vulnerable; if
obstacles for Str+d6 damage. Dropped Shaken or Stunned, the spell fails.
creatures suffer falling dam­age as usual. For one round of concentration, the
The caster may change targets while the character can teleport up to 100 miles.
power is active, but doing so gives living For two rounds, she can travel 1000
victims a chance to resist if they’re re- miles, and with three rounds, she can
targeted. go anywhere in the world.
Telekinetic Tools: A caster can wield tools If you’ve physically been there yourself,
(including weapons) with telekinesis as an there is no modifier to your roll. With
action. Use the caster’s relevant skill when success you arrive within 2d6 x 10 feet
attacking in this way (not his arcane skill). of your target, or on target with a raise.
MODIFIERS If you have a detailed map or have seen
POWER (+3): The Strength of telekinesis it through a power or device, you suffer
is d12, or d12 + 2 with a raise. Bashing a –2 to the roll. With success you arrive
victims inflicts Str+d6 damage. Objects within 2d6 x 100 feet, or on target with
weighing 500 pounds or more are a raise.
treated as Heavy Weapons. If you have a crude map or a general
notion of the place on a regional or world
TELEPORT map, you suffer a –4. You arrive within
Rank: Seasoned 2d10 miles with success, or within 2d6
Power Points: 2 x 100 feet with a raise.
Range: Smarts
In the absence of such information,
Duration: Instant
teleporting is not possible.
Trappings: A cloud of smoke, “phasing”
A Critical Failure transports the
out, change into a bolt of lightning.
recipient to a random location (GM’s
Teleport allows a character to disappear
call) on the same plane of existence.
and instantly reappear up to 12″ (24 yards)
„ TELEPORT FOE (+2): Foes may be targeted
distant, or double that with a raise.
by a Touch attack. This is an action,
Opponents adjacent to a character who
which must be the second part of a
teleports away don’t get a free attack
Multi-Action if the attack is successful.
(see Withdrawing from Melee in Savage
The foe resists the casting with an
Worlds).
opposed Spirit roll against the arcane
skill total and is sent up to 12″ away
128
with success and 24″ with a raise. Foes higher as the Edge’s Requirements. With
may not be teleported into solid objects. a raise, the recipient gains the Improved
version of the Edge (if there is one, and even
D TIME STOP if he doesn’t meet the Rank Requirement).
Rank: Heroic MODIFIERS
Power Points: 8 „ ADDITIONAL RECIPIENTS (+1): The power
Range: Self may affect more than one target for 1
Duration: Instant additional Power Point each.
Trappings: A glowing hourglass, floating POWER (+4): The recipient gains two
ice particles, blurring. Combat Edges at once.
Time is a constant for most, but not this
spellcaster. The spell slows time for all D WISH
but the caster, granting her a new turn Rank: Legendary
immediately after she finishes this one. Power Points: 20
With a raise, she gets up to four actions on Range: Smarts
the turn instead of three and can ignore up Duration: Instant
to 2 points of Multi-Action penalties. Time Trappings: A jinn from a bottle, clicked
stop can only be cast once per round. heels, an incantation, a monkey’s paw.
Wish allows a character to bend reality to
WALL WALKER his will. It is taxing to alter reality, however,
Rank: Novice so the caster must permanently sacrifice 3
Power Points: 2 of his own Power Points (after the spell
Range: Smarts is cast). A raise on the arcane skill roll
Duration: 5 eliminates this cost.
Trappings: Spider-like visage, prickly
A caster may wish for any one of the
hairs on hands and feet.
following effects per casting, chosen before
Wall walker allows the recipient to walk the roll is made:
on vertical or horizontal surfaces. With „ ACTIVATE A POWER: Wish casts any other
success, she moves at half her normal Pace.
available power, including modifiers,
With a raise, she may move at full Pace and
available in the campaign with a raise.
even run.
If the spell is opposed, the target rolls
If forced to make an Athletics roll to climb with a −2 penalty on top of any other
or hang on to a surface, she adds +4 to the modifiers. If the Power Points required
total. to activate the power and modifiers are
MODIFIERS greater than the cost of wish, the caster
„ ADDITIONAL RECIPIENTS (+1): The caster must pay the difference.
may affect others at the cost of 1 Power
„ INTERCESSION: The caster wishes for
Point each.
some form of aid, which typically
appears after a short period of time. A
WARRIOR’S GIFT party trapped in a collapsed dungeon
Rank: Seasoned might wish for escape only to be
Power Points: 4 rescued by a party of dwarven miners.
Range: Smarts A spellcaster could wish to know the
Duration: 5 true name of a powerful demon and be
Trappings: Gestures, prayer, whispered contacted the next day by a traitorous
words, concentration. subordinate of the creature.
With a successful arcane skill roll, the recip­
„ GAIN AN EDGE: The caster can gain (or
ient gains the benefits of a single Combat
grant another) a permanent Edge. The
Edge chosen by the caster. The caster (not
recipient must meet the Edge’s
the recipient) must have the same Rank or
129
FANTASY COMPANION

Requirements and can never gain more „ RESTORE FATE: The hero and all Wild
than one Edge from a wish. Cards in Range may refill their Bennies
„ WEALTH: The spellcaster wishes for up to their usual starting maximum.
to 10,000 gp worth of goods, including „ SPECIAL: The character may change
anything from transportation to relatively minor aspects of herself,
supplies to magic items. Such goods others, or the world around her (if the
generally sell for a quarter of their subject of the wish doesn’t want to
value. The wealth doesn’t appear from be affected, it’s resisted with a Spirit
nothing but rather comes to the caster roll at −2). This shouldn’t cause any
via events contrived by the GM. far-reaching changes to the world or
„ TRAVEL BACK THROUGH TIME: The history, shouldn’t be covered by one of
caster travels back in time for a short the abilities above, and is completely
period: one minute outside of combat or at the whim of the Game Master. A
back to the start of the current round caster can change her gender, ancestry,
in combat. Everything that happened languages, etc., but these changes do not
in that period is reversed except for alter time and are thus not retroactive.
the caster’s Power Points, Bennies, and Wish can improve someone’s mood (and
Wounds. their attitude on the Reaction Table, if
The GM should do her best to remember appropriate), but it can’t permanently
all other actors’ state of things from the affect free will. It can’t force a change
start of the round, but warping time is of heart or make someone harm
imperfect so don’t worry about getting themselves.
everything exactly right.
F ZOMBIE
Once reversed, only the caster
Rank: Veteran
remembers the alternate sequence of
Power Points: 3 (See sidebar for large
events, and that period of time cannot
creatures)
be altered again.
Range: Smarts
„ SEE THE FUTURE: The caster peers into Duration: One hour
the near or far future. A look into the Trappings: Carving symbols on corpses,
near future grants her three Conviction throwing bones, graveyards.
tokens that must be used by the caster
Zombie grants animation and basic intelli­
or anyone she’s currently in contact
gence to the remains of a once-living
with (mental, verbal, in sight, etc.)
being. The summoned horror is obedient
within the next five rounds. At the
but literal-minded in its duties. It isn’t
end of the fifth round, any remaining
telepathic, and must be controlled by voice.
tokens are discarded. A look into the far
future allows the caster to ask the Game The being has the physical skills it had in
Master one question about the future life, but its Smarts, Spirit, and related skills
and receive as accurate an answer as are reset to d4. A raise on the casting roll
possible. Actions by the spellcaster can increases any one of their Traits one die
change the future, however, so this type (caster’s choice).
may only be the most likely path or a See page 244 for the standard profile of a
warning of future dangers. human zombie. Corpses aren’t summoned
by this ability, so there must actually be a
„ RAISE A TRAIT: Wish can permanently
supply of bodies in Range (GM’s call).
increase a Trait one die type. This
An undead Incapacitated by damage can’t
increases the Trait’s limit by one die
be raised with this power again.
type as well. A recipient may never have
more than one Trait raised by a wish. MODIFIERS
„ ADDITIONAL ZOMBIES (+1): A larger
horde can be raised in a single casting
130
by paying an additional 1 Power Point
for each extra zombie raised.
„ ARMED & ARMORED (+1 per Zombie): The
dead rise with +2 armor and weapons
common to their background or
environment. Choose one:
• Hand Weapon: Str+d6.
• Ranged Weapon: Range 12/24/48,
Damage 2d6.
„ MIND RIDER (+1): The caster can
commun­icate and sense through one of
the undead he’s conjured in this casting.
„ PERMANENT (0): The zombie is given
unlife until Incapacitated by Wounds.
The Power Points used to raise it are
“invested” and unavailable until it’s
destroyed. The necromancer may
terminate his creations’ unlife at any
time, regardless of sight, distance, or
other factors. His Power Points then
begin recharging normally.
Pe r m a n e nt z om bie s
remain animated even if
their creator is slain!
„ SKELETAL (+1 per Zombie): The
corpse sloughs off the anchor of
dead flesh and rises as a skeleton.
Use the skeleton profile instead of
the zombie.

131
TREASURE

Why do adventurers brave deep dungeons she’s likely using it rather than leaving it
inhabited by flesh-eating trolls, terrifying stored away in a chest.
undead, and other unspeakable evils? For
the treasure, of course! DETECTING & IDENTIFYING
This chapter deals with monetary and MAGIC ITEMS
magical rewards for brave adventurers. It Any character with an Arcane Background
can be used to randomly stock a “dungeon” can sense magical or divine auras within 5”
or to create treasure from random (10 yards), unless the items are magically
encounters. concealed.
Much of the chapter is dedicated to magic Detecting magic at a greater range or
items suitable for most fantasy settings. gaining specific information requires
From simple daggers to heroic greatswords the detect arcana spell, which can also be
packed with Edges and bonuses, from used to identify an item’s specific powers
wands of fireballs to cloaks of teleportation, and reveal items or beings protected by
there are enough items to sate the lust of invisibility or conceal magic.
even the greediest tomb raider. If certain magic items are particularly
common in a setting, characters may
PLACING TREASURE recog n ize t hem wit h a Common
Treasure in fantasy adventures is often Knowledge roll. Perhaps “blue” potions
found in an ancient tomb, sorcerer’s tower, provide healing in your world while red
orc lair, or other dangerous locale. When ones boost Strength. (Of course this may
describing it, think about the form such sometimes be used to fool or trick unwary
valuables might take. A bandit chief might buyers.)
display stolen art in his office and hide gold Academics or Occult might recognize
ingots in a hidden floor safe. His minions famous, legendary, or locally known
are more likely to carry their loot on them. artifacts. Success knows the basic tale or
A minotaur might not care about coins, legend, while a raise provides additional
but wears gold chains threaded with the insight into their reputed abilities.
rings of those she’s defeated in combat.
Ancient tombs should be protected by
traps and fearsome beasts. If the master of
such a lair has a powerful magical artifact,

133
FANTASY COMPANION

TREASURE TYPES „ CURSED ITEMS: If an item’s description


indicates it is cursed, it cannot be
Whenever you need to generate treasure removed except with a successful dispel
roll on the table below. The level of loot with the Disenchant modifier. A caster
depends on the circumstances. A dragon only gets one chance to do so per item,
slain while attacking a village probably has however! If failed, she can’t try to dispel
no treasure on it. In its lair, however, might that item again until she increases her
be a vast trove of gold and magical items. arcane skill.
Intelligent creatures use any treasures they „ EDGES AND ABILITIES: If an item grants
have access to, or store it in their hideout if an Edge or Monstrous Ability and the
it’s not immediately useful to them. wielder already has that Edge, it grants
Creatures of animal intelligence don’t the improved version (if there is one).
usually hoard treasure, but may have „ MINOR & MAJOR POWERS: Some items
dragged former victims to their lair. Their grant powers to the bearer. Unless the
possessions remain there, so a Survival roll item says otherwise, activating such
might lead the party to the thing’s lair— items is an action but requires no Trait
and long-lost treasures. roll. A minor power confers the effect of
a standard success, and a major power
USING MAGIC ITEMS confers the effect of a raise. The effect
Each type of item on the following pages lasts for the power’s full Duration and
tells you how it’s used, but there are a few cannot be maintained.
common rules between them: „ STACKING: If two sources would increase
„ ACTIVE POWERS ARE ACTIONS: An item a Trait, use only the highest modifier
that requires a Trait roll is an action (effects don’t stack). Increases to a Trait
unless it says otherwise. Critical Failure from a magic item’s effects don’t count
means the user takes Fatigue (and loses for determining Trait Advancements.
a charge if the item has them).
„ WANDS: The user can spend the Power
Putting on a simple item of clothing Points in the wand to cast the listed
such as a ring or a cap limited free power and Power Modifiers. Power
action if it’s handy (GM’s call). Points in wands do not recharge except
by power stone (see page 148).

RANDOM TREASURE TABLE


Roll a monetary reward based on the Treasure Type (determined by the GM). This might be
a mix of coins, gems, jewelry, clothing, or objects of art depending on where they're found.
Next roll on the Magic Items column to see how many magic items are found. Roll that many
times on the Magic Items table on the following page to see what they are.
Campaign Type: Adjust these numbers as desired for your campaign world, the commonality
of magic items, or settings where treasure is scarce.
MAGIC ITEMS
TREASURE TYPE MONETARY
(D6)
Meager: Treasure carried by a group of bandits
1d10 × 100gp d6–4
or found in a minor monster lair.
Substantial: A stash found in a bandit,
1d10 × 1000gp d6–3
marauder, or deadly creature's lair.
Rich: A noble's treasury, the stash of powerful
raiders or monsters, the vault of a thieves' guild 1d10 × 5,000gp d6–2
in a small city.
Trove: A king's vault, a dragon's horde, the vault
1d10 × 10,000gp d6–1
of a thieves' guild in a large city.
134
„ MULTIPLE ITEMS: a character can only
wear one magic item in each location
TABLE A: MAGIC ARMOR
(head, eyes, shoulders, neck, chest, belt,
wrists, hands, feet). Putting on a second Roll to determine type on Table A, then the
necklace or a second belt, for example, bonus on Table A-1.
has no effect. D6 TYPE
A character can wear a ring on each 1 Cloth
hand and benefit from both magical 2–3 Leather
effects. 4–5 Chain
„ “DAILY” POWER: Items that may only be 6 Plate
used a certain number of times per day
TABLE 1-A: ARMOR BONUS
recharge at dawn.
D6 BONUS PRICE
ENEMIES WITH MAGIC ITEMS 1–3 Armor +1 3,000 gp
Don’t forget that enemies with magic items 4–5 Armor +2 6,000 gp
are very likely to be using them against the
+2 and Min Str
heroes! 6 decreases 8,000 gp
one die type
MAGIC ITEMS
D20 ITEM TABLE B: MAGIC SHIELDS
1 Exploding Stone (see page 144)
Roll to determine type on Table B, then the
2 Luck Stone (see page 147) bonus on Table B-1.
3 Power Stone (see page 148) D20 TYPE
4–5 Table A: Enchanted Armor 1–7 Small
6 Table B: Enchanted Shield 8–15 Medium
7–8 Table C: Enchanted Melee Weapon 16–20 Large
9–10 Table D: Enchanted Ranged Weapon TABLE B-1: SHIELD BONUS
11–12 Table E: Enchanted Arrows or Bolts D6 BONUS PRICE
13 Table F: Enchanted Jewelry 1–4 +1 Parry 4,000 gp
14–15 Table G: Potion +1 Parry and
16–17 Table H: Scroll 5–6 Min Str decreased 6,000 gp
18 Table I: Tome by one
19–20 Table J: Wondrous Item

TABLE E: BOLTS & ARROWS


Roll a d6. On a 1–4 the missiles are arrows. On a 5–6 they’re bolts. Roll a second time to
determine how many are found.
D6 TYPE PRICE
1–2 Accuracy: The missiles add +2 to the character’s Shooting roll. 200 gp each
3–4 Armor Piercing: The missiles are AP 2. 150 gp each
5 Damage: The missiles cause +2 damage. 200 gp each
Energy: The missile has an Energy Type (roll on the Energy Type
6 100 gp each
table, page 140).

135
FANTASY COMPANION

TABLE C: MAGIC TABLE D: MAGIC


MELEE WEAPONS RANGED WEAPONS
Roll to determine type on Table C, then the Roll to determine type on Table D (choosing
bonus on Table C-1. between Traditional or Black Powder
D20 TYPE Fantasy), then the bonus on Table D-1.
1–5 Axes TRADITIONAL FANTASY
d6 Type D20 TYPE
1–2 Axe 1–3 Axe, throwing
3 Axe-Chain 4–8 Bow
4–5 Battle Axe
6 Great Axe 9–10 Crossbow
11–12 Long Bow
6–13 Blades
13–15 Knife/Dagger
d20 Type
1–2 Bastard Sword 16–17 Sling
3–6 Dagger 18–20 Spear/Javelin
7–8 Great Sword
9 Rapier BLACK POWDER FANTASY
10–11 Saber D20 TYPE
12–14 Short Sword
1–2 Axe, throwing
15 Katana
16-19 Long Sword 3–4 Bow
20 Toothed Sword 5–7 Crossbow
14–17 Hammers, Flails & Maces 8 Long Bow
d10 Type 9–10 Knife/Dagger
1–2 Flail 11 Sling
3–5 Mace
12 Spear/Javelin
6 Great Flail
7–9 Warhammer 13–14 Musket
10 Maul 15–16 Blunderbuss
18–20 Pole Arms & Staves 17–20 Flintlock Pistol
d10 Type TABLE D-3: RANGED WEAPON BONUS
1–2 Halberd After rolling the bonus, roll a d6. On a 5 or
3 Lance 6, the weapon also has an Energy Type (roll
4 Pike on Table E-1).
5–7 Spear
8–10 Staff D6 BONUS PRICE
TABLE C-1: BONUS 1–3 +1 Shooting 4,000 gp
After rolling the bonus, roll a d6. On a 5 or 4–5 +2 Shooting 8,000 gp
6, the weapon also has an Energy Type (roll +2 Shooting
on Table E-1). and damage
6 10,000 gp
D6 TYPE PRICE dice increase
one step
1–3 +1 Fighting 4,000 gp
4–5 +2 Fighting 8,000 gp
+2 Fighting and
6 damage die 10,000 gp
increases one step

136
TABLE F: MAGIC JEWELRY TABLE G: MAGIC POTIONS
Roll a d6 for jewelry type, then another d6 Drinking or administering a potion is an
to determine the enchantment. On a 1-2, action. A user can only benefit from one
roll on Table F-2. On a 3-6, roll on Table F-3. potion per round (any consumed after the
first are wasted) and effects don’t stack with
D6 TYPE D6 TYPE
other potions, powers, or items.
1 Bracelet 4 Hairpin
D12 POWER PRICE
2 Brooch 5 Necklace
Alacrity: Affects the user
3 Earring 6 Ring 1 as per the speed power for 300 gp
one minute.
TRAIT TYPE
Attr ibute Boost: Roll
BONUS PRICE
on Table F-2. The potion
Increase an attribute one die 2 i nc r ea s e s t h e l i st e d 200 gp
16,000 gp
type attribute one die type for
Increase an skill one die type 10,000 gp 10 minutes.
Da rk sig ht : T he user
TABLE F-2: ATTRIBUTE TYPE
3 ignores all illumination 100 gp
D10 ATTRIBUTE penalties for one hour.
Agility: Increases the wearer's Invulnerability: Affects
1–2
Agility one die type. t he user as per t he
4 100 gp
Smarts: Increases the wearer's environmental protection
3–4
Smarts one die type. power for one minute.
Spirit: Increases the wearer's Spirit Haste: The user may
5–6
one die type. ignore 2 points of Multi-
5 300 gp
Strength: Increases the user's Action penalties each turn
7–8 for 30 seconds.
Strength one die type.
Vigor: Increases the user's Vigor Healing: Instantly heals
9–10 6 250 gp
one die type. one Wound and all Fatigue.
Invisibility: Affects the
TABLE F-3: SKILL TYPE 7 user as per the invisibility 500 gp
D20 SKILL D20 SKILL power for one minute.
1 Academics 11 Occult Recharge: Drinking this
8 200 gp
2 Athletics 12 Performance restores 10 Power Points.

3 Battle 13 Persuasion Skill Boost: Roll on Table


F-3: Skill Type. The potion
4 Boating 14 Repair 9 200 gp
increases the listed skill
Common one die type for 10 minutes.
5 15 Research
Knowledge Size: Roll d6. 1–3 affects
6 Gambling 16 Riding the user as per the growth
7 Healing 17 Stealth 10 power, and 4–6 causes 500 gp
the user to shrink instead.
8 Intimidation 18 Survival
Lasts 10 minutes.
9 Language* 19 Taunt
Spider Climb: Affects the
10 Notice 20 Thievery 11 user as per the wall walker 250 gp
* The GM chooses any one language available power for 10 minutes.
in the setting at d6. Tongues: Affects the user
12 as per the speak language 100 gp
power for 10 minutes.

137
FANTASY COMPANION

TABLE H: MAGIC SCROLLS TABLE H-2: UNCOMMON SCROLLS


D20 POWER
Each scroll has one power inscribed onto
1 Arcane Protection
it, including Power Modifiers if listed in its
description. A character must hold scroll and 2 Banish
may not read more than one scroll per turn. 3 Beast Friend
Reading a scroll is an action and requires a 4 Blast
Smarts roll or arcane skill roll (caster’s choice).
If the roll is successful, the power activates. 5 Burst
A reader may try again if the rolls fails, but a 6 Damage Field
Critical Failure means the scroll crumbles to 7 Disguise
dust without activating the power.
8 Dispel
Once a scroll is successfully cast, it fades,
crumbles, or is otherwise rendered inert. 9 Elemental Manipulation
Price: The price of a scroll is equal to its 10 Growth/Shrink
power’s Rank × the number of Power Points 11 Illusion
it uses × 50 gp. (For example, a scroll of healing
12 Invisibility
without any modifiers is Novice (1) × 3 Power
Point × 50 gp = 150 gp). 13 Mind Link
D6 RARITY 14 Object Reading
1–3 Common: Roll on Table H-1. 15 Puppet
4–5 Uncommon: Roll on Table H-2. 16 Speak Language
6 Rare: Roll on Table H-3. 17 Summon Ally
TABLE H-1: COMMON SCROLLS 18 Telekinesis
D20 POWER 19 Teleport
1 Bolt 20 Wall Walker
2 Boost/Lower Trait TABLE H-3: RARE SCROLLS
3 Detect/Conceal Arcana D10 POWER
4 Confusion 1 Blessing
5 Darksight 2 Divination
6 Deflection 3 Intangibility
7 Entangle 4 Mind Wipe
8 Farsight 5 Resurrection
9 Fear 6 Summon Animal
10 Healing 7 Summon Monster
11 Light/Darkness 8 Summon Undead
12 Protection 9 Time Stop
13 Relief 10 Zombie
14 Shape Change
15 Sloth/Speed
16 Slumber
17 Sound/Silence
18 Smite
19 Stun
20 Warrior's Gift

138
TABLE I: TOME 29 Crystal Ball
30 Cudgel of Darkness
Tomes contain d6 spells (use Table H: Magic
31 Cup of Knowledge
Scrolls). They aren’t scrolls, however, and
can’t be cast. But when a character with an 32 Dancing Shoes
Arcane Background takes the New Powers 33 Dragon Shield
Edge, she takes two powers as usual, then 34 Dragon Slayer’s Sword
may take a bonus third power from any she’s
found in a tome. The additional power must 35 Duelist’s Blade
be at or below her Rank and available to her 36 Dust of Reanimation
Arcane Background as usual. 37 Elf Goggles:
TABLE J: WONDROUS ITEMS 38 Fencer’s Shirt
39 Fearmonger
If a Unique item is ever rolled more than
40 The Fearsome Visage
once, simply roll again.
41 Flying Carpet
D100 ITEM
42 Gauntlets of the Weakling
1 Acrobat’s Boots
43 Giantskin Cloak
2 Adventurer’s Lantern
44 Glasses of Rapid Reading:
3 Armor of Action
45 Gloves of the Pacifist:
4 Assassin’s Armor
46 Goggles of Revelation
5 Anti-Magic Shield
47 Grail of Life
6 Arcane Reflector
48 Grave Dust
7 Axe of the Berserker
49 Half-life Amulet
8 Bag of Holding
50 Hauberk of the Mage Slayer
9 Battlefield Map
51 Head Taker
10 Bear’s Teeth
52 Headband of Phobias
11 Bearskin Cloak
53 Healer’s Staff
12 Bell of Turning
54 Helm of the Martyr
13 Bracelet of Danger Sense
55 Headband of Stupidity
14 Breastplate of Heroes
56 Horn of Bellowing
15 Brooch of Sickness
57 Javelin of the Gods
16 Brooch of Weak Will
58 Jester’s Hat
17 Captain’s Plume
59 Lightning Rod
18 Champion’s Shield
60 Lightning Staff
19 Cap of Tongues
61 Leviathan Suit
20 Chalk of Spirit Warding
62 Nomad’s Bow
21 Cloak of Invisibility
63 Orcbane
22 Cloak of Dragon Scales
64 Pathblocker
23 Cloak of Protection
65 Picks of the Master Thief
24 Cloak of Teleportation
66 Phantom Mail
25 Clockwork Pet
67 Philosopher’s Stone
26 Crook of the Tomb Guard
68 Phoenix Tail Feathers
27 Crossbow of Many Bolts
69 Rabbitskin Boots
28 Crown of Bones

139
FANTASY COMPANION

70 Ranger Badge TABLE E-1: ENERGY TYPE


71 Resplendent Crown
72 Ring of Frailty The effects below are in addition to any
73 Ring of Invisibility bonus damage caused by appropriate
environmental weaknesses.
74 Robe of Stars
D10 TYPE
75 Rod of the Necromancer
Acid: Anyone Shaken or Wounded
76 Rope of Climbing by the weapon automatically takes
77 Rune Coat 2d4 damage at the start of their next
1–2
78 Scepter of Petrification turn. If the target is wearing armor,
roll a d6. On a 5 or 6 the armor loses
79 Scepter of SLoth
one point of protection.
80 Seven-League Boots
Cold: If Shaken or Wounded by the
81 Skirt of the Dervish attack, the target’s Pace is reduced
82 Skullcap of Intellect 3–4 by 2 for five rounds. These effects
83 Slayer’s Arrows / Bolts are cumulative to a minimum Pace
of 1.
84 Souldrinker
5 Darkness: The attack has AP 2.
85 Spider Boots
Electricity: Anyone Shaken or
86 Staff of Fiery Doom:
6–7 Wounded by the attack must make
87 Staff of the Mage Lord a Vigor roll or be Stunned.
88 Staff of Tempests Fire: The weapon causes +2 damage
8–9
89 Sword of Savagery and may set the target on fire.
90 Torc of Authority 10 Light: The attack has AP 2.
91 Unicorn Horn
92 Unlucky Rabbit’s Foot
93 The Unspeakable Hide
94 Virtuoso’s Instrument
95 Wand of Enfeeblement
96 Wand of Fireballs
97 Wand of Puppetry
98 Witch’s Broom
99 The Wizard’s Sanctum
100 The Wolf’s Spear

140
MAGIC ITEM
DESCRIPTIONS
ACROBAT’S BOOTS: The wearer of these
knee-high, strapped boots gains the
Acrobat and Combat Acrobat Edge.
„ PRICE: 13,500; Weight: 1 lb.

ADVENTURER’S LANTERN: A lantern that


lights on verbal command, stays lit even
underwater, and never runs out. The
lantern can be ordered to stay in one place
or hover near the owner, allowing her to AXE OF THE BERSERKER: This great axe can
use its light hands-free. be as much bane as boon. The wielder has
the Berserk and Savagery Edges.
„ PRICE: 500; Weight: 1 lb.
„ PRICE: 21,000; Weight: 12 lbs.
ARMOR OF ACTION: Roll on Table A: Magic
Armor, to determine the type, and Table BAG OF HOLDING: Appearing as an ordinary
A-1 to determine its bonus. The armor is small cloth bag, this enchanted container
light and flexible, reducing its Minimum can carry up to 50 pounds of objects while
Strength one die type (if possible). When only weighing one pound. The mouth of
the user has a face card in combat, he may the bag opens wide enough to permit items
ignore two points of Multi-Action penalties. up to one foot in diameter.
„ PRICE: 7,500; Weight: Varies „ PRICE: 750; Weight: 1 lb.

ASSASSIN’S ARMOR: This jet-black leather BATTLEFIELD MAP: This large vellum map
jacket grants +2 to Stealth rolls. Once presents a three-dimensional image of a
per day, it also grants the wearer minor battlefield and any troops its holder can see
invisibility with a Duration of 10 rounds. with her own eyes. This increases her Battle
skill two die types.
„ PRICE: 13,500; Weight: 11 lbs.
„ PRICE: 3,000; Weight: —
ANTI-MAGIC SHIELD: Anyone bearing this
shield gains the Arcane Resistance Edge. BEAR’S TEETH: These powerful artifacts
Roll on the B–1: Magic Shields table to are created in sets of five and hung by
determine its size. It has no additional individual threads on a leather necklace.
bonus. When a tooth is thrown on the ground,
it transforms into a bear under the user’s
„ PRICE: 9,000; Weight: Varies mental command. The bear remains for one
ARCANE REFLECTOR: When anyone targets hour or until killed. The tooth is destroyed
the wielder of this powerful, jewel- when used (1d5 remain if found used).
encrusted large shield with a magical „ PRICE: 4,000; Weight: —
attack or effect, it automatically reflects the
effect back. Treat the power as if the caster BEARSKIN CLOAK: This thick bearskin cloak
were the target and resolve as usual. provides immunity to all forms of cold,
including blizzards, subzero temperatures,
This works against any power cast with or cold attacks, such as icy bolts or the
an arcane skill, not creature abilities, even breath of deadly frost dragons.
if they reference a standard power.
„ PRICE: 47,500; Weight: 12 lbs.
„ PRICE: 9,000; Weight: 1 lb.
141
FANTASY COMPANION

BELL OF TURNING: Inscribed with holy the wearer Command plus any one other
symbols of benevolent deities, this large Leadership Edge she’s eligible for. She may
hand bell is a ward against undead. When change the additional Edge each encounter
rung (a free action), it creates an area of if she wishes, perhaps using Fervor for one
holy power equal to a Large Blast Template fight and Inspire for another.
centered on the bell ringer. Any undead „ PRICE: 10,875; Weight: —
who try to enter the area must make a
Spirit roll at –2. The vile creatures may fire CHAMPION’S SHIELD: Various orders
weapons, cast spells, or Test those within pledged to protect the weak forged these
the circle normally. shields for their champions. Roll on Table
Undead already within the area of effect B to determine type. The bearer and every
(or forced into by the wielder) must make adjacent ally gains +2 Toughness and adds
the Spirit roll or be pushed outside it. +2 to any Soak rolls.
In either case, an undead who Critically „ PRICE: 22,500; Weight: Varies
Fails the Spirit roll takes a Wound.
CAP OF TONGUES: Crafted from doeskin
The user may continue ringing the bell and decorated with images of open mouths
as long as he wishes, though of course the and wide ears, the cap of tongues allows
sound may draw more attention. the wearer to speak and understand any
„ PRICE: 16,000; Weight: 1 lb.
language spoken to her. The cloth cap
BRACELET OF DANGER SENSE: Made from does not grant the ability to read other
various good luck charms, this bracelet languages, however.
jingles softly when the wearer is in „ PRICE: 11,000; Weight: 1 lb.
imminent danger, granting him the Danger
Sense Edge. CHALK OF SPIRIT WARDING: These sacred
sticks of chalk are found in ornate boxes
„ PRICE: 9,000; Weight: — lined with black velvet. Gold or silver
BREASTPLATE OF HEROES: These plate mail decorates the top and depicts creatures of
breastplates are engraved with a radiant, the spirit world.
half-set sun. It functions as normal for The magic in each stick can draw a single
most, but if someone with the Heroic circle, no larger than a Large Blast Template,
Hindrance wears it, they are immune to then it’s used up. Supernatural creatures
Fear and Intimidation. (GM’s call) may not enter the circle or make
„ PRICE: 6,000; Weight: 30 lbs.
direct attacks against anyone inside it. The
beings may still converse with those inside,
BROOCH OF SICKNESS: Cursed. Though make verbal Tests, etc.
engraved with runes of vitality, this relic Supernatural creatures within a circle
makes the wearer prone to sickness and when it is drawn aren’t affected, so
environmental effects. She subtracts 2 make sure to expel such entities before
from all Vigor rolls made to resist Fatigue completing the circle!
checks, poison, disease, and the like. The circle lasts until any part of the circle
„ PRICE: 7,500; Weight: — is erased or an hour passes, whichever
happens first.
BROOCH OF WEAK WILL: Cursed. The „ PRICE: 1,875; Weight: —
wearer’s Spirit decreases two die types
(minimum d4). CLOAK OF INVISIBILITY: This powerful
device is highly prized by thieves, spies,
„ PRICE: 9,000; Weight: —
and those who engage in skullduggery. The
CAPTAIN’S PLUME: This elegant red wearer gains minor invisibility for long as
feather plume must be worn atop a the cloak is worn.
cap or helmet to function. It grants
142
„ PRICE: 20,000; Weight: 1 lb. spoken, the corpse is possessed by a foul
spirit and becomes a Guardian Mummy
CLOAK OF DRAGON SCALES: Few cloaks
(see page 223) under the dominion of the
of this type are truly made from dragon one who created it.
scales—the name often refers to its power
rather than its material. The effect is the The crook can raise up to three mummies
same, however—the wearer is immune at any one time. If one is destroyed, the
to damage from fire or heat. He can walk crook can’t replace it until the following
through lava floes, run into a burning day.
building to save others, or brave the fiery „ PRICE: 25,500; Weight: 4 lbs.
breath of an ancient dragon without worry.
CROSSBOW OF MANY BOLTS: This magical
„ PRICE: 9,000; Weight: 1 lb. relic shoots a magical bolt of energy when
fired. This heavy crossbow never needs
CLOAK OF PROTECTION: Valued by warriors
ammo or reloading.
and wizards alike, a cloak of protection
grants the wearer major protection. „ PRICE: 13,600; Weight: 12 lbs.
„ PRICE: 9,000; Weight: 1 lb. CROWN OF BONES: The Crown of Bones once
belonged to a Lich-King, a necromancer
CLOAK OF TELEPORTATION: As a limited
of unsurpassed power. Though he was
free action, the user can teleport up to 12”
defeated centuries ago, his vile crown still
(24 yards) distant. Teleporting to an area
exists, hidden away from the gods of light,
in sight requires no roll. Teleporting to an
to whom it is an affront. Anyone who wears
area the wearer can’t see, such as through
the helmet gains a lich’s Death Touch,
a door or into a shadowy area, requires a
Undead, and Zombie Special Abilities (see
Smarts roll at –2. If the roll is failed, he
Savage Worlds). (If he can’t cast the zombie
doesn’t teleport and is Stunned. The
power, the latter does him no
teleporter can never enter
good.)
a solid space—the cloak
instantly returns Should the
him to his starting character lose the
location as above. helm, he loses the
abilities—and all the
„ PRICE: 12,0 0 0;
vengeful dead he’s raised
Weight: 1 lb.
instantly turn against him.
CLOCKWORK PET: This strange „ PRICE: 32,000; Weight: 1 lb.
relic is a loyal mechanical creature
that obeys its owner’s verbal commands. CRYSTAL BALL: A glass sphere approximately
Though clearly a device, its magic gives it four inches in diameter that allows those
full sentience. Most are manufactured in who peer into it brief glimpses of the
the form of rats, cats, dogs, or owls, and future. Once per day, someone with Occult
have those profiles, as well as the Construct d6+ may spend ten minutes and make a
ability and Armor +2. If the type of animal roll to generate a vision. If successful, he
can fly (such an owl or hawk), it’s Pace is 6” chooses one ally to have the Danger Sense
regardless of the creature it mimics. Edge until the next sunrise. With a raise,
the recipient gets the Elan Edge as well.
„ PRICE: 8,250; Weight: Varies
A Critical Failure on the Occult roll causes
CROOK OF THE TOMB GUARD: This three foot the crystal ball to veer from the likely to
long “crook” (curved staff) is banded with the most remote possibilities of betrayal
gold and lapis lazuli, and engraved with and death. One viewer, chosen at random,
runes of death and servitude. When waved gains the Suspicious (Major) Hindrance
over a corpse and the command word until the crystal ball is used in their

143
FANTASY COMPANION

presence and a raise is scored DUELIST’S BLADE: This


on the Occult roll. ornately worked rapier
This type of crystal is a boon to duelists. It
ball can’t answer increase the wielder’s
specific questions— Fighting one die type
its focus is entirely and gives him the
up to the whims Counterattack Edge.
of fate (the Game „ PR ICE: 18 , 0 0 0 ;
Master). Weight: 2 lbs.
„ PRICE: 10,750;
D U S T O F
Weight: 3 lbs
REANIMATION:
CUDGEL OF DARKNESS: M a de f r o m t h e
This simple, hardwood ground bones of the
c udgel is used for dead and enchanted
knocking out foes. If the with necromantic energy,
victim is hit in the head with the resulting dust can raise
this heavy club, the Vigor roll to avoid corpses as obedient undead. Each pinch
Knockout is made at –4 instead of –2 (see permanently animates a corpse, either as
The Drop in Savage Worlds). a zombie or skeleton, depending on how
much flesh remains. The dust is created
„ PRICE: 16,825; Weight: 2 lbs.
in skin bags of 10 pinches (1d10 remain if
CUP OF KNOWLEDGE: Anyone who drinks found used).
from this cup permanently increases his „ PRICE: 4,500; Weight: —
Smarts and Common Knowledge one die
type. Each person may only ever gain this ELF GOGGLES: These thick, green lenses are
benefit once. The character also gains a lust joined by a metal frame and tied around
for knowledge and the Curious Hindrance. the head with a leather strap. When the
lenses are lowered over the eyes, the wearer
„ PRICE: 35,000; Weight: 1 lb.
ignores penalties for poor lighting except
DANCING SHOES: Cursed. These shoes in Pitch Darkness—just like an elf.
appear to grant the wearer with the gift „ PRICE: 3,000; Weight: 1 lb
of speed. However, every time the wearer
stops walking, he must then spend twice EXPLODING STONES: These small but
the amount of time dancing. The character powerful one-shot devices explode on
is not helpless, but can take no actions impact. A stone can be thrown to a Range
while dancing. of 3/6/12 using Athletics or fired from a
sling using Shooting. The stones cause 3d6
„ PRICE: 15,000; Weight: 1 lb.
damage in a Medium Blast Template, or
DRAGON SHIELD: This medium shield has 4d6 damage with a raise. Stones are created
the face of a dragon painted or sculpted in batches of four (1d4 if found used).
on the front. Once per encounter, it casts „ PRICE: 2,000; Weight: —
a major burst with a fire Trapping and the
Damage modifier. FEARMONGER: Crafted by a wizard who
preferred to scare his foes rather than
„ PRICE: 15,000; Weight: 4 lbs.
kill them, the magical dagger grants the
DRAGON SLAYER’S SWORD: A long wicked user the major fear power in a Large Blast
blade with a dragon head for a pommel, Template centered on the dagger. It may
this long sword grants the wielder the only be cast once per day.
Giant Slayer Edge. „ PRICE: 9,375; Weight: 1 lb.
„ PRICE: 13,500; Weight: 4 lbs.
144
THE FEARSOME VISAGE: This terrifying suit GOGGLES OF REVELATION: These blue-tinted
of spiked, black plate mail (torso, arms, goggles are highly-favored by tomb raiders
legs, head) is engraved with fearsome or for their power to detect any magical beings
gruesome images. Once per encounter, as or effects within 12” (24 yards). This gives
a free action, it causes a Fear check at –2 to him the Treasure Hunter Edge, allows him
every foe within 12” (24 yards). to see invisible foes (ignoring up to 2 points
of penalties when attacking them), and
„ PRICE: 25,500; Weight: 54 lbs
detect enchantments on people, magical
FENCER’S SHIRT: The wearer of this cloth wards or items, and so on.
shirt (torso) gains Toughness +1 and the „ PRICE: 12,000; Weight: —
Evasion Edge.
GRAIL OF LIFE: Most believe this cup is
„ PRICE: 12,000; Weight: 1 lb.
nothing more than a legend, an oft-repeated
GAUNTLETS OF THE WEAKLING: Cursed. lie told to simpletons to send them off on
These gauntlets look strong and powerful— an unanswerable quest for themselves or
but reduce the wearer’s Strength two die some ailing loved one. But it is very real,
types (minimum d4). and promises either long life or a terrible
death.
„ PRICE: 9,000; Weight: 2 lbs.
The cup may be simple or ornate depending
GIANTSKIN CLOAK: This heavy cloak allows on the campaign world and the origin of its
its wearer to alter his Size by +1 to +3 (or maker. Anyone who drinks from it makes
return to Normal Size) by speaking a a Spirit roll. If the cup was created by evil
command word. Each increase to Size beings, morally neutral characters roll at
increases Strength and Toughness a like –2 and generally good beings roll at –4. If
amount as usual. The effect lasts as long it was made by good beings, evil beings
as the wearer wishes or until the cloak is roll at –4. (The Game Master determines
removed. Any material possessions the whether a character matches the vessel’s
wearer has on his person when the cloak is nature by their Hindrances and actions.)
activated grow as well, returning to normal
Those who succeed gain an additional
when the effect is terminated.
hundred years of life and may drink (and
„ PRICE: 26,000; Weight: 1 lb. test) again when that time is up. With a
raise, their Vigor increases a die type as
GLASSES OF RAPID READING: This pair of
well.
reading glasses is popular with wizards
Those who fail are found wanting. They
and priests needing to research material
die a terrible, agonizing death over the next
from musty tomes. The glasses allow a
d6 rounds, and there is no return under
reader to read a page a second, increasing
any circumstances.
the wearer’s Occult and Research skill
„ PRICE: 1,000,000; Weight: 1 lb
two die types when reading documents is
involved. GRAVE DUST: This dark, gritty dust is
„ PRICE: 4,500; Weight: — used to communicate with the dead. If
sprinkled on the remains of a corpse or
GLOVES OF THE PACIFIST: Cursed. These its grave, the speaker may ask three yes or
black, velvet gloves have silver and gold no questions. The spirit may say more if it
runes of martial prowess and bravery chooses but must answer truthfully. It is
stitched upon them. When donned, not omnipotent, however, and knows only
however, their curse takes effect. Anytime what it knew in life up to the moment of
the wearer directly causes a Wound to a its death.
living creature he takes a level of Fatigue.
„ PRICE: 1,200; Weight: —
„ PRICE: 4,500; Weight: —

145
FANTASY COMPANION

the user to ignore 4 points of Called


Shot penalties when attacking a
target’s head. It confers no bonus against
other body parts.
„ PRICE: 26,000; Weight: 8 lbs.

HEADBAND OF PHOBIAS: Cursed. This


leather headband has a lapis lazuli in the
center, a stone renowned for its properties
FLYING CARPET: Flying carpets of courage and bravery. In spite of this, it
are speedy flying devices that allow actually causes the wearer to suffer a Major
their owners to travel about the realm Phobia—one determined by the Game
and avoid hazardous treks in style. Flying Master but usually directly related to his
carpets move at a Pace of 24” (Handling profession. A warrior might become afraid
+1), activate with a command word (a free of weapons, a mage may find that magic
action), and are maneuvered by pulling or scares him witless, or a thief may suddenly
releasing the corners of the carpet (via the develop a phobia for gold.
Piloting skill). „ PRICE: 7,500; Weight: —

Up to four Size 0 creatures can ride on the HEALER’S STAFF: Sent to the mortal world
carpet at once, though every 250 pounds by the goddess of healing, this seemingly
reduces its Handling by 1 (to maximum of ordinary wooden staff is imbued with part
1000 pounds and –2 Handling). of her divine essence. It grants its wielder
„ PRICE: 108,000; Weight: 15 lbs. the Healer Edge and the healing and relief
powers. It’s cast with the Healing skill and
HALF-LIFE AMULET: After Soaking, the has 20 Power Points (the Power Points fully
wearer of this heart-shaped amulet may recharge every morning).
channel any remaining, unsoaked Wounds The staff has one other use. If it’s ever used
into it. to strike a demon or devil it automatically
When created, half-life amulets can hold explodes with holy light, destroying the
five Wounds (used amulets have 1d6-1 staff forever but causing the being d6+1
Wounds remaining). If a wearer attempts Wounds. Every other evil being (GM’s call)
to transfer more Wounds than the amulet within a Large Blast Template centered on
can hold, it instantly shatters and has no the target takes 5d10 damage.
effect on the Wounds he attempted to place „ PRICE: 26,600; Weight: 4 lbs.
within it.
The detect arcana power may be used to HELM OF THE MARTYR: Regal lions are
determine how many Wounds a half-life carved on either side of this full plate helmet.
amulet can hold. If the wearer is ever Incapacitated from
„ PRICE: 13,500; Weight: —
Wounds, he gains a point of Conviction,
ignores all Wound penalties, and may take
HAUBERK OF THE MAGE SLAYER: The finest his next turn as usual. He may prolong his
dwarven steel was used to make this blaze of glory by spending a Benny at the
chain shirt. Anyone who wears it gains start of each of his subsequent turns. If he
the Arcane Resistance Edge and adds +d6 starts a turn without spending a Benny,
damage on Fighting attacks made against however, he falls and goes through the
enemies with an Arcane Background. usual Incapacitated process.
„ PRICE: 18,000; Weight: 22 lbs „ PRICE: 9,875; Weight: 4 lbs.

HEAD TAKER: Said to be crafted for an HEADBAND OF STUPIDITY: Cursed. The


executioner, Head Taker is a great unfortunate victim of this item reduces his
sword with a dire purpose. It allows Smarts two die types (minimum of d4), his
146
Common Knowledge to d4, and gains the „ PRICE: 11,250; Weight: 4 lbs.
Clueless Hindrance.
LEVIATHAN SUIT: The hides of various
„ PRICE: 9,500; Weight: — denizens of the deep are used to create
these aquatic wonders. It acts as leather
HORN OF BELLOWING: Carved from the horn
armor (torso, arms, legs, head) and grants
of some ancient creature, this heavy horn
the Aquatic ability.
emits a deep, rumbling
bellow that issues forth „ PRICE: 6,000; Weight: 20 lbs.
with great power when
LUCK STONE: A luck stone acts like a point
blown (a limited action).
of Conviction! Once used, it crumbles to
The sound of the horn dust.
can be heard up to 10
„ PRICE: 4,500; Weight: —
miles distant. Sonic waves
issues forth in the shape of NOMAD’S BOW: Shamans of nomadic
a Cone Template, pushing steppe horsemen bind spirits into their
everyone within back 2d6”. weapons to produce
Large or greater creatures magical effects. These
ignore this effect. Victims who composite bows grant
impact a hard surface take 2d4 their wielder the Steady
damage. Hands Edge and cause +2
„ PRICE: 13,500; Weight: 1 lb. damage to anything they hit.
JAVELIN OF THE GODS: This elegant „ PRICE: 22,500; Weight: 3 lbs.
throwing spear is engraved with runes
ORCBANE: Orcbane is a slim, elvish long
of fire and destruction. The wielder uses
sword that glows softly when ogres, orcs,
Athletics (throwing) to attack and when the
goblins, or trolls are within 100 yards. It
javelin strikes, it explodes in a Large Blast
grows brighter as the wielder gets nearer
Template for 3d6 fire damage, or 4d6 with
such beings, leading the warrior to bloody
a raise. This destroys the javelin.
battle. Its bonus damage is 1d10 instead of
„ PRICE: 750; Weight: 3 lbs. 1d6 against such creatures.
JESTER’S HAT: A three-pronged cap „ PRICE: 11,250; Weight: 4 lbs.
complete with bells, the jester’s hat
PATHBLOCKER: Pathblocker is a long,
increases the wearer’s Taunt skill two die
sturdy spear that grants the wielder +2 to
types.
his Fighting and damage rolls and the First
„ PRICE: 6,000; Weight: — Strike Edge.
LIGHTNING ROD: This silver rod grants the „ PRICE: 18,000; Weight: 6 lbs.
bolt power, which manifests as streaks
PICKS OF THE MASTER THIEF: These golden
of blazing hot lightning. It’s cast with
lockpicks ignore all penalties caused by
Shooting or the user’s arcane skill (his
locks when the character attempts to pick
choice) and has 20 Power Points (the Power
a lock. They shatter if the thief ever rolls a
Points fully recharge every morning).
Critical Failure when using them.
„ PRICE: 12,000; Weight: 5 lbs.
„ PRICE: 6,500; Weight: —
LIGHTNING STAFF: This wooden staff is
PHANTOM MAIL: These rare plate corselets
carved with images of storms and mighty
are forged from the ruined mail of a
deities striking their foes with fists of
great champion who died in the service
charged lightning. It causes +4 damage
of an important quest. It grants minor
whenever used to strike a target in metal
armor such as chain or plate mail.
147
FANTASY COMPANION

intangibility to the wearer for 10 rounds the wearer’s Survival and Tracking one
once per day. die type. Anyone attempting to track the
ranger subtracts 4 from her Survival rolls.
„ PRICE: 11,250; Weight: 30 lbs
„ PRICE: 8,000; Weight: —
PHILOSOPHER’S STONE: T h is ra re,
mysterious crystal increases the potency RESPLENDENT CROWN: This ancient crown
of an alchemist’s concoctions. was once said to have perched on the head
of an elven queen. It emits a constant, soft,
If an alchemist has the Philosopher’s
white light that Distracts goblins, orcs, and
Stone, damage-causing potions do +d6
trolls while they’re within 12” (24 yards).
damage, opponents subtract 2 when rolling
against resisted powers, and beneficial „ PRICE: 36,750; Weight: —
powers with a Duration of 5 or more have
RING OF FRAILTY: Cursed. Despite being
their Duration doubled.
engraved with runes of vitality, the ring
„ PRICE: 54,000; Weight: 1
decreases the user’s Strength and Vigor
PHOENIX TAIL FEATHERS: Every phoenix one die type.
has 35 magical tail feathers, each containing „ PRICE: 7,500; Weight: —
a one-shot spell with a fire Trapping. The
thirteen yellow feathers contain bolt, the RING OF INVISIBILITY: These precious and
twelve orange feathers have burst, and the elegant metallic bands are marked with
ten red feathers hold blast. The powers are runes of concealment and obfuscation.
cast using the character’s Spirit as an action When placed on a finger, the wearer gains
and have the Damage modifier. major invisibility.
Once removed, tail feathers don’t grow „ PRICE: 20,000; Weight: —
back. Legend says that if the last feather
ROBE OF STARS: This dark purple robe
is removed, the bird explodes but will not
(cloth armor) gives the wearer Toughness
be reborn!
+2 and is covered in 10 bright, embroidered
„ PRICE: 150 (yellow), 200 (orange), 500
stars or other symbols (1d10 stars remain
(red); Weight: — if found previously used). Each star can
POWER STONE: These palm-sized stones be used to add +2 to an arcane skill total
contain 10 Power Points. Anyone carrying after it’s rolled. Once a star has been used, it
this stone in hand can use these Power fades to pale yellow and no longer conveys
Points to cast spells or recharge a wand. any powers.
It has 1d10 Power Points remain if found „ PRICE: 26,000; Weight: 9 lbs.
used. The stones do not recharge.
ROD OF THE NECROMANCER: This feared
„ PRICE: 1,200; Weight: —
relic is carved from gnarled, black wood
RABBITSKIN BOOTS: The wearer of these with a withered human hand at the
soft boots triples her jumping distances, “working end.” The hand clutches a clear
including extra distance gained from orb filled with a myriad of souls trapped
making a Strength roll. This also gives her in eternal torment. The staff contains
the Savagery Edge if she can jump (even in the fear and zombie powers and 20 Power
place) during her attack. Points (the Power Points fully recharge
every morning). It works only for those
„ PRICE: 12,000; Weight: 1 lb. with an Arcane Background and uses their
RANGER BADGE: Rangers are the guardians Spellcasting or Faith skill to activate. Any
of the wild, sworn to uphold the balance undead raised by the staff are automatically
of nature. They are also excellent scouts Resilient, making them very powerful
and trackers. This silver badge in servants indeed!
the shape of an oak leaf increases „ PRICE: 30,000; Weight: 5 lbs.
148
ROPE OF CLIMBING: This strange, magical SKIRT OF THE DERVISH: The wearer of this
20-yard rope is no thicker than a wand but deadly skirt gains the Sweep, Improved
strong enough to support 3,000 lbs. When Sweep, Ext ract ion, a nd Improved
held and commanded, it snakes its way Extraction Edges, allowing her to swirl
forward, fastening itself securely wherever about a crowd of enemies without getting
the user wants at Pace 3. It can unfasten and pinned by them. If she ever rolls a Critical
return upon command as well. The rope Failure on a Fighting roll while using her
may also negate situational penalties to Improved Sweep Edge, however, she trips
Athletics (climbing) rolls where its magical or smashes into an obstacle and is Stunned.
properties can benefit the user (GM’s call). „ PRICE: 15,650; Weight: —
„ PRICE: 3,000; Weight: 5 lbs.
SKULLCAP OF INTELLECT: This silver
RUNE COAT: Scores of strange blue runes and skullcap is engraved with runes of
sigils cover this padded waistcoat. While knowledge. Anyone wearing it increases
worn, the wearer gains the advantages of his Smarts two die types, and all Smarts-
minor environmental protection. The runes related skills one die type.
glow visibly any time a condition triggers „ PRICE: 42,000; Weight: 3 lbs.
the rune coat’s enchantment, such as
intense heat or cold from an environmental SLAYER’S ARROWS / BOLTS: Roll a d6. On a
source. 1–4 the missiles are arrows. On a 5–6 they’re
„ PRICE: 6,000; Weight: 1 lb.
bolts. Roll a second time to determine how
many are found.
SCEPTER OF PETRIFICATION: This short
These incredibly deadly, black missiles
metal staff is capped with a bejeweled
cause +4 damage and shatter when they
Medusa or basilisk’s head. The
strike a target. If the victim is Shaken or
wielder may make a Shooting
Wounded by the attack, he must make a
or arcane skill roll (her choice)
Vigor roll at –2 or perish, regardless of how
at any target within 12” (24
many Wounds he can usually take.
yards). With a successful hit,
„ PRICE: 9,375; Weight: —
the target must make a Vigor roll
(at –2 if hit with a raise). Failure SOULDRINKER: Said to be one of seven
means the target is paralyzed. At legendary blades created by the lords
the beginning of each subsequent of Hell for their most trusted mortal
turn, the victim gets a Vigor roll at –2 lieutenants, Souldrinker is a powerful
as a free action to recover. If he does, and magical great sword (+2 Fighting,
he improves to Stunned (see Savage +2 Parry, Str+d12 damage).
Worlds).
Whenever a foe is Incapacitated
„ PRICE: 21,875; Weight: 5 lbs. by the blade, he must make an
SCEPTER OF SLOTH: Once per encounter,
immediate Vigor roll. Failure
the scepter allows the user to cast major means the sword’s wielder
sloth using her Shooting or arcane skill increases any one of his Traits
(her choice). She can affect a single target one die type or heals one Wound.
within 12”. Each Trait may be raised no
more than twice.
„ PRICE: 11,250; Weight: 5 lbs. Such a devilish blade exudes a
SEVEN-LEAGUE BOOTS: These miraculous corrupting influence on its user. At the
boots increase the wearer’s Pace by +4 and end of any encounter in which a character
his running die two die types. used the sword to Wound a mortal, living
being, he must make a Spirit roll at
„ PRICE: 12,000; Weight: 1 lb. –2 or permanently gain one of the

149
FANTASY COMPANION

following Hindrances or vampiric qualities a storm in clear conditions or dispel a


(in this order): Bloodthirsty, Invitation, powerful storm, and 2 if summoning in
Weakness (Holy Water), Weakness (Holy normal conditions or dispelling a normal
Symbol), and finally Weakness (Sunlight). storm. The power only works outdoors,
Once he acquires a Weakness to Sunlight, and can affect or create a storm that covers
he becomes a vampire. up to 10 miles in diameter.
It’s said the blade can be destroyed by A dispelled storm vanishes in 2d6 rounds,
“plunging it into the heart of the sun.” It’s or d6 round with a raise.
certainly a euphemism, but for what only
A summoned storm reduces visibility
the Game Master can determine. If the
(Dim Illumination) and extinguishes most
blade is destroyed, its current user’s soul
normal fires within 1d10 rounds. A
is restored.
raise creates a monstrous tempest,
„ PRICE: 76,500; Weight: 8 lbs.
reducing visibility to just 12” (still
SPIDER BOOTS: These knee-high leather Dim within that area), ranged
boots are laced with a spider’s web pattern attacks suffer a –2 penalty from
of silver thread. Anyone who wears them the high winds, and most terrain
gains the wall walker racial ability. quickly turns into Difficult Ground.
The storm last 2d6 hours. Flash
„ PRICE: 3,000; Weight: 1 lb.
floods, periodic lightning strikes,
STAFF OF FIERY DOOM: The staff of and damage to buildings from
fiery doom can unleash destruction on wind and rain all follow in the
a truly terrifying scale. The staff allows tempest’s wake.
its wielder to cast blast, bolt, or burst as „ PRICE: 39,375; Weight: 4 lbs.
she chooses, uses the wielder’s Shooting
SWORD OF SAVAGERY: Cursed. This
or arcane skill (her choice) with a Fire
longsword is cursed with bloodlust.
Trapping, and has 20 Power Points
The wielder gains the Berserk and
(the Power Points fully recharge every
Savagery Edges, and the Bloodthirsty
morning).
Hindrance.
„ PRICE: 24,000; Weight: 4 lbs.
If the wielder fails a Fighting roll, she
STAFF OF THE MAGE LORD: This hits a random target within range of her
otherwise ordinary staff increases attack (but not the intended target).
a character’s Spellcasting two die „ PRICE: 14,250; Weight: 4 lbs.
types as long as she has an Arcane
Background that uses Spellcasting. TORC OF AUTHORITY: This large golden
If she ever rolls a Critical Failure, neck band increases the wearer’s Spirit
however, she’s Stunned in addition one die type and grants her the Command
to any other effects of her particular Edge and the Inspire Edge.
Arcane Background. „ PRICE: 12,500; Weight: —
„ PRICE: 15,750; Weight: 4 lbs. UNICORN HORN: A unicorn horn can cast
STAFF OF TEMPESTS: This staff can the minor healing power once per day. It
be used to dispel or create mighty can also cast minor greater healing or minor
storms. Summoning a storm resurrection once, but crumbles to dust
requires a full minute’s concentration, afterwards.
chanting, or even bellowing at the sky as „ PRICE: 95,625; Weight: 1 lb.
befits the character’s particular beliefs or
personality. When finished, the wielder UNLUCKY RABBIT’S FOOT: Cursed. The
makes a Spirit roll. She subtracts 4 from bearer of this charm subtracts 2 from her
her total if she’s trying to summon

150
final total anytime she spends a Benny on of black cats, full moons, goats, and other
a Trait roll. symbols.
„ PRICE: 6,750; Weight: — The broom has flight at Pace 24 and
Handling 0. A witch’s broom can support
THE UNSPEAKABLE HIDE: Stitched together
up to 250 pounds and no more than
in hideous fashion from the hides of some two Normal Size riders. A second rider
foul beast, this grotesque leather jacket (anything larger than a cat) reduces its
gives the wearer the Ugly Minor Hindrance Handling by 1. A witch uses Piloting to
and the Mighty Blow Edge. maneuver the broom.
„ PRICE: 8,000; Weight: 11 lbs. „ PRICE: 27,000; Weight: 3 lbs.

VIRTUOSO’S INSTRUMENT: Made with the THE WIZARD’S SANCTUM: This small
finest craftsmanship and infused with dodecahedron (20-sided “sphere”) has a
magic, this is a musical instrument fit unique symbol on each of its faces. When
for any maestro. It adds +2 to the user’s someone presses the proper combination
Performance skill. The specific type of of symbols (set when created), the
musical instrument varies, but most dodecahedron projects a portal to a small,
Virtuoso’s Instruments are lutes, fifes, extradimensional space the user can retreat
pan pipes, lyres, or harps. At the GM’s to. These “sanctums” often appear to be
discretion, this might also be an item useful libraries, academies, or other places of lore
in other types of performances, such as a and study.
theater mask or dancer’s scarf.
The sanctum has a dozen beds and enough
„ PRICE: 18,000; Weight: Varies food and water for 12 people to survivor
for a week. The person who opened the
WAND OF ENFEEBLEMENT: Capped with
portal can close it by pressing the proper
copper and marked with strange runes, this
combination in reverse. If reopened from
wand grants the wielder lower Trait with
inside, the portal appears in the last place
the Strong Power Modifier, uses Shooting
it was created.
or the user’s arcane skill (his choice), and
contains 50 Power Points. If the wrong password is used to open
the device, it opens a portal to a random
„ PRICE: 2,300; Weight: — location on any plane (determined by the
GM).
WAND OF FIREBALLS: The wand can cast
„ PRICE: 55,000; Weight: —
blast with the Damage Power Modifier with
a brilliant orange fire Trapping up to three THE WOLF’S SPEAR: This ornate hardwood
times a day. It uses the wielder’s Shooting spear is carved with images of wolves—
or arcane skill (his choice) and has 50 Power hunting, pouncing, and stalking various
Points. prey in some dark forest. Once per day
„ PRICE: 5,000; Weight: — it can conjure a pack of three wolves (see
Dog/Wolf in Savage Worlds) who serve at
WAND OF PUPPETRY: This insidious device the summoner’s side for ten minutes or
allows its wielder to control minds. It grants until the summoner is Incapacitated.
her the puppet power and contains 10 Power
Points. It’s cast with the wielder’s Smarts or „ PRICE: 9,850; Weight: 6 lbs.
arcane skill (her choice).
„ PRICE: 7,200; Weight: —

WITCH’S BROOM: Witches have long been


known to travel through the air using
brooms. Some are crude but many are
fanciful works of art etched with pictures
151
FANTASY COMPANION

RELICS THE ASHES OF ASHUR


Inside this canopic jar are the ashes of a
dead fire god. When opened, a strong wind
Far beyond the magic items listed in this carries the ashes across a large gathering
chapter are those legendary relics that can such as an army. Their blades burst into
save or destroy cities, summon or defeat flames for the next hour, causing +2
ancient horrors, or cast fabled spells far damage and threatening their opponents
beyond those listed in this book. with sacred flame. Add +2 to a single Battle
Such powerful artifacts must first be roll in a Mass Battle.
found—which should be an epic quest in
itself. Heroes, and just as often villains, ICON OF RUIN
must research their whereabouts, seek out A settlement the size of a city or smaller
or interrogate lorekeepers, then delve into is destroyed in an unstoppable disaster.
ancient tombs, deep dungeons, or ruined The specific icon describes the method of
cities. There they must solve riddles, evade catastrophe. An ancient jar of water holds
traps, and battle fearsome guardians to the tears of a sea god, for example. When
finally claim their prize. empowered, a massive tidal wave rises up
Once claimed, most relics must be and smashes into a coastal city. Another
empowered by the faith of true believers, icon might be a gem called the Eye of
usually at a sacred site or location of special the Earth Lord. When empowered and
meaning to the situation. crushed, a massive earthquake levels a city
The specifics of the ritual must created by that has earned the caster’s ire.
the Game Master, but the critical moment is
the final few rounds when it’s resolved by a STATUE OF THE BEAST
Dramatic Task. This is when the interlopers This ancient relic is a large, heavy carving
arrive—nefarious villains or do-gooding of some terrible beast, such as a dragon,
heroes intent on disrupting the rite. kraken, demon lord, or unworldly horror.
If empowered, the creature rises from the
If the Dramatic Task is successful, the
depths, crawls from its forgotten cave,
ritual succeeds and the relic activates.
or comes screaming to the world from
Failure is usually irrevocable—the timing
the depths of space. Once awakened, it
passes, the components are destroyed or
rampages through the land until defeated.
rendered inert, or the true believers are
exhausted.
TITAN SLAYER
Once a relic is empowered, it usually A mighty and ancient blade, usually a long
goes dormant, crumbles, vanishes, or sword or spear. If it causes a single Wound
disappears, waiting to be found again by to a Huge or Gargantuan creature, the beast
future generations... thrashes about in agony for another turn
then dies a terrible and dramatic death.
SAMPLE ARTIFACTS
Below are a few ideas for relics you can use THE WALL
in your campaign. This relic is a brick from an ancient and
legendary siege. When empowered, it
THE DRUMS OF OON creates a 20’ high, impregnable wall around
The strange skins stretched across these a building, town, or city. The morning after
ancient, linked, drums is inked with the next full moon, the wall crumbles into
strange colors and symbols. When played dust.
through a ritual of empowerment, they
summon a powerful army of spirits that
can be directed at the summoner’s
enemies for the next hour.
152
CRAFTING or purchased in the setting’s markets. This
usually requires a quest, heist, or deal with
MAGIC ITEMS powerful or shady individuals, and can
often turn into an adventure of its own.
Artificer’s Kit or Workshop: An artificer
Characters with the Artificer Edge can can enchant one item at a time as long as
imbue their powers into arcane devices for she has her artificer’s kit (see page 43),
later use or give them to their allies (see but subtracts 2 from her Occult roll without
Arcane Devices on 97). This ties up at least a Standard Workshop (see the table
their own Power Points, however, and such below). Better equipment, tools, and other
creations are temporary. resources remove this penalty or grant the
With enough time and resources, an crafter a bonus, and allow her to work on
artificer can create more permanent magic more items at once.
items of wonder, and best of all doesn’t The table below shows the typical cost
have to tie up his own Power Points in the per week to use a workshop, the number of
process! items that can be crafted there each week,
and the size town where they may usually
REQUIREMENTS be found.
A character can create any of the magic
items listed in this book if she has time (see THE CRAFTING PROCESS
Downtime on page 72 for one option on After each week spent Crafting, the
managing time), the Artificer Edge (see artificer makes an Occult roll for each item
page 35), the item to be enchanted, the he’s working on. A success makes 1,000 gp
funds to do so, and an artificer’s kit or worth of progress toward its completion, or
access to a workshop. twice that with a raise.
The Item: Only items of quality If the roll is failed, no progress is made on
craftsmanship are t ypically given that item but the crafter may try again the
permanent enchantments. Armor, shields, following week. With a Critical Failure, a
weapons, and other permanent items must mishap loses the creator 500 gp worth of
be of masterwork quality (page 47). progress.
Potions, scrolls, and wands have no „ AMMUNITION: Arrows, sling stones,
additional cost, but other permanent items bolts, or other types of ammunition are
should be exceptional examples of their enchanted in batches of 12 at a time. If
type, and cost at least 50% more than usual. it can be recovered, each projectile has
Components: The artificer must expend a 50% chance of remaining intact once
half the cost of the item in various fired.
components to begin the creation process.
Example: Gabe spends a week in a
This might include precious gems,
workshop working on a rope of climbing
metals, powders, oils, or other rare items
(page 149), a magic item with a cost of
represented by the listed gold value listed.
$9,000. At the end of a week of Downtime
The GM must also decide if the item being
between adventures, Gabe makes an Occult
created requires any unique components
roll and gets a raise, generating 2,000 gp
that cannot simply be found in the environs
worth of progress.

CRAFTING TABLE
NUMBER OF COST PER
WORKSHOP BONUS SETTLEMENT SIZE
ITEMS WEEK
Standard +1 2 50 gp Town or City
Grand +2 3 100 gp Large City
153
FANTASY COMPANION

154
WORLD
BUILDING
There are many flavors of fantasy, from the Traditional fantasy gets most of its flavor
stark stories of Conan the Barbian® to the and background from high fantasy, but the
mythic Tolkien tales to worlds focused on action typically focuses on more mundane
political maneuvering and war like Game quests, at least at first.
of Thrones®. Adventures frequently deal with regional-
The Savage Worlds Fantasy Companion allows level threats and are tied to rewards. In
you to model all these different tropes by search of fortune the heroes chase down
selecting which races, Hindrances, and bandits, seek out missing persons, explore
Edges are available, modifying the skill list, ancient catacombs, escort caravans through
and especially using Setting Rules from dangerous forests, foil the plans of upstart
this book or Savage Worlds. necromancers, and the like. Magic is easy
We break down many of these sub-genres to use and often quite prevalent, even to
on the following pages to give you some the point of being sold in markets or shops.
ideas to think about when creating or The world around them is often sprawling
modeling your new game world, and those and dangerous, with many different races
Setting Rules that seem to fit. Note that intermingling—or at least living in close
these are just suggestions, of course. Your proximity. Monsters of all kinds are an
high fantasy world might still use Gritty ever-present threat, from the sewers
Damage, for example, or Heroes Never Die beneath the city to ancient catacombs
in your Sword & Sorcery campaign. Use the hidden in the hills.
Setting Rules listed with each as part of a Players whose primary exposure to
conversation, then make your own list that fantasy comes from tabletop roleplaying
fits your particular vision. games probably have a great deal of
experience with the tropes of this type of
TRADITIONAL fantasy.
The most popular style of fantasy As the characters mature and become
gaming has its origin in the works of more powerful, they tend to be drawn into
J.R.R. Tolkien’s Lord of the Rings. Those adventures with much higher stakes, such
books heavily influenced the “father” of as defeating powerful wizards, demons,
roleplaying games, Dungeons & Dragons, or warlords, defending the kingdom from
which inspired other games, fiction, and an invading army of the dead, or slaying a
thousands of video games. vengeful dragon threatening the land.

155
FANTASY COMPANION

„ SETTING RULES: Betrayal, Born a between different forces. At first she tries
Hero, Conviction, Creative Combat, to remain neutral—this isn’t her fight, after
Downtime, Dumb Luck, Fast Healing, all!—but is either forced to get involved in
Heroes Never Die, High Adventure, No order to secure a way home, or becomes
Wounds, Villainous Conviction. attached to the various colorful characters
„ EXAMPLES: J. R. R. Tolkien’s The Hobbit,
she has befriended and knows she must act
Dennis McKiernan’s Iron Tower trilogy, or they’ll all be destroyed.
R. A. Salvatore’s Legend of Drizzt series, To use this type of fantasy as a setting,
Dungeons & Dragons®, The Lord of have the players create characters from
the Rings trilogy, Record of Lodoss War, Earth or whichever home world you prefer
Willow. (maybe even one of our other settings
such as Deadlands or East Texas University!).
Their first adventure most likely involves
STRANGERS their delivery to the fantasy world and
IN STRANGE LANDS introduction to its ways. Clever players can
Classic fantasy stories take place in learn to adapt to the existence of magic and
imaginary worlds full of monstrous the strange need for violence. They might
creatures, epic battles, and perilous journey. even take advantage of modern knowledge
But what happens when someone from our to invent tools that don’t already exist in
world is pulled into this strange new land? their new world.
The unwitting tourist must adapt to her „ SETTING RULES: Bor n a Hero,

new reality to survive, and perhaps find a Conviction, Creative Combat, Dumb
way back home! Luck, Gritty Damage, Hard Choices,
These tales often borrow from other High Adventure, More Skill Points,
subgenres, such as Dark, High, or Villainous Conviction.
Traditional fantasy. The luckless Earther (or „ EXAMPLES: J. K. Rowling’s Harry Potter
Earthers) is thrust into an ongoing struggle series (the academy is its own “world”),
A. M. Dellamonica’s Child of a Hidden
Sea, Diana Gabaldon’s Outlander series,
C. S. Lewis’ Chronicles of Narnia,
Tim Powers’ The Anubis Gates, Roger
Zelazny’s Chronicles of Amber series,
Michael Ende’s The Neverending Story,
Stephen Donaldson’s Chronicles of
Thomas Covenant series, Labyrinth, the
Dungeons & Dragons cartoon.

DARK FANTASY
This type of fantasy genre intentionally
blends in elements of horror, pitting
humanity against creatures of the night,
madness and human frailty, or perhaps
even horrors from beyond time and
space. These worlds often have a Gothic
feel and may include technological and
political advancements more in line with
the Renaissance than the typical medieval
feudalism of fantasy fiction.
The characters are typically reluctant
heroes, thrown together by desperate need
156
or the fate of a loved one. Their foes are tragic
figures themselves, perhaps destroying the
HIGH FANTASY
world to avenge some terrible wrong; or Stories in the high fantasy genre focus
otherworldly beings attempting to change on heroic journeys, sweeping plots, and
the landscape in some fundamental and monumental battles between good and
deadly way. evil. Everything is larger than life: towering
Magic might exist but it is usually evil or white citadels, pure-hearted kings and
at least risky, used only by dark witches or queens, colossal chambers deep beneath
cultists. Divine power is often portrayed as the earth, wizards who have been alive for
the only reliable supernatural tool available a thousand years, armies so vast they make
to the heroes but is largely subtle and the ground shake as they march.
reliant on the user’s faith. The Lord of the Rings is the most prominent
Those who fight back against the night face example of high fantasy, so much so it
spiritual as well as physical peril as they transcends this category and defines what
battle horrors lurking in primeval forests, we now consider traditional fantasy as
haunted manor houses, and graveyards well. But those parts of Tolkien’s world
full of groaning undead. that emphasize great empires of elf, dwarf,
„ COMMON SETTING RULES: Conviction, and man, their incredible cities, ancient
Dynamic Backlash, Gritty Damage, histories, and epic struggles are classic
Hard Choices, High Adventure, examples of the fantastic.
Villainous Conviction. Heroes in these stories come from all over,
from valiant knights to scholarly mages to
„ EXAMPLES: Mark Lawrence’s Broken
swift-footed rangers. One common trope
Empire series, Steven Erikson’s
is the unwitting hero of humble origins—a
Malazan Book of the Fallen series, Glen
pig farmer, a blacksmith’s apprentice, a
Cook’s Black Company series, Michael
street urchin, and so on—whose destiny is
Moorcock’s Elric saga, the Dungeons &
to thwart the apocalyptic plans of an evil
Dragons® Ravenloft series, Warhammer
overlord.
(before the Age of Sigmar), The Witcher,
Legend, The Dark Crystal.
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FANTASY COMPANION

Adventures might focus on toppling a


rogue god, defeating a powerful demon
LOW FANTASY
or devil, or finding / destroying some These types of fantasy stories are generally
legendary artifact that threatens the world much more grounded than others. They
or must be used against an incredibly revolve around the actions of very mortal
powerful villain. Magic is real and very individuals, deal with moral ambiguity,
powerful, even if it remains out of reach and rarely offer clean solutions. Often the
of the masses. Themes typically deal line separating the heroes from the villains
with absolute good and evil with a strong is gray at best.
underlying moral message about the The action takes place on a small, almost
importance of responsibility and avoiding personal level involving the heroes’ daily
temptation. struggles. Sometimes there might be an
„ SETTING RULES: Born a Hero, Conviction, overarching threat, such as a growing
Creative Combat, Downtime, Dumb threat of war or a devastating plague,
Luck, Fanatics, Fast Healing, Giant Foes, but the player characters don’t have any
Heroes Never Die, High Adventure, political clout and are not in a position
Mult iple Lang uages, No Power to make far-reaching changes. They can
Points, Unarmored Hero, Wound Cap, only influence what is happening on their
Villainous Conviction level, and any greater benefit that might
ripple outward from their actions is a rare
„ EXAMPLES: J.R.R. Tolkein’s Lord of the
achievement or happy accident.
Rings trilogy, Terry Brooks’ Shannara
series, Robert Jordan’s Wheel of Time Magic in these kinds of stories—if it exists
series, Lloyd Alexander’s Chronicles of at all—is dangerous, scarce, or difficult
Prydain, Ursula K. Le Guin’s Earthsea for the heroes, who are rarely worldly, or
trilogy, Dennis McKiernan’s Iron Tower ambitious. In fact, they are often thieves or
trilogy, Dragonslayer, Willow. low-lifes forced to make hard choices for

158
survival, even as they hold contempt for
the forces that keep them there.
„ SETTING RULES: Conv ic t ion,
Dow nt ime, Dy namic Backlash,
Gritty Damage, Hard Choices, Skill
Specialization.
„ EXAMPLES: Fritz Leiber’s Lankhmar
books, George R. R. Martin’s A Song of
Ice & Fire series, The First Law trilogy
and other works of Joe Abercrombie,
the Thieves World series edited by
Robert Aspirin.

HISTORICAL FANTASY
Sometimes called “alternate history,”
historical fantasy occurs right here on
own familiar planet Earth—or, at least,
some version of it. Dates, locations,
and famous persons remain (at least
thematically) untouched, but these stories
introduce elements of the fantastic in the
gaps, extrapolating what might have
actually happened behind the scenes.
What really led this general to abruptly
call off a siege? How did this scholar
stumble upon a surprising invention? The City of Brass, Homer’s The Odyssey,
What really happened to the members of T. H. White’s The Once and Future King,
a lost expedition? 500, Clash of the Titans, The Assassin’s
Historical fantasy can take place in any Creed series of video games.
time or place. Two of the most common are
“sword & sandal” epics set in a mythical NAUTICAL FANTASY
version of ancient Greece or Egypt, or
As the name might imply, nautical fantasy
Arthurian romances that portray a version
stories take place in and around the sea. The
of Northern Europe where magic exists
setting might be a fantastic version of our
beside knights of the realm.
own world, or it might be a fully-realized
But historical fantasy can also take place fantasy world with its own geography
in pre-technological societies during the Ice populated with strange beings. It might
Age, a spirit-haunted Middle East during involve huge ships-of-the-line hunting sea
the Islamic Golden Age, pre-Contact monsters, vikings who crew enchanted
Mesoamerica, Imperial China during the galleys, Polynesian crab-sailed outriggers
Qin dynasty, the Caribbean during the Age crossing a monster-infested archipelago, or
of Sail, and so on. even orcish pirates attacking a clockwork
„ SETTING RULES: Betrayal, Born a Hero,
sloop operated by gnomes.
Conviction, Downtime, Hard Choices, Whatever the case the action is oriented
High Adventure, Villainous Conviction. around water, with plots that typically
„ EXAMPLES: One Thousand and One involve buried treasure, piracy, trade,
Nights, Marion Zimmer Bradley’s exploration, or mysteries of the deep.
The Mists of Avalon, Tim Powers’ The Characters are most likely familiar with
Drawing of the Dark, S. A. Chakraborty’s sailing, raised in fishing communities

159
FANTASY COMPANION

or having experience in a naval fleet—


or they might be swashbuckling pirates
SUPERHEROIC
themselves, haunting the shipping lanes This type of fantasy features characters
in their quest for riches. who are practically gods, capable of feats
This wouldn’t be “fantasy,” though, which far exceed what is normal in their
without an element of the arcane or world. Whether this is because of training,
supernatural. Monsters are common, special equipment, favors by powerful
especially those who lurk beneath the beings, divine origin, or just the fickle hand
waves, but so are ghosts, dark magic, of fate, the heroes’ abilities make them the
and even more extraordinary things. In natural target of other powerful beings and
some settings, no ship would be complete usually the only thing that can stop earth-
without its own wizard. In others, magic shaking threats.
might be something only whispered about, That said, the heroes aren’t always so
the province of rumor and terror. powerful. One common trope in these
„ SETTING RULES: Borrow from other stories is that of humble origins, a hero who
fantasy types, or consider Born a begins as an ordinary person who knows
Hero, Conviction, Creative Combat, little of their true potential. The journey
Downtime, Dumb Luck, Fanatics, Fast to greatness isn’t usually a long one—the
Healing, High Adventure, Multiple lowly hero gets a taste of power early in the
Languages, Villainous Conviction, story then advances rapidly as evil deeds
Wound Cap. forces a furious response.
These stories can take many forms. They
„ EXAMPLES: Pinnacle’s own 50 Fathoms,
might be set in the Bronze Age, a fantasy
Tim Powers’ On Stranger Tides, C. S.
world going through its own Industrial
Lewis’ The Voyage of the Dawn Treader,
Era, or something in between. “Wuxia“
Homer’s Odyssey, Naomi Novik’s His
films set in a fantastic version of Imperial
Majesty’s Dragon, Dan Simmons’ The
China certainly meet the criteria, depicting
Terror, Pirates of the Caribbean, The 7th
godlike warriors who are capable of leaping
Voyage of Sinbad, Jason and the Argonauts.
great distances and battling dozens of
enemies at once.
160
„ SETTING RULES: Betrayal, Born a Hero, Hard Choices, High Adventure, Skill
Conviction, Creative Combat, Dumb Specialization, Unarmored Hero
Luck, Dynamic Backlash, Fanatics, Fast „ EXAMPLES: Robert E. Howard’s Conan
Healing, High Adventure, Unarmored the Barbarian and Solomon Kane series,
Hero, Villainous Conviction. Karl Edward Wagner’s Kane series, John
„ EXAMPLES: Brandon Sanderson’s Norman’s Gor series, the Dungeons &
Mistborn series, Stephen Brust’s Taltos Dragons® Dark Sun series, Fire & Ice,
series, Jin Yong’s Legends of the Condor The Beastmaster, Thundarr the Barbarian.
Heroes series, Tsui Hark’s Detective Dee
movies, House of Flying Daggers, 500, TECHNO-FANTASY
Gods of Egypt, Prince of Persia.
As its name implies, techno-fantasy blends
elements of magic and technology into a
SWORD & SORCERY unique mixture that has one foot in fantasy
Born from the old pulp fantasy tales in and one foot in science fiction. These two
publications like Weird Tales, this type genres might be balanced, or the setting
of fantasy usually takes place on savage might favor one over the other, but those
worlds (if you’ll pardon the expression) who live in a techno-fantasy world make
where humanity is generally scattered and use of both the arcane and the scientific (or,
disorganized, nature and its denizens are in some cases, the pseudo-scientific).
a constant threat, and life is harsh. The time era of a techno-fantasy matters
Into these lands stride warriors whose less than the type of technology available.
motivations aren’t always altruistic, even One could imagine a world based on
if they work toward justice. Tales are dark ancient Egypt with amazing clockwork
and brooding, highlighted by moments of mechanisms and divine miracles. Or a
mortal danger, bloody gore, and extreme medieval magocracy built among the
hardship. shattered remnants of an advanced
These are often Bronze Age worlds with civilization, where a few rogue scholars
very little magic or technology. What have learned how to work some of the old
sorcery might exist is usually unpredictable, machines. A fantastic “steampunk” version
weak, or even corrosive to the body and of the Victorian Era with improbable,
mind. This reflects an almost Darwinistic steam-powered contraptions could also be
attitude toward physical prowess and a a type of techno-fantasy.
general distrust of intellectuals, both of On the other hand, a techno-fantasy might
which are common themes of this genre. take place in high-tech world, such as in
If advanced technology exists it is often the Shadowrun roleplaying game, which is
as alien as magic and very few know how set in a dystopian near-future where magic
to use it. In some cases this technology has made a dramatic reapparance on Earth,
was left behind by an extinct civilization— mixing cybernetics and virtual reality with
perhaps even our own! dragons and elves.
The heroes are often pitted against great A techno-magic setting is ultimately just
sorcerers or conquerors, and must carve like any other fantasy setting, only the
their way through legions of bloodthirsty level of available technology—or how it
foes to get there. Magic items are works—is different. It might be as simple
extraordinarily rare and hold a great deal as allowing characters to choose an arcane
of power—though that power usually has background and purchase equipment
a cost. from the futuristic gear list, or using the
„ COMMON SETTING RULES: Born a Hero, technology might require a character
Conviction, Creative Combat, Dumb take Arcane Background (Weird Science).
Luck, Dynamic Backlash, Fanatics, The difference between magic and

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FANTASY COMPANION

technology might be tenuous at best—or


perhaps magic is technology!
„ SETTING RULES: Conviction, Creative
Combat, Dumb Luck, Dynamic Backlash,
Gritty Damage, High Adventure, More
Skill Points, Villainous Conviction.
„ EXAMPLES: Frank Herbert’s Dune series,
Philip Reeve’s Mortal Engines quartet,
China Miéville’s Bas-Lag trilogy, Philip
Pullman’s His Dark Materials trilogy,
James Blaylock’s Homunculus, the
Dungeons & Dragons® Eberron series
Thundarr the Barbarian, Wizards, Krull,
The Star Wars movies.

URBAN FANTASY
Urban fantasy is the close cousin of
historical fantasy, portraying a world which
looks much like our own on the surface, but
with elements of the supernatural, arcane,
or unearthly operating behind the scenes.
But what differentiates it is that urban
fantasy is modernized, usually taking place
in contemporary cities—or no farther back
than the Victorian Era.
In these stories the city is such a vital
location that it almost becomes a character
of its own, an omnipresent force exerting its
will on every choice the party makes. The
city might be supportive and welcoming,
but is cold and indifferent, an extension of
some of the other noir elements common
in the genre, such as cynicism, troubled
protagonists, and convoluted plots.
Typical fantasy elements—such as orcs,
wizards, dungeons, and so on—are often
downplayed or limited, but some settings
portray our world merged with all the
common fantasy elements, or imagine
a fantasy world which has continued to
evolve until it resembles our own.
Characters in urban fantasy are almost
always born and raised in the city, and
usually have a checkered past. They run the
gamut from criminals to business owners.
They get pulled into a mystery because
they have special training or insight, are
hired or recruited, or just happen to be in
the wrong place at the wrong time.

162
„ SETTING RULES: Betrayal, Conviction, The fantasy genre is forever evolving,
Dumb Luck, Gritty Damage, Hard with new authors, movies, television series,
Choices, More Skill Points, Villainous video games, and tabletop roleplaying
Conviction. games offering new twists on the old
„ EXAMPLES: Jim Butcher’s Dresden Files
formula.
series, Tim Powers’ Last Call and Three
Days to Never, Neil Gaiman’s American
Gods, Glen Cook’s Garret P.I. series, CREATING
Rick Riordan’s Percy Jackson and the
Olympians series, Bright, Big Trouble in YOUR WORLD
Little China, Cast a Deadly Spell.
Once you have a basic genre or hook in
OTHER TYPES mind, the next step is inventing a game
world to serve as the stage on which the
OF FANTASY action will unfold, imbuing it with a sense
The list above is nowhere near exhaustive. of history and wonder and populating
Other kinds of fantasy exist and can be it with the people, creatures, and places
modeled using the rules in this book and which will bring it to life.
Savage Worlds. For instance, you might Depending on the level of detail,
want to populate your world with talking, creating a game world can be something
anthropomorphic animals, like those of an arduous process. Writing out a full
found in Brian Jacques’ Redwall series, gazetteer takes time. If you are eager to get
or David Peterson’s Mouseguard series. to the action, you might want to use a pre-
If they are small and live among humans, made setting. Fantasy tabletop gaming has
use the mouseling race in Chapter One. been around for decades, and in that time
If they exist in a world of their own, treat designers have created uncountable worlds
them as you would any other kind of for a variety of games. Most of those can
hero when it comes to races, Edges, and be adapted with just a little effort using
Hindrances. If every character is a mouse, Savage Worlds and the options in this book.
for instance, then there’s nothing special If there’s a setting you enjoy, consider
about being a mouse—it’s just a reskin of a which house rules and other adjustments
human. In settings where different species you need to make a functional conversion.
intermingle, reskin a variety of races to Don’t forget that it’s best to convert setting
represent the species, or come up with your details, not mechanics—use Trappings
own using the process described in Savage and Limitations to modify magic, and see
Worlds. which existing Hindrances and Edges can
Or you might want to create a setting be reskinned to match the setting.
based on fairy tales and romantic (i.e. If you don’t have a setting in mind,
Arthurian) fantasy, set in a heavily creating an entirely new world can be a fun
mythologized version of medieval Europe. exercise. You may be able to speed up the
In this case, you might limit access to process by searching online for images of
arcane backgrounds to emulate the types worlds, regions, and cities. When you find
of spellcasters common in that genre. You something you like, come up with a name
might emphasize chivalry and courtly and use it as the basis for your world.
intrigue, leaning heavily on the Social If you prefer to draw your own, refer to
Conflict rules. Monsters might be unique, real-world geography to make sure the
rather than numerous—so that even things world is believable: the planet’s rotation
like a common troll are solitary, special and orientation to the sun factor into which
creatures instead of an entire race, and regions are hot or cold, plate tectonics
hunting them is a quest in itself. and volcanism determine the shape

163
FANTASY COMPANION

and elevation of the surface, rivers flow in it. And more noble souls won’t usually
downhill, bodies of water form in natural delve into a dungeon for loot and glory
basins, mountains are forested on the when there are more dangerous threats
windward side and drier on the lee side, to the people and the kingdom afoot.
deserts form where moist air is blocked by Lack of motivation can kill an adventure
mountains, and water erodes landmasses if the players feel they must justify their
into canyons and tidal flats and irregular characters’ involvement.
coastlines.
Geography can deviate from our world START SMALL
when it has an unusual origin. A world As fun as it can be to create a new world,
riven by magic, for instance, might have it isn’t truly necessary to have the setting
areas where mountains float in the sky or mapped down to every mountain and islet,
the continents are sculpted into graceful chronicled eons into the distant past, and
arcs. The planet might even be a flat containing an exhaustive encyclopedia of
disc floating in a void, or be the concave every culture and location from around the
interior of another world! globe. Game Masters can save a lot of time
You might also wish to throw in some by thinking locally, at least at the beginning
features which are unusual, yet perfectly of a campaign.
natural, such as hoop-shaped land masses Start off by either finding or drawing
formed by impact craters, or areas with a map detailing a limited region—one
striking rock formations like arches and coastline, the area around a major city, a
hoodoos created by eons of water erosion. single island, and so on. Novice characters
in most fantasy settings must travel by
GOALS foot or horseback, so reaching the next
Most importantly, decide what the world destination across relatively clear terrain
is about and what a typical adventure for might take two or three days. Begin with
the player characters might involve. One a small territory no more than 50 miles on
of the reasons Dungeons & Dragons is a side; this helps keep travel times (and
so successful, for example, is gamers are ration expenses) manageable during the
familiar with its most common trope: a first part of the campaign.
town is in danger, the heroes are asked Consider what kind of environments
to help. The threat invariably resides in a to include in this region. Perhaps it’s
“dungeon” of some sort, and defeating it temperate and dominated by coniferous
results in treasure and advancement. forests, or a tropical coastline with islands
What is an iconic adventure in your and swamps. Include one or two other
world? Will the heroes be dungeon- types of terrain—mountains, plains, lakes,
crawling? Engaged in political intrigue? and so on—for variety. Add a river or two
Striking back against some horrible force if it makes sense for the area.
that’s taken over their home or world? Then, choose locations for a city or large
Make sure to communicate this to the village, along with two or three smaller
players before they make their characters communities. Use common sense when
as well. There’s no use making a hero selecting these locations—settlements
specialized in sailing if most of the usually form around sources of clean water
campaign takes place in dungeons. and other natural resources. Draw some
When you get to designing actual paths, trails, and roads to connect them.
adventures, make sure the player Finally, populate the region with a dozen
characters have real incentive to go or so strange sites: a necromancer’s tower, an
through with them. Scoundrels aren’t orc stronghold, mysterious standing stones,
likely to risk life and limb to save a blasphemous monastery, an abandoned
the world unless there’s a reward mine, an unnatural crevasse, the moldering

164
skeleton of a titan, a haunted battlefield, the ruins a day’s ride hence. The necromancer
ruins of an ancient city, a partially-flooded wants the sword, the ghouls say, to prevent
cave system, and so on. These will provide the destruction of his master’s champion, a
adventure hooks for you and the players. terrible “kraken” (sea dragon) a powerful
Designate a “home base” for the conqueror plans to set upon the kingdom
characters. This should be a relatively (the Statue of the Beast relic described on
central location where they can return for page 152). The conqueror despises the
supplies, Downtime, or to find their next king of the heroes’ city—because he is his
quest. exiled brother! The kraken will arise at
When you’re ready to introduce your the next full moon, and only the blade of
world to your gaming group, don’t the Titan Slayer (page 152) threatens its
overwhelm them with a 256-page book of rampage.
history and geography. Introduce them to Such a tale naturally leads the heroes from
one location or feature, perhaps one that once concept to the next, gradually opening
hints at the greater story you’ve concocted their eyes to the background of this area
in your mind. and some of its most important nonplayer
Maybe they’re hired to defeat a pack of characters. It gives them immediate goals,
ghouls dwelling in the sewers beneath the threats to defeat, treasures to be won, and
Spire of Tarrian. As they investigate, they leads them inexorably into an epic battle
find out Tarrian was an ancient hero buried against an evil prince and his monstrous
somewhere beneath the old spire. Legend titan—one they can defeat if they find
says she was interred with her magical the legendary weapon that serves as
sword, one that was said to have slain a the campaign’s driving goal (and deus ex
mighty beast in one blow. machina!).
As the adventurers battle the ghouls in the
caves below, they learn they were sent here
by a necromancer living in the old mountain
165
FANTASY COMPANION

166
BESTIARY

No fantasy setting is complete without an BLINDSENSE


assortment of strange beasts and fantastic A creature with this ability can perceive its
creatures! Below is a compilation of those environment using non-visual senses. This
most often encountered as well as a few includes keen sense of smell, echolocation,
unique creatures to place in the darkest or the ability to sense vibrations in the
corners of your world. We’ve also added ground or even in the air. They ignore
the some of the most common fantasy invisibility, illusion, and all Illumination
creatures from the core book so you won’t penalties.
have to flip back and forth between them.
ENERGY DRAIN
NEW SPECIAL ABILITIES With a successful touch or attack, a victim
Several of the new threats listed in this must make a resistance roll (usually Vigor)
bestiary have special abilities not listed in or lose a die type in the targeted attribute.
Savage Worlds. They are described below. If the attack would reduce an attribute
The version of the Tentacles Special below d4, the victim is Incapacitated until
Ability described below replaces the one healed or he recovers a lost die type (see
from Savage Worlds. below). If the targeted attribute was Vigor,
he must make a Vigor roll at the end of his
ALL-AROUND VISION next turn or perish.
Some creatures possess the ability to see Recovery: Unless slain, a victim recovers
in all directions, usually because of unique one die type every 24 hours, or if given
physical features. Creatures with All- respite with the Restoration modifier.
Around Vision ignore one point of Gang
Up bonuses, add +2 to Notice rolls to resist GAZE
attacks from Stealth, and cannot be the Many creatures can injure, paralyze, or
target of a Sneak Attack. even turn to stone those who meet their
gaze. By default, a gaze attack is a limited
BASH action that targets a single individual
Larger creatures often use their bodies or within 5” (10 yards) who resists with Vigor
body parts to pummel their opponents at any listed penalties or suffers the effects.
during combat. See the creature’s statistics If the gaze must meet the victim’s eyes
for any special effects. (stated in its description), wary prey
may avoid the gaze to add +4 to his
167
FANTASY COMPANION

Vigor roll to resist at the cost of a –4 penalty OOZE


to direct attacks against the creature. Creatures which are actually colonies
.If blindfolded completely, the penalty of millions of independent microscopic
increases to -6, but the character is immune creatures, such as slimes, ignore invisibility
to the gaze. and Illumination penalties. They do not
sleep, and are immune to poison, paralysis,
INNATE POWERS slumber, Stun, blind, Intimidation, Taunt,
Some extraordinary creatures have magical and puppet.
abilities with “spell-like” effects or powers.
Activating an Innate Power is an action PACK TACTICS
and follows all the power’s usual rules such The creature adds its Gang Up bonus to its
as Range, line of sight, etc. Fighting damage as well as the attack roll.
Automatic Powers: These powers don’t
require a roll to activate. Those listed RENDING ATTACK
as “minor” use the power’s baseline Some creatures have especially vicious
description, while those listed as “major” claws or weapons. Victims Shaken or
always behave as though the power had Wounded by a rending attack are bleeding
been rolled with a raise. This is true even if and must make a Vigor roll as a free action
the power normally requires an attack roll. at the beginning of their next turn.
Opposed Powers: These powers must Failure causes one Wound and the victim
still be resisted by the target. A minor must make another Vigor roll next turn.
power sets the target number to resist at Success means the victim doesn’t suffer a
4 (because it’s a success), while a major Wound, but must make a Vigor roll again
power sets the target number to resist at 8 next turn. A raise stops the bleeding and no
(because it’s a raise). further rolls are required from that attack.
Rolled Powers: If an ability does require A successful Healing roll also stops the
a Trait roll, the skill or attribute is listed bleeding.
in parentheses after the power, like so:
invisibility (Spirit). A Critical Failure still SWALLOW WHOLE
causes Fatigue. With a successful bite attack, the victim
Duration: Creatures do not need to spend must make an Evasion roll or be Swallowed
Power Points to maintain Innate Powers. Whole. At the end of the creature’s
Power Modifiers: Innate Powers can’t subsequent turns, anyone swallowed must
use Power Modifiers unless listed with the make a Vigor roll at –2 or take a Wound
ability. from the crushing gullet and acidic bile.
This continues until they’re freed or perish.
MINDLESS If the creature is Shaken or Wounded from
The creature is immune to puppet, the inside (ignoring its Armor!), everyone
Intimidation, Taunt, and any attempts to inside gets an immediate Athletics roll
manipulate it with abilities that Tests its to escape. If the monster is Shaken or
Smarts. Wounded from the outside, the escape roll
is made at –2.
NIGHT VISION Appropriate Tests (GM’s call, such as
Some creatures thrive in the darkest depths pepper in the nose, extreme nausea from a
of the night—or in underground caverns spell effect or poison, etc.) might cause the
and dungeons. Creatures with night vision beast to cough, sneeze, or vomit. This gives
ignore all Illumination penalties. everyone inside an Athletics roll to escape.

TENTACLES
The creature has a number of “tentacle
actions” specified in its description (usually
168
2 or 4) it may use once per turn. All of a
creature’s tentacle actions count as one of
its three potential actions for the turn, and
DESIGN PHILOSOPHY
must stem from the tentacle in some way— The creatures in this chapter were
usually a Fighting, Shooting, or grappling designed from three sources: mythology,
attack (GM’s call). A giant octopus with popular tabletop roleplaying games,
four tentacle actions, for example, could and our own original creations.
make four attacks as one action and still Creatures such as the basilisk, for
have two actions left over. example, are tiny creatures in myth, but
If the creature is a Wild Card, it rolls its have taken shape as much larger beasts
Wild Die with each tentacle action as usual. in roleplaying games and fiction.
If the being performs other actions on its Those taken from open source
turn, such as Taunting or casting a spell, roleplaying games are given the same
these and the tentacle actions are affected names as the creatures you’ll find there
by the Multi-Action penalty as usual. so that it’s easy to use other games’
Grappling rolls made with tentacles get adventures with the Savage Worlds
a +2 bonus, and its crushing attack causes rules. You’ll also find the profiles in
the creature’s Strength in damage unless this book mimic the general threat level
otherwise listed. of such monsters in their respective
Severing a tentacle is a Called Shot. If games.
damage exceeds the creature’s Toughness, Original creatures are those we made
the limb is severed and the monster is up ourselves, either from whole cloth
Shaken. If it was already Shaken, it takes or inspired by ideas we saw in books,
a Wound. films, or video games.
Hopefully the wide range of characters
TRAMPLE and threats presented within will allow
Elephants, rhinoceroses, and other large you to populate your cities, dungeons,
creatures can trample smaller victims under and worlds with those beings you’re
foot when moving at least 5″ (10 yards) in already familiar with, as well as a few
a straight line. This usually applies only new creations to terrorize your players.
when the opponents are at least two sizes Note that some of the creatures in
smaller. See the creature’s description for this book are identical to those in our
any special conditions or effects. Pathfinder for Savage Worlds Bestiary.
Anyone in the creature’s path must Evade We tried to balance how much repeat
or take the listed damage. Those it tramples material to include so that those who
may make an attack on it after it passes, if have that Bestiary will find plenty to
possible (see Withdrawing from Melee in love in the Fantasy Companion, and
Savage Worlds), unless it has Extraction or a those who don’t have the Pathfinder
similar ability. Bestiary will have all they need to run
d20-based adventures or ideas inspired
UNSTOPPABLE by them—an inescapable truth for most
The creature has strong will, magical of us who have been playing those
protections, or great mass. It takes a wonderful games for decades.
maximum of one Wound per attack no As your world grows, consider using
matter how many Wounds would normally both, as well as the monsters from all
be caused (after Soak rolls are made). our other Savage Worlds. They’re all
If an attacker’s Action Card is a Joker, he compatible, after all, and a grotesque
may ignore this rule. Some magic items ‘glom from Deadlands would make
or a creature’s Weaknesses also bypass an excellent surprise for any party of
its Unstoppable ability, as listed in the dungeon delvers!
description.
169
FANTASY COMPANION

ANIMALS CAT, LARGE


This profile covers a variety of big cats,
from mountain lions, to leopards, and
The animals in this section appear often cheetahs.
in fantasy settings as foes or animal
Attributes: Agility d8, Smarts d6 (A), Spirit
companions. For giant versions of ordinary
d8, Strength d8, Vigor d8
animals, see page 206.
Skills: Athletics d8, Fighting d6,
Intimidation d6, Notice d6, Stealth d8,
BIRD OF PREY Survival d6
The talons of a large raptor can rip through Pace: 8; Parry: 5; Toughness: 6
flesh with ease. This profile is appropriate Edges: Frenzy
for eagles, hawks, and other hunting birds. Special Abilities:
Attributes: Agility d8, Smarts d4 (A), Spirit • Bite/Claws: Str+d6.
d6, Strength d4−2, Vigor d6 • Low Light Vision: A large cat ignores
Skills: Athletics d8, Fighting d6, Notice penalties for Dim and Dark Illumination.
d10, Stealth d8 • Pounce: A large cat pounces on its prey
Pace: 3; Parry: 5; Toughness: 3 to best bring their mass and claws to
Edges: — bear. If it makes a Wild Attack, it adds
Special Abilities: +4 to its damage instead of +2.
• Bite/Claws: Str+d4.
• Flight: Pace 24. ELEPHANT
• Low Light Vision: Birds of Prey These large herbivores wander tropical
ignore penalties for Dim and Dark plains or forest regions in family herds.
Illumination. They are hunted for their meat and their
• Size −2 (Small): Falcons, eagles, and ivory tusks. They sometimes serve as
owls stand about 3’ tall with wingspans mounts and beasts of burden—or even
of 5’ or more. beasts of war.
• Swoop: Foes are at –2 on Free Attacks
against a bird of prey withdrawing from ELEPHANT, COMMON
melee when its movement incorporates Attributes: Agility d6, Smarts d6 (A), Spirit
an attack or test. d8, Strength d12+4, Vigor d12
Skills: Athletics d6, Fighting d6, Notice d8,
BOAR Survival d6
Wild boars are hunted for their rich meat. Pace: 7; Parry: 6; Toughness: 13 (1)
They are tenacious fighters, especially Special Abilities:
when wounded. • Armor +1: Thick hide.
Attributes: Agility d6, Smarts d4 (A), Spirit • Low Light Vision: Elephants ignore
d8, Strength d10, Vigor d8 penalties for Dim and Dark Illumination.
Skills: Athletics d6, Fighting d6, Notice d6 • Size 4 (Large): Elephants can take one
Pace: 7; Parry: 5; Toughness: 7 (1) extra Wound.
Edges:­— • Swat: Ignores 4 points of Scale penalties.
Special Abilities: • Trample: Str+d6.
• Armor +1: Thick hide. • Tusks: Str+d6, AP 2 (counts as horns).
• Low Light Vision: Boars ignore
penalties for Dim and Dark Illumination. ELEPHANT, WAR
• Hardy: A second Shaken result doesn’t War elephants are massive beasts bred for
cause a Wound to a wild boar. battle. In war, they carry a wooden platform
„ Tusks: Str+d4 (treat as horns). on their back, housing the steersman
and three soldiers. The wooden platform

170
provides Light Cover and +2 Armor for up only rarely give them as gifts to non-elves
to four riders. who have done their people a great service.
Attributes: Agility d6, Smarts d4 (A), Spirit Attributes: Agility d10, Smarts d10 (A),
d10, Strength d12+6, Vigor d12 Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d4, Skills: Athletics d6, Fighting d4, Notice d8
Survival d6 Pace: 14; Parry: 4; Toughness: 9
Edges: — Special Abilities:
Pace: 6; Parry: 6; Toughness: 19 (3) • Fleet Footed: d12 running die, ignore
Special Abilities: movement penalties for Difficult
• Armor +3: Thick hide. Terrain.
• Hardy: A second Shaken result in • Kick: Str+d4.
combat doesn’t cause a Wound. • Rider Empathy: Elves gain +2 to Riding
• Size 6 (Large): War elephants can take rolls on an elven horse.
one extra Wound. • Size 2: Elven horses weigh between 600
• Trample: If a war elephant runs it can and 800 pounds.
trample every Large or smaller Size
creature in its path for Str+d6 damage. RHINOCEROS
Those in its path may Evade. The rhinoceros feeds on leafy plants,
• Tusks: Str+d10. The tusks of a war branches, and even thorny shrubs. Its thick
elephant are fitted with spiked, metal hide is a mottled gray color, and it can run
caps. surprisingly fast for a beast of its size. These
creatures inhabit warmer grasslands and
HORSE, ELVEN usually travels in small herds, sometimes
Elven horses are slightly smaller than called a crash.
riding horses but considerably faster and Type: Neutral Animal (Rhinoceros)
can cross broken ground as if it were a Attributes: Agility d6, Smarts d4 (A),
smooth road. Elves never sell them and Spirit d6, Strength d12+1, Vigor d10
171
FANTASY COMPANION

Skills: Athletics d6, Fighting d8, Notice d8 Pace: 6; Parry: 5; Toughness: 5 (1)
Pace: 7; Parry: 6; Toughness: 13 (2) Edges: Alertness
Special Abilities: Special Abilities:
• Armor +2: Thick hide. • Armor +1: Thick hide.
• Horns: Str+d6, AP 2. • Bite/Claws: Str+d4.
• Size 4 (Large): Rhinoceroses can take • Hardy: A wolverine doesn’t suffer a
one extra Wound. Wound from being Shaken twice.
• Trample: Str+d8. • Low Light Vision: Wolverines ignore
penalties for Dim and Dark Illumination.
WHALE • Rage: Wolverines go into a rage when
This profile covers most large whales, such attacked (per the Berserk Edge). The
as humpbacks and sperm whales. For killer creature can’t end its rage voluntarily.
whales, use the shark profile from Savage • Size –1: Wolverines are small creatures.
Worlds.
Attributes: Agility d8, Smarts d6 (A), Spirit
d6, Strength d12+6, Vigor d8 HUMANS AND
Skills: Athletics d8, Fighting d4, Notice d8,
Stealth d6
DEMIHUMANS
Edges: —
Pace: —; Parry: 6; Toughness: 14
Special Abilities: ASSASSIN
• Aquatic: Pace 8”. Assassins are hired killers. They may be
• Bite/Bash: Str+d6. mysterious loners or belong to an organized
• Blindsense: Whales ignore invisibility, guild. What they have in common is a lack
illusion, and all Illumination penalties. of scruples about killing for money.
• Size 8 (Huge): Whales are as big as
ships and weigh around 30 tons. ASSASSIN
• Swallow Whole: Anyone hit by a bite Attributes: Agility d10, Smarts d6, Spirit
attack must make an Evasion roll or d8, Strength d6, Vigor d6
be Swallowed Whole. As long as he Skills: Athletics d8, Common Knowledge
remains inside, the victim suffers one d8, Fighting d8, Intimidation d6, Notice
Wound at the end of his turn from the d8, Persuasion d6, Stealth d8, Shooting d6,
crushing gullet and acidic bile. Shaking, Thievery d8
Wounding, or otherwise provoking the Pace: 6; Parry: 8; Toughness: 7 (2)
whale may result in opportunities to Hindrances: Various
escape with an Athletics roll. Edges: Acrobat, Block (Imp), Combat
Acrobat, Alertness, Assassin, Dodge
WOLVERINE (Imp), First Strike, Thief
This muscular omnivore resembles a bear Gear: Leather armor (+2), short sword
cub but smells more like a skunk. Known (Str+d6), throwing knives (Range 3/6/12,
for its ferocity, a wolverine is often a Damage Str+d4).
solitary animal, though a male may have
a few females in his territory. Wolverines D MASTER ASSASSIN
have thick, oily fur, and sharp crampon- Attributes: Agility d12, Smarts d8, Spirit
like claws, perfect for climbing. d8, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge
Attributes: Agility d8, Smarts d4 (A), Spirit
d10, Fighting d12, Healing d8, Intimi­
d6, Strength d8, Vigor d6
dation d8, Notice d10, Persuasion d8,
Skills: Athletics d8, Fighting d6, Notice
Shooting d6, Stealth d12, Survival d10
d6, Stealth d4
Pace: 6; Parry: 9; Toughness: 7 (2)
172
Hindrances: Various Special Abilities:
Edges: Acrobat, Block (Imp), Combat • Can’t Swim: Avions subtract 2 from
Acrobat, Alertness, Assassin, Dodge (Imp), Athletics (swimming) rolls and each
First Strike, Marksman, Level Headed, inch moved costs them 3” of Pace.
Poison Expert, Streetwise, Quick, Thief • Flight: Pace 12.
Gear: Leather armor (+2), short sword
(Str+d6), throwing knives (Range 3/6/12, BANDIT
Damage: Str+d4, coated with any type of Bandits are outlaws, earning a living by
poison the assassin desires). raiding small settlements or waylaying
Special Abilities: travelers. Not all bandits are necessarily
• Poisoned Blades: Lethal poison on evil. Some may have been wrongly
swords and knives (or Paralyzing if sent outlawed or forced to flee their homes by
to capture a target). an invading force. Others may be Robin
Hood-type figures, fighting against an
AQUARIAN unjust system.
This profile includes most types of water- The bandits presented here are the
dwelling humanoids, such as sea elves. standard ruffian sort, out to get what
Attributes: Agility d8, Smarts d6, Spirit d6, they can by whatever means necessary,
Strength d6, Vigor d6 so change their Hindrances as suits the
Skills: Athletics d8, Common Knowledge setting and their particular background .
d6, Fighting d6, Notice d6, Persuasion d6,
Stealth d6, Taunt d6 BANDIT
Pace: 6; Parry: 5; Toughness: 5 Attributes: Agility d6, Smarts d6, Spirit d6,
Edges: Extraction Strength d6, Vigor d6
Gear: Spear (Str+d6, Reach 1).
Special Abilities:
• Aquatic: Pace 12.
• Dependency: Aquarians must immerse
themselves in water one hour out of every
24 or become automatically Fatigued
each day until they’re Incapacitated.
A day after, they perish. They
regain a level of Fatigue each hour
when immersed.

AVION
Avions are winged humanoids who
dwell in high mountains or other remote
locations.
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge
d6, Fighting d6, Notice d6, Persuasion d6,
Shooting d8, Stealth d6, Taunt d6
Pace: 5; Parry: 5; Toughness: 5
Hindrances: All Thumbs
Edges: Alertness, Marksman
Gear: Long sword (Str+d8), long bow
(Range 15/30/60, Damage 2d6).
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FANTASY COMPANION

Skills: Athletics d6, Common Knowledge D CHIEFTAIN


d6, Fighting d6, Notice d6, Persuasion Attributes: Agility d6, Smarts d6, Spirit d6,
d4, Shooting d6, Stealth d6, Thievery d6, Strength d10, Vigor d10
Survival d6 Skills: Athletics d6, Fighting d10, Intimi­
Pace: 6; Parry: 5; Toughness: 6 (1) dation d10, Notice d6, Persuasion d6,
Hindrances: Greedy, Mean. Riding d6, Stealth d6, Throwing d8
Edges: — Pace: 6; Parry: 7 (6 with great axe);
Gear: Light leather armor (+1), short sword Toughness: 10 (3)
(Str+d6, bow (Range 12/24/48, Damage Hindrances: All Thumbs, Mean
2d6). Edges: Brawny, Combat Reflexes, Favored
Terrain (local environment), Iron Jaw,
D BANDIT CHIEF Sweep (Imp), Woodsman
Attributes: Agility d8, Smarts d6, Spirit d8, Gear: Chain mail (+3), great axe (Str+d10,
Strength d8, Vigor d8 AP 2, Parry –1).
Skills: Athletics d6, Common Knowledge
d8, Fighting d8, Intimi­dation d8, Notice SHAMAN
d6, Persuasion d8, Riding d8, Shooting Barbarian shamans are as savage and brutal
d10, Stealth d8, Thievery d8, Survival d6 as those they lead. They provide spiritual
Pace: 6; Parry: 7; Toughness: 8 (2) advice and healing in rare times of peace
Hindrances: Greedy, Mean and greatly enhance the clan’s warriors
Edges: Block, Combat Reflexes, Command when they’re at war.
Gear: Chain mail (+2), hand axe (Str+d6). Attributes: Agility d6, Smarts d4, Spirit d8,
Strength d8, Vigor d8
BARBARIAN Skills: Athletics d6, Common Knowledge
Barbarian tribes live in all climes, from d6, Faith d8, Fighting d6, Healing d8,
the high, frigid mountains to the sun- Intimidation d8, Notice d6, Persuasion
baked deserts. What unites them is a d6, Spellcasting d8, Stealth d6, Survival d8
more primitive lifestyle compared to the Pace: 6; Parry: 6 (7 with spear); Toughness:
civilizations around them. This might 8 (2)
make them sturdy and honorable or cruel H i nd ra nces: Al l T humbs, Ar mor
and savage. Interference (Minor), Loyal
Barbarian tribes are usually organized Edges: Arcane Background (Shaman),
around a chief or shaman, revered either Favored Terrain (local environment),
for their wisdom or brute strength. Fetish, Primal Magic
Powers: Ancestral rage, arcane protection,
WARRIOR blast, blind, boost/lower Trait, divination,
Attributes: Agility d6, Smarts d4, Spirit d6, entangle, healing, sound/silence, stun,
Strength d8, Vigor d8 warrior’s gift. Power Points 15.
Skills: Athletics d8, Common Knowledge Gear: Leather armor (+2), spear (Str+d6,
d8, Fighting d8, Intimidation d8, Notice Parry +1, Reach +1), fetish.
d4, Persuasion d4, Riding d6, Stealth d6,
Survival d8 CELESTIAL
Pace: 6; Parry: 6 (7 with spear); Toughness: Celestials are beings of supernatural good,
9 (2) created by gods and goddesses as their
Hindrances: All Thumbs, Mean mortal agents. They most often appear as
Edges: Brave, Combat Reflexes, Favored winged humans of unearthly beauty with
Terrain (local environment) features inspired by the deity who created
Gear: Leather armor (+2), club (Str+d6), them.
spear (Str+d6, Parry +1, Reach +1). Attributes: Agility d6, Smarts d8, Spirit
d10, Strength d6, Vigor d8
174
Skills: Athletics d8, Common Knowledge Special Abilities:
d4, Faith d10, Fighting d8, Healing d6, • Dependency: Centaurs must gallop
Intimidation d6, Notice d8, Occult d10, beneath the open sky at least one hour
Persuasion d10, Stealth d10 out of every 24. They take a level of
Pace: 7; Parry: 6; Toughness: 10 (4) Fatigue each day if they can’t, and
Hindrances: Code of Honor, Vow (Major— recover a level per hour spent out of
Serve the deity who made them). doors once free to do so. This cannot
Edges: Arcane Background (miracles), lead to Incapacitation.
Attractive, Aura of Courage, Champion, • Fleet Footed: Running die d10.
Holy Warrior • Kick: Str+d6.
Powers: Banish, boost Trait, detect arcana, • Size 1: Centaurs are the size of small
healing, light, protection, resurrection, smite. horses.
Power Points: 25.
Gear: Great sword (Str+d10, AP 2), plate CLERIC
corselet (+4). Each deity has a network of priestly
Special Abilities: servants whose duty it is to spread the
• Flight: Pace 12. faith and ensure their tenets are upheld
by the faithful. A sample of commonly-
CENTAUR encountered priests is presented below.
Centaurs have the upper body of a human
and the lower body of a horse. In some CLERIC OF DEATH
settings they are reclusive philosophers. Attributes: Agility d6, Smarts d8, Spirit
In others, they are nomads, wandering the d10, Strength d6, Vigor d6
plains and forests in herds. Skills: Athletics d6, Common Knowledge
Attributes: Agility d6, Smarts d6, Spirit d6, d6, Fighting d6, Faith d10, Intimidation d8,
Strength d8, Vigor d8 Notice d6, Persuasion d6, Stealth d6
Skills: Athletics d8, Common Knowledge Pace: 6; Parry: 5; Toughness: 6 (1)
d6, Fighting d6, Notice d8, Shooting d6,
Stealth d6, Survival d8
Pace: 10; Parry: 7; Toughness: 8 (2)
Gear: Leather armor (+2), spear (Str+d6,
Parry +1, Reach 1), bow (Range 12/24/48,
Damage 2d6).

175
FANTASY COMPANION

Hindrances: Ruthless (Major), Vow Edges: —


(Major—serve the order) Gear: Knife (Str+d4), club (Str+d4), or
Edges: Arcane Background (Miracles) improvised weapons (Str+d4).
Gear: Leather armor (+2), mace (Str+d6),
holy symbol. DRAGONFOLK
Miracles: Fear, protection (bone Trapping), They are called by many names—
and zombie. Power Points: 15. dragonkin, dragonlings, dragonborn—
and more, but there is no confusing these
CLERIC OF LIGHT humanoid dragons with other lizard-folk.
Attributes: Agility d6, Smarts d8, Spirit They are tall, regal, bipedal beings with
d10, Strength d6, Vigor d6 pronounced spikes and fins, scaled skin,
Skills: Athletics d4, Common Knowledge and reptilian eyes. Their draconic ancestry
d6, Faith d10, Healing d10, Notice d6, also gives them a deadly breath attack.
Persuasion d8, Stealth d4, Taunt d6 The profile below is for dragonfolk who
Pace: 6; Parry: 4; Toughness: 5 descended from fire-breathing dragons.
Hindrances: Pacifist (Minor), Vow (Major— For other ancestries, replace their breath
serve the order), Vow (Major—care for the weapon with another type, such as acid,
sick) frost, or electricity.
Edges: Arcane Background (Miracles),
Healer DRAGONFOLK WARRIOR
Gear: Staff (Str+d4, Parry +1, Reach 1), holy Attributes: Agility d8, Smarts d6, Spirit d8,
symbol. Strength d10, Vigor d8
Miracles: Deflection, healing, light/darkness. Skills: Athletics d6, Common Knowledge
Power Points: 15. d6, Fighting d8, Intimidation d8, Notice
d8, Shooting d8, Stealth d8
CLERIC OF WAR Pace: 6; Parry: 6; Toughness: 13 (5)
Attributes: Agility d8, Smarts d6, Spirit d8, Hindrances: Arrogant
Strength d8, Vigor d8 Edges: Brave, Combat Reflexes, Frenzy
Skills: Athletics d6, Battle d6, Common (Imp)
Knowledge d6, Fighting d10, Faith d8, Gear: Barbed scimitar (Str+d8), chain mail
Intimidation d8, Notice d6, Persuasion d6, (+3).
Stealth d4 Special Abilities:
Pace: 6; Parry: 8; Toughness: 9 (3) • Armor +2: Scaly hide.
Hindrances: Vow (Major—serve the order) • Bite/Claws: Str+d4.
Edges: Arcane Background (Miracles) • Environmental Resistance (Heat): +4
Gear: Chain mail (+3), battle axe (Str+d8), resistance / –4 damage from heat or fire-
medium shield (+1 Parry), holy symbol. based effects.
Miracles: Boost/lower trait, protection, smite. • Fiery Breath: Dragonfolk can spit balls
Power Points: 15. of fire. This works as the bolt power
using Shooting to aim the fireballs. The
COMMONER Ability is innate rather than magical.
This profile covers everything from farmers Dragonfolk have 15 Power Points for
to merchants to crafters. this purpose only.
Attributes: Agility d6, Smarts d6, Spirit d6, • Tail Lash: Str (or Str+d4 if tipped with
Strength d6, Vigor d6 a mace or blade).
Skills: Athletics d4, Common Knowledge
d4, Fighting d4, Notice d6, Persuasion d4, DRAGONFOLK SORCERER
Shooting d4, Stealth d6 Attributes: Agility d8, Smarts d10, Spirit
Pace: 6; Parry: 4; Toughness: 5 d10, Strength d8, Vigor d8
Hindrances: Varies
176
Skills: Athletics d6, Common Knowledge ELF
d6, Fighting d6, Intimidation d8, Notice Elves inhabit magnificent forests and
d8, Shooting d8, Spellcasting d10, Stealth fantastic cities. Below are two profiles
d8 for high elves who dwell in towering
Pace: 6; Parry: 5; Toughness: 9 (3) and beautiful cities and wood elves who
Hindrances: Arrogant embrace and live in great woods.
Edges: Arcane Background (Magic),
Combat Reflexes, HIGH ELF ARCHER
Powers: Armor, blast, deflection, detect/conceal Attributes: Agility d8, Smarts d6, Spirit d8,
arcana, dispel, fear, healing, obscure, shape Strength d6, Vigor d6
change, smite, speak language. Power Points: Skills: Athletics d8, Common Knowledge
30. d6, Fighting d8, Healing d6, Notice d8,
Gear: Barbed dagger (Str+d8), cloth armor. Persuasion d6, Shooting d10, Stealth d10,
Special Abilities: Survival d6
• Armor +2: Scaly hide. Pace: 6; Parry: 6; Toughness: 8 (3)
• Bite/Claws: Str+d4. Hindrances: All Thumbs, Arrogant,
• Environmental Resistance (Heat): +4 Cautious, Suspicious
resistance / –4 damage from cold or ice- Edges: Double Shot, Marksman
based effects. Gear: Chain mail armor (+3), short sword
• Fiery Breath: Dragonfolk can spit balls (Str+d6), Elven bow (Range 15/30/60,
of fire. This works as the bolt power Damage 2d6).
using Shooting to aim the fireballs. The Special Abilities:
Ability is innate rather than magical. • Low Light Vision: Elves ignore
Dragonfolk have 15 Power Points for penalties for Dim and Dark lighting.
this purpose only.
• Tail Lash: Str (or Str+d4 if tipped with HIGH ELF SPEARMAN
a mace or blade). Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
DWARF Skills: Athletics d8, Common Knowledge
Dwarves are common in mountains, where d6, Fighting d8, Healing d4, Notice d6,
they live in vast underground cities. The Persuasion d6, Shooting d6, Stealth d6,
statistics presented here are for a typical Survival d4
dwarf warrior. Pace: 6; Parry: 6 (7 with spear); Toughness:
Attributes: Agility d6, Smarts d6, Spirit d6, 8 (3)
Strength d8, Vigor d8 Hindrances: All Thumbs, Cautious,
Skills: Athletics d6, Common Knowledge Suspicious
d6, Fighting d8, Intimidation d6, Notice Edges: First Strike
d6, Persuasion d6, Stealth d6, Taunt d6 Gear: Chain mail armor (+3), spear (Str+d6,
Pace: 5 (d4 running die); Parry: 8; Parry +1, Reach 1).
Toughness: 8 (3) Special Abilities:
Hindrances: Greedy (Minor), Loyal • Low Light Vision: Elves ignore
Edges: Brave, Nerves of Steel, Sunder, penalties for Dim and Dark lighting.
Sweep
Gear: Chain mail (+3), battle axe (Str+d8), HIGH ELF MAGE
medium shield (+2), throwing axes (Range Attributes: Agility d6, Smarts d10, Spirit
3/6/12, Damage Str+d6). d10, Strength d4, Vigor d6
Special Abilities: Skills: Athletics d6, Common Knowledge
d6, Fighting d6, Healing d6, Notice d8,
• Low Light Vision: Dwarves ignore
Persuasion d8, Shooting d6, Stealth
penalties for Dim and Dark lighting.
d6, Survival d6
177
FANTASY COMPANION

Pace: 6; Parry: 6; Toughness: 7 (1) deflection, dispel, divination, entangle,


H i nd ra nces: All T humbs, Ar mor illusion, protection, relief, sloth/speed.
Interference (Minor), Cautious, Suspicious Power Points: 20.
Edges: Arcane Background (Magic), Gear: Enchanted leather armor (+3), power
Concentration, Wizard stone (page 148).
Powers: Arcane protection, blast, bolt, Special Abilities:
boost/lower Trait, deflection, dispel, • Low Light Vision: Elves ignore
havoc, light/darkness, protection, sloth/ penalties for Dim and Dark lighting.
speed, telekinesis. Power Points: 20.
Gear: Cloth armor (+1), power stone (page FIGHTER
148), ring of Toughness +1. These hardened men and women are
Special Abilities: trained to fight in battle. Some are enlisted
• Low Light Vision: Elves ignore (or conscripted!) into a proper army, some
penalties for Dim and Dark lighting. belong to respected mercenary groups with
a history of integrity and loyalty to their
WOOD ELF ARCHER paymaster, while others are freelancers
Attributes: Agility d8, Smarts d6, Spirit d8, who are happy to switch sides if a better
Strength d6, Vigor d6 offer is made. Groups of mercenaries are
Skills: Athletics d8, Common Knowledge often armed with the same weapons. Thus,
d6, Fighting d8, Healing d6, Notice d8, one finds mercenary pikemen, cavalrymen,
Persuasion d6, Shooting d10, Stealth d10, skirmishers, archers, and so on.
Survival d10
Pace: 6; Parry: 6 (7 with saber); Toughness: COMMON FIGHTER
7 (2) Attributes: Agility d6, Smarts d6, Spirit d6,
Hindrances: All Thumbs, Cautious, Strength d6, Vigor d8
Suspicious Skills: Athletics d6, Common Knowledge
Edges: Combat Reflexes, Double Shot, d6, Fighting d6, Notice d6, Persuasion d4,
Favored Terrain (Forest), Marksman, Shooting d6, Stealth d6
Woodsman Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Leather armor (+2), saber (Str+d6, Hindrances: Various
Parry +1), Elven bow (Range 15/30/60, Edges: Soldier
Damage 2d6). Gear: Leather armor (+2), long bow (Range
Special Abilities: 15/30/60, Damage 2d6), long sword
• Low Light Vision: Elves ignore (Str+d8).
penalties for Dim and Dark lighting.
VETERAN FIGHTER
WOOD ELF MAGE Attributes: Agility d8, Smarts d6, Spirit d8,
Attributes: Agility d6, Smarts d10, Spirit Strength d8, Vigor d8
d10, Strength d4, Vigor d6 Skills: Athletics d6, Common Knowledge
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d6, Persuasion d4,
d6, Fighting d6, Healing d6, Notice d10, Shooting d8, Stealth d6
Persuasion d6, Shooting d6, Stealth d8, Pace: 6; Parry: 8; Toughness: 9 (3)
Survival d8 Hindrances: Various
Pace: 6; Parry: 6; Toughness: 8 (3) Edges: Combat Reflexes, Soldier
H i nd ra nces: All T humbs, Ar mor Gear: Chain mail (+3), helm (+3), medium
Interference (Minor), Cautious, Suspicious shield (Parry +2), long sword (Str+d8), long
Edges: Arcane Background (Magic), bow (Range 15/30/60, Damage 2d6).
Concentration, Wizard, Woodsman
Powers: Arcane protection, barrier,
beast friend, bolt, boost/lower Trait,
178
D OFFICER KNIGHT
Officers are experienced soldiers with Attributes: Agility d8, Smarts d6, Spirit d8,
control over a military unit or mercenary Strength d8, Vigor d8
company. They typically carry the same Skills: Athletics d8, Battle d6, Common
weapons as their men but are mounted. Knowledge d6, Fighting d8, Intimidation
Attributes: Agility d8, Smarts d8, Spirit d8, d6, Notice d6, Persuasion d6, Riding d8,
Strength d10, Vigor d8 Shooting d6, Survival d4
Skills: Athletics d6, Battle d6, Common Pace: 6; Parry: 7; Toughness: 9 (3)
Knowledge d6, Fighting d8, Notice d6, Hindrances: Code of Honor, Loyal
Persuasion d4, Shooting d8, Stealth d6 Edges: Aristocrat, Soldier
Pace: 6; Parry: 9; Toughness: 10 (4) Gear: Plate mail (+4), long sword (Str+d8),
Hindrances: Various medium shield (+2 Parry), lance (Str+d8,
Edges: Block, Combat Reflexes, Command, AP 2, Reach 2), war horse.
Fervor, Hold the Line, Soldier
Gear: Plate corselet (+4), chain limbs (+4), D VETERAN KNIGHT
helm (+4), medium shield (Parry +2), long These knights have survived multiple
sword (Str+d8), crossbow (Range 10/20/40, battles and command small warbands
Damage 2d6), war horse. or armies of common troops. Most own
land or live in a castle with their lords
where they’re responsible for defense and
HALF-FOLK security.
Half-folk try to avoid trouble, but sometimes
trouble comes to them. The statistics are for Attributes: Agility d8, Smarts d6, Spirit
a typical militiaman. d10, Strength d10, Vigor d10
Skills: Athletics d8, Battle d8, Common
Attributes: Agility d8, Smarts d6, Spirit d8,
Knowledge d6, Fighting d10, Intimidation
Strength d6, Vigor d6
d6, Notice d6, Persuasion d6, Riding d10,
Skills: Athletics d6, Fighting d6,
Shooting d8, Survival d6
Intimidation d6, Shooting d8, Stealth d8,
Pace: 6; Parry: 10; Toughness: 10 (3)
Taunt d8
Hindrances: Code of Honor, Loyal
Pace: 1; Parry: 5; Toughness: 6 (1)
Edges: Aristocrat, Block, Combat Reflexes,
Hindrances: Small
Command, Fervor, Frenzy, Level Headed,
Edges: Luck, Marksman
Soldier.
Gear: Leather armor (+1), short sword
(Str+d6), sling (Range: 4/8/16, Damage: SQUIRE
Str+d4). Squires attend to their knight at all times,
Special Abilities: carrying banners or weapons, polishing
• Reduced Pace: d4 running die. armor, stabling horses, and other tasks.
Attributes: Agility d6, Smarts d6, Spirit d6,
KNIGHT Strength d4, Vigor d6
Knights are heavily armored fighters Skills: Athletics d6, Common Knowledge
who serve a liege. Most are minor nobles d4, Fighting d6, Notice d6, Persuasion d4,
themselves. They may be chivalric Riding d4, Shooting d4, Stealth d6
champions serving the people of their Pace: 6; Parry: 5; Toughness: 6 (1)
lands as they’re supposed to or selfish curs Hindrances: Young
seeking only fame and fortune. Edges: Loyal
For holy or unholy knights of religious Gear: Cloth mail (+1), short sword (Str+d6).
orders and the like, add the Holy/Unholy
Warrior Edge.
MAGE
Mages range from lowly apprentices
with a handful of spells to arch
179
FANTASY COMPANION

mages whose powers are often as political Pace: 6; Parry: 4; Toughness: 5 (1)
as arcane. Hindrances: Armor Interference (Minor),
The profiles here are basic spellcasters one Curious
might find in a city. Game Masters should Edges: Arcane Background (Magic), Rapid
address their statistics and powers to fit Recharge, Wizard
whatever role they’re fulfilling. A court Gear: Armored cloth robe (+1), several
mage is very different from a magic item magic items.
crafter, for example. Powers: Arcane protection, barrier, blast, bolt,
burst, darksight, detect/conceal arcana, dispel,
APPRENTICE invisibility, light/darkness, protection, summon
Attributes: Agility d4, Smarts d8, Spirit d6, ally. Power Points: 25.
Strength d4, Vigor d4
Skills: Academics d4, Athletics d4, D ARCHMAGE
Common Knowledge d6, Intimidation Attributes: Agility d6, Smarts d12, Spirit
d4, Notice d6, Occult d6, Persuasion d4, d8, Strength d4, Vigor d4
Spellcasting d6, Stealth d4 Skills: Academics d10, Athletics d4,
Pace: 6; Parry: 2; Toughness: 4 Common Knowledge d10, Intimidation
Hindrances: Armor Interference (Minor), d8, Notice d8, Occult d10, Persuasion d8,
Curious Spellcasting d12, Stealth d8
Edges: Arcane Background (Magic) Pace: 6; Parry: 4; Toughness: 5 (1)
Gear: Robes, spellbooks, ink and paper. Hindrances: Armor Interference (Minor),
Powers: Arcane protection, bolt, detect/conceal Curious
arcana, light/darkness, and protection. Power Edges: Arcane Background (Magic), Expert
Points: 15. (Spellcasting), Rapid Recharge, Wizard
Gear: Armored cloth robe (+1), several
MAGE magic items including a power stone and
Attributes: Agility d6, Smarts d10, Spirit a staff or wand of some sort.
d8, Strength d4, Vigor d4 Powers: Arcane protection, barrier, blast,
Skills: Academics d6, Athletics d4, bolt, burst, darksight, detect/conceal arcana,
Common Knowledge d6, Intimidation dispel, fly, invisibility, light/darkness, puppet,
d6, Notice d6, Occult d8, Persuasion d6, protection, summon ally. Power Points: 30.
Spellcasting d8, Stealth d6
Pace: 6; Parry: 4; Toughness: 5 (1) NOBLE
Hindrances: Armor Interference (Minor), This entry covers both true nobles and
Curious their courtier lackeys, such as seneschals
Edges: Arcane Background (Magic), Rapid and chancellors.
Recharge, Wizard
Gear: Armored cloth robe (+1), Various, but COURTIER
at least one magic item. Courtiers are more than just court
Powers: Arcane protection, bolt, burst, servants—they’re advisors and often
darksight, detect/conceal arcana, dispel, light/ hold positions of importance. Unless the
darkness, and protection. Power Points: 20. adventurers know a noble personally, most
dealings are conducted through a trusted
VETERAN MAGE courtier, typically a seneschal.
Attributes: Agility d6, Smarts d12, Spirit Attributes: Agility d6, Smarts d8, Spirit d6,
d8, Strength d4, Vigor d4 Strength d6, Vigor d6
Skills: Academics d10, Athletics d4, Skills: Athletics d4, Common Knowledge
Common Knowledge d10, Intimidation d8, Fighting d4, Notice d8, Persuasion d8,
d8, Notice d8, Occult d10, Persuasion Riding d6, Stealth d6, Taunt d6
d8, Spellcasting d10, Stealth d8 Pace: 6; Parry: 5; Toughness: 5
180
Hindrances: Various, but Arrogant, Attributes: Agility d8, Smarts d6, Spirit d8,
Greedy, or Suspicious are common. Strength d8, Vigor d6
Edges: Charismatic Skills: Athletics d6, Battle d6, Common
Gear: Rapier (Str+d4, Parry +1), small knife Knowledge d6, Fighting d6, Intimidation
(Str+d4). d8, Notice d6, Persuasion d6, Riding d8
Pace: 6; Parry: 6; Toughness: 5
JESTER Hindrances: Various
Jesters are more than just comical Edges: Aristocrat, Command, Connections
entertainment for the nobility. They have Gear: Rapier (Str+d4, Parry +1) when
their lord’s ear, are privy to his most in court. In war most are expected to
secret affairs, can get away with insulting command and fight.
powerful guests, and conceal great wisdom
in their seemingly nonsensical riddles and
japes.
RAKASHAN
These feline humanoids come in many
Attributes: Agility d10, Smarts d8, Spirit
varieties, but all have sharp teeth and
d8, Strength d6, Vigor d6
claws.
Skills: Athletics d8, Common Knowledge
Attributes: Agility d8, Smarts d6, Spirit d8,
d8, Fighting d4, Notice d8, Persuasion d6,
Strength d6, Vigor d6
Stealth d8, Taunt d12
Skills: Athletics d8, Common Knowledge
Cha: 0; Pace: 6; Parry: 4; Toughness: 5
d6, Fighting d8, Notice d8, Persuasion d4,
Hindrances: Various, but Curious is
Stealth d8, Survival d6
common.
Pace: 6; Parry: 6; Toughness: 7 (2)
Edges: Acrobat, Aristocrat, Humiliate,
Hindrances: Bloodthirsty, Can’t Swim
Provoke, Retort, Strong Willed, Work the
Room Edges: Frenzy
Gear: Light club (Str+d4), Gear: Short sword (Str+d6), leather armor
dagger x3 (Str+d4). (+2).
Special Abilities:
D NOBLE • Bite/Claws: Str +d4.
Some nobles are decadent • Low Lig ht Vision: Ra kasha n s
dandies content with living ignore penalties for Dim and Dark
a life of luxury. Others are Illumination.
rich landowners, skilled • Racial Enemy: Rakashans subtract
in business matters. Still 2 from Persuasion when dealing with
others are military gnolls (or a race of the GM’s choosing).
comma nders, or
advisors. Most are RANGER
wealthy, but some Rangers patrol the wilderness, hunting
l ive i n con sta nt down evil creatures, defending travelers,
poverty if their lands or or protecting the wilds. Most have an
titles aren’t particularly animal companion—typically a wolf,
lucrative but their bird of prey, or large cat.
responsibilities are
large. RANGER
This profile is a good Attributes: Agility d8, Smarts d6,
baseline. Customize Spirit d8, Strength d6, Vigor d8
with selective Edges Skills: Athletics d8, Common
a nd Hi ndra nces Knowledge d8, Fighting d8,
to quickly Healing d6, Intimidation d6,
create particular
individuals.
181
FANTASY COMPANION

Notice d8, Persuasion d4, Riding d6, environmental effects, and suffer +4
Shooting d8, Stealth d8, Survival d8 damage from cold-based attacks.
Pace: 6; Parry: 6; Toughness: 8 (2)
Hindrances: Various THIEF
Edges: Beast Master, Scout, Woodsman Thieves earn a living stealing from others.
Gear: Leather armor (+2), long sword In a city or town, thieves often assemble
(Str+d8), dagger (Str+d4), long bow (Range into secret or even public guilds, charging
15/30/60, Damage 2d6), 24 arrows. merchant’s protection money to keep from
being burgled. Thieves’ guilds are often
D VETERAN RANGER excellent sources of information—if you
Attributes: Agility d8, Smarts d6, Spirit d8, can find them.
Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge THIEF
d10, Fighting d10, Healing d6, Intimidation Attributes: Agility d10, Smarts d6, Spirit
d6, Notice d10, Persuasion d6, Riding d6, d6, Strength d6, Vigor d6
Shooting d10, Stealth d8, Survival d10 Skills: Athletics d8, Common Knowledge
Pace: 6; Parry: 7; Toughness: 9 (2) d8, Fighting d6, Lockpicking d8, Notice
Hindrances: Various d8, Stealth d8, Taunt d6, Thievery d8
Edges: Beast Master, Combat Reflexes, Pace: 6; Parry: 5; Toughness: 7 (2)
Scout, Steady Hands, Woodsman Hindrances: Greedy
Gear: Leather armor (+2), long sword Edges: Thief
(Str+d8), dagger (Str+d4), long bow (Range Gear: Leather armor (+2), short sword
15/30/60, Damage 2d6). (Str+d6), throwing knives (Range 3/6/12,
Damage Str+d4).
SAURIAN
Saurians, or “lizardfolk,” come from a D MASTER THIEF
variety of climes, from deserts to jungles Attributes: Agility d12, Smarts d8, Spirit
and fetid marshes. Some communities d8, Strength d6, Vigor d6
are primitive and violent while others are Skills: Athletics d8, Common Knowledge
enlightened and refined. The profile below d10, Fighting d6, Lockpicking d12, Notice
represents a warrior from a society on par d10, Stealth d12, Taunt d8, Thievery d8
with elves, dwarves, and humans. Pace: 6; Parry: 5; Toughness: 7 (2)
Attributes: Agility d8, Smarts d6, Spirit d8, Hindrances: Greedy
Strength d8, Vigor d8 Edges: Acrobat, Dodge, Level Headed,
Skills: Athletics d6, Common Knowledge Thief
d6, Fighting d6, Notice d6, Persuasion d6, Gear: Leather armor (+2), short sword
Stealth d6, Survival d6 (Str+d6), throwing knives (Range 3/6/12,
Pace: 6; Parry: 6; Toughness: 8 (2) Damage Str+d4).
Hindrances: Outsider (Minor)
Edges: Free Runner SAILOR
Gear: Medium shield (+1 Parry), long sword Sailors crew the galleys or galleons found
(Str+d8). in most fantasy worlds. Use the same profile
Special Abilities: for a typical pirate. For settings that include
• Armor +2: Scaly skin. airships, replace Boating with Piloting in
• Bite: Str +d4. the profiles below.
• Environmental Weakness (Cold):
Though not truly cold-blooded, saurians
CAPTAIN
Attributes: Agility d8, Smarts d8, Spirit d6,
are poorly suited for frigid conditions.
Strength d6, Vigor d8
They suffer a −4 penalty to resist cold

182
Skills: Athletics d8, Boating d8, Common
Knowledge d6, Fighting d8, Gambling d6,
Intimidation d6, Notice d8, Shooting d6,
Stealth d4, Survival d6
Pace: 6; Parry: 6; Toughness: 7 (1)
Hindrances: Various
Edges: Command, Feint, Steady Hands
Gear: Rapier (Str+d4, Parry +1), dagger
(Str+d4).

CREW MEMBER
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d6, Boating d6, Common
Knowledge d4, Fighting d6, Gambling d6,
Intimidation d4, Notice d6, Shooting d4,
Stealth d4, Survival d4
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Various
Edges: Steady Hands
Gear: Cutlass (Str+d6), dagger (Str+d4),
flintlock pistol (Range 5/10/20, Damage
2d6+1).

TOWN/CITY WATCH Attributes: Agility d8, Smarts d6, Spirit d8,


The watch are charged with maintaining Strength d8, Vigor d8
law and order within the settlement and Skills: Athletics d6, Common Knowledge
defending it in time of attack. d8, Fighting d8, Intimidation d8, Notice
d8, Persuasion d6, Shooting d8, Stealth d6
WATCH Pace: 6; Parry: 8; Toughness: 10 (4)
These are average town or city guardsmen, Hindrances: Loyal
competent and brave but not suicidal.
Edges: Combat Reflexes, Soldier
Attributes: Agility d6, Smarts d6, Spirit d6,
Gear: Corselet (+4), chain arms and legs
Strength d6, Vigor d6
(+3), helm (+4), long sword (Str+d8),
Skills: Athletics d6, Fighting d6, dagger (Str+d4), medium shield (Parry
Intimidation d6, Notice d6, Persuasion d4, +2), crossbows (Range 15/30/60, Damage
Shooting d6, Stealth d6 2d6, AP 2).
Pace: 6; Parry: 7; Toughness: 8 (3)
Hindrances: — D WATCH CAPTAIN
Edges: Soldier Captains command a squad of town or
Gear: Chain mail (+3), long sword (Str+d8), city guards and answer only to the ruling
open helm (+4), medium shield (Parry +2), authority.
crossbow (Range 15/30/60, Damage 2d6, Attributes: Agility d8, Smarts d8, Spirit d8,
AP 2). Strength d10, Vigor d8
Skills: Athletics d8, Common Knowledge
VETERAN WATCH d10, Fighting d10, Intimidation d10, Notice
These fellows are better trained, equipped, d8, Persuasion d6, Riding d8, Shooting d8,
and led. They are veterans of many scrapes Stealth d6
and know how to handle themselves. Pace: 6; Parry: 9; Toughness: 10 (4)

183
FANTASY COMPANION

Hindrances: Loyal • Size 1: Arachnes measure 7’ in length.


Edges: Block, Combat Reflexes, Command • Wall Walker: Arachnes have spider-like
Gear: Corselet (+4), chain arms and legs legs and sticky webbing that helps them
(+3), helm (+4), long sword (Str+d8), dagger climb.
(Str+d4), medium shield (Parry +2). • Webbing: Arachnes can throw webs
from their thorax that are the size of
TOWN/VILLAGE MILITIA Small Blast Templates. This is a Shooting
Militia are employed in smaller towns and roll with a Range of 3/6/12. A hit means
large villages. Though they’re tasked with the victim is Entangled, or Bound with
defending the area in case of emergency, a raise.
it isn’t their primary job and they aren’t
particularly skilled in battle. BARGHEST
Attributes: Agility d6, Smarts d6, Spirit d6, Barghests are huge, black dogs and
Strength d6, Vigor d6 harbingers of death. On their own, they
Skills: Athletics d4, Fighting d4, are solitary and stealthy hunters who avoid
Intimidation d4, Notice d4, Persuasion d4, large groups that might harm them. Evil
Shooting d4, Stealth d6 beings sometimes train them as vicious
Pace: 6; Parry: 5; Toughness: 7 (2) and loyal pets, using their curse to ensure
Hindrances: Loyal the death of their foes.
Edges: — Attributes: Agility d8, Smarts d4 (A), Spirit
Gear: Leather (+2), short sword (Str+d6), d6, Strength d8, Vigor d8
dagger (Str+d4), slings (Range 4/8/12, Skills: Athletics d6, Fighting d8,
Damage Str+d4). Intimidation d8, Notice d6
Pace: 8; Parry: 6; Toughness: 7

MONSTERS Special Abilities:


• Bite: Str+d6.
• Cursed: Characters within 12” (24
yards) of a barghest can’t Soak Wounds.
ARACHNE • Fleet-Footed: d10 running die.
Arachnes are a mix of human and spider • Size 1: Barghests average 7’ in length
in the same way centaurs are part human, and stand as much as 4’ high.
part horse. They live in dense woodlands
or in underground caves, spinning webs BASILISK
to catch unwary intruders. Despite being Mythological basilisks are small, lizard-
a sentient race, they have no qualms about like reptiles with six legs. For those, use the
eating the flesh of other sentients. Venomous Snake in Savage Worlds with the
Arachnes who live in the underearth also death gaze below.
have Night Vision. Larger versions are more typical in most
Attributes: Agility d10, Smarts d6, Spirit fantasy settings. They have a small horn on
d6, Strength d10, Vigor d8 the top of their head and a deadly gaze they
Skills: Athletics d6, Common Knowledge use to kill prey before devouring it.
d6, Fighting d8, Intimidation d10, Notice Attributes: Agility d6, Smarts d6 (A), Spirit
d8, Shooting d10, Stealth d8, Survival d6 d8, Strength d10, Vigor d10
Pace: 8; Parry: 6; Toughness: 9 (2) Skills: Athletics d6, Fighting d6, Notice
Gear: Leather armor (+2), long sword d10, Stealth d10
(Str+d8). Pace: 6; Parry: 5; Toughness: 8
Special Abilities: Special Abilities:
• Bite: Str+d4. Paralyzing poison. • Bite/Gore: Str+d6, Mild Poison (bite
only).

184
• Gaze: The basilisk’s gaze (see page 167) suffer a Wound, or are turned to stone
has a Range of 12” (24 yards). Those depending on the “species” (GM’s call).
who fail the Vigor roll are Paralyzed, A character who’s turned to stone can
suffer a Wound, or are turned to stone be restored with the dispel power at –4,
depending on the “species” (GM’s call). but the mage only gets once chance.
A character who’s turned to stone can If failed, the magic that keeps the
be restored with the dispel power at –4, character alive stutters or fails and he’s
but the mage only gets once chance. forever after a statue.
If failed, the magic that keeps the • Size 9 (Huge): Great basilisks are 50’
character alive stutters or fails and he’s long from head to tail.
forever after a statue.
• Size 1: Basilisks are the size of small BEYONDER
cows Adults weigh around 300 lbs. No one knows where the strange beyonders
come from—perhaps from an alternate
D GREAT BASILISK dimension or from beyond the stars.
The largest creatures in the basilisk family These gray-skinned, hairless humanoids
take on a massive, serpentine shape. They are unparalleled geniuses, capable of
are called the King of Serpents both because advanced thought and even able to harness
of their size and ferocity, and because of the the powers of the mind in magical ways.
head crest—which looks something like a Their face is smooth where a mouth should
crown. be, but lamprey-like suckers on the palm
Attributes: Agility d10, Smarts d10 (A), of each hand let them feed by placing
Spirit d10, Strength d12+6, Vigor d10 their hands over a victim’s ears. Skilled
Skills: Athletics d10, Fighting d10, Notice tinkerers, beyonder lairs are filled with
d10, Stealth d8 peculiar objects few mortals can decipher,
Pace: 8; Parry: 5; Toughness: 16 (2). and wear complex outfits of unidentifiable
Edges: Calculating, Level Headed (Imp), leather.
Quick Attributes: Agility d6, Smarts d12+2, Spirit
Special Abilities: d8, Strength d6, Vigor d8
• Armor +2: Scaly skin. Skills: Academics d12, Athletics d6,
• Bite/Gore: Str+d10, Lethal Poison (bite Common Knowledge d12, Fighting d6,
only). Intimidation d10, Notice d10, Occult d8,
• Gaze: The basilisk’s gaze (see page 167) Persuasion d8, Psionics d10, Repair d10,
has a Range of 12” (24 yards). Those Science d12, Stealth d6, Taunt d6
who fail the Vigor roll are Paralyzed, Pace: 6; Parry: 5; Toughness: 9 (2)

185
FANTASY COMPANION

Hindrances: Arrogant, Curious BURROWER


Edges: Arcane Background (Psionics), These vicious, rhino-sized creatures are
A rc a ne Re si st a nc e, Ca lc u lat i ng , a scourge on trade routes and farmlands.
Concentration, Elan, Mentalist They lurk underground, listening for the
Powers: Blast, boost/lower trait, confusion, telltale vibrations of large creatures passing
deflection, drain Power Points, empathy, fear, overhead, then burst from the ground and
illusion, mind link, mind reading, mind wipe, to make a meal of the unwitting victim.
puppet, stun. Power Points: 20. Attributes: Agility d6, Smarts d4 (A), Spirit
Gear: Leather Armor (+2), dagger (Str+d4). d6, Strength d8, Vigor d8
Special Abilities: Skills: Athletics d6, Fighting d6, Notice d8,
• Bite: A hit with this attack causes Stealth d8
Energy Drain (Smarts). A Vigor roll (at Pace: 6; Parry: 5; Toughness: 12 (4)
–2 with a raise on the attack) resists this Edges: —
effect.
Special Abilities:
• Puppet: A beyonder can use the puppet
• Armor +4: Chitinous exoskeleton.
power with an opposed Spirit check as
• Bite: Str+d6 (+d6 Acid, AP 2).
a limited action. It can use and maintain
the power indefinitely but may only • Bl i nd s e n s e : Bu r rower s ig nor e
affect one target at a time. invisibility, illusion, and all Illumination
penalties.
• Size 1: Beyonders are over 7′ tall.
• Burrow (6”): Burrowers can glide
through any natural earth or stone as
BUGBEAR easily as a fish swims through water.
Bugbears are savage goblinoids who bully • Size 2: Burrowers weigh around 4 tons
their weaker cousins into submission for and stretch 15’ from mandibles to tail.
food and the few luxuries they carry about
• Spit Acid: A burrower can spit acid in
their person.
a Stream Template. Creatures struck
Bugbears are brutish and territorial, by this acid take 4d4 acid damage.
and often the scourge of small village, The burrower’s bite then loses the +d6
lumberers, and those who must dwell near bonus and AP 2 granted by acid until
the mountains and forests they lurk within. it can produce more, which takes six
Attributes: Agility d6, Smarts d6, Spirit d6, hours. As a result, burrowers do not
Strength d8, Vigor d6 use this ability unless it is desperate or
Skills: Athletics d6, Common Knowledge frustrated.
d4, Fighting d6, Intimidation d6, Notice
d6, Persuasion d4, Shooting d4, Stealth
d8, Survival d6
D CENTURY BEAST
The monstrosity known as the “Century
Pace: 6; Parry: 5 or 6 (shield); Toughness: Beast” is a colossal, ravening leviathan that
9 (4) can level armies. It has no proper name,
Edges: Alertness but derives its nickname from its tendency
Gear: Flail (Str+d6, ignores shield bonus), to emerge roughly once per century to
Javelins (Range 4/8/16, Damage Str+d6), terrorize the land. No one knows what
thick hide vest (+2), light shield. awakens it—perhaps adventurers exploring
Special Abilities: deep caverns, some confluence of the stars,
• Armor +2: Thick hide. an ongoing curse, a ripple in the magical
• Night Vision: Ignore all penalties for weave, or the capricious will of the gods
Illumination. themselves. Whatever the case, after
rampaging for seven days it retreats back
to wherever it came from to slumber and
dream of its return in the next century.

186
The Century Beast has no identifiable provoking the Century Beast may
intelligence, nor does it speak. It walks on result in opportunities to escape with
all fours but can rear up on its hind legs an Athletics roll.
when needed, towering over the mightiest • Unstoppable: The Century Beast takes
structures. Each of its razor-sharp claws is a maximum of one Wound per attack
large enough to skewer a building. no matter how many Wounds would
Attributes: Agility d8, Smarts d6, Spirit normally be caused (after Soak rolls
d12, Strength d12+12, Vigor d12+4 are made).
Skills: Athletics d6, Fighting d12+2, Notice
d12+4 CHIMERA
Pace: 12; Parry: 9; Toughness: 32 (6) A chimera has the head of a lion, the
Edges: Arcane Resistance (Imp), Combat body of a goat, and the tail of a dragon,
Reflexes, Counterattack, Frenzy, Nerves complete with a dragon’s head at the tip.
of Steel, Strong Willed, Sweep (Imp) The creature’s leonine head can breathe
Special Abilities: fire. A few chimeras can also breathe fire
• Armor +6 (Heavy Armor): Thick from their dragon-headed tail.
carapace. Attributes: Agility d8, Smarts d6 (A), Spirit
• Bite/Claws/Horns: Str+d8, Reach 4, d10, Strength d12, Vigor d8
Heavy Weapon. Skills: Athletics d8, Fighting d8, Notice d8,
• Night Vision: The Century Beast Stealth d8
ignores all penalties for Illumination. Pace: 8; Parry: 6; Toughness: 8
• Fear (−4): Anyone who sees the Century Edges: Frenzy (Imp)
Beast must make a Fear check at −4. Special Abilities:
• Fearless: The Century Beast is immune • Bite/Claws: Str+d6.
to Fear and Intimidation. • Fiery Breath: Chimeras breathe fire for
• Fast Regeneration: The Century Beast 3d6 damage. They may not attack with
may attempt a natural healing roll every their claws or bite in the same round
round, even if Incapacitated, until slain. they breathe fire.
• Immunity: Acid, baleful polymorph, • Size 2: Chimeras weigh over 500
disease, Energy Drain, fire, lower Trait, pounds.
paralysis, poison, puppet, Rending, Stun.
• Size 15 (Gargantuan): The Century COCKATRICE
Beast can reach up to 200’ tall and weigh These small magical creatures look
more than 3,000 tons. It can take 3 extra like featherless chickens with bat-like
Wounds. wings and reptilian tails. For those who
• Speed: d12 running die. encounter them for the first time, they
• White Fire: The Century Beast’s white- seem harmless—and even a bit absurd—
hot breath weapon is capable of instantly until their power of petrification makes
incinerating organic matter. It deals 6d6 itself known.
damage in a Large Burst Radius (this Attributes: Agility d8, Smarts d4 (A), Spirit
is considered a Heavy Weapon). It must d6, Strength d4, Vigor d6
wait 1d4+1 rounds before being able to Skills: Athletics d6, Fighting d6, Notice d8,
use its breath weapon again. Stealth d8
• Swallow Whole: Anyone hit by a bite Pace: 5; Parry: 5; Toughness: 3
attack must make an Evasion roll or
Edges: Dodge
be Swallowed Whole. As long as he
Special Abilities:
remains inside, the victim suffers one
Wound at the end of his turn from • Bite: Str+d4.
the crushing gullet and acidic bile.
Shaking, Wounding, or otherwise
187
FANTASY COMPANION

• Size −1: Crocottas are the size of


wolves.

DARKMANTLE
These stingray-shaped creatures
lurk in dark recess in cave ceilings
then drop down to envelop and
digest prey. Some varieties have
learned to pose as leather capes or cloaks
among treasure hoards, attacking those
who attempt to wear them.
Attributes: Agility d8, Smarts d4 (A), Spirit
• Darkvision: d6, Strength d6, Vigor d6
Cockatrices ig nore Skills: Athletics d6, Fighting d6, Notice d6,
penalties for Illumination up to 10”. Stealth d12
• Energy Drain (Agility): A non- Pace: 5; Parry: 5; Toughness: 4 (1)
cockatrice hit by a bite attack (whether Edges: Quick
it causes damage or not) must make a Special Abilities:
Vigor roll or lose a die type in Agility • Armor +1: Thick hide.
(–2 with a raise on the attack). The • Bite: Str+d6.
victim is Incapacitated if this would • Blindsense: Cloak horrors ignore
reduce Agility below d4. invisibility, illusion, and all Illumination
• Flight: Pace 9. penalties.
• Petrification: Anyone Incapacitated by • Flight: Pace 6.
the monster’s Energy Drain is turned • Size –2 (Small): Cloak horrors are 3’ tall
to stone and must make a Vigor roll. and weigh 40 lbs.
If failed, the victim cannot recover • Tentacles (2): A cloak horror has two
on her own. If successful, she regains tentacle actions and Reach 1. It may lash
a die type of Agility and is no longer with its tentacles for Str+d4 damage.
petrified. Any other lost Agility returns Bound or Entangled prey may be bitten
one die type per day. Victims may also as usual.
be restored with dispel at –2, but each
caster may only try once.
• Size −2 (Small): Cockatrices are 2’ tall
DEMON
Demons are evil beings from Hell or Hell-
and weigh 5 pounds.
like dimensions. In most settings, they are
completely devoid of positive qualities,
CROCOTTA though some feign good virtues to lure
The crocotta is a hyena-like creature with unwary prey to their doom.
powerful crocodile jaws. They can imitate Demons might be native to their plane
human cries (but not speeech) to lure prey or the tortured remnants of a once-
into traps. human soul (or other species). Some claim
Attributes: Agility d8, Smarts d6 (A), Spirit dominion over certain emotions, needs,
d6, Strength d8, Vigor d6 places, or phenomena, such as a demon of
Skills: Athletics d6, Fighting d6, Notice vengeance, of some dark holiday, starvation
d10, Persuasion d10, Stealth d6 or thirst, desire, or a corrupted forest.
Pace: 8; Parry: 5; Toughness: 4
Special Abilities: D BALOR
• Bite: Str+d8, AP 4. A balor is a towering figure of darkness
• Fleet Footed: d10 Running die. and hellfire, armed with flaming whip
and a mighty sword. They are the most
188
powerful demons and a challenge to even Black knights most often serve as unit
the greatest warriors or spellcasters. commanders in demonic armies, but can
They can often be found leading legions sometimes be found as bodyguards for
of demons or other monsters against the powerful evil wizards and priests. Many
people of the world. ride nightmares as well (see page 192).
Attributes: Agility d12, Smarts d10, Spirit Attributes: Agility d8, Smarts d6, Spirit
d10, Strength d12+4, Vigor d12+1 d10, Strength d12, Vigor d10
Skills: Athletics d8, Battle d10, Common Skills: Athletics d8, Battle d10, Common
Knowledge d8, Fighting d12, Intimidate Knowledge d8, Fighting d10, Intimidation
d12, Notice d10, Occult d12, Persuasion d10, Riding d10
d12, Spellcasting d10, Stealth d8 Edges: Arcane Resistance, Combat Reflexes,
Pace: 7; Parry: 10; Toughness: 19 (4) Block (Imp), Frenzy (Imp), Sweep, Level
Edges: Ambidextrous, Arcane Background Headed (Imp)
(Magic), Arcane Resistance, Block (Imp), Pace: 6; Parry: 9; Toughness: 12 (4)
First Strike, Frenzy (Imp), Iron Will, Level Gear: Black plate armor and heavy helm
Headed, No Mercy, Sweep (Imp), Two- (+4), barbed balefire great sword (Str+d10),
Weapon Fighting barbed balefire lance (Str+d10). Anyone
Powers: Burst, bolt, dispel, stun, summon ally, struck by a balefire weapon, whether
teleport, telekinesis. Power Points: 20. injured or not, has a chance of catching
Gear: Demonic plate armor (+4), balefire fire.
longsword (Str+d8, AP 2), balefire whip Special Abilities:
(Str+d4, Reach 3). Anyone struck by a • Armor +4: Black plate armor and a
balefire weapon, whether injured or not, closed heavy helm.
has a chance of catching fire. • Immunity: Poison, disease, non-
Special Abilities: magical attacks.
• Entangle: When a balor hits a Normal • Size 1: Black knights stand over 7’ tall.
or smaller sized creature with its whip • Summon Reinforcements: Once per
the victim is Entangled, or Bound with day a black knight can summon forth
a raise. 1d6 demonic soldiers (page 191) per
• Fear (−2): Anyone seeing a balor must success and raise on a Spirit roll. The
make a Fear check at −2. minions appear within 6” of the knight.
• Fiery Aura: At the end of the balor’s
turn, all adjacent foes take 2d4 damage. CHANGELING, LESSER
• Flight: Pace 9. C h a n g e l i n g s (s o m e t i m e s c a l l e d
• Size 6 (Large): A balor stands 25 feet tall doppelgangers or skinwalkers) are
and weighs 8,000 pounds. It can take skinless humanoid demons devoid of
one extra Wound. distinguishing features save for their
gruesome appearance. When they assume
• Swat: Ignores 4 points of Scale penalties.
another’s form, they take on their physical
• Unstoppable: Balors take a maximum
appearance but not their, mannerisms or
of one Wound per attack no matter
memories. Close friends and relatives of
how many Wounds would normally be
their victims can quickly spot something
caused (after Soak rolls are made).
is off if allowed to get close or interact with
them.
D BLACK KNIGHT
Clad in jet-black plate armor and armed Attributes: Agility d6, Smarts d6, Spirit d6,
with terrible weapons glowing with Strength d6, Vigor d6
balefire, black knights are the elite troops Skills: Athletics d8, Common Knowledge
of the demon lords. Beneath their armor is d6, Fighting d6, Notice d8, Persuasion d6,
a mummified corpse with burning green Stealth d8, Thievery d10
eyes and a miasma of pain and hatred. Edges: Combat Reflexes, Quick

189
FANTASY COMPANION

Pace: 6; Parry: 5; Toughness: 5 • Claws: Str+d6, AP 2. Changelings have


Gear: As last victim. long, terrible nails that can erupt from
Special Abilities: their fingertips when needed.
• Claws: Str+d6. Changelings have long, • Fear (−2): Anyone who sees a changeling
terrible nails that can erupt from their in its natural form must make a Fear
fingertips when needed. check at −2.
• Fear (−2): Anyone who sees a changeling • Immunity: Poison, disease, non-
without its skin must make a Fear check magical attacks.
at −2. • Re g e ne r at io n (Slow) : Gr eat e r
• Immunity: Poison, disease. changelings make natural healing rolls
• Steal Form: A lesser changeling can once per day.
assume the form of anyone it touched • Steal Form: A lesser changeling can
within the last hour. assume the form of anyone it touched
The changeling gains the victim’s within the last hour. If any of the
Agility, Strength, Vigor and related victim’s Traits are higher than its own,
skills if they’re higher than its own, as it increases its Traits to those levels.
well as any physical Edges the GM feels It also gains all the victim’s Edges
are appropriate. and Hindrances, including Arcane
Transformation is grotesque and Backgrounds and powers.
physical—the changeling must rip off Transformation occurs just like a lesser
the victim’s skin, rip off its own previous changeling (see above, including the
skin, then drag on the new skin. This notes on clothing and carried items).
takes several minutes and results in a
blood-soaked pile of shredded flesh, so COLLECTOR
it’s usually done out of sight so as not to Collector demons are sent to recover
be discovered. individuals who renege on their deals,
souls who have fled from Hell, or other
Clothing and items aren’t copied, so
troublemakers their lords want captured
evil changelings imprison or slay their
or slain.
victims so they can take their gear as
well. Collectors are single-minded, focused
entirely on their quarry. They wear black,
D CHANGELING, GREATER heavy robes and cowls that hide their
Greater changelings are more powerful horrible form—bipedal vultures with
versions of their lesser cousins, but can rotting flesh and empty, hollow eyes
improve their Smarts, Spirit, and related spinning with swirls of dim balefire.
skills and Edges (including Arcane Collectors are often accompanied by
Backgrounds!), and can access their victim’s demonic soldiers and hellhounds.
memories as well! Attributes: Agility d10, Smarts d8, Spirit
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12, Vigor d12
d10, Strength d12, Vigor d10 Skills: Athletics d10, Common Knowledge
Skills: Athletics d10, Common Knowledge d8, Fighting d10, Intimidation d12, Notice
d6, Fighting d10, Notice d10, Persuasion d8, Stealth d12, Survival d12+2, Taunt d12,
d10, Stealth d10, Thievery d10 Thievery d12
Edges: Block (Imp), Combat Reflexes, Edges: Arcane Resistance (Imp), Extraction
Dodge (Imp), Extraction (Imp), Quick (Imp), Killer Instinct
Pace: 6; Parry: 9; Toughness: 5 Pace: 8; Parry: 7; Toughness: 9
Gear: As last victim. Special Abilities:
Special Abilities: • Claws: Str+d6, AP 4.
• Immunity: Poison, disease, non-
magical attacks.
190
• Fear (−2): Collectors exude an aura of blood. Their eyes burn with balefire and
terror. Anyone seeing one must make a their slavering fangs protrude from their
Fear roll at −2. strong jaws at all angles.
• Single Minded: Collectors are not Greater demons, necromancers, evil
easily swayed from their goal. They wizards, and other evil beings sometimes
receive a +2 bonus to resist Tests. keep them as pets. Demon lords also use
• Size 1: These cowled demons stand them to track down their enemies, or as
over 7’ tall. companions to collector demons.
• Collect What is Due: A Collector’s Attributes: Agility d8, Smarts d6 (A), Spirit
goal is to drain the soul of its quarry. It d8, Strength d10, Vigor d10
does so by getting within 6”, dropping Skills: Athletics d8, Fighting d6,
its cowl, and gazing at the target with Intimidation d8, Notice d10, Stealth d10,
its dead black eyes. This is an opposed Survival d10
Spirit roll as an action that causes a Edges: Fleet-Footed
Wound for each success and raise. Pace: 8; Parry: 5; Toughness: 7
This counts as a Test for the Collector, Special Abilities:
meaning its Killer Instinct Edge gives it
• Bite/Claws: Str+d6. Once Wounded by
a free reroll if it chooses.
a hellhound, the character subtracts
• Unnatural Senses: A collector can 2 from any natural healing rolls until
detect arcana as if it were part of all his Wounds are healed. The same
its normal vision. It also ignores all applies to healing attempts made by
penalties for bad lighting, including others (magical or otherwise).
complete darkness.
• Immunity: Poison, disease, and fire.
DEMONIC SOLDIER • Fear: Anyone who sees a hellhound
The foot soldiers of greater demons are must make a Fear check.
feral creatures with sharp teeth and claws • Relentless Tracker: Once given the
and limited reasoning. They have black scent of prey from direct contact or a
eyes, a sharp sense of smell, and follow personal item of some sort, hellhounds
their masters’ orders without question. have an unerring sense of direction to
They run only if allowed to do so. it.
Attributes: Agility d8, Smarts d4, Spirit d6, • See Invisible: Hellhounds can see
Strength d8, Vigor d8 invisible creatures, ignoring all penalties
to affect them.
Skills: Athletics d8, Battle d6, Fighting d8,
Intimidation d10, Notice d6, Stealth d10,
Thievery d6
Edges: Alertness, Combat Reflexes
Pace: 6; Parry: 6; Toughness: 7
Special Abilities:
• Armor +1: Scaly skin.
• Bite/Claws: Str+d6, AP 2.
• Fear: Demonic soldiers
cause Fear checks.
• I m mu n it y : Poi s on ,
disease, and fire.

HELLHOUND
Hellhounds are monstrous,
evil dogs with black hides steaming
from the heat of their demonic

191
FANTASY COMPANION

IMP • Infravision: Halve penalties for


Imps are small, winged demons sent to illumination when attacking warm
the material world to serve as familiars to targets.
unscrupulous wizards. • Size 2: Lashers stand 9’ tall and weigh
Attributes: Agility d10, Smarts d10, Spirit over 1000 pounds.
d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge
NIGHTMARE
Nightmares are demonic steeds, black as
d6, Fighting d6, Notice d10, Occult d6,
night, with fiery hooves and flaming eyes.
Spellcasting d8, Stealth d8, Thievery d10
They can sense intent and only accept evil
Pace: 4; Parry: 5; Toughness: 4
riders such as black knights, throwing off
Edges: Arcane Resistance (Imp), Combat
and stomping those of good heart.
Reflexes, Extraction (Imp), Transfer
Attributes: Agility d6, Smarts d6 (A), Spirit
Powers: Bolt, darkness, detect/conceal arcana,
d6, Strength d12+2, Vigor d10
entangle, invisibility, and shape change.
Skills: Athletics d8, Fighting d10, Notice d8
Power Points: 20.
Edges: Combat Reflexes, Fleet-Footed
Special Abilities:
Pace: 10; Parry: 6; Toughness: 14 (4)
• Claws: Str+d4.
Gear: Hellish barding (+4).
• Flight: Pace 24.
Special Abilities:
• Immunity: Poison and disease.
• Damage Field: At the end of the
• Size −3 (Very Small): Imps are a little
nightmare’s turn, every adjacent enemy
over a foot tall.
takes 2d4 fire damage.
LASHER • Immunity: Poison, disease, non-
Lashers are demonic taskmasters and magical attacks.
overseers, using their barbed whips and • Kick: Str+d8, may set targets on fire.
Leadership Edges to keep lesser demons • Size 2: Nightmares weigh over 1200
in line. Considerably larger than humans, pounds and stand 14 hands high.
they resemble an unholy giant bat with • Strider: Nightmares run just above
blackened, iron scales. They can be the surface of the earth and ignore
summoned into the world through dark movement penalties for Difficult
rituals, but are usually only employed Terrain.
when a number of lesser demons need
controlling. SUCCUBUS/INCUBUS
Attributes: Agility d8, Smarts d6, Spirit Succubi and incubi are hideous demons
d10, Strength d12+3, Vigor d12 who can appear in whatever form they
Skills: Athletics d10, Common Knowledge think a mortal finds attractive. In some
d6, Battle d6, Fighting d10, Intimidation legends this is their true form. In others
d12, Notice d8 their true forms are winged demons with
grotesque faces, leathery skin, and jagged
Edges: Arcane Resistance (Imp), Sweep
teeth.
(Imp)
Pace: 8; Parry: 7; Toughness: 14 (4) In either case, they use their illusory looks
to lure unsuspecting victims into deadly
Special Abilities:
circumstances, or to serve some unseen
• Armor +4: Iron scales.
masters’ bidding. Powerful succubi and
• Barbed Whip: Str+d8, Reach 2. incubi might have Arcane Background
• Fear (−2): Anyone seeing a lasher must and the puppet power, but most simply use
make a Fear check at −2. their good looks, duplicity, and powers of
• Flight: Pace 12. persuasion to wreak havoc in a victim’s life.
• Immunity: Poison, disease, non- Attributes: Agility d8, Smarts d8, Spirit
magical attacks. d10, Strength d10, Vigor d8
192
Skills: Athletics d8, Common Knowledge Pace: 6; Parry: 5; Toughness: 14 (2)
d6, Fighting d8, Notice d6, Performance Special Abilities:
d12, Persuasion d12+2, Shooting d6, Stealth • Armor +2: Thick scaly hides.
d12, Thievery d10 • Bite/Horns: Str+d6, AP 2.
Pace: 6; Parry: 6; Toughness: 6 • Size 6: Most herbivorous dinosaurs are
Edges: Calculating, Charismatic as big as elephants and weigh many
Powers: Bolt, darkness, detect/conceal arcana, tons.
empathy, entangle, invisibility. Power Points: • Trample: Str+d8.
20.
Special Abilities: AQUATIC DINOSAUR
• Bite/Claws: Str+d4, AP 2. This profile may be used for large
• Darkvision: Ignore penalties for marine dinosaurs, such as pliosaurs and
Illumination up to 10” (20 yards) distant. hydrotherasaurs.
• Energy Drain (Vigor): A succubus can Attributes: Agility d10, Smarts d4 (A),
drain a mortal she lures into an act Spirit d6, Strength d10, Vigor d8
of passion, such as a kiss. The victim Skills: Athletics d8, Fighting d8,
resists with Vigor –2. An unwilling Intimidation d4, Notice d8, Stealth d8,
victim must be grappled first. A victim Survival d8
already charmed by the demon’s Pace: –; Parry: 6; Toughness: 9 (2)
empathy power still resists but doesn’t Special Abilities:
realize what’s happening. • Aquatic: Pace 10.
• False Face: Succubi and incubi can • Bite: Str+d8.
appear as beautiful humanoids as a free • Size 6: The creature weighs stretches 10
action. If they are Stunned or Wounded, meters long from snout to tail.
they must make a Spirit roll or their true
form is revealed. PTEROSAUR
• Flight: Pace 8. These dinosaurs fly on leathery wings and
• Immunity: Poison, disease, non- stab at their prey with sword-like beaks.
magical attacks. Attributes: Agility d10, Smarts d4 (A),
• Resilient: The demons can take one Spirit d6, Strength d10, Vigor d8
Wound before they’re Incapacitated. Skills: Athletics d8, Fighting d8,
Intimidation d4, Notice d10, Stealth d8,
DINOSAUR Survival d8
Dinosaurs have long been extinct on our Pace: –; Parry: 6; Toughness: 9 (2)
world, but in many fantasy settings they Special Abilities:
continue to thrive in tropical climates or in • Armor +1: Leathery hide.
isolated locales far from civilization. • Bite/Claws: Str+d8.
• Flight: Pace 12.
GIANT HERBIVORE • Size 1: Most pterosaurs are slightly
This profile applies to a wide range of large larger than a human.
herbivorous dinosaurs, such as triceratops
• Swoop: Foes are at –2 on Free Attacks
and brontosaurs. While generally peaceful,
against a pterosaur withdrawing from
these creatures are capable of amazing
melee when its movement incorporates
violence to defend their resources or their
an attack or test.
young.
Attributes: Agility d6, Smarts d4 (A), Spirit D TYRANNOSAURUS REX
d6, Strength d12+5, Vigor d8 King of the dinosaurs, the T-rex is a deadly
Skills: Athletics d8, Fighting d6, predator, capable of taking on prey much
Intimidation d6, Notice d8, Stealth d4, larger than itself. T-rex are poorly
Survival d10 suited for mountainous and dense
193
FANTASY COMPANION

forest terrain, and can most often be found some that can fly and some that can’t, and a
in hilly areas or on plains, where they hunt variety of terrible breath weapons to bring
large herbivores. doom and misery on their foes.
Attributes: Agility d6, Smarts d4 (A), Spirit Below are treatments of various dragons
d8, Strength d12+4, Vigor d8 you can use as-is or ad models for smaller
Skills: Athletics d8, Fighting d8, Notice d8, or larger individuals.
Stealth d6, Survival d6 Note that most dragons are clever and
Pace: 8; Parry: 6; Toughness: 16 (3) long-lived creatures. They don’t fly directly
Special Abilities: into an obvious ballista, fall for silly ruses
• Armor +3: Thick hide. designed to draw them away from their
• Bite: Str+d8, AP 4. treasures, or stand and fight deadly foes
• Resilient: A T-rex can take one when they can take to the air instead. They
additional Wound. use all of their advantages when confronted
• Roar: A T-rex can emit a terrifying roar. by would-be dragon-slayers, from their raw
All those within 12” (24 yards) must abilities to traps to the terrain they lair in.
make a Spirit roll or be Shaken. Magic: Some dragons may have Arcane
• Size 7 (Large): These fearsome creatures Backgrounds, typically focusing on Magic.
stand 30’ tall and weigh over 20,000 Depending on their age they may have
pounds. additional powers, Power Points, and
Power Edges as well.
VELOCIRAPTOR
These smart, bipedal dinosaurs are pack HATCHLING
hunters with remarkably well-developed These baby dragons lack the fearsome
tactics. True velociraptors were the size of abilities of their older kin, and haven’t yet
turkeys, but the profile below is for those learned to fly, but are already ferocious.
popularized in more fantastic settings. For juveniles, increase the size to 3 and
Attributes: Agility d8, Smarts d8 (A), Spirit increase each of their Traits by one die size
d6, Strength d10, Vigor d8 and their breath weapon to 2d6.
Skills: Athletics d8, Fighting d8, Attributes: Agility d4, Smarts d4, Spirit d6,
Intimidation d8, Notice d8, Stealth d8, Strength d10, Vigor d8
Survival d10 Skills: Athletics d4, Common Knowledge
Pace: 8; Parry: 6; Toughness: 9 (2) d4, Fighting d6, Intimidation d4, Notice
Special Abilities: d6, Persuasion d4, Stealth d6
• Armor +2: Thick scaly hides. Pace: 6; Parry: 5; Toughness: 7 (2)
• Bite/Claws: Str+d8. Edges: —
• Rending Attack: Victims Shaken or Special Abilities:
Wounded by a rending attack must • Armor +2: Scaly hide.
make a Vigor roll as a free action at • Bite/Claws: Str+d4.
the beginning of each next turn until • Fiery Breath: Hatchling dragons
they roll a raise, losing a Wound with breathe fire for 1d6 damage. Other types
a failure. of breath weapons are described in the
• Size 1: Velociraptors are about 7’ tall. sidebar on page 8.
• Hardy: A second Shaken result in
DRAGON combat doesn’t cause a Wound.
The icons of fantasy are dragons—massive, • Size -1 (Small): Dragon hatchlings are
scaled reptiles breathing fire on those who about the size of a dog and weigh nearly
disturb their lairs. 100 pounds at birth.
Of course that iconic image is but one of
many. There are dragons or all sizes,
D YOUNG DRAGON
A young or smaller species of dragon.
194
Attributes: Agility d6, Smarts d6, Spirit d8, • Hardy: A second Shaken result in
Strength d12+5, Vigor d10 combat doesn’t cause a Wound.
Skills: Athletics d6, Common Knowledge • Size 8 (Huge): Dragons are massive
d6, Fighting d8, Intimidation d10, Notice creatures, over 40′ long from nose to
d10, Persuasion d6, Stealth d6 tail and weighing over 30,000 pounds.
Pace: 8; Parry: 7; Toughness: 18 (4) • Swat: Dragons ignore up to 4 points
Edges: — of Scale penalties when attacking with
Special Abilities: their claws.
• Armor +4: Scaly hide. • Tail Lash: Str+d4. The creature may
• Bite/Claws: Str+d8. make a free attack against up to two
• Fear (−2): Anyone who sees a mighty foes to its side or rear at no penalty.
dragon must make a Fear check at −2. • Unstoppable: Dragons take a maximum
• Fiery Breath: Dragons breathe fire for of one Wound per attack no matter how
3d6 damage. Other types of breath many Wounds would normally be
weapons are described in the sidebar caused (after Soak rolls are made).
on page 196.
• Flight: Pace 24.
D GREAT DRAGON
A particularly large specimen or older
• Hardy: A second Shaken result in
dragon.
combat doesn’t cause a Wound.
Attributes: Agility d6 Smarts d8, Spirit d10,
• Size 7 (Large): Dragons are massive
Strength d12+8, Vigor d12
creatures, over 40′ long from nose to tail
and weighing over 30,000 pounds. Skills: Athletics d8, Common Knowledge
d8, Fighting d10, Intimidation d12, Notice
• Swat: Dragons ignore up to 4 points
d10, Persuasion d10, Stealth d6
of Scale penalties when attacking with
their claws. Pace: 8; Parry: 7; Toughness: 22 (4)
• Tail Lash: Str+d4. The creature may Edges: Combat Reflexes, Bolster, Extraction
make a free attack against up to two foes (Imp), Iron Jaw, Menacing, Retort, Sweep
to its side or rear at no penalty. (Imp)
Special Abilities:
D MATURE DRAGON • Bite/Claws: Str+d8.
A typical adult dragon. • Buffet: Great dragons can buffet those
Attributes: Agility d8, Smarts d8, Spirit around them with their great wings.
d10, Strength d12+8, Vigor d12 The attack affects every Normal or
Skills: Athletics d10, Common Knowledge smaller Size creature within a Cone
d6, Fighting d10, Intimidation d12, Notice Template emanating forward from each
d12, Persuasion d10, Stealth d8 wing. Every creature in the template
Pace: 8; Parry: 7; Toughness: 20 (4) must make a Strength roll at −2. Those
that fail are knocked back 5” and are
Edges: —
prone. If they hit a solid object they take
Special Abilities:
2d4 damage as well.
• Armor +4: Scaly hide.
• Fear (−2): Anyone who sees a mighty
• Bite/Claws: Str+d8. dragon must make a Fear check at −2.
• Fear (−2): Anyone who sees a mighty • Fiery Breath: Dragons breathe fire for
dragon must make a Fear check at −2. 3d6 damage. Other types of breath
• Fiery Breath: Dragons breathe fire for weapons are described in the sidebar
3d6 damage. Other types of breath on page 196.
weapons are described in the sidebar • Flight: Pace 24.
on page 196.
• Hardy: A second Shaken result in
• Flight: Pace 24. combat doesn’t cause a Wound.
• Heavy Armor +4: Scaly hide.
195
FANTASY COMPANION

VARIANT DRAGON
Below are several options for creating different types of dragons and their breath
weapons.
„ DEATH DRAGONS: Death dragons are Undead. Their necromantic breath corrodes
flesh and bone. Anyone Shaken or Wounded by the attack takes a level of Fatigue
as well.
„ ICE DRAGON: Ice dragons breathe a Cone of frigid air. In addition to the regular
damage, targets Shaken or Wounded by the attack reduce their Pace for three
rounds. If appropriate to the terrain, the ground beneath the template also ices
over and becomes Difficult Ground for 3 rounds.
„ METALLIC DRAGONS: These incredible creatures have harder scales gleaming with
tints of silver, gold, or platinum. This increases their Armor to +4, with great
versions having Heavy Armor as well. Most breath fire or ice.
„ SAND DRAGON: Sand dragons Burrow beneath the dunes of blazing deserts, erupting
in a shower of debris to breathe baking waves of heat and abrasive sand at their foes.
„ SHADOW DRAGON: Originating from planes of eternal shadow or created by eldritch
forces, shadow dragons appear as inky black silhouettes which no amount of
light can illuminate. They have stealth d12, Darkvision, and breathe a plume of
necromantic energy. Anyone Shaken or Wounded by the breath also takes a level
of Fatigue.
„ STORM DRAGON: Storm dragons live high in the mountains, venturing to the plains
only during violent thunderstorms. They breathe a bolt of sizzling lightning in a
Stream Template that causes an additional die of damage to anyone wearing metal
armor (typically chain mail or greater).
„ SWAMP DRAGON: Inhabiting dank swamps and fetid marshes, swamp dragons
breathe a noxious mix of swamp gas and corrosive liquid. The round after someone
is Shaken or Wounded by it, at the start of their turn, they take an additional 2d6
damage from the corrosive remnants.

• Size 10 (Huge): Dragons are massive • Tail Lash: Str+d4. The creature may
creatures, over 40′ long from nose to make a free attack against up to two foes
tail and weighing over 30,000 pounds. to its side or rear at no penalty.
• Stomp: Str+d10. Ignores Scale modifiers. • Unstoppable: Dragons take a maximum
• Swallow Whole: Anyone hit by a bite of one Wound per attack no matter how
attack must make an Evasion roll or many Wounds would normally be
be Swallowed Whole. As long as he caused (after Soak rolls are made).
remains inside, the victim suffers one
Wound at the end of his turn from the
crushing gullet and acidic bile. Shaking,
D DRAKE
Drakes are non-flying dragons with animal
Wounding, or otherwise provoking the intelligence (rather than the more human-
dragon may result in opportunities to like sentience of true dragons). They are
escape with an Athletics roll. much more aggressive in direct combat
• Swat: Dragons ignore up to 4 points than their distant cousins, however.
of Scale penalties when attacking with Attributes: Agility d6, Smarts d6 (A), Spirit
their claws. d10, Strength d12+6, Vigor d12

196
Skills: Athletics d8, Fighting d10, Pace: —; Parry: 6; Toughness: 10
Intimidation d12, Notice d8, Stealth d6, Edges: —
Pace: 6; Parry: 7; Toughness: 18 (4) Special Abilities:
Edges: — • Air Mastery: Airborne creatures suffer
Special Abilities: a –1 penalty to attack air elementals.
• Armor +4: Scaly hide. • Bash: Str+d6.
• Bite/Claws: Str+d8. • Flight: Pace 12.
• Fear: Drakes are frightening creatures • Gaseous Form: Can pass through
to behold. cracks in doors or windows, bubble
• Fiery Breath: Drakes breathe fire for through water, etc.
3d6 damage. • Immunity: Air or wind-based effects.
• Resilient: Drakes can take one Wound • Size 4 (Large): An air elemental is 16
before they’re Incapacitated. feet long and weighs 4 pounds. It can
• Size 6 (Large): Drakes are over 20′ long take one extra Wound.
from snout to tail. • Swat: Ignores 4 points of Scale penalties.
• Tail Lash: Str. The creature may make a • Wind Blast: Air elementals can send
free attack against up to two foes to its directed blasts of air to push their foes
side or rear at no penalty. away. They may choose one target or a
Cone Template, and use Shooting for
ELEMENTALS the roll. Those affected make a Strength
Elementals are living spirits of earth, roll (at −2 if the elemental gets a raise)
fire, water, or air. Below are the standard or are hurled 2d6″. Anyone who strikes
elementals, as well as their elder and small a hard object (such as a wall) takes 2d4
variants. non-lethal damage.
Elder: The profile lists all Traits, Derived
AIR ELEMENTAL, ELDER
Statistics, and Edges. The Elder elemental
Attributes: Agility d12+3, Smarts d4, Spirit
has the same Special Abilities as its base
d8, Strength d12+2, Vigor d10
counterpart, with any adjustments listed.
Skills: Athletics d10, Fighting d10,
Small: The profile lists all Traits, Derived Intimidation d10, Notice d8, Occult d8,
Statistics, and Edges. The Small elemental Shooting d10, Stealth d8
has the same Special Abilities as its base
Pace: —; Parry: 7; Toughness: 15
counterpart, with any adjustments listed.
Edges: Extraction, Frenzy, Quick
COMMON ABILITIES Special Abilities:
• Elemental: No additional damage from • Bash: Str+d6, AP 2.
Called Shots; ignores 1 point of Wound • Size 8 (Huge): An elder air elemental
penalties; doesn’t breathe, immune to is 40 feet long and weighs 12 lbs. It can
disease and poison; ignore penalties for take two extra Wounds.
Illumination up to 10”.
AIR ELEMENTAL, SMALL
AIR ELEMENTAL Attributes: Agility d8, Smarts d4, Spirit d6,
This cloud-like creature has dark hollows Strength d6, Vigor d6
reminiscent of eyes and a mouth, and Skills: Athletics d8, Fighting d6, Notice d6,
a howling wind whips it into ominous Occult d4, Shooting d6, Stealth d8
shapes. Pace: —; Parry: 5; Toughness: 4
Type: Neutral Outsider (Air Elemental) Special Abilities:
Attributes: Agility d12, Smarts d4, Spirit • Size –1: A small air elemental is 4 feet
d6, Strength d10, Vigor d8 long and weighs 1 lbs.
Skills: Athletics d10, Fighting d8, Notice
d6, Occult d4, Shooting d8, Stealth d8
197
FANTASY COMPANION

• Size 4 (Large): An earth elemental is 16


feet long and weighs 6,000 pounds. It
can take one extra Wound.
• Swat: Ignores 4 points of Scale penalties.

EARTH ELEMENTAL, ELDER


Attributes: Agility d4, Smarts d4, Spirit d8,
Strength d12+4, Vigor d8
Skills: Athletics d6, Fighting d10, Notice
d8, Occult d8, Stealth d6
Pace: 5; Parry: 7; Toughness: 16 (2)
Edges: Sweep
Special Abilities:
• Bash: Str+d6, AP 2.
• Size 8 (Huge): An elder earth
elemental is 40 feet long and weighs
60,000 lbs. It can take two extra Wounds.

EARTH ELEMENTAL, SMALL


Attributes: Agility d4, Smarts d4, Spirit d6,
Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Notice
EARTH ELEMENTAL d6, Occult d4, Stealth d6
This hulking, roughly
Pace: 5; Parry: 5; Toughness: 7 (2)
humanoid creature of dirt
Special Abilities:
and stone explodes up
from the earth, faceless • Size –1: A small earth elemental is 4 feet
save for two glowing long and weighs 80 lbs.
gemstone eyes.
FIRE ELEMENTAL
Type: Neutral Outsider (Earth Elemental) This creature looks like a living, mobile
Attributes: Agility d4, Smarts d4, Spirit d6, bonfire, tongues of flame reaching out in
Strength d12+1, Vigor d8 search of things to burn.
Skills: Athletics d6, Fighting d8, Notice d6, Type: Neutral Outsider (Fire Elemental)
Occult d4, Stealth d6
Attributes: Agility d12, Smarts d4, Spirit
Pace: 5; Parry: 6; Toughness: 12 (2) d6, Strength d6, Vigor d6
Edges: — Skills: Athletics d6, Fighting d8, Intimidate
Special Abilities: d6, Notice d6, Occult d4
• Armor +2: Rocky hide. Pace: 8; Parry: 6; Toughness: 9
• Bash: Str+d6. Edges: —
• Burrow (5″): Earth elementals can meld Special Abilities:
into and out of the ground. • Bash: Str+d6.
• Earth Mastery: An earth elemental gets • Burn: Anyone hit by a fire elemental’s
a free reroll on attack and damage rolls bash must make an Evasion roll or catch
if both it and its target are touching the fire, taking 2d6 initial damage.
ground.
• Environmental Weakness: Cold.
• Immunity: Immune to earth-based
• Immunity: Fire.
attacks (including thrown stones or
• Size 4 (Large): This earth elemental is
powers with earth, mud, stone, or sand
16 feet long and weighs 4 pounds. It can
Trappings).
take one extra Wound.
• Swat: Ignores 4 points of Scale penalties.
198
FIRE ELEMENTAL, ELDER • Size 4 (Large): This water elemental is
Attributes: Agility d12+1, Smarts d4, Spirit 16 feet long and weighs 2,250 pounds. It
d8, Strength d12+2, Vigor d10 can take one extra Wound.
Skills: Athletics d6, Fighting d10, • Swat: Ignores 4 points of Scale penalties.
Intimidation d10, Notice d8, Occult d8 • Water Blast: Water elementals can send
Pace: 8; Parry: 7; Toughness: 15 directed blasts of water to push their
Edges: Extraction, Frenzy foes away. They may choose one target
Special Abilities: or a Cone Template, and use Shooting
for the roll. Those affected make a
• Bash: Str+d6, AP 2.
Strength roll (at −2 if the elemental gets
• Size 8 (Huge): An elder fire elemental
a raise) or are hurled 2d6″. Anyone who
is 40 feet long and weighs 12 lbs. It can
strikes a hard object (such as a wall)
take two extra Wounds.
takes 2d4 non-lethal damage.
FIRE ELEMENTAL, SMALL • Water Mastery: A water elemental gets
Attributes: Agility d8, Smarts d4, Spirit d6, a free reroll on attack and damage rolls
Strength d6, Vigor d6 if both it and its target are touching
water.
Skills: Athletics d6, Fighting d6, Intimidate
d6, Notice d6, Occult d4
WATER ELEMENTAL, ELDER
Pace: 8; Parry: 5; Toughness: 4 Attributes: Agility d12, Smarts d4, Spirit
Special Abilities: d8, Strength d12+3, Vigor d8
• Size –1: A small fire elemental is 4 feet Skills: Athletics d12, Fighting d10, Notice
long and weighs 2 lbs. d8, Occult d8, Shooting d10, Stealth d6
WATER ELEMENTAL
This translucent creature’s shape
shifts between a spinning column of
water and a crashing wave.
Type: Neutral Outsider (Water
Elemental)
Attributes: Agility d6, Smarts
d4, Spirit d6, Strength d12,
Vigor d8
Skills: Athletics d6, Fighting
d8, Notice d6, Occult d4,
Shooting d8, Stealth d6
Pace: 5; Parry: 6; Toughness: 10
Edges: Sweep (Imp)
Special Abilities:
• Aquatic: Pace 12.
• Bash: Str+d6.
• Drench: The elemental
ext i ng u i she s a ny
flames it comes into
contact with.
• Immunity: Immune
to water-based attacks.
• Seep: Can squeeze
through any porous
gap as if it were Difficult
Ground.
199
FANTASY COMPANION

Pace: 5; Parry: 7; Toughness: 14 Powers: Blind, entangle, fear, growth/


Special Abilities: shrink, puppet. Power Points: 20.
• Bash: Str+d6, AP 2. Special Abilities:
• Size 8 (Huge): An elder water elemental • Fey: Ignore penalties for Dim and Dark
is 40 feet long and weighs 24,000 lbs. It Illumination; +4 damage from cold iron.
can take two extra Wounds. • Size –4 (Tiny): Pixies are only a few
inches tall and weigh 3 pounds.
WATER ELEMENTAL, SMALL • Speak with Animals: Pixies can
Attributes: Agility d6, Smarts d4, Spirit d6, communicate freely with all animals.
Strength d8, Vigor d8 • Teleport: Pixies can teleport up to 10”
Skills: Athletics d6, Fighting d6, Notice d6, (20 yards) as a limited action. This
Occult d4, Shooting d6, Stealth d6 movement costs no Power Points.
Pace: 5; Parry: 5; Toughness: 5
Special Abilities: LEPRECHAUN
• Size –1: A small water elemental is 4 These mischievous fey appear as portly
feet long and weighs 34 lbs. little humans in distinctive colorful
clothing. They delight in playing
FEY humiliating—though never dangerous—
pranks on humans while remaining
The wild places are the home of the fey,
unseen. Leprechauns are enticed by money,
elusive nature spirits who are usually
especially gold coins, and hoard them away
bound to certain locations. Some are known
in hidden places.
to come to the aid of injured humans of
a good nature, while others delight in Attributes: Agility d6, Smarts d6, Spirit d8,
playing pranks on hapless travelers. Strength d4-1, Vigor d6
Common Abilities Skills: Athletics d6, Common Knowledge
d6, Fighting d6, Notice d8, Persuasion d8,
„ FEY: Unless otherwise stated, all fey
Stealth d12+1, Taunt d10, Thievery d10
have Low Light Vision (ignore penalties
Pace: 6; Parry: 5; Toughness: 5
for Dim and Dark Illumination), and
take +4 damage from cold iron weapons. Hindrances: Greedy (Minor)
Edges: Humiliate, Mr. Fix It, Quick, Retort
Special Abilities:
BROWNIE
Brownies are tiny brown, green, blue, • Fey: Ignore penalties for Dim and Dark
or even purple humanoids with crude Illumination; +4 damage from cold iron.
clothing and caps. They are wingless but • Inconspicuous: Leprechauns can cloud
can teleport short distances. the perception of others, allowing them
to move unseen in plain view. Foes are
Brownies dwell in human households,
at -2 to their Notice to spot a leprechaun
emerging at night to do chores in exchange
that doesn’t want to be seen.
for an offering upon the hearth. If the host
doesn’t leave an offering, they retaliate with • Size –3 (Very Small): Leprechauns
pranks that can eventually turn dangerous. stand about a foot tall and weigh 10
pounds.
Attributes: Agility d10, Smarts d4, Spirit
d10, Strength 1, Vigor d6
NATURE SPIRIT
Skills: Athletics d8, Common Knowledge Nature spirits are human-sized fey who
d6, Fighting d6, Notice d8, Spellcasting d8, live in and protect a natural area. The most
Stealth d10, Taunt d8 common types encountered by adventurers
Pace: 6; Parry: 5; Toughness: 5 are those who dwell in forests, bodies of
Edges: Arcane Background (Magic), Fleet- water, or mountains.
Footed, Quick, Rabble-Rouser Dryads are shy by nature, spying on
intruders and making their presence known
200
only if their woods, grove, or meadows • Meld: Nature spirits can meld into or
are threatened. Properly entreated, they out of their element as a limited action,
might guide travelers through a forest’s and remain melded as long as they
depths with subtle signs or nudges down wish. While melded they cannot be
particular trails. When angered they’re seen or detected by non-magical means.
likely to guide predators toward wayward • Speak with Nature: Nature spirits can
intruders. speak with both living creatures and
Naiads are fresh water spirits who dwell inanimate objects.
in lakes, streams, and rivers. Nereids are • Summon Defender: In cases of extreme
their salt water sisters, and live in bays, danger, a nature spirit can summon an
estuaries, or the open sea itself. Both are elemental of their own type—air for
capricious sorts who may help a drowning sylphs, or water for naiads and nereids.
man or watch him curiously as he sinks Dryads instead animate their own
into the depths. home, which arises as a war tree (see
Oreads are spirits of rocks, stones, page 241).
mountains and earth. They are motherly • Wall Walker (Oreads Only): Oreads
types who might appear to help those in can traverse any surface made of rock
need, particularly if they’re women or or earth as if it were level ground.
children. When enraged, expect terrible
earthquakes and avalanches. NYMPH
Sylphs are air spirits who sculpt the wind, Nymphs appear as gorgeous young women
dwelling in the swirling air atop high hills with large almond-shaped eyes, long hair,
and mountains. They are standoffish and and diaphanous clothing. Their beauty is
indifferent, but quick to anger. so dazzling that a mere glance can cause a
Attributes: Agility d8, Smarts d10, Spirit person to go blind.
d10, Strength d6, Vigor d6 Attributes: Agility d12, Smarts d8, Spirit
Skills: Athletics d8, Common Knowledge d8, Strength d4, Vigor d10
d6, Fighting d4, Healing d6, Notice d10, Skills: Athletics d8, Fighting d8, Notice d8,
Persuasion d8, Spellcasting d10, Stealth Persuasion d10, Spellcasting d8, Stealth
d10, Survival d12 d8, Survival d8
Pace: 6; Parry: 4; Toughness: 5 Pace: 6; Parry: 6; Toughness: 10 (3)
Hindrances: Stubborn, Suspicious Edges: Arcane Background (Magic), Very
Edges: Arcane Background (Magic), Very Attractive
Attractive, Woodsman Powers: Beast friend, blast, boost/lower
Spells: Barrier, beast friend, def lection, trait, detect/conceal arcana, environmental
entangle, farsight, healing, protection, shape protection, entangle, healing, relief, protection,
change, slumber, stun. Power Points: 30. stun, summon ally, teleport. Power Points:
Special Abilities: 20.
• Aquatic (Naiads and Nereids): Pace Gear: Dagger (Str+d4).
10”. Special Abilities:
• Fey: Ignore penalties for Dim and Dark • Armor +3: Enchanted skin.
Illumination; +4 damage from cold iron. • Blinding Beauty: As a limited action,
• Flight (Sylphs Only): Pace 12. a nymph can force a humanoid looking
• Nature Bond: Nature spirits share their directly at her to make a Vigor roll or
soul with a particular section of forest, gain the Blind Hindrance. This can be
body of water, windy mountaintop, cured using healing with the Greater
or rocky feature. They must remain Healing Modifier.
within 36” of this “focus” or their magic • Fey: Ignore penalties for Dim and Dark
doesn’t work. If the focus is destroyed or Illumination; +4 damage from cold
polluted, the spirit suffers a similar fate. iron.

201
FANTASY COMPANION

• Inspiration: A nymph can choose to regain a level of Fatigue each hour when
inspire a single creature and serve as freed.
a muse. She gives the creature a token
(typically a lock of her hair). As long as SATYR
she favors this person, they add +1 to all These human-sized fey have the furry legs
Spirit and Performance rolls. This effect of a goat and a set of horns on their temples.
lasts as long as the nymph desires. They live for pleasure, known for their love
of music, food, and wine. Satyrs focus their
PIXIE magic by playing harps or panpipes.
Pixies are tiny winged fey who frolic in Attributes: Agility d8, Smarts d6, Spirit d8,
secluded glades. They appear as pale, Strength d6, Vigor d8
childlike humanoids with iridescent Skills: Athletics d8, Common Knowledge
wings. Among the fey they are the most d8, Fighting d6, Notice d8, Performance
closely linked to magic itself, gathering in d10, Persuasion d8, Shooting d6, Stealth
places where arcane energy is strongest. d6, Survival d6, Taunt d8
Though they are notoriously shy, faeries Pace: 6; Parry: 5; Toughness: 6
are sought out by spellcasters for their Hindrances: —
magical properties.
Edges: Arcane Background (Magic),
Attributes: Agility d8, Smarts d6, Spirit Charismatic, Liquid Courage
d10, Strength 1, Vigor d4 Gear: Short bow (Range 12/24/48, Damage
Skills: Athletics d8, Common Knowledge 2d6), dagger (Str+d4), panpipes.
d6, Fighting d4, Notice d10+2, Persuasion Powers: Barrier, beast friend, disguise,
d6, Spellcasting d8, Stealth d10, Taunt d6 empathy, entangle, healing, invisibility, shape
Pace: 6; Parry: 4; Toughness: 4 change, slumber. Power Points: 10.
Edges: Alertness, Arcane Background Special Abilities:
(Magic), Channeling, Quick, Rapid • Horns: Str+d4.
Recharge (Imp)
• Pipes: A satyr uses Performance as his
Powers: Beast friend, illusion, invisibility, arcane skill. When a satyr plays the
slumber, teleport. Power Points: 30. panpipes, he gains +2 to Performance
Special Abilities: rolls.
• Fey: Ignore penalties for Dim and Dark
Illumination; +4 damage from cold iron.
• Flight: Pace 12.
FIRE SALAMANDER
These bright orange creatures live in
• Magical Nature: Pixies possess a volcanic areas or baking-hot deserts. They
powerful connection to magic. Any can only survive in moderate temperatures
spellcaster gains the benefits of a faerie’s for several hours before needing to return
Power Edges as long as they are within to their infernal pits.
5”.
Attributes: Agility d10, Smarts d6 (A),
• Pixie Dust: Pixies continuously emit a
Spirit d8, Strength d10, Vigor d10
sparkly dust which, if sprinkled onto
Skills: Athletics d10, Common Knowledge
another target, temporarily grants them
d4, Fighting d10, Intimidation d10, Notice
the fly Power. A faerie emits enough
d8, Stealth d10
dust per day for 5 power points.
Pace: 8; Parry: 7; Toughness: 7
• Size –4 (Tiny): Faeries are only a few
inches tall and are almost weightless. Edges: Combat Reflexes, Quick
• Wild Spirit: Faeries must be free. If Special Abilities:
captured, they automatically become • Bite/Claws: Str+d6+2, may set target on
Fatigued each day until they’re fire.
Incapacitated and eventually die. They • Fey: Ignore penalties for Dim and Dark
Illumination; +4 damage from cold iron.

202
• Fier y Aura: At the end of the predators, flying about on leathery wings
salamander’s turn, all adjacent beings and perching on craggy rock faces waiting
take 2d6 damage and may catch fire. for prey—a tireless vigil that prompted
• Immunity (Fire): Fire salamanders their use in architecture.
take no damage from fire or fire-based Attributes: Agility d8, Smarts d4, Spirit d6,
attacks. Strength d10, Vigor d8
• Environmental Weakness (Cold, Skills: Athletics d10, Common Knowledge
Water): Magical ice- or water-based d4, Fighting d8, Intimidation d8, Notice
attacks are +4 to affect or damage a fire d6, Stealth d8
salamander. Nonmagical ice or water Edges: Alertness
has no additional effect. Pace: 4; Parry: 6; Toughness: 8 (2)
Special Abilities:
FURY • Armor +2: Thick, leathery skin.
Furies are sent by the gods or other great • Bite/Claws: Str+d6.
beings to protect their flocks in times of • Camouflage: Gargoyles blend with
extreme duress; or to punish their own natural stone, granting them +2 to
worshipers if they offend their masters. The Stealth rolls when perfectly still.
exact form of a fury varies by deity, but all • Flight: Pace 10.
have terrible claws, wings, and relentless
rage. They may look like angels, demons, STONE GARGOYLE
harpies, or even humanoid birds of prey. These gargoyles are winged statues given
If the targets are very powerful or the sin magical life, often to serve as guardians for
particularly great, the furies are all named powerful wizards or other magical beings.
Wild Cards. Attributes: Agility d6, Smarts d4, Spirit d6,
Attributes: Agility d8, Smarts d6 (A), Spirit Strength d12, Vigor d10
d10, Strength d10, Vigor d8 Skills: Athletics d10, Fighting d10,
Skills: Athletics d6, Common Knowledge Intimidation d8, Notice d6, Stealth d8
d4, Fighting d10, Intimidation d6, Edges: —
Persuasion d6, Stealth d10
Edges: Arcane Resistance, Berserk, Frenzy
(Imp)
Pace: 6; Parry: 5; Toughness: 7 (1)
Special Abilities:
• Armor +1: Hide.
• Claws: Str+d4
• Flight: Pace 6.
• Resilient: Furies can take one Wound
before they’re Incapacitated.

GARGOYLE
Everyone knows the stone figure,
hunched over, watching endlessly.
Few know they are recreations of real
creatures.

GARGOYLE
Unknown to most, these creatures
served as the inspiration for the
stone figures so often found on ornate
buildings. In the wild, they are natural
203
FANTASY COMPANION

Pace: 3; Parry: 7; Toughness: 11 (4) wielded by great heroes or villains are


Special Abilities: Wild Cards.
• Armor +4: Body of stone. If the blade has a ghostly form it is nothing
• Bite/Claws: Str+d6. but an image—it can’t be dispelled or
• Construct: +2 to recover from being affected. The profile is for the sword itself.
Shaken; ignores 1 point of Wound Attributes: Agility d8, Smarts d4 (A), Spirit
penalties; does not breathe or suffer d8, Strength d10, Vigor —
from disease or poison. Skills: Athletics d10, Fighting d12, Notice
• Camouflage: Gargoyles blend with d8
natural stone, granting them +2 to Edges: Block (Imp)
Stealth rolls when perfectly still. Pace: 6; Parry: 10; Toughness: —
• Fearless: Gargoyles are immune to fear Special Abilities:
and Intimidation. • Animate Object: Hardness 14.
• Flight: Pace 12. • Fearless: Ghost blades are immune to
Fear and Intimidation.
GREATER GARGOYLE
The true terrors of the skies are stone
gargoyles of immense size and terrific
GHOUL
wingspan, brought to life by eldritch Ghouls are scavengers of the dead who feast
magic, strange events, or even demonic off carrion and any unfortunate victims
possession. who catch them in their unwholesome acts.
They are traditionally undead, but may be
Attributes: Agility d8, Smarts d6, Spirit
degenerate humans or other beings in some
d10, Strength d12+2, Vigor d12
settings (remove the Undead ability if so).
Skills: Athletics d10, Fighting d12,
Attributes: Agility d10, Smarts d6, Spirit
Intimidation d10, Notice d8, Stealth d6
d6, Strength d8, Vigor d8
Edges: Frenzy (Imp), Iron Jaw, Menacing,
Skills: Athletics d6, Common Knowledge
Nerves of Steel
d6, Fighting d6, Intimidation d8, Notice
Pace: 3; Parry: 7; Toughness: 11 (4)
d8, Stealth d10, Survival d8, Thievery d6
Special Abilities:
Edges: Alertness
• Bite/Claws: Str+d10.
Pace: 6; Parry: 5; Toughness: 8
• Construct: +2 to recover from being
Special Abilities:
Shaken; ignores 1 point of Wound
• Bite/Claws: Str+d4.
penalties; does not breathe or suffer
from disease or poison. • Infravision: Halve penalties for
Illumination when attacking warm
• Camouflage: Gargoyles blend with
targets.
natural stone, granting them +2 to
Stealth rolls when perfectly still. • Paralysis: Anyone Wounded by a
ghoul’s bite or claw must make a Vigor
• Fearless: Gargoyles are immune to fear
roll or be Stunned. More powerful
and Intimidation.
ghouls may Stun simply by Shaking
• Flight: Pace 10.
their foe.
• Heavy Armor +4: Body of stone.
• Undead: +2 Toughness; +2 to recover
• Resilient: If a greater gargoyle isn’t a from being Shaken; no additional
Wild Card, it can take one additional damage from Called Shots; ignores
Wound. 1 point of Wound penalties; doesn’t
breathe; immune to disease and poison.
GHOST BLADE
A ghost blade is an animated sword. It
may be held by a spectral warrior or
enchanted by a wizard. Those once

204
GIANT • Environmental Weakness (Cold):
Below are various types of giants, from the Magical cold and ice attacks cause
flesh-eating monsters of myth to exalted +4 damage. Nonmagical cold has no
beings who dwell in the clouds. additional effect.
• Fiery Aura: Fire giants radiate fearsome
CYCLOPS heat. At the end of their turn, all adjacent
Cyclops are a race of one-eyed giants. foes suffer 2d6 damage.
Despite an affinity for goats, they’ll happily • Immunity (Fire): Fire giants take no
devour most any meat they can get their damage from fire, including arcane
massive hands on. In some legends, the powers with a fire or heat trapping.
cyclops crafted lightning bolts for the gods. • Size 5 (Large): Fire giants are over 20’
Attributes: Agility d6, Smarts d6, Spirit d6, tall.
Strength d12+3, Vigor d8
Skills: Athletics d8, Common Knowledge
FROST GIANT
Frost giants live in high mountains, above
d6, Fighting d8, Intimidation d8, Notice
the snow line, or in the frozen reaches of
d6, Survival d6
the world. Sometimes they build vast forts
Hindrances: Bad Eyes
of stone and ice from which they rule over
Pace: 8; Parry: 6; Toughness: 8 lesser races, such as orcs and goblins, as
Gear: Giant club (Str+d10). veritable gods. Their skin is pale blue, and
Special Abilities: their hair as white as snow.
• Hurl Boulders: If a cyclops has access Attributes: Agility d6, Smarts d6, Spirit d8,
to large rocks (or similar objects), he can Strength d12+5, Vigor d10
hurl them at Range 5/10/20. They deal Skills: Athletics d8, Common Knowledge
damage 3d6 in a Small Blast Template. d6, Fighting d8, Intimidation d10, Notice
• Lightning Bolts: In mythological games d6, Persuasion d6, Stealth d6
where cyclops forge lightning bolts Edges: Sweep (Imp)
for the gods, they keep a few on hand
Pace: 8; Parry: 6; Toughness: 13 (2)
to hurl at their foes. Range 24/48/96,
Gear: Leather armor (+2), large maul
Damage 3d10.
(Str+d10), thrown rock (Range 5/10/20,
• Size 5 (Large): Cyclops stand over 15’
Damage 3d6).
tall.
Special Abilities:
FIRE GIANT • Icy Aura: Frost giants radiate deadly
Fire giants dwell in hot places, such as cold. At the end of their turn, all adjacent
caverns beneath volcanoes or scorching foes suffer 2d6 damage.
deserts. Most have ruddy complexions, • Immunity (Cold): Frost giants take no
flame-red hair, and bushy eyebrows that damage from cold or cold-based attacks.
look like dancing fire. • Size 5 (Large): Frost giants are over 20’
Attributes: Agility d6, Smarts d6, Spirit d8, tall.
Strength d12+5, Vigor d10 • Weakness (Fire): Magical heat and flame
Skills: Athletics d6, Common Knowledge attacks cause +4 damage. Nonmagical
d6, Fighting d8, Intimidation d10, Notice heat has no additional effect.
d6, Persuasion d6, Stealth d6
Edges: Sweep (Imp)
HILL GIANT
These hulking brutes prey on sheep, cattle,
Pace: 8; Parry: 6; Toughness: 15 (3)
and the occasional shepherd too foolish to
Gear: Chain mail (+3), large great axe run when they hear them coming. Some
(Str+d12), thrown rock (Range 5/10/20, hill giants are ettins, whose two heads
Damage 3d6+2, if heated targets may catch grant them the Alertness Edge.
fire).
Special Abilities:
205
FANTASY COMPANION

Attributes: Agility d6, Smarts d4, Spirit d6, and may learn magic or miracles or have
Strength d12+3, Vigor d10 other skills and abilities.
Skills: Athletics d6, Common Knowledge Attributes: Agility d6, Smarts d8, Spirit
d4, Fighting d8, Intimidation d10, Notice d10, Strength d12+6, Vigor d12
d6, Survival d6 Skills: Athletics d8, Common Knowledge
Pace: 8; Parry: 6; Toughness: 13 (1) d4, Fighting d8, Intimidation d10, Notice
Edges: Brute, Sweep (Imp) d6, Persuasion d6, Stealth d6
Hindrances: All Thumbs, Clueless Edges: Sweep (Imp)
Gear: Skins or furs (+1), club (Str+d10), Pace: 8; Parry: 6; Toughness: 13 (2)
thrown boulder (Range 6/12/24, Damage Gear: Chain mail (+3), massive great swords
3d6). (Str+d12).
Special Abilities: Special Abilities:
• Size 3: Hill giants are about 12’ tall, • Call Lightning: Frost giants can catch
though some grow much larger. lightning bolts from the sky and hurl
them at their foes. They must be outside
SEA GIANT to do so. Range 24/48/96, Damage 3d10.
Sea giants dwell in caves beneath the • Immunity (Cold): Frost giants take no
ocean. They resent the intrusion of mortals damage from cold or cold-based attacks.
and may rise from the depths to capsize • Size 8 (Huge): Storm giants are towering
passing ships. beings, almost 40’ tall.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d12+5, Vigor d10 GIANT ANIMAL
Skills: Athletics d8, Common Knowledge This section includes profiles for some of
d4, Fighting d8, Intimidation d10, Notice the most common over-sized creatures in
d6, Persuasion d6, Stealth d8 fantasy settings. Giant animals resemble
Edges: Sweep (Imp) their normal counterparts in every way
Pace: 8; Parry: 7; Toughness: 15 other than size.
Gear: Giant trident (Str+d10, Parry+1).
Special Abilities: GIANT ANT
• Aquatic: Pace 8. These insects look much like their smaller
• Size 8 (Huge): Sea giants are over 20’ relatives, but they can grow to the size of
tall. small ponies. A giant ant mound is the size
of a human village.
D STORM GIANT Type: Neutral Vermin (Giant Ant)
Storm giants are more civilized than their Attributes: Agility d6, Smarts d4 (A), Spirit
smaller kin but no less terrifying when d6, Strength d6, Vigor d8
unleashing their wrath on mortals. Skills: Athletics d6, Fighting d6, Notice d8,
They are solitary beings who live in Stealth d4, Survival d6
exotic locations such as mountain aeries Pace: 8; Parry: 5; Toughness: 8 (2)
or cloud castles, surrounded only by their Edges: Formation Fighter
immediate families and whatever trusted Special Abilities:
retainers they rely on.
• Armor +2: Chitinous hide.
Storm giants may be true giants, titans, • Bite: Str+d4.
demigods, or other descendants of gods.
• Night Vision: Ignore all penalties for
Regardless of origin, they can hurl sizzling
Illumination.
lightning bolts to smite their tremulous
• M i nd less: I m mu ne to pup pet,
foes.
Intimidation, and Taunt.
The profile below is a for a iconic “warrior
king.” Each is an individual, however,

206
• Pack Tactics: Giant bees add their Gang GIANT CENTIPEDE
Up bonus to Fighting damage as well as Measuring up to 24’ long and covered in
the attack roll. black chitinous armor, giant centipedes are
• Wall Walker: Giant ants can walk on predominantly found underground or in
vertical or inverted surfaces at their full tropical jungles. Their powerful mandibles
Pace, and may run. can pierce most armor and deliver a lethal
poison.
GIANT BEE Attributes: Agility d6, Smarts d4 (A), Spirit
Fortunately, giant bees don’t form into d6, Strength d12+3, Vigor d10
swarms, but they’re bad enough on their
Skills: Athletics d6, Fighting d6, Notice d6,
own!
Stealth d6
Attributes: Agility d8, Smarts d4 (A), Spirit Pace: 6; Parry: 5; Toughness: 16 (3)
d6, Strength d4, Vigor d6
Special Abilities:
Skills: Athletics d6, Fighting d6, Notice d8
• Armor +3: Thick chitinous armor.
Pace: 3; Parry: 5; Toughness: 3
• Bite: Str+d8, AP 4. Lethal Poison.
Special Abilities:
• Size 6 (Large): Giant centipedes grow
• Flight: Pace 24. up to 24’ long.
• Size −2 (Small): Giant bees are 3’ long.
• Sting: Str+d4, AP 2. Mild Poison. GIANT CRAB
• Pack Tactics: Giant bees add their Gang Giant crabs live on beaches, hiding under
Up bonus to Fighting damage as well as the sand ready to leap out at passing prey.
the attack roll. Attributes: Agility d8, Smarts d4 (A), Spirit
d8, Strength d10, Vigor d8
GIANT BIRD Skills: Athletics d8, Fighting d8, Notice d8,
Giant birds are rare but make for formidable Stealth d10
opponents. This profile represents all
Pace: 8; Parry: 6; Toughness: 11 (4)
manner of giant birds, from vultures to
Special Abilities:
eagles.
• Aquatic: Pace 8.
Attributes: Agility d10, Smarts d6, Spirit
• Armor +4: Giant crabs have thick shells.
d6, Strength d10, Vigor d6
• Claws: Str+d6. Their pincers add +2
Skills: Athletics d8, Fighting d8, Notice
to grappling attempts and crushing
d12, Stealth d4
Pace: 3; Parry: 6; Toughness: 9 (2)
Edges: Alertness
Special Abilities:
• Armor +2: Thick feathers.
• Bite/Claws: Str+d6, AP 2.
• Flight: Pace 9.
• Size 2: This magical beast
stands 15’ tall, has a wingspan
of 30’ and weighs 500 lbs.
• Swoop: Foes are at –2
on Free Attacks against a
giant bird withdrawing
from melee when its
movement incorporates
an attack or test.

207
FANTASY COMPANION

damage caused to Bound or Entangled • M i nd less: I m mu ne to pup pet,


prey. Intimidation, and Taunt.
• Size 1: The shells of giant crabs are • Size –2: Giant mosquitos are about 2’
five feet long at their widest point and long and weigh no more than 10 pounds.
weigh over 400 pounds.
GIANT OCTOPUS
GIANT LIZARD These terrors of the deep are aggressive
This profile represents various giant and always hungry. Alone, they’re quite
lizards, from geckos to iguanas. cowardly and attack only what they
Attributes: Agility d8, Smarts d4 (A), Spirit consider easy prey. Wounded beasts
d6, Strength d6, Vigor d6 typically emit an ink cloud and attempt to
Skills: Athletics d10, Fighting d6, Notice escape.
d8, Stealth d6, Survival d6 Attributes: Agility d8, Smarts d6 (A), Spirit
Pace: 8; Parry: 5; Toughness: 7 (2) d6, Strength d12+4, Vigor d8
Special Abilities: Skills: Athletics d10, Fighting d8, Notice
• Armor +2: Rubbery hide. d6, Stealth d6
• Bite: Str+d4. Edges: Extraction (Imp)
• Low Light Vision: Giant lizards Pace: 2; Parry: 6; Toughness: 13
ignore penalties for Dim and Dark Special Abilities:
Illumination. • Aquatic: Pace 8”.
• Wall Walker: Giant lizards can walk on • Ink Cloud: A giant octopus can spurt
vertical or inverted surfaces at their full a cloud of black ink once per day. The
Pace, and may run. cloud fills a sphere equal to a Large Blast
Template. No sight or smell functions
GIANT MOSQUITO within this putrid stuff, even for the
These large, flying bloodsuckers are the octopus.
size of crows. • Size 7 (Huge): The body of a giant
Attributes: Agility d6, Smarts d4 (A), Spirit octopus is as big as a sloop, while each
d6, Strength d4, Vigor d6 tentacle is over 20’ long.
Skills: Athletics d6, Fighting d6, Notice d6, • Tentacles: +2 to grapple, 4 tentacle
Stealth d8 actions per turn.
Pace: 6; Parry: 5; Toughness: 4
Edges: — GIANT RAT
Special Abilities: These omnivorous creatures are dangerous
if cornered or defending their nests. They
• Bite: A giant mosquito’s Bite causes no
tend to move and scavenge in small packs.
damage, but allows the creature to use
its Bloodsucker ability. Attributes: Agility d8, Smarts d4 (A), Spirit
• Bloodsucker: Anyone hit by a giant d6, Strength d6, Vigor d6
mosquito takes a level of Fatigue unless Skills: Athletics d8, Fighting d6, Notice d8,
completely covered in armor with a Stealth d8, Survival d6
natural bonus of +3 or more. The stirge Pace: 8; Parry: 5; Toughness: 4
remains attached after the attack and Edges: Acrobat, Alertness
is Vulnerable. On its next turn, it flies Special Abilities:
away at half Pace, fat and bloated. The • Bite: Str+d4.
stirge’s attack can’t Incapacitate a victim. • Infection: Giant rats often bear a disease
• Infravision: Halve penalties for (GM’s call for type and severity).
Illumination when attacking warm • Low Light Vision: Giant rats ignore
targets. penalties for Dim and Dark Illumination.
• Flight: Pace 12. • Size –1: Giant rats are the size of dogs.

208
GIANT SCORPION • Armor +2: Chitinous skin.
Giant scorpions are usually found in hot • Bite: Str+d6. Mild or Lethal Poison.
climates. Unlike their normal-size cousins, • Size 4: Great spiders have bodies the
giant scorpions are fierce predators. size of hippos.
Attributes: Agility d8, Smarts d4 (A), Spirit • Wall Walker: The creatures move at
d8, Strength d12+1, Vigor d10 their full Pace on walls and ceiling
Skills: Athletics d6, Fighting d8, • Webbing: The spiders can cast webs
Intimidation d8, Notice d6, Stealth d8 from their thorax that are the size of
Edges: Frenzy (Imp) Small Blast Templates. This is a Shooting
Pace: 8; Parry: 6; Toughness: 14 (4) roll with a Range of 6″. A hit means the
Special Abilities: victim is Entangled, or Bound with a
raise.
• Armor +4: Chitinous skin.
• Pincers: Str+d4, +2 to grappling attacks.
GIANT TOAD
• Stinger: Str+d6. Lethal Poison –2. Giant toads are monstrous, bloated
• Size 3: Giant scorpions are 10’ long. amphibians, capable of swallowing a
person in a single gulp.
GIANT SNAKE Attributes: Agility d8, Smarts d4 (A), Spirit
Stretching nearly 50 feet long, these huge
d6, Strength d10, Vigor d8
snakes are nightmares to behold. They may
Skills: Athletics d6, Fighting d6, Notice
come in any variety, from constrictors like
d10, Stealth d8
pythons or boas to venomous snakes like
vipers or even cobras. Edges: —
Pace: 6; Parry: 5; Toughness: 10
Attributes: Agility d10, Smarts d4 (A),
Spirit d6, Strength d10, Vigor d10 Special Abilities:
Skills: Athletics d10, Fighting d8, • Bite: Str+d6.
Intimidation d10, Notice d8, Stealth d8 • Engulf: A raise on a bite doesn’t cause
Pace: 10; Parry: 6; Toughness: 18 (1) additional damage. Instead, the target
is Bound with the toad’s tongue and
Special Abilities:
swallowed whole! While in the toad’s
• Armor +1: Thick scales
belly, the victim takes 2d4 damage
• Bite: Str+d4. Mild or Lethal Poison every round from its crushing stomach
(venomous snakes only). muscles and burning acid.
• Size 9 (Huge): These snakes are as long • Size 4 (Large): Giant toads weigh over
as whales and weigh many tons. 4000 pounds.
• Constrict (Constrictors Only): +2 to
Athletics and Strength rolls made to
grapple.
GLIDE MONKEYS
Glide monkeys resemble large baboons
GIANT SPIDER QUEEN with leathery flaps stretching from their
These horrors tower over other giant wrists to their ankles. They live in the
spiders. They build their nests in dense highest treetops and travel from tree to tree
forests or in caves frequented by potential by leaping or gliding, avoiding their many
prey. ground-based predators.
Attributes: Agility d8, Smarts d4 (A), Spirit Attributes: Agility d10, Smarts d8 (A),
d8, Strength d12+2, Vigor d10 Spirit d8, Strength d6, Vigor d8
Skills: Athletics d10, Fighting d8, Skills: Athletics d10, Fighting d6, Notice
Intimidation d10, Notice d8, Shooting d10, d6, Stealth d6, Throwing d10
Stealth d10 Edges: —
Pace: 8; Parry: 6; Toughness: 13 (2) Pace: 4; Parry: 5; Toughness: 5
Special Abilities: Gear: rocks, coconuts, tree branches
(Range 5/10/20, Damage Str+d4)
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FANTASY COMPANION

Special Abilities: • Bite: Str+d4.


• Bite: Str+d4. • Darkvision: Gnolls ignore penalties for
• Glide: The monkeys can glide at a Pace Illumination up to 10”.
of 10. Treat this like Flight as long as • Pack Tactics: Gnolls attack in packs,
they start at significant height or have adding any Gang Up bonus to their
strong winds. Fighting damage rolls.
• Size −1: Glide monkeys are the size of
human children. GOBLIN
Goblins of myth and legend are far more
GNOLL sinister creatures than some games and
Gnolls are humanoids with hyena-like fiction portray. In the original tales, they
faces and double-jointed legs. They gather were terrifying creatures that stole into
in packs and are fierce and ferocious homes in the middle of the night to abduct
predators and predators. and eat unruly children. The statistics here
Attributes: Agility d6, Smarts d6, Spirit d6, work for both dark “fairy tale” goblins
Strength d8, Vigor d6 as well as those found alongside orcs in
Skills: Athletics d6, Common Knowledge contemporary roleplaying games.
d6, Fighting d6, Intimidation d6, Notice In either case, goblins appear as ugly,
d6, Persuasion d4, Shooting d6, Stealth d4, short humanoids with green or gray skin.
Survival d6, Taunt d8 They skulk about in scraps of armor and
Pace: 6; Parry: 5; Toughness: 7 (2) are handy with a spear or bow.
Gear: Flail (Str+d6, ignores shield bonus),
short bow (Range 12/24/48, Damage 2d6), GOBLIN WARRIOR
hide armor (+1). Attributes: Agility d8, Smarts d6, Spirit d6,
Special Abilities: Strength d4, Vigor d6
• Armor +1: Thick fur. Skills: Athletics d6, Common Knowledge
d8, Fighting d6, Intimidation d6, Notice
d6, Persuasion d4, Shooting d6, Stealth d8,
Taunt d6, Thievery d6
Pace: 5; Parry: 5; Toughness: 5 (1)
Hindrances: Greedy (Major), Mean
Edges: Slippery
Gear: Short spears (Str+d4), bows (Range
12/24/48, Damage 2d6), leather armor (+1).
Special Abilities:
• Infravision: Halve penalties for bad
lighting when attacking targets that
radiate heat.
• Size −1: Goblins stand 3–4′ tall.

GOBLIN SHAMAN
Goblin shamans serve as advisors to
goblin lords. Their arcane talents
give them a position of respect
within the tribe.
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d4, Vigor d6
Skills: Athletics d6, Faith d8, Fighting d6,
Notice d6, Spellcasting d6, Stealth d8,
Thievery d6
210
Pace: 5; Parry: 6; Toughness: 4
Hindrances: Mean
Edges: Arcane Background (Shaman),
Fetish, Primal Magic, Slippery
Gear: Staff (Str+d4, Parry +1, Reach 1).
Powers: Bolt, blast, blind, confusion,
deflection, entangle, havoc, protection,
wall walker. Power Points: 15.
Special Abilities:
• Infravision: Halve penalties for
Illumination when attacking warm
targets.
• Size −1: Goblins are the size of small
children.

D GOBLIN WORG RIDER


These elite goblin warriors ride trained
worgs into combat.
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge
d6, Fighting d8, Notice d6, Persuasion d4,
Riding d8, Shooting d8, Stealth d10, Taunt
d6 • Horns: Str+d6, +4 damage for
Pace: 5; Parry: 6; Toughness: 6 (2) one Fighting attack if the ram ran this
Hindrances: Greedy (Major), Mean turn. This is usually used with the Wild
Edges: Beast Bond, Formation Fighter Attack option.
Gear: Long sword (Str+d8), bow (Range • Mountain Beast: Golden rams ignore
12/24/48, Damage 2d6), leather armor (+2). penalties for Difficult Terrain in
Special Abilities: mountainous regions.
• Infravision: Halve penalties for • Size 2: Golden rams weight over 800
Illumination when attacking warm pounds.
targets.
• Size −1: Goblins are the size of small GOLEMS
children. Golems are magical constructs, given life
by sorcerers or mad scientists. Creating one
GOLDEN RAM is costly and laborious but powerful when
Golden ram are large beasts, living in successful. Golems cannot usually talk, but
remote mountainous regions. Their fleece may scream, bellow, or otherwise create
is actually made of fine gold threads, which sounds—especially when intimidating
makes them popular with hunters and their foes.
trappers.
Attributes: Agility d8, Smarts d6 (A), Spirit BONE GOLEM
d8, Strength d12+1, Vigor d10 Bone golems are crafted from many dozens
Skills: Athletics d8, Fighting d8, Notice d6, of bones. They may be arranged in clear
Stealth d4, Survival d4 humanoid shape or simply a confusing
Edges: — jumble with legs. Some bone golems are
Pace: 8; Parry: 6; Toughness: 9 fused and jointed, others held together
with enchanted cords, and yet others
Special Abilities:
just hold their shape through
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FANTASY COMPANION

magical means. They are usually armed GLASS GOLEM


with swords or other weapons. These unusual constructs are crafted to
Attributes: Agility d10, Smarts d4, Spirit resemble a stained glass warrior and are
d8, Strength d10, Vigor d8 most often used as guardians in churches or
Skills: Athletics d8, Fighting d8, temples. They are almost two-dimensional,
Intimidation d10, Notice d8, Stealth d6 being no thicker than a pane of glass.
Edges: Arcane Resistance (Imp), Block Attributes: Agility d8, Smarts d4, Spirit d8,
Pace: 6; Parry: 6; Toughness: 6 Strength d12, Vigor d10
Gear: Long sword x4 (Str+d8). Skills: Athletics d8, Fighting d10,
Special Abilities: Intimidation d8, Notice d8, Stealth d8
• Construct: +2 to recover from being Edges: Arcane Resistance (Imp)
Shaken; ignores 1 point of Wound Pace: 6; Parry: 8; Toughness: 12 (4)
penalties; does not breathe or suffer Gear: Magically hardened glass shield (as
from disease or poison. small shield), magically hardened glass
• Fear: Characters seeing a bone golem greatsword (Damage Str+10)
must make a Fear check. Special Abilities:
• Fearless: Golems are immune to Fear • Armor +4: Glass golems are depicted
and Intimidation. wearing plate armor. Despite being
• Multiple Arms: Bone golems may make glass, it is magically hardened to be as
up to four Fighting attacks each turn at tough as metal armor.
no Multi-Action penalty. • Construct: +2 to recover from being
• Resilient: Golems can take one Shaken; ignores 1 point of Wound
additional Wound. penalties; does not breathe or suffer
from disease or poison.
CORPSE GOLEM • Fearless: Golems are immune to Fear
The vilest golems are those crafted from and Intimidation.
the body parts of corpses, humans or • Resilient: Golems can take one
otherwise. additional Wound.
Attributes: Agility d6, Smarts d4, Spirit • Size 1: Glass golems average 8’ tall.
d10, Strength d12, Vigor d10 • Weakness: Glass golems take double
Skills: Athletics d6, Fighting d8, damage from blunt weapons, such as
Intimidation d10, Notice d6, Stealth d6 clubs and hammers.
Edges: Arcane Resistance (Imp)
Pace: 4; Parry: 6; Toughness: 9 (2) LAVA GOLEM
Gear: Long sword (Str+d8). Lava golems have fiery ichor running
Special Abilities: through their rock bodies. Their eyes glow
• Armor +2: Hard skin and muscle. red and their fists are superheated.
• Construct: +2 to recover from being Attributes: Agility d6, Smarts d4, Spirit d6,
Shaken; ignores 1 point of Wound Strength d12, Vigor d10
penalties; does not breathe or suffer Skills: Athletics d6, Fighting d8,
from disease or poison. Intimidation d10, Notice d6, Shooting d8,
• Fear: Characters seeing a corpse golem Stealth d6
must make a Fear check. Edges: Arcane Resistance (Imp)
• Fearless: Golems are immune to Fear Pace: 6; Parry: 6; Toughness: 12 (4)
and Intimidation. Special Abilities:
• Resilient: Golems can take one • Armor +4: Magically hardened stone.
additional Wound. • Construct: +2 to recover from being
• Slow: Corpse golems have d4 Shaken; ignores 1 point of Wound
running die. penalties; does not breathe or suffer
from disease or poison.
212
• Fearless: Golems are
immune to Fear and
Intimidation.
• Fiery Aura: Lava golems
radiate intense heat. At the
end of their turn, all adjacent foes
suffer 2d6 damage.
• Immunity (Fire): Lava golems take no
damage from fire, including arcane
powers with a fire or heat trapping.
• Resilient: Golems can take one
additional Wound.
• Size 1: Lava golems stand over 8’ high
and weigh 2,000 pounds.
• Spit Lava: Lava golems can spew
molten lava for 3d8 damage.
• Superheated Fists: Str+d10.

METAL GOLEM
Typically crafted in humanoid form from
iron or bronze, metal golems are among the
most powerful and durable constructs.
Attributes: Agility d6, Smarts d4, Spirit d8,
Strength d12+3, Vigor d12+1
Attributes: Agility d6, Smarts d4, Spirit d8,
Skills: Athletics d12, Fighting d10,
Strength d12+2, Vigor d12
Intimidation d10, Notice d6, Stealth d4
Skills: Athletics d10, Fighting d10,
Edges: Arcane Resistance (Imp), Sweep
Intimidation d8, Notice d6, Stealth d4
(Imp)
Edges: Arcane Resistance (Imp)
Pace: 6; Parry: 6; Toughness: 15 (5)
Pace: 5; Parry: 7; Toughness: 13 (4)
Gear: Great axe (Str+d10, −1 Parry, requires
Special Abilities:
two hands).
• Armor +4: Magically hardened stone.
Special Abilities:
• Construct: +2 to recover from being
• Armor +5: Magically hardened metal.
Shaken; ignores 1 point of Wound
• Construct: +2 to recover from being
penalties; does not breathe or suffer
Shaken; ignores 1 point of Wound
from disease or poison.
penalties; does not breathe or suffer
• Fearless: Golems are immune to Fear
from disease or poison.
and Intimidation.
• Fearless: Golems are immune to Fear
• Resilient: Golems can take one
and Intimidation.
additional Wound.
• Resilient: Golems can take one
• Size 1: Stone golems stand over 8’ high
additional Wound.
and weigh 4,000 pounds.
• Size 2: Metal golems stand over 10’ high
• Stone Fists: Str+d6.
and weigh 6,000 pounds.

STONE GOLEM STRAW GOLEM


Straw golems are most often designed
Stone golems are the most common of
to resemble scarecrows, surprising
their kind. As with most golems, they are
unsuspecting foes when they suddenly
shaped in the form of warriors and serve
leap from their perches to attack.
as guardians.

213
FANTASY COMPANION

Attributes: Agility d10, Smarts d4, Spirit • Undead: +2 Toughness; +2 to recover


d6, Strength d8, Vigor d8 from being Shaken; no additional
Skills: Athletics d8, Fighting d8, damage from Called Shots; ignores
Intimidation d6, Notice d8, Stealth d8 1 point of Wound penalties; doesn’t
Edges: Arcane Resistance (Imp) breathe; immune to disease and poison.
Pace: 6; Parry: 6; Toughness: 6
Gear: Pitchfork (Str+d6, Reach 1, requires GRIFFIN
2 hands) or scythe (Str+d10, −1 Parry, Griffins have the body of a lion and the
requires 2 hands). head and wings of an eagle. They are fierce
Special Abilities: predators, swooping down on their foes to
• Construct: +2 to recover from being pin them. Once their prey is trapped and
Shaken; ignores 1 point of Wound helpless, they tear them open with their
penalties; does not breathe or suffer sharp beaks.
from disease or poison. Attributes: Agility d8, Smarts d6 (A), Spirit
• Fearless: Golems are immune to Fear d8, Strength d12, Vigor d10
and Intimidation. Skills: Athletics d10, Fighting d8,
• Resilient: Golems can take one Intimidation d8, Notice d12, Stealth d6
additional Wound. Edges: Frenzy (Imp)
• Weakness (Fire): Straw golems take Pace: 6; Parry: 6; Toughness: 8
double damage from fire and catch fire Special Abilities:
on a 4+ instead of the usual 6+. • Bite/Claws: Str+d6.
• Flight: Pace 12.
GRAVE GUARDIAN • Horse Terror: Griffins’ favorite prey is
Grave guardians are blackened corpses horse flesh. Horses seeing a griffin must
with long talons and yellow eyes. They are make a Fear check or become Panicked.
sometimes summoned in crypts or tombs • Size 1: Griffins weigh over 500 pounds.
to watch over the valuables contained • Pounce: If a griffon makes a Wild
within. They can be given simple orders Attack when swooping down on prey
by their makers, usually to slay potential from above, it adds +4 damage instead
thieves, hunt down any who escape, and of +2 to one successful Fighting attack.
retrieve stolen items. • Swoop: Foes are at –2 on Free Attacks
Attributes: Agility d6, Smarts d6, Spirit against a griffin withdrawing from
d10, Strength d12, Vigor d12 melee when its movement incorporates
Skills: Athletics d8, Common Knowledge an attack or test.
d6, Fighting d10, Intimidation d10, Notice
d8, Spellcasting d8, Stealth d8 HAG
Pace: 6; Parry: 7; Toughness: 10 These cannibalistic ogres have powerful
Edges: Arcane Resistance (Imp) magical abilities and feed on living flesh.
Special Abilities: They’re particularly fond of children, and
• Burrow (6”): The creatures can tunnel are the monsters at the heart of many
through all but solid stone. cautionary tales.
• Claws: Str+d6. Attributes: Agility d4, Smarts d8, Spirit d8,
• Fear (−2): Anyone seeing a grave Strength d10, Vigor d8
guardian must make a Fear roll at −2. Skills: Athletics d8, Arcana d6, Fighting
• Fast Regeneration: Grave guardians d6, Intimidation d8, Notice d6, Persuasion
may attempt a natural healing roll every d10, Spellcasting d10, Taunt d8, Thievery
round unless Incapacitated. d6
• Resilient: Grave guardians can Pace: 5; Parry: 6; Toughness: 6
take one additional Wound. Edges: Arcane Background (Magic)

214
Hindrances: Mean, Ugly Pace: 8; Parry: 6; Toughness: 11
Gear: Staff (Str+d4, Parry +1, Reach 1). Special Abilities:
Powers: Boost/lower trait, fear, light/ • Bite/Claws: Str+d6.
darkness, protection, puppet, and speed. • Flight: Pace of 12.
Power Points: 20. • Size 3: Hippogriffs are comparable in
Special Abilities: size to a war horse.
• Claws: Str+d6.
• Fear: Anyone seeing a hag must make HOBGOBLIN
a Fear check. Hobgoblins are large goblinoids. They can
be found in their own communities, as well
HARPY as lording over their lesser kin. They are
Harpies have the lower body, wings, and renowned for their callous violence and
claws of a vulture and the head and chest cruelty.
of an ugly woman. In mythology, they were Attributes: Agility d8, Smarts d6, Spirit d6,
created by the gods, but in more typical Strength d8, Vigor d8
fantasy settings they may be a natural Skills: Athletics d6, Battle d6, Fighting
species, capable of breeding and forming d8, Intimidation d8, Notice d6, Taunt d6,
a rudimentary society. Shooting d8, Stealth d8
Attributes: Agility d8, Smarts d6, Spirit d6, Pace: 6; Parry: 6; Toughness: 8 (2)
Strength d6, Vigor d6 Edges: Command
Skills: Athletics d6, Common Gear: Leather armor (+2), barbed long
Knowledge d6, Fighting d6, sword (Str+d8).
Intimidation d6, Notice d6, Special Abilities:
Stealth d6 • Infravision: Halve penalties for
Edges: Alertness Illumination when attacking warm
Pace: 2; Parry: 5; Toughness: 5 targets.
Special Abilities:
• Claws: Str+d4.
• Flight: Pace 12.
• Low Light Vision: Harpies
ignore penalties for Dim and
Dark Illumination.
• Pounce: If a griffon makes a
Wild Attack when swooping
down on prey from above, it
adds +4 damage instead of +2 to one
successful Fighting attack.

HIPPOGRIFF
A hippogriff has the body and hindquarters
of a horse and the head, wings, and
forelimbs of a giant eagle. They are natural
enemies of griffins, but are no less fond of
flesh than their rivals.
Attributes: Agility d8, Smarts d8 (A), Spirit
d6, Strength d12+2, Vigor d12
Skills: Athletics d8, Fighting d8,
Intimidation d8, Notice d12
Edges: Frenzy (Imp)
215
FANTASY COMPANION

HYDRA Special Abilities:


Hydras are multi-headed beasts, akin to • Flight: Pace 12.
dragons. Traditionally, they have multiple • Size –3 (Very Small): Jabber birds are
heads that breathe fire and regenerate if the size of crows.
decapitated.
Attributes: Agility d6, Smarts d4 (A), Spirit D JINNI
d8, Strength d12+5, Vigor d12 Jinn (the singular is jinni, the Westernized
Skills: Athletics d6, Fighting d6, spelling is genie) are ageless, magical
Intimidation d10, Notice d6 beings of immense power. Some jinn are
Edges: — good, but the majority are evil. All are
Pace: 5; Parry: 5; Toughness: 17 (3) masters of trickery.
Special Abilities: Attributes: Agility d8, Smarts d8, Spirit d8,
• Armor +3: Scaly hide. Strength d12, Vigor d10
• Bite: Str+d6, Reach 1. Skills: Athletics d8, Arcana d8, Fighting
• Breath Weapon: Hydras breathe fire for d8, Intimidation d10, Notice d8, Occult
3d6 damage. d8, Persuasion d10, Spellcasting d10, Taunt
d10, Thievery d6
• Fear (–2): The mere sight of a hydra
causes a Fear check. Hindrances: Arrogant, Greedy (Major)
• Multiple Heads: Hydras may make Edges: Arcane Background (Magic),
up to four Fighting attacks with their Channeling, Concentration, Rapid
various heads each turn, but may only Recharge (Imp), Level Headed, Wizard
breathe fire with one of them each turn. Pace: 6; Parry: 6; Toughness: 7
• Fast Regeneration: Hydras may attempt Powers: As magical beings, Jinni have
a natural healing roll every round as a access to all spells, or as the Game Master
free action, even if Incapacitated, unless deems appropriate. Power Points: 50.
their Wounds were caused by fire or Gear: Scimitar (Str+d8).
flame. This can regenerate limbs— Special Abilities:
including heads! • Ethereal: Jinn can become invisible (–6
• Size 6 (Huge): Hydra are large creatures, to detect or attack) and/or ethereal as a
weighing over 10,000 pounds. limited action, and can only be harmed
by magical attacks.
JABBER BIRDS • Immunity (Fire): Jinn take no damage
Jabber birds are cowardly forest-dwelling from fire, including arcane powers with
scavengers. Their high-pitched caws serve a fire or heat trapping.
two purposes—they disorient potential • Servitude: If Incapacitated by conflict
prey and alert predators an easy meal with a foe, the jinni offers service for a
awaits. Once the predators have killed the year and a day in return for sparing its
prey and taken their fill, the jabber birds life. During the period of servitude, the
feed on the remains. jinni is gracious and obedient (though
not suicidal), but once the period elapses
Jabber birds Taunt prey using their Rabble-
strives to destroy the one who forced its
Rouser Edge, making them Distracted or
enslavement.
Vulnerable for other predators lurking
nearby. • Teleport: Jinn can teleport anywhere in
the world as an action. This is an ability,
Attributes: Agility d10, Smarts d6 (A),
not a Power, so does not expend Power
Spirit d6, Strength d4, Vigor d6
Points.
Skills: Athletics d6, Fighting d4, Notice d6,
• Variable Size: Jinn can vary their size
Taunt
from Tiny (a couple of inches tall) to
Edges: Rabble-Rouser Gargantuan (over 100’ high). The base
Pace: — ; Parry: 4; Toughness: 2 statistics assume they are in their
216
natural human-sized form. Each point • Night Vision: Ignore all penalties for
of Size gain gives them +1 Toughness Illumination.
and Strength, and each point of Size • Weakness (Light): Kobolds subtract 1
loss lowers their Strength a die type from Trait rolls requiring sight in bright
and their Toughness by -1. Changing light.
Size requires an action. • Pack Tactics: Kobolds add any Gang Up
• Weakness (Earth): Attacks involving bonus to their Fighting damage rolls.
earth, whether thrown rocks or magical
trappings, inflict double damage. LAMIA
Lamia have the lower body of a lion and
KHAZOK the upper body of a fetching humanoid
Khazok is a dwarven word meaning woman. These evil creatures often charm
“rock monster.” Khazoks are carnivorous victims to do their bidding.
creatures with sharp mandibles and a Attributes: Agility d10, Smarts d8, Spirit
rocky shell found in mountainous terrain d8, Strength d10, Vigor d8
and deep underground. Their favored Skills: Athletics d10, Common Knowledge
tactic is to curl into a ball, which resembles d6, Fighting d8, Notice d8, Occult d8,
a small boulder, then spring to attack Persuasion d8, Spellcasting d10, Stealth d8
unwary passersby. Pace: 8; Parry: 6; Toughness: 9 (1)
Attributes: Agility d6, Smarts d6 (A), Spirit Edges: Arcane Background (Magic),
d6, Strength d8, Vigor d6 Frenzy, Nerves of Steel, Quick
Skills: Athletics d8, Fighting d6, Notice d6, Powers: Illusion, puppet, slumber, sound.
Stealth d10 Power Points: 15
Edges: — Gear: Dagger (Str+d4).
Pace: 6; Parry: 5; Toughness: 8 (3) Special Abilities:
Special Abilities: • Armor +1: Thick hide.
• Armor +3: Rocky shell. • Change Shape: As a limited action, a
• Bite: Str+d6. lamia can assume the form of any Size
• Camouflage: +2 to Stealth rolls when 0 humanoid.
hiding. • Claws: Str+d6, AP 2.
• Night Vision: Ignore all penalties for
KOBOLD Illumination.
These small dragonfolk are skittish • Pounce: If a lamia makes a Wild Attack
reptilians who dwell in dark caverns, it adds +4 damage instead of +2 to one
usually in service to some larger beast successful Fighting attack.
that protects them. They are dangerous • Resilient: Lamias can take one extra
in packs and clever when fighting larger Wound before they’re Incapacitated.
foes, luring them into traps and ambushes • Size 2: Lamia are more than 8 feet long
where possible. and weigh upwards of 650 lbs
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d4, Vigor d6
D LICH
Skills: Athletics d6, Battle d6, Common Perhaps the most diabolical creature in any
Knowledge d6, Fighting d6, Notice d6, fantasy setting is the liche—a necromancer
Persuasion d4, Shooting d6, Stealth d8 so consumed with the dark arts that he
Pace: 6; Parry: 5; Toughness: 6 (2) eventually becomes undead himself.
Edges: Alertness Attributes: Agility d6, Smarts d12+2, Spirit
Gear: Small spear (Str+d4), sling (Range d10, Strength d10, Vigor d10
4/8/16, Damage Str+d4), leather tunic (+2). Skills: Athletics d6, Arcana d12+2,
Special Abilities: Common Knowledge d8, Fighting
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FANTASY COMPANION

d8, Intimidation d12, Notice d10, Occult are generally more refrained. Even in
d12+2, Persuasion d8, Spellcasting d12 human form, werebears prefer to stay
Pace: 6; Parry: 6; Toughness: 15 (6) far from civilization. Good werebears,
Hindrances: Arrogant, Mean, Ruthless for example, often help elves and rangers
(Major) patrol the wilderness.
Edges: Arcane Background (Magic), Attributes: Agility d8, Smarts d6, Spirit d8,
Artificer, Channeling, Concentration, Iron Strength d12+6, Vigor d12+2
Will, Level Headed (Imp), Power Surge, Skills: Athletics d8, Common Knowledge
Scholar (Occult), Wizard d8, Fighting d12+2, Intimidation d10,
Powers: Liches have whatever spells the Notice d12, Stealth d8, Survival d8
Game Master feels is appropriate for its Edges: Rapid Change,
background and goals. Power Points: 50. Pace: 8; Parry: 9; Toughness: 11
Gear: Various, but most are well-equipped Special Abilities:
with several magical items from their • Bite/Claws: Str+d8.
years of arcane research . • Fast Regeneration: Werebears may
Special Abilities: attempt a natural healing roll every
• Death Touch: Liches drain the lives of round unless the Wounds were caused
those around them with a touch. Every by silvered objects.
success and raise on a successful Touch • Low Light Vision: Werebears ignore
attack causes a Wound. penalties for Dim and Dark lighting.
• Undead: +2 Toughness; +2 to recover • Lycanthropy: Anyone Wounded by a
from being Shaken; no additional werebear’s bite must make a Vigor roll
damage from Called Shots; ignores or contract lycanthropy.
1 point of Wound penalties; doesn’t • Resilient: Werebears can take 1
breathe; immune to disease and poison. additional Wound.
• Zombie Lord: Liches are masters of the • Size 2: These creatures stand up to 8’
necromantic arts. They may raise three tall and weigh over 1000 pounds each.
zombies per Power Point instead of one
when using the Additional Zombies WERERAT
Modifier. In addition, undead raised Wererats look like short and wiry humans
by a liche with the zombie spell are with rat heads and fur. Even in their human
permanent and don’t require investing form they have ratlike, beady eyes and a
Power Points—they simply last until nervous disposition.
they’re destroyed. Many liches build Attributes: Agility d10, Smarts d4, Spirit
entire armies of groaning zombies, d8, Strength d6, Vigor d8
skeletons, and other creatures this way. Skills: Athletics d8, Common Knowledge
d6, Fighting d8, Notice d10, Persuasion d4,
LYCANTHROPE Stealth d8, Thievery d8
Lycanthropes are shape changing Pace: 6; Parry: 6; Toughness: 6
humanoid creatures. They can take Edges: Rapid Change, Thief
humanoid form, animal form, or fearsome Gear: Dagger (Str+d4).
hybrid shape with characteristics of the Special Abilities:
two.
• Bite/Claws: Str+d6
See The Curse of Lycanthropy sidebar for • Change Shape: As a limited action, a
information on characters who contract the wererat can assume one of three forms:
supernatural disease. giant rat, hybrid, or human form.
• Environmental Weakness: Silver.
WEREBEAR
• Fast Regeneration: Lycanthropes may
Whereas werewolves take delight in
attempt a natural healing roll every
using their powers to kill, werebears
218
THE CURSE OF LYCANTHROPY
Lycanthropy is an infectious and supernatural disease. Anyone Wounded by a
naturally-born lycanthrope must succeed at a Vigor roll or contract the disease.
A creature that catches the curse displays no immediate symptoms, nor does
she gain any of special abilities until the night of the next full moon when she
involuntarily assumes animal form and forgets her own identity. This continues each
full moon until she masters her change, which is accomplished by making a Spirit
roll at –2 the morning after she awakes. If successful, she gains the ability to change
form between herself, her animal form, and a hybrid form (see below). Changing
form takes 10 minutes unless she takes the Rapid Change Edge (page 40).
Cure: Success with the healing power and the Neutralize Disease modifier cures
the affliction if applied within the first hour after being infected (at –4 within the
first 24 hours). Consuming a potion of wolfsbane, created with a Survival roll at –2,
within an hour of being infected, also gives an afflicted lycanthrope an additional
Vigor check to recover from the disease.

PROFILE CHANGES
As a limited action, a lycanthrope can assume two additional forms besides her own:
animal and hybrid.
„ ANIMAL FORM: Use the profile associated with the dire version of the animal that
infected him (dire bear for werebears, dire wolf for werewolves, etc.)
„ HYBRID FORM: Increase the character’s Spirit, Strength, and Vigor one die type
and add the following Special Abilities:
Special Abilities:
• Armor +2: Thick hide.
• Bite/Claws: Str+d6.
• Environmental Weakness: Silver.
• Fast Regeneration: Lycanthropes may attempt a natural healing roll every round
unless the Wounds were caused by silvered objects.
• Low Light Vision: Lycanthropes ignore penalties for Dim and Dark Illumination.
• Size +1: They hybrid form is one Size larger than the original.

round unless the Wounds were caused Attributes: Agility d8, Smarts d4, Spirit d8,
by silvered objects. Strength d10, Vigor d10
• Low Light Vision: Lycanthropes Skills: Athletics d8, Common Knowledge
ignore penalties for Dim and Dark d4, Fighting d8, Intimidation d8, Notice
Illumination. d10, Stealth d10
• Lycanthropy: Anyone Wounded by a Pace: 6; Parry: 6; Toughness: 8
wererat’s bite must make a Vigor roll or Edges: Berserk, Rapid Change
contract lycanthropy. Special Abilities:
• Aquatic (Hybrid or Shark Form Only):
WERESHARK Pace 10.
In human form, weresharks have naturally • Bite: Str+d6.
toothy smiles and soulless eyes. When
• Change Shape: As a limited action, this
transformed, they retain their human
lycanthrope can assume one of three
bodies but their heads become that of a
forms: shark, hybrid, or human
shark.
form.
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FANTASY COMPANION

• Fast Regeneration: Lycanthropes may they detest mages. They appear as black,
attempt a natural healing roll every faceless humanoids.
round unless the Wounds were caused Attributes: Agility d10, Smarts d12, Spirit
by silvered objects. d10, Strength d6, Vigor d8
• Environmental Weakness: Silver. Skills: Athletics d8, Fighting d10, Stealth
• Low Light Vision: Lycanthropes d10, Spellcasting d12
ignore penalties for Dim and Dark Edges: Arcane Resistance (Imp)
Illumination. Pace: 6; Parry: 5; Toughness: 6
• Lycanthropy: Anyone Wounded by a Powers: Bolt (telekinetic thrust), deflection
wereshark’s bite must make a Vigor roll (magic field), dispel, entangle (telekinetic
or contract lycanthropy. grapple), fear (deepest dread), light/darkness,
• Size 1: Weresharks in their hybrid or telekinesis, and teleport. Power Points: 40.
shark form weigh up to 500 lbs. Special Abilities:
• Elemental: No additional damage from
WERETIGER Called Shots, ignores 1 point of Wound
Weretigers appear as a striped humanoids penalties, doesn’t breathe, immune to
with a tiger’s head in hybrid form, but disease and poison, invulnerable to
even in human form they have eerily feline attacks based on their form.
features and an aloof temperament.
• Drain Power Points: A mage bane
Attributes: Agility d10, Smarts d4, Spirit d8, drains 1d6 Power Points from a victim
Strength d10, Vigor d8 with a successful Touch Attack. Drained
Skills: Athletics d10, Common Knowledge points are added to the mage bane’s
d6, Fighting d8, Intimidation d6, Notice own pool. It cannot exceed its starting
d10, Stealth d10 level, however.
Pace: 6; Parry: 6; Toughness: 6 • Invulnerability: Mage banes take no
Edges: Free Runner, Rapid Change, damage from non-magical attacks.
Special Abilities: • Magic Sense: Mage banes can detect
• Bite/Claws: Str+d6. arcana as a free action, once per turn.
• Change Shape: As a limited action, this This allows them to “see” any magical
lycanthrope can assume one of three presence, including those with Arcane
forms: large cat, hybrid, or human form. Backgrounds, even in pitch darkness.
• Fast Regeneration: Lycanthropes may
attempt a natural healing roll every MAMMOTH
round unless the Wounds were caused Close relatives of elephants, mammoths are
by silvered objects. generally larger and have adapted to life in
• Environmental Weakness: Silver. cold climates.
• Low Light Vision: Lycanthropes
ignore penalties for Dim and Dark ELEPHANT, FROST MAMMOTH
Illumination. Frost mammoths can snort a deadly cone
• Lycanthropy: Anyone Wounded by a of cold from their long trunks.
weretiger’s bite must make a Vigor roll Attributes: Agility d6, Smarts d4 (A), Spirit
or contract lycanthropy. d6, Strength d12+4, Vigor d10
Skills: Athletics d10, Fighting d6, Notice d4
MAGE BANE Pace: 6; Parry: 5; Toughness: 15 (3)
Mage banes or “mage eaters” are faceless Special Abilities:
humanoids with long claws, hollow eyes, • Armor +3: Thick hide and fur.
and groaning, toothy maws. They may • Icy Snort: Frost mammoths snort a cone
be the spirits of wizards who died from of icy air for 2d8 damage. This emanates
magical backlash or elementals who from the trunk and can be pointed in
feed on mana. Whatever their origin, most any direction.
220
• Immunity (Cold): +4 bonus/damage has 30 tail spikes. They regrow over a
reduction versus cold or ice based week once launched.
effects. • Size 2: Manticores weigh over 600
• Size 5 (Large): Frost mammoths stand pounds.
13 feet tall at the shoulder and weigh
nearly six tons. MEDUSA
• Trample: Str. The legendary medusa was a unique
• Tusks: Str+d6. creature—a former maiden of beauty
cursed by the gods for her vanity. In fantasy
ELEPHANT, MAMMOTH settings the creature may be unique or part
Attributes: Agility d6, Smarts d4 (A), Spirit of a race of the same name. Medusas appear
d8, Strength d12+4, Vigor d12 as human-like creatures, usually female,
Skills: Athletics d6, Fighting d10, Notice with snakes instead of hair. Their lairs are
d10, Survival d8 decorated with the “statues” of their foes,
Pace: 7; Parry: 7; Toughness: 14 (1) frozen forever in poses of horror.
Edges: — Intentionally avoiding a medusa’s gaze
Special Abilities: imposes a –4 penalty on direct attacks
• Armor +1: Shaggy fur. against her but grants +4 on the Vigor roll to
• Environmental Resistance (Cold): +4 resist paralysis. If blindfolded completely,
resistance / –4 damage from cold or ice- the penalty increases to -6, but the target
based effects. does not need to roll Vigor.
• Low Light Vision: Mammoths ignore Attributes: Agility d8, Smarts d8, Spirit d8,
penalties for Dim and Dark Illumination. Strength d6, Vigor d10
• Size 5 (Large): Mammoths stand around Sk i l l s: At h let ic s d8,
22’ tall and weighing over 6 tons. They Common Knowledge d6,
take can take one extra Wound. Fighting d8, Intimidation
• Swat: Ignores 4 points of Scale penalties.
• Trample: Str+d8.
• Tusks: Str+d8, AP 2.

MANTICORE
A manticore has the body of a lion and a
vaguely human head. Its mouth contains
three rows of razor sharp teeth and its tail
ends in a ball of darts or spines. Manticores
are fierce predators and devour every part
of their victims, even their gear!
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d12+2, Vigor d10
Skills: Athletics d8, Common Knowledge
d6, Fighting d8, Intimidation d8, Notice
d8, Shooting d10, Stealth d6
Edges: Frenzy (Imp)
Pace: 8; Parry: 6; Toughness: 9
Special Abilities:
• Bite/Claws: Str+d6.
• Tail Spikes: A manticore may fire darts
from its tail as an action (Range 4/8/16,
Damage 2d6, AP 2). A typical manticore

221
FANTASY COMPANION

d10, Notice d10, Occult d8, Persuasion d10, • Siren Song: When first heard, male
Shooting d10, Stealth d8 characters of all sapient species must
Pace: 6; Parry: 7; Toughness: 9 (2) make Spirit rolls at –2. Those who fail
Edges: Alertness, Level Headed, Marksman, dive into the sea and become completely
Trademark Weapon (Longbow) complacent, believing they’re cavorting
Gear: Dagger (Str+d4), masterwork with the beautiful sea nymphs. In truth,
longbow (Range 15/30/60, Damage 2d6, they’re drowning. At the start of his
AP 2), quiver of 20 arrows. turn, a victim makes a Vigor roll as a
Special Abilities: free action. Failure means he suffers a
• All-Around Vision: Medusas can see in level of Fatigue that can lead to death.
all directions. They ignore one point of Each time he takes a level of Fatigue,
Gang Up bonuses. however, he also gets a Spirit roll at −2
to realize his peril and break the spell.
• Armor +2: Monstrous flesh.
Those who do are quickly savaged by
• Bite: Str. The snake heads can bite.
the watching mermaids. Aquatic races
• Darkvision: The medusa ignores may fall victim to the mermaids as well,
penalties for Illumination up to 10”. but since they can’t drown, are simply
• Gaze: Stone (see page 167). A character attacked.
who’s been turned to stone can be
restored with the dispel power at –2, but
the mage only gets once chance. If failed,
MIMIC
the magic that keeps the character alive Mimics are creatures that take the form of
stutters or fails and he’s forever after a hand-made objects such as treasure chests,
statue. large spellbooks, doors, or other furniture.
When prey attempts to interact with them,
• Poison (–2): The snake heads’ bite
they attack with savage teeth and prevent
contains a Lethal poison.
the victim from escaping with a thick, glue-
like adhesive.
MERMAID Attributes: Agility d8, Smarts d6, Spirit d8,
Mermaids appear as beautiful, naked Strength d12, Vigor d10
young women from the waist up with
Skills: Athletics d6, Fighting d8, Notice d10
glistening fish tails for their lower torsos.
Pace: 2; Parry: 6; Toughness: 9 (2)
Once underwater, their true form is
revealed: hideous monsters with jagged Edges: Quick
teeth, blood-red fish eyes, and green scaly Special Abilities:
skin covered in slime. • Adhesive: A mimic exudes a thick,
Once sailors are in the water, the mermaids adhesive slime that affects any creatures
attempt to hold them there and drown the or items that touch it. When it hits
unfortunate souls. with a Fighting attack, it automatically
grapples the victim. Likewise, when the
Attributes: Agility d8, Smarts d8, Spirit d8,
mimic is hit by an opponent’s physical
Strength d8, Vigor d8
attack, it automatically grapples the
Skills: Athletics d6, Fighting d6, Notice d6, attacker. Opponents can’t break free
Performance d10, Persuasion d10, Stealth while the mimic is alive, except by using
d8, Taunt d8 a strong alcohol or universal solvent.
Edges: Very Attractive • Armor +2: Stout body.
Pace: 1; Parry: 5; Toughness: 6 • Bash: Str+d6, AP 2.
Treasure: Worthwhile per 5 mermaids • Darkvision: Mimics ignore penalties
Special Abilities: for Illumination up to 10”.
• Aquatic: Pace 6. • Immunity: Acid.
• Bite/Claws: Str+d4. • Mimic Object: A typical mimic can
assume the shape of an object roughly
222
man-sized, such as a large chest, a • Spores: Once per encounter, each moss
statue, or a door. The creature can’t men can release a cloud of choking
substantially alter its Size. spores as an action. This fills a Medium
• Very Resilient: A mimic can take two Blast Template centered on themselves.
Wounds before being Incapacitated. Living creatures within the template
must make a Vigor roll or be Shaken
MINOTAUR and Distracted. On a Critical Failure
Minotaurs stand over seven feet tall and they’re Stunned instead.
have massive, bull-like heads and horns.
In many fantasy worlds, they are used as MUMMY
guardians of labyrinths. In others, they are Mummies are undead whose bodies have
simply another race of creatures occupying been dried and preserved. The spirit is
a fantastically savage land. In all cases, they bound to the corpse through powerful
are fierce beasts eager for battle and the necromantic rituals known only to certain
taste of their opponents’ flesh. priests.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d12+3, Vigor d12 GUARDIAN MUMMIES
Skills: Athletics d8, Common Knowledge These creatures are servants and soldiers
d6, Fighting d10, Intimidation d12 Notice placed in tombs to guard them for all
d10, Persuasion d4, Stealth d8 eternity.
Pace: 8; Parry: 6; Toughness: 12 (1) Attributes: Agility d4, Smarts d6, Spirit
Hindrances: Bloodthirsty, Thin Skinned d10, Strength d12+2, Vigor d12
Edges: Berserk, Fleet-Footed Skills: Athletics d8, Common Knowledge
Gear: Great axe (Str+d10, AP 2, Parry -1). d6, Fighting d8, Intimidation d8, Notice
d6, Stealth d8
Special Abilities:
Hindrances: Slow
• Horns: Str+d4.
Edges: Arcane Resistance (Imp)
• Resilient: Minotaurs can take one
Wound Pace: 4; Parry: 6; Toughness: 10
before they’re Incapacitated. Special Abilities:
• Size 3: Minotaurs stand over 8′ tall and • Fear: Anyone seeing a guardian
mummy must make a Fear check.
have the mass of bulls.
• Fist: Str+d4.
• Mummy Rot: Anyone Shaken or
MOSS MAN Wounded by a mummy’s tough must
Moss men are mobile, semi-intelligent make a Vigor roll or suffer a level of
humanoid plants composed of tightly Fatigue. This can’t lead to death.
packed moss, vines, and grass. They have
• Shuffling Gait: Guardian mummies
a mouth tipped with sharp thorns which
roll a d4 running die.
function as teeth and glowing yellow eyes.
• Undead: +2 Toughness; +2 to recover
Attributes: Agility d6, Smarts d6 (A), Spirit from being Shaken; no additional
d8, Strength d12, Vigor d8 damage from Called Shots; ignores
Skills: Athletics d6, Fighting d6, Notice d6, 1 point of Wound penalties; doesn’t
Stealth d6 breathe; immune to disease and poison.
Edges: — • Weakness (Fire): Mummies take +4
Pace: 5; Parry: 5; Toughness: 6 damage from fire.
Special Abilities:
• Bite: Str+d4. D MUMMY LORD
• Camouflage: Moss men gain +2 to Mummy lords were priests and mages
Stealth rolls in forest and jungle because preserved for eternity and granted an
of their appearance. unearthly life through arcane rituals.
223
FANTASY COMPANION

Attributes: Agility d4, Smarts d10, Spirit NAGA WARRIOR


d12, Strength d12+4, Vigor d12 Naga soldiers are warriors who defend
Skills: Academics d8, Athletics d10, their sovereign to the death.
Common Knowledge d8, Fighting d10, Attributes: Agility d8, Smarts d10, Spirit
Intimidation d10, Notice d8, Spellcasting d10, Strength d12, Vigor d10
d10 Skills: Athletics d8, Common Knowledge
Edges: Arcane Background (Magic), d8, Fighting d8, Intimidate d8, Notice
Arcane Resistance (Imp) d10, Occult d6, Persuasion d6, Stealth d4
Pace: 4; Parry: 7; Toughness: 13 (3) Edges: Quick, Strong Willed
Gear: Ancient bronze armor Pace: 8; Parry: 6; Toughness: 10
(+3), long sword (Str+d8). Special Abilities:
Spells: Barrier (wall of • Bite: Str+d4.
sand), bolt (swarm of
• Constrict: +2 to Athletics
flesh-eating scarabs),
and Strength rolls made to
def lection (shield of
grapple.
swirling skulls), environmental
• Hypnotism: The naga
protection (ward against fire),
can use the puppet power
fear (unearthly cry), light/
with an opposed Spirit check
darkness (area of darkness), and
as a limited action. She can
zombie (ritual preparation).
use and maintain the power
Power Points: 30.
indefinitely but may only affect
Special Abilities:
one target at a time.
• A rca ne Backg rou nd
• Size 3: A guardian naga is 15’ long.
(Magic):
• Fist: Str+d6. NAGA SORCERER
• Death Touch: Every success Some nagas are fearful and powerful
and raise on a successful spellcasters with a natural affinity for
Touch attack causes a Wound. magic.
• Undead: +2 Toughness; Attributes: Agility d8, Smarts d10,
+2 t o r e c ove r f r om Spirit d10, Strength d8, Vigor d8
being Shaken; no Skills: Academics d6, Athletics d8,
additional damage from Called Shots; Common Knowledge d6, Fighting
ignores 1 point of Wound penalties; d6, Intimidate d10, Notice d10, Occult
doesn’t breathe; immune to disease d10, Persuasion d10, Spellcasting d10,
and poison. Stealth d4, Taunt d8
• Weakness (Fire): Mummies take +4 Edges: Arcane Background (Magic), Fey
damage from fire. Blood, Quick, Strong Willed, Wizard
Pace: 8; Parry: 5; Toughness: 9
NAGA Powers: Bolt, boost/lower trait, burrow,
Nagas are serpents with human heads. The deflection, detect/conceal arcana, dispel, fear,
profile here has no arms—just long fangs invisibility, light/darkness, protection, shape
and constricting coils (see Serpentfolk on change (human female only), sloth/speed, speak
page 233 for snake-people). language. Power Points: 30
Nagas in mythology were guardians of Special Abilities:
Buddhist temples, but in fantasy settings • Bite: Str+d4.
they may be created by other religions or • Constrict: +2 to Athletics and Strength
even their own race. rolls made to grapple.
• Hypnotism: The naga can use the
puppet power with an opposed Spirit
check as a limited action. She can use
224
and maintain the power indefinitely but • Dispel: An observer’s eye negates
may only affect one target at a time. magical effects within 12” as per the
• Size 3: A naga is 15’ long. dispel Power. This ability is permanent,
is a limited action, and costs no Power
D OBSERVER Points to activate.
• Size 3: Observers are five feet in
Few creatures are more feared than the
observer. These bizarre monstrosities diameter and weigh 1,000 pounds.
appear as a giant, hovering eyeball with • Tentacles (2): Observers can lash with
dangling whiplike tendrils. Several their tentacles for Str+d6 damage.
glowing magical gemstones orbit around
its body. Masterminds in their own right, OGRE
observers are perpetually working on some Ogres are kin to orcs and lesser giants, ugly
nefarious scheme or another. They can humanoids with ratty black hair and gray
speak and know many languages, despite skin. They are often taken in by orc clans,
not having any observable mouth. who respect the dumb brutes for their
Attributes: Agility d6, Smarts d12, Spirit savagery and strength. Orcs often pit their
d8, Strength d8, Vigor d10 “pet” ogres in savage combats against their
Skills: Athletics d8, Common Knowledge rivals’ champions.
d12, Fighting d8, Intimidation d10, Notice
d12, Persuasion d4, Spellcasting d12+2, OGRE
Stealth d8 Ogres are strong, but slow-witted, fighters.
Pace: 2; Parry: 7; Toughness: 10 Attributes: Agility d6, Smarts d4, Spirit d6,
Hindrances: Arrogant, Overconfident Strength d12+2, Vigor d12
Edges: Arcane Background (Magic), Arcane Skills: Athletics d6, Common Knowledge
Resistance (Iml), Artificer, Calculating, d6, Fighting d8, Intimidation d8, Notice
Channeling, Concentration, Danger d4, Persuasion d4
Sense, Elan, Rapid Recharge, Tough as Pace: 7; Parry: 6; Toughness: 11 (2)
Nails, Wizard Edges: Brute, Sweep
Powers: Blast, blind, bolt, burst, confusion, Gear: Leather hides (+2), massive club
drain Power Points, fear, growth/shrink, (Str+d8).
havoc, illusion, light/darkness, mind reading, Special Abilities:
sloth/speed, stun, telekinesis, zombie. Power • Resilient: Ogres can take one Wound
Points: 30. before they’re Incapacitated.
Special Abilities: • Size 2: Most ogres are over 8′ tall with
• All-Around Vision: Observers can see potbellies and massive arms and legs.
in all directions. They ignore one point
of Gang Up bonuses. D OGRE CHIEF
• Armor +1: Thick skin. Ogres are strong, but slow-witted, fighters.
• Hover: Pace 6. Attributes: Agility d6, Smarts d6, Spirit d8,
• Night Vision: Ignore all penalties for Strength d12+2, Vigor d12
Illumination. Skills: Athletics d6, Common Knowledge
• Gemstones: Observers are surrounded d6, Fighting d10, Intimidation d10, Notice
by 12 gemstones at all times. Each d4, Persuasion d4
one is linked to a separate Power and Pace: 7; Parry: 6; Toughness: 11 (2)
is activated with the Spellcasting Hindrances: Thin Skinned (Minor)
skill. Observers may use up to four Edges: Brute, Menacing, Savagery, Sweep
gemstones each turn. Destroying a (Imp)
gemstone (Hardness 16) removes the Gear: Leather hides (+2), toothed great
observer’s ability to use that Power until sword (Str+d10, AP 2).
it is replaced. Special Abilities:
225
FANTASY COMPANION

• Hardy: A second Shaken result in black. Their secretions are highly acidic.
combat doesn’t cause a Wound. They attack by enveloping their prey and
• Resilient: Ogres can take one Wound digesting them alive. Some have learned
before they’re Incapacitated. to imitate watery pools, while others cling
• Size 2: Most ogres are over 8′ tall with to the ceiling and plop down on unwitting
potbellies and massive arms and legs. victims.
Attributes: Agility d6, Smarts d4, Spirit d4,
D OGRE MAGE Strength d10, Vigor d8
Some rare intelligent ogres are smaller than Skills: Athletics d12, Fighting d6, Stealth
their brethren, but are capable spellcasters. d10
Attributes: Agility d6, Smarts d8, Spirit d6, Pace: 2; Parry: 5; Toughness: 6
Strength d10, Vigor d12 Special Abilities:
Skills: Academics d6, Athletics d6, • Acid Form: An attack by a slime on
Common Knowledge d8, Fighting d6, non-magical armor, or a non-magical
Intimidation d6, Notice d6, Occult d6, weapon that hits a slime, causes acid
Persuasion d6, Spellcasting d10 damage. Weapons suffer a –1 damage
Pace: 7; Parry: 5; Toughness: 12 (3) penalty (max –3) and armor loses 1
Edges: Arcane Background (Magic), Blodo point of Armor bonus until it reaches 0
Magic, Soul Drain, Wizard and falls apart. Weapons and armor can
Powers: Arcane protection, barrier, blast, bolt, be Repaired with an hour’s work per
deflection, detect/conceal arcana, dispel, havoc, point of damage or Armor bonus lost, a
illusion, sloth/speed, summon ally. Power Repair roll, and appropriate tools (and
Points: 20. a forge if working with iron).
Gear: Bronze corselet (+3), halberd (Str+d8). • Acid Strike: Str+d6, Reach 1, and see
Special Abilities: Acid Form above.
• Resilient: Ogres can take one Wound • Divide: Slashing weapons, piercing
before they’re weapons, and electricity attacks do
Incapacitated. no damage to a slime. When it would
• Size 1: Ogre magi be Shaken or Wounded, the creature
are over 7′ tall. instead splits into two identical slimes.
A slime can’t split more than two times
before it is Incapacitated.
OOZE • Envelop: Slimes grapple their foes with
These mobile,
elastic pseudopods that add +2 to their
aggressive creatures
grappling attempts. Slimes don’t
a r e ac t u a l ly l a r ge
“crush” but automatically cause
carnivorous cell colonies.
2d6 on their action to a Bound
They come in many
or Entangled foe.
varieties and most often
dwell in dark, moist places • O o z e : Ig n o r e s
underground, but thrive invisibility and all
in man-made structures like Illumination penalties;
catacombs where organic matter— immune to poison,
living or dead—is in abundance. paralysis, slumber, Stun,
blind, Intimidation,
SLIME Taunt, puppet; doesn’t
Slimes come in many sleep.
colors, ranging from • Wa l l Wa l k e r :
mustard yellow to Slimes can cling to
pea green to vertical and inverted
midnight
226
surfaces and move at their standard ORC
Pace. Orcs are fierce, green-skinned humanoids
with pig-like features, including tusks and
GELATINOUS CUBE sometimes even snouts. They have foul
The natural shape of these clear, almost
temperaments, and rarely take prisoners.
invisible slimes is a cube roughly 4 yards
on each side. When necessary, they can flex
ORC WARRIOR
their bodies to fit into openings as small
Attributes: Agility d6, Smarts d4, Spirit d6,
as 1 yard in diameter, though they always
Strength d8, Vigor d8
maintain the same volume (roughly 64
Skills: Athletics d6, Fighting d6,
cubic yards). They consume any organic
Intimidation d8, Notice d6, Persuasion d4,
material in their path. Materials they
Shooting d6, Stealth d6, Taunt d6
can’t digest, such as metal or stone, are
eventually ejected, but often a gelatinous Pace: 6; Parry: 5; Toughness: 8 (2)
cube still contains the possessions—or Gear: Leather armor (+2), short sword
bones—of past victims. (Str+d6).
Attributes: Agility d4–2, Smarts d4 (A), Special Abilities:
Spirit d6, Strength d6, Vigor d12+1 • Infravision: Half penalty for poor light
Skills: Fighting d6, Notice d4, Stealth d12+2 versus heat-producing targets
Pace: 2; Parry: 5; Toughness: 12 • Size 1: Orcs are slightly larger than
humans.
Special Abilities:
• Bash: Str+d6. A raise adds +2 acid
damage.
D ORC CHIEFTAIN
The leader of small orc clans is usually the
• Engulf: The cube can attempt to engulf most deadly brute of their clan.
opponents by taking no other actions in
Attributes: Agility d8, Smarts d6, Spirit d8,
a turn but moving over other creatures.
Strength d10, Vigor d10
Those who don’t Evade are Bound
Skills: Athletics d8, Fighting d10,
and paralyzed for d4+1 rounds. While
Intimidation d10, Notice d6, Persuasion
Engulfed, the victim takes 2d6 acid
d6, Shooting d8, Stealth d6, Taunt d8
damage at the start of their turn.
Pace: 6; Parry: 8; Toughness: 12 (4)
• Immunity: Electricity.
Edges: Command Presence, Fervor, Nerves
• Ooze: Ignores invisibility and all
of Steel, Sweep
Illumination penalties; immune to
poison, paralysis, slumber, Stun, blind, Gear: Plate chestplate (+4), chain arms and
Intimidation, Taunt, puppet; doesn’t legs (+3), battle axe (Str+d10), a magical
sleep. item or two.
• Paralysis: A gelatinous cube secretes an Special Abilities:
anesthetizing slime. Anyone Shaken or • Infravision: Half penalty for poor light
Wounded by its bash attack must make versus heat-producing targets.
a Vigor roll (at –2 with a raise on the • Size 1: Orcs are slightly larger than
attack) or be paralyzed for d4+1 rounds. humans.
• Resilient: A gelatinous cube can take
one Wound before being Incapacitated. D ORC SHAMAN
Orcs worship gods of destruction and
• Size 4 (Large): These creatures are at
slaughter. Their shamans personify this
least 10’ per side and weigh several tons.
image, and while they are often the smallest
They take can take one extra Wound.
members of a clan, they are usually the
• Tra nspa rent: W hen mot ion less,
most cruel as well.
gelatinous cubes are hard to see (+2
Stealth). Those who walk or fall into a Orc shamans drape themselves in crude
cube are automatically engulfed. fetishes, bones, and other occult
trappings to appear more menacing
227
FANTASY COMPANION

OWLBEAR
These ferocious hunters are monstrous
bears with the faces and beaks of owls.
They are fearsome and territorial predators
who dominate their domain—or perish in
the attempt!
Attributes: Agility d6, Smarts d4 (A), Spirit
d8, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d8, Notice
d10, Stealth d6, Survival d6
Pace: 6; Parry: 6; Toughness: 10 (1)
Hindrances: Loyal
Edges: Alertness
Special Abilities:
• Armor +1: Thick hide.
• Bite/Claws: Str+d6, AP 2.
• Grab: An owlbear may
immediately make a grappling
attempt (at +2) as a free action if it gets
a raise on its claw attack against a
target of its Size or less.
• Low Lig ht Vision:
Owlbears ignore penalties for Dim
and Dark Illumination.
to their foes. Their power is simple hedge • Resilient: Owlbears can take one
magic, however, and is not divinely Wound before they’re Incapacitated.
inspired despite believing otherwise. • Size 2: Owlbears stand 8-10 feet tall,
Attributes: Agility d6, Smarts d8, Spirit d6, and weigh up to 1,500 lbs.
Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, PEGASUS
Intimidation d8, Notice d6, Persuasion Pegasi are horses with great, feathery
d6, Shooting d6, Spellcasting d8, Stealth wings. In Greek myth the animal was
d8, Taunt d8 unique, but in many fantasy settings they
Pace: 6; Parry: 6; Toughness: 6 (2) are standard creatures.
Hindrances: Arrogant Attributes: Agility d8, Smarts d4 (A), Spirit
Edges: Arcane Background (Shaman), d6, Strength d12, Vigor d8
Primal Magic Skills: Athletics d6, Fighting d6, Notice d6
Powers: Bolt, blast, blind, confusion, Pace: 8; Parry: 5; Toughness: 8
deflection, entangle, havoc, protection, Special Abilities:
smite. Power Points: 15. • Flight: Pace 12.
Gear: Leather armor (+2), staff (Str+d4, • Kick: Str+d4.
Parry +1, Reach 1). • Size 2: Pegasi weigh around 800
Special Abilities: pounds.
• Infravision: Orcs halve penalties for
bad lighting when attacking living PERYTON
targets. These mythical carnivores have the body of
a large raptor and the head of a stag. They
dwell in high aeries but seek out populated
areas to feed.
228
Attributes: Agility d10, Smarts d4 (A), • Night Vision: These creatures ignore
Spirit d6, Strength d10, Vigor d8 all penalties for Illumination.
Skills: Athletics d8, Fighting d8, • Self-Resurrection: A slain phoenix
Intimidation d4, Notice d10, Stealth d8, remains dead for 1d4 rounds unless
Survival d8 its body is completely destroyed by an
Pace: –; Parry: 6; Toughness: 7 effect such as bolt with the Disintegrate
Special Abilities: modifier. Otherwise, a fully healed
• Bite/Claws: Str+d8. phoenix emerges from the remains 1d4
• Flight: Pace 12. rounds after death. A phoenix can self-
• Size 1: Most perytons are slightly larger resurrect once per year.
than a human. • Size 9 (Huge): They can take two extra
• Swoop: Foes are at –2 on Free Attacks Wounds.
against a peryton withdrawing from • Swat: Ignores 4 points of Scale penalties.
melee when its movement incorporates
an attack or test. D RAKSHASA
Rakshasas are evil spirits who appear as
D PHOENIX humans with the head of an animal, most
often great cats such as tigers or lions.
Clad in fiery feathers of yellow, orange,
and red, the immortal phoenix is seen They can disguise themselves as humans
as a representation of the sun god. Many but their backwards hands (palms facing
cultures consider the bird sacred, but its up) betrays their true identity to the
feathers contain magical power and thus careful observer. Rakshasas are incredibly
the bird is often hunted. intelligent and love games of chance and
strategy. They are well-versed in the
The greatest gift a phoenix can bestow is
magical arts.
one of its tail feathers. Although the magic
in them is temporary, the phoenix forever Attributes: Agility d8, Smarts d12, Spirit
weakens its life-force with the gift. d8, Strength d8, Vigor d8
A phoenix’s tail feathers contain powerful Skills: Academics d10, Athletics d6,
magic (see page 148). Common Knowledge d10, Fighting d8,
Gambling d8, Intimidation d6, Notice d10,
Attributes: Agility d12+2, Smarts d12, Spirit
Occult d8, Performance d8, Persuasion
d10, Strength d12+2, Vigor d12
d12, Research d10, Spellcasting d10,
Skills: Athletics d10, Common Knowledge Stealth d10, Taunt d8
d8, Fighting d10, Notice d8, Occult d10,
Pace: 6; Parry: 6; Toughness: 8 (2)
Persuasion d10, Spellcasting d10, Stealth
Edges: Arcane Background (Magic), Arcane
d6, Survival d4
Resistance, Calculating, Charismatic,
Pace: 6; Parry: 7; Toughness: 15
Killer Instinct, Rapid Recharge, Wizard
Edges: Arcane Background (Magic), Arcane
Powers: Bolt, dispel, illusion, invisibility,
Resistance, Dodge
puppet, protection. Power Points: 20.
Powers: blast (fire storm), dispel, healing,
Gear: Enchanted dagger (Str+d4+1).
relief. Power Points: 20.
Special Abilities:
Special Abilities:
• Armor +2: Enchanted skin.
• Bite/Claws: Str+d8+d6 (fire), AP 2.
• Claws: Str+d4.
• Environmental Weakness: Cold.
• Night Vision: Ignore all penalties for
• Fiery Aura: At the end of the phoenix’s
Illumination.
turn, all adjacent foes take 2d4 damage.
• Environmental Weakness: Piercing.
• Flight: Pace 12.
• I n nate Power s: Major disguise
• Immunity: Fire.
(humanoid only, self only), minor light,
• Innate Powers: Major barrier (wall of major mind reading (Spellcasting),
fire), major detect arcana. minor sound.
229
FANTASY COMPANION

RATLING ASSASSIN
Attributes: Agility d10, Smarts d6, Spirit
d8, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge
d6, Fighting d8, Notice d8, Stealth d10,
Survival d8, Taunt d6, Thievery d8
Hindrances: Greedy, Outsider (Major)
Edges: Scavenger, Thief
Pace: 6; Parry: 6; Toughness: 5
Gear: Short sword (Str+d6), hand-drawn
crossbow (Range 10/20/40, Damage 2d6),
light cloak, giant snake venom.
Special Abilities:
• Bite/Claws: Str+d4.
• Immunity: Ratlings are immune to
poison and disease.
• Low Light Vision: Ratlings ignore
penalties for Dim and Dark Illumination.
• Size -1: Ratlings are shorter than the
average human.

RATLING GUNNER
Larger ratling colonies might have ratling
gunners, specialized fighters armed with
dangerous arcane devices.
RATLING
Ratlings are humanoid rats, hunched and Attributes: Agility d8, Smarts d6, Spirit d6,
bipedal with ratlike heads, chiseled teeth, Strength d6, Vigor d6
and long claws. Ratling colonies are found Skills: Athletics d6, Common Knowledge
in or beneath cities where they scavenge off d4, Fighting d8, Intimidation d8, Notice
the refuge dropped by those above. d8, Stealth d8, Survival d6, Taunt d6
Hindrances: Greedy, Outsider (Major)
COMMON RATLING Edges: Combat Reflexes, Scavenger
Attributes: Agility d8, Smarts d4, Spirit d6, Pace: 6; Parry: 6; Toughness: 9 (4)
Strength d6, Vigor d6 Gear: Short sword (Str+d6), plate corselet
Skills: Athletics d6, Common Knowledge (+4).
d4, Fighting d6, Notice d6, Stealth d8, Special Abilities:
Survival d6, Taunt d4, Thievery d4 • Arcane Gun: These unique weapons
Hindrances: Greedy, Yellow are arcane devices created by a ratling
Edges: Outsider (Major), Scavenger wyrd (Repair d8). Miniguns use bolt,
Pace: 6; Parry: 5; Toughness: 5 flame throwers use burst, and bazookas
Gear: Dagger (Str+d4), light cloak. use blast. Each weapon typically has 12
Special Abilities: Power Points.
• Bite/Claws: Str+d4. • Bite/Claws: Str+d4.
• Immunity: Ratlings are immune to • Immunity: Ratlings are immune to
poison and disease. poison and disease.
• Low Light Vision: Ratlings ignore • Low Light Vision: Ratlings ignore
penalties for Dim and Dark Illumination. penalties for Dim and Dark Illumination.
• Size -1: Ratlings are shorter than • Size -1: Ratlings are shorter than the
the average human. average human.

230
D RATLING WYRD • Infravision: Halve penalties for
Wyrds are ratlings which tinker with the Illumination when attacking warm
various scraps they collect, infusing them targets.
with crude magic to make magical devices. • Size –1: Redcaps are hulking goblinoids
Attributes: Agility d4, Smarts d8, Spirit d6,
Strength d6, Vigor d6 D ROC
Skills: Athletics d4, Common Knowledge These massive birds are large enough
d8, Fighting d4, Notice d8, Occult d6, to pick up small ships and whales. The
Repair d8+2, Stealth d6, Survival d6 legendary Sinbad the Sailor had a near-
Hindrances: Greedy, Outsider (Major) fatal encounter with one. Most roost in
Edges: Arcane Background (Tinkerer), isolated aeries, searching for large prey
Gadgeteer, Mr. Fix It, Scavenger for their feasts. Sailors and city guard
Pace: 6; Parry: 4; Toughness: 6 (1) have sometimes managed to fend off
Gear: Dagger (Str+d4), heavy cloak (+1), these beasts with ballistas, but even those
several arcane devices (see below). weapons rarely penetrate the roc’s thick,
feathery skin.
Powers: Blind, bolt, blast, burst, confusion,
damage field, darksight, detect arcana, entangle, Attributes: Agility d6, Smarts d6 (A), Spirit
environmental protection, farsight, fly, light/ d6, Strength d12+8, Vigor d8
darkness, lock/unlock. Power Points: 25. Skills: Athletics d8, Fighting d8,
Special Abilities: Intimidation d10, Notice d8
• Bite/Claws: Str+d4. Edges: —
• Immunity: Ratlings are immune to Pace: 8; Parry: 6; Toughness: 18 (4)
poison and disease. Special Abilities:
• Low Light Vision: Ratlings ignore • Armor +4: Scaly skin.
penalties for Dim and Dark Illumination. • Drop: Rocs have incredible lift, allowing
• Size -1: Ratlings are shorter than the them to pick up objects and creatures
average human. up to Size 12. Each round a roc flies
upward with grappled prey adds d6+1
to the falling damage when dropped,
REDCAP up to the usual 10d6+10 maximum.
Redcaps are related to goblins but uglier
• Flight: Pace 16.
and more ferocious. Their name comes
from the woolen hats they wear, which are • Size 8 (Huge): Rocs are huge creatures
dyed in the blood of their victims. with wingspans over 120’.
• Talons: Str+d6; AP 4, Heavy Damage.
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge RUST MONSTER
d6, Fighting d8, Intimidation d10, Notice These strange looking creatures get their
d6, Persuasion d6, Taunt d8 name from their ability to corrode metal
Pace: 6; Parry: 6; Toughness: 7 (2) with but a touch. They have four legs, a
Hindrances: Bloodthirsty hard shell, and two long antennae they use
to detect metal—which they consume once
Edges: Berserk, Combat Reflexes, Sweep
it rusts enough to chew.
(Imp)
Gear: Leather armor (+2), great axe (Str+d10, Attributes: Agility d8, Smarts d4 (A), Spirit
−1 Parry, 2 hands). d6, Strength d6, Vigor d6
Special Abilities: Skills: Athletics d8, Fighting d6, Notice d8,
Survival d6
• Fear: Characters seeing a redcap must
make a Fear check. Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: —
Special Abilities:

231
FANTASY COMPANION

• Armor +2: Hard shell. SAHAUGIN


• Bite: Str+d4. Terrors of the deep, the sahaguin are fishlike
• Detect Metal: +2 to Notice and Survival humanoids with fierce dispositions. They
(tracking) rolls to locate metal. dwell in extensive coral cities and worship
• Low Lig ht Vision: Rust eaters strange squidlike deities.
ignore penalties for Dim and Dark Attributes: Agility d6, Smarts d4, Spirit d6,
Illumination. Strength d8, Vigor d8
• Rusting Touch: When a non-magical Skills: Fighting d8, Notice d8, Stealth d10,
metal object, such as armor or weapons, Swimming d10, Throwing d8
makes contact with a rust eater, that Pace: 8 in water, 0 on land; Parry: 8;
object immediately starts to rust. Toughness: 6
Regular items are destroyed. Weapons
Gear: Coral spear (Str+d6, Parry +1).
decrease 1 die type, becoming useless
Special Abilities:
below d4-3. Armor loses 1 point of
Armor bonus until it reaches 0 and falls • Ampullae: These sharks have been
apart. If not destroyed, weapons and bred with highly-developed ampullae,
armor can be Repaired with an hour’s electro-receptors that help them
work per die type or armor bonus lost, anticipate and avoid incoming blows.
a Repair roll, and necessary resources This gives them Parry +1.
and tools (including a forge). • Aquatic: Pace 8.
• Shark Control: Each sea-devil can
control up to four sharks within 50
SABRE-TOOTHED TIGER yards.
Sabre-toothed tigers haunt grasslands
using their patterned skin to sneak up on
unsuspecting prey. Their twin canine teeth SCORPION FOLK
can slice through armor and bone as easily Scorpion folk have the upper bodies of
as flesh. humans and the lower bodies of scorpions.
Like real tigers, these beasts often hunt in They prefer hot deserts or jungles but can
small prides and use pack tactics to corner survive in temperate conditions. They
or surprise their prey. guard their lairs with deadly force.
Attributes: Agility d10, Smarts d6 (A), Attributes: Agility d8, Smarts d6, Spirit d6,
Spirit d8, Strength d12, Vigor d10 Strength d10, Vigor d8
Skills: Athletics d8, Fighting d8, Skills: Athletics d6, Common Knowledge
Intimidation d8, Stealth d8 d6, Fighting d8, Intimidation d8, Shooting
d10, Stealth d6
Edges: Frenzy (Imp)
Edges: Fleet-Footed, Free Runner
Pace: 8; Parry: 6; Toughness: 8
Pace: 8; Parry: 6; Toughness: 8 (2)
Special Abilities:
Gear: Scimitar (Str+d8), bow (Range
• Bite: Str+d8, AP 2.
12/24/48, Damage 2d6).
• Claws: Str+d6.
Special Abilities:
• Pack Tactics: Sabre-toothed tigers add
• Armor +2: Chitinous skin.
any Gang Up bonus to its Fighting
damage rolls. • Stinger: Str+d6, AP 2. Lethal Poison.
• Pounce: If a sabre-toothed tiger makes
a Wild Attack, it adds +4 to its damage D SEA SERPENT
instead of +2. Sea serpents are monstrous beasts, capable
• Size 1: Sabre-toothed tigers weigh over of crushing ships into kindling. Even ship-
800 pounds. mounted artillery can do little to hurt these
nightmarish horrors.
Attributes: Agility d8, Smarts d4 (A), Spirit
d8, Strength d12+11, Vigor d10
232
Skills: Athletics d8, Fighting d8,
Intimidation d10, Notice d6
Edges: Quick
Pace: — ; Parry: 6; Toughness: 22
Special Abilities:
• Aquatic: Pace 12.
• Bite: Str+d10, Reach 2 (long
neck), Heavy Weapon.
• Constrict: Sea serpents have
long, serpentine bodies that grant
them +2 to Athletics and Strength rolls
made to grapple. They may grapple
creatures or objects of Size 0 through 10.
• Size 14 (Gargantuan): Sea serpents
measure over 150’ long.
• Unstoppable: Sea serpents take a
maximum of one Wound per attack
no matter how many Wounds would
normally be caused (after Soak rolls
are made).

SERPENTFOLK
Serpentfolk are humanoids with scaly
flesh and the heads of snakes. They are
cold-blooded so are most commonly found • Cold-Blooded: Serpentfolk subtract 1
in steamy jungles or rocky deserts, but from Agility, Strength, and Vigor rolls
also underground near geothermal heat after ten minutes in temperatures below
sources. Most are malicious and cruel, but 60 ° Fahrenheit (18 ° Celsius).
in some fantasy settings they might be • Environmental Weakness (Cold):
intellectual or even sacred. Serpentfolk are cold-blooded and suffer
a −4 penalty to resist cold environmental
SERPENTFOLK WARRIOR effects, and suffer +4 damage from cold-
Serpentor warriors are known for their based attacks.
skill in combat and their lack of mercy. • Infravision: Halve penalties for
Attributes: Agility d8, Smarts d6, Spirit d8, Illumination when attacking warm
Strength d8, Vigor d8 targets.
Skills: Athletics d6, Common Knowledge
d6, Fighting d8, Intimidation d6, Notice
SERPENTFOLK MAGE
Serpentfolk believe in strength and ferocity
d6, Persuasion d4, Shooting, Stealth d8,
as a way of life, but some pursue power
Survival d6
through the arcane arts.
Pace: 10; Parry: 7; Toughness: 11 (5)
Attributes: Agility d6, Smarts d8, Spirit d8,
Hindrances: Bloodthirsty, Outsider (Major)
Strength d6, Vigor d8
Edges: Frenzy
Skills: Academics d6, Athletics d6,
Gear: Medium shield (+1 Parry), long sword
Common Knowledge d6, Fighting d4,
(Str+d8), bow (Range 12/24/48, Damage
Intimidation d6, Notice d6, Occult d6,
2d6), scale mail shirt (+3).
Persuasion d6, Spellcasting d8, Stealth d4
Special Abilities:
Pace: 6; Parry: 5; Toughness: 8 (2)
• Armor +2: Scaly skin.
Hindrances: Bloodthirsty, Outsider
• Bite: Str +d4. Mild Poison. (Major)

233
FANTASY COMPANION

Edges: Arcane Background (Magic), • Environmental Weakness (Cold):


Wizard Serpentfolk are cold-blooded and suffer
Powers: Arcane protection, burst, a −4 penalty to resist cold environmental
con f u sion, def lec t ion, element a l effects, and suffer +4 damage from cold-
manipulation, fear, smite, summon ally. based attacks.
Power Points: 15. • Infravision: Halve penalties for
Gear: Staff (Str+d4, Parry +1, Reach 1). Illumination when attacking warm
Special Abilities: targets.
• Armor +2: Scaly skin.
• Bite: Str +d4. Mild Poison. SIREN BUSH
• Cold-Blooded: Serpentfolk subtract 1 Siren bushes are carnivorous plants. When
from Agility, Strength, and Vigor rolls they detect living prey, they emit a hypnotic
after ten minutes in temperatures below hum which lures the victim into their web
60 ° Fahrenheit (18 ° Celsius). of roots. Once close enough, the thorny
• Environmental Weakness (Cold): roots rip into the target’s flesh, saturating
Serpentfolk are cold-blooded and suffer the surrounding ground in blood, which
a −4 penalty to resist cold environmental the roots then absorb.
effects, and suffer +4 damage from cold- Attributes: Agility d6, Smarts d4 (A), Spirit
based attacks. d6, Strength d6, Vigor d6
• Infravision: Halve penalties for Skills: Fighting d6, Notice d6
Illumination when attacking warm Pace: — ; Parry: 5; Toughness: 5
targets. Special Abilities:
• Fearless: Immune to Fear and
D SERPENTFOLK SUZERAIN Intimidation.
Some serpentfolk are born with the body • Roots: Str. A tangle of sharp,
of a snake instead of legs. They are exalted thorny, roots extend from the stalk,
as naturally superior members of their automatically hitting everything in a
species and trained to be leaders and Large Blast Template centered on the
expert fighters. bush. Everyone within the template
Attributes: Agility d10, Smarts d8, Spirit takes 2d4 damage at end of the bush’s
d8, Strength d8, Vigor d10 turn. Only armor on the subjects’ feet
Skills: Athletics d8, Battle d6, Common (assuming they’re standing) offers any
Knowledge d8, Fighting d10, Intimidation protection.
d8, Notice d8, Persuasion d6, Stealth d10, • Siren Song: Siren bushes emit a low,
Survival d6 hypnotic hum when a living creatures
Pace: 8; Parry: 9; Toughness: 12 (5) approaches within 12” (24 yards). All
Hindrances: Bloodthirsty, Outsider (Major) creatures in range must make a Spirit
Edges: Block, Command, Fleet-Footed, Free roll at –2. Those who fail are subject to
Runner, Frenzy, Quick the creature’s puppet power. The tree
Gear: Medium shield (+1 Parry), long sword uses the power to draw its prey close
(Str+d8), bow (Range 12/24/48, Damage enough for its roots to attach themselves,
2d6), scale mail shirt (+3). though if the need arises it can order
Special Abilities: them to defend it from attackers.
• Armor +2: Scaly skin.
• Bite: Str +d4. Mild Poison. SHADOW
• Cold-Blooded: Serpentfolk subtract 1 These incorporeal undead look like the
from Agility, Strength, and Vigor rolls sinister silhouette of a humanoid form.
after ten minutes in temperatures below Shadows strike from darkness, consuming
60 ° Fahrenheit (18 ° Celsius). their prey’s spirit as they slash with their
umbral claws.
234
Attributes: Agility d6, Smarts d6, Spirit • Electric Fortitude: Electricity attacks
d10, Strength d6, Vigor d6 against the shambler increase its Vigor
Skills: Athletics d6, Fighting d8, Notice d8, one die type for the duration of the
Stealth d12+1 encounter (max +4 die types).
Pace: 6; Parry: 6; Toughness: 7 • Environmental Resistance: Shamblers
Special Abilities: are oddly resistant to fire.
• Claws: A hit with this attack causes • Immunity: Electricity.
Energy Drain (Strength). A Vigor roll • Night Vision: Shambling mounds
(at –2 with a raise on the attack) resists ignore all penalties for Illumination.
this effect. • Plant: Immune to paralysis, poison,
• Infection: Those slain by a shadow’s puppet, slumber, Stun, doesn’t sleep.
Energy Drain rise as a shadow 1 round • Size 3: Shambling mounds can stand up
later. to 9′ tall and weigh up to 3,800 lbs.
• Fearless: Shadows are immune to Fear
and Intimidation. SKELETON
• Incorporeal: Shadows can become The skin has already rotted from these
invisible and immaterial at will and can risen dead, leaving them slightly quicker
only be harmed by magical weapons or than their flesh-laden zombie counterparts.
attacks. Skeletons exist in various shapes and sizes.
• Invulnerability: Shadows take no Many are mindless, but some retain enough
damage from non-magical attacks. memories of their lives to use weapons and
• Light Dependent: Shadows cannot armor.
manifest in bright areas where there are Skeletons are often found swarming in
no deep shadows. vile necromancers’ legions, haunting ruins,
• Undead: +2 Toughness; +2 to recover or guarding objects and places according to
from being Shaken; no additional some long forgotten imperative.
damage from Called Shots; ignores
1 point of Wound penalties; doesn’t ANIMAL SKELETON
breathe; immune to disease and poison. Sometimes necromancers or negative
energy brings even natural beasts back to
SHAMBLING MOUND unlife.
These lonesome swamp things scour the Attributes: Agility d8, Smarts d4 (A), Spirit
swamps and lowlands for prey, dripping d6, Strength d6, Vigor d6
slime and reeking of rotted plant matter. Skills: Athletics d8, Fighting d6, Notice d6,
Anything that winds up in their loathesome Stealth d6
forms is dissolved to feed their voracious Pace: 8; Parry: 5; Toughness: 6
appetite. Special Abilities:
Attributes: Agility d6, Smarts d4, Spirit d6, • Bite/Claws: Str+d4.
Strength d12, Vigor d10 • Fearless: Skeletons are immune to Fear
Skills: Athletics d6, Fighting d8, Notice d8, and Intimidation.
Stealth d10 • Size −1: These stats represent a dog-
Pace: 4; Parry: 6; Toughness: 12 (2) sized skeleton, but may be smaller or
Edges: Sweep larger.
Special Abilities: • Undead: +2 Toughness; +2 to recover
• Aquatic: Pace 4. from being Shaken; no additional
• Armor +2: Thick vines. damage from Called Shots; ignores
• Bash: Str+d6. 1 point of Wound penalties; doesn’t
• Constrict: +2 to Athletics and Strength breathe; immune to disease and poison.
rolls made to grapple.

235
FANTASY COMPANION

FLAMING SKELETON MOTLEY SKELETON


These charred skeletons are engulfed in a The magical force animating these skeletons
perpetual magical blaze. allows them to re-form themselves after
Attributes: Agility d8, Smarts d4, Spirit d4, being smashed apart and freely swap
Strength d6, Vigor d6 bones.
Skills: Athletics d6, Fighting d6, Intimida- Attributes: Agility d8, Smarts d4, Spirit d4,
tion d6, Notice d4, Shooting d6 Strength d6, Vigor d8
Pace: 7; Parry: 5; Toughness: 11 (4) Skills: Athletics d6, Fighting d6,
Gear: Longsword (Str+d8), plate corselet Intimidation d6, Notice d6
(+4), medium shield. Pace: 7; Parry: 5; Toughness: 8
Special Abilities: Special Abilities:
• Bite/Claws: Str+d4+2, may set target on • Bite/Claws: Str+d4.
fire. • Fearless: Skeletons are immune to Fear
• Fearless: Skeletons are immune to Fear and Intimidation.
and Intimidation. • Re-Assemble: One round after being
• Fiery Aura: At the end of the flaming Incapacitated, motley skeletons reform
skeleton’s turn, all adjacent beings take into a new skeleton but with Toughness
2d6 damage and may catch fire. reduced by 2. This continues until the
• Immunity (Fire): Flaming skeletons motley skeleton’s Toughness would
take no damage from fire or fire-based be 0, then it is destroyed forever.
attacks. Motley skeletons can combine when
• Undead: +2 Toughness; +2 to recover reassembling to add their Toughness
from being Shaken; no additional together, up to a maximum of 8.
damage from Called Shots; • Undead: +2 Toughness; +2 to recover
ignores 1 point of from being Shaken; no additional
Wound penalties; damage from Called Shots; ignores
doesn’t breat he; 1 point of Wound penalties; doesn’t
immune to breathe; immune to disease and poison;
disease and ignore penalties for Illumination up to
poison. 10”.

GIANT SKELETON
The creaking forms of undead hill giants
terrify any heroic parties tasked with
stopping them.
Increase the Size and other abilities for
other types of giants returned to unlife.
Attributes: Agility d8, Smarts d4, Spirit
d4, Strength d12, Vigor d6
Skills: Athletics d4, Fighting d10,
Intimidation d6, Notice d4, Shooting d6
Pace: 6; Parry: 7; Toughness: 9
Skins or furs (+1), club (Str+d10), thrown
boulder (Range 6/12/24, Damage 3d6).
Special Abilities:
• Bite/Claws: Str+d4.
• Fearless: Skeletons are immune to Fear
and Intimidation.
• Reach (1): Hill giant skeletons have an
unnaturally long reach.
236
• Size 3: Hill giant skeletons are 12’ tall. Powers: Confusion, dispel, illusion,
• Undead: +2 Toughness; +2 to recover invisibility, puppet, protection. Power
from being Shaken; no additional Points: 20.
damage from Called Shots; ignores Pace: 8; Parry: 6; Toughness: 7
1 point of Wound penalties; doesn’t Special Abilities:
breathe; immune to disease and poison. • Bite/Claws: Str+d6.
• Flight: Pace 12.
D SKELETAL CHAMPION • Size 1: Sphinxes are the size of lions.
Locations seeped in negative energy and
certain necromantic rites can occasionally
raise the strongest of the skeleton warriors, SPIDER-FOLK
a champion who once strode the world as a Spider-folk have humanoid bodies, but a
powerful warrior. Some skeletal champions spider’s face and long arms which end in
might also remember powers from their a sickle-like claw. Spinnerets at the base of
life as a mage or priest (GM’s call). their claws allow them to propel webbing
and create complex web structures which
Attributes: Agility d8, Smarts d6, Spirit d8,
they use to catch prey—usually birds or
Strength d10, Vigor d8
small animals, but the bigger the better.
Skills: Athletics d6, Fighting d8,
Spider-folk prefer enclosed, dark places
Intimidation d6, Notice d4, Shooting d8
like dense forests or cave systems where it
Pace: 6; Parry: 9; Toughness: 12 (4) is easier to funnel prey.
Edges: Ela n, Tradema rk Weapon
Attributes: Agility d8, Smarts d4, Spirit d6,
(Longsword)
Strength d6, Vigor d8
Gear: Masterwork longsword (Str+d8),
Skills: Athletics d8, Fighting d6, Notice d8,
plate corselet (+4), medium shield.
Shooting d6, Stealth d8
Special Abilities:
Pace: 6; Parry: 5; Toughness: 6
• Claws: Str+d4.
Edges: Alertness, Quick
• Fearless: Skeletal Champions are
Special Abilities:
immune to Fear and Intimidation.
• Bite: Str+d6. Mild Poison.
• Immunity: Cold.
• Bl i ndsense: Spider-fol k ig nore
• Undead: +2 Toughness; +2 to recover
invisibility, illusion, and all Illumination
from being Shaken; no additional
penalties.
damage from Called Shots; ignores
• Hardy: A second Shaken result in
1 point of Wound penalties; doesn’t
combat doesn’t cause a Wound.
breathe; immune to disease and poison.
• Wall Walker: Spider-folk can cling to
vertical and inverted surfaces and move
D SPHINX at their standard Pace.
A sphinx has the body of a lion, the head • Webbing: Spider-folk can cast webs
of a human, and feathered wings. They are the size of Small Blast Templates as
extremely clever, enjoy riddles, and savor an action. This is a Shooting roll with
the taste of human flesh. Range 2/4/8. A hit means the victim is
Attributes: Agility d8, Smarts d12+1, Spirit Entangled, or Bound with a raise.
d10, Strength d10, Vigor d8
Skills: Academics d8, Athletics d8, Battle
d8, Common Knowledge d12, Fighting
TREE FOLK
Known as ents, treants, or walking trees,
d8, Intimidation d8, Notice d6, Occult d8,
these creatures usually live passive lives in
Persuasion d10, Science d6, Spellcasting
great forests. They rouse when something
d8, Stealth d8, Taunt d12
threatens their homes and are then
Edges: Arcane Background (Magic), unstoppable titans.
Calculating, Strong Willed

237
FANTASY COMPANION

YOUNG TREES Edges: Combat Reflexes, Formation Fighter


Young tree folk are quick to attack any Gear: Heavy club (Str+d6), 2x Javelin
who threaten their grove, emerging (Range 3/6/12, Damage Str+d6).
rapidly from the woods to swarm about Special Abilities:
their foes. Druids often commune with • Armor +2: Scaly skin.
these beings and command them in battle. • Bite/Claws: Str+d4.
Attributes: Agility d6, Smarts d4 (A), • Infravision: Halve penalties for
Spirit d10, Strength d8, Vigor d10 Illumination when attacking warm
Skills: Athletics d8, Fighting d8, Notice targets.
d8 • Hardy: A second Shaken result in
Edges: Frenzy (Imp) combat doesn’t cause a Wound.
Hindrances: Driven (Major—protect the • Stench: Characters adjacent to a
forest) troglodyte are overcome by their
Pace: 4 ; Parry: 6; Toughness: 16 (3) incredible stench and Distracted until
Special Abilities: the end of a turn in which they are no
• Armor +2: Hard bark. longer adjacent.
• Branches: Str+d6.
TROLL
D GREAT TREES Trolls in myths and legends were horrid,
Larger tree folk are ponderous titans, flesh-eating creatures who lived in deep
rousing only when something threatens woods, beneath bridges or in hidden
large swaths of their forest homes. mountain caves.
Attributes: Agility d6, Smarts d4 (A), The ability to regenerate damage and a
Spirit d10, Strength d12+4, Vigor d10 weakness to fire have been added to their
Skills: Athletics d8, Fighting d8, Notice lore in more modern times. Ignore that
d8 section of the profile for more mythic trolls.
Edges: Sweep (Imp)
Hindrances: Cautious, Driven (Major— COMMON TROLL
protect the forest), Hesitant The common troll has grayish-green warty
Pace: 4 ; Parry: 6; Toughness: 16 (3) skin, a long downturned nose, and a mass
Special Abilities: of nasty black hair. It glares out of deep eye
sockets and its mouth is full of pointy teeth.
• Armor +3: Iron-like bark.
• Branches: Str+d6, Reach 3. Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d12+2, Vigor d10
• Size 9 (Huge): Mature living trees
stand over 50’ tall. Skills: Athletics d6, Common Knowledge
d8, Fighting d8, Intimidation d10, Notice
d6, Stealth d4
TROGLODYTE Edges: Brute, Sweep (Imp)
Belligerent, gray-skinned troglodytes lurk
Pace: 7; Parry: 6; Toughness: 9 (1)
in packs. They are the bane of dwarven
Gear: Spiked club (Str+d8).
miners, lumberers, or other beings who
must work near their lairs. They are Special Abilities:
excessively cruel, taunting survivors of • Armor +1: Rubbery hide.
their raids as they carry off their kin to be • Bite/Claws: Str+d4.
savaged and devoured. • Fast Regeneration: Trolls may attempt
Attributes: Agility d6, Smarts d6, Spirit a natural healing roll every round, even
d6, Strength d6, Vigor d6 if Incapacitated, unless their Wounds
Skills: Athletics d6, Fighting d6, Notice were caused by fire or flame or they’re
d6, Stealth d6 put to the torch afterward.
Pace: 6; Parry: 5; Toughness: 7 (2)
238
• Resilient: Trolls can take one Wound
before they’re Incapacitated.
• Size 1: Trolls are 8’ tall, lanky creatures.

MARSH TROLL
Also known as swamp trolls, bog trolls,
and marsh fiends, these foul creatures
haunt dank marshes. Their skin is black
and slimy, matching the murky waters
of their home, and they stink like rotting
vegetation.
Attributes: Agility d8, Smarts d4, Spirit d6,
Strength d12+1, Vigor d10
Skills: Athletics d6, Common Knowledge
d4, Fighting d8, Notice d6, Stealth d8
Edges: Brute, Sweep (Imp)
Pace: 7; Parry: 6; Toughness: 9 (1)
Gear: Spiked club (Str+d8).
Special Abilities:
• Armor +1: Rubbery hide.
• Bite/Claws: Str+d4.
• Immunity: Immune to poison
and disease.
• Disease (–2): Anyone Shaken
or Wounded by a marsh troll’s bite or Sea trolls dress in soft kelps, seashells, and
claws must make a Vigor roll at –2 or other natural materials that add +2 to their
contract a Debilitating disease. Stealth when they sit quietly in small pools
• Infravision: Halve penalties for or piles of detritus from the sea.
Illumination when attacking warm Attributes: Agility d6, Smarts d4, Spirit d4,
targets. Strength d8, Vigor d8
• Fast Regeneration: Trolls may attempt Skills: Athletics d8, Common Knowledge
a natural healing roll every round, even d8, Fighting d8, Notice d6, Stealth d6
if Incapacitated, unless their Wounds Edges: Brute, Sweep (Imp)
were caused by fire or flame or they’re Pace: 5; Parry: 7; Toughness: 7 (1)
put to the torch afterward. Gear: Coral-tipped spear (Str+d6, Parry +1,
• Resilient: Trolls can take one Wound Reach 1).
before they’re Incapacitated. Special Abilities:
• Size 1: Marsh trolls are smaller than • Aquatic: Pace 10.
regular trolls, being only 7’ tall. • Armor +1: Leathery hide.
• Stench: Any creature who moves • Bite/Claws: Str+d4.
adjacent to a marsh troll, or starts their • Infravision: Halve penalties for
turn next to one, must make a Vigor roll Illumination when attacking warm
as a free action at the start of their turn targets.
or become Shaken with nausea. • Fast Regeneration: Trolls may attempt
a natural healing roll every round, even
SEA TROLL if Incapacitated, unless their Wounds
Called sea trolls by some, skrags and manes
were caused by fire or flame or they’re
by others, these flesh-eating fiends haunt
put to the torch afterward.
rocky coves filled with pungent seaweed.

239
FANTASY COMPANION

• Resilient: Trolls can take one Wound unscrupulous hunters. A unicorn that loses
before they’re Incapacitated. its horn dies.
• Sea Suit: +2 Stealth when hiding and Attributes: Agility d8, Smarts d8 (A), Spirit
covered in kelp or other detritus. d10, Strength d12+2, Vigor d10
Skills: Athletics d8, Common Knowledge
SAND TROLL d6, Fighting d6, Notice d8, Stealth d8
Sand trolls inhabit deserts and sometimes Edges: Champion, Fleet-Footed
long stretches of beach. There they burrow Pace: 10; Parry: 5; Toughness: 9
below the surface, waiting for unwary prey
Special Abilities:
to pass by.
• Curse: Any sentient being who slays
Attributes: Agility d8, Smarts d4, Spirit d6, a unicorn is cursed. His skin becomes
Strength d12+1, Vigor d10 permanently covered in boils and
Skills: Athletics d8, Common Knowledge blisters that no magic can heal. He gains
d6, Fighting d8, Notice d6, Stealth d8 the Ugly (Major) Hindrance.
Edges: Brute, Sweep (Imp) • Horn: Str+d8, AP 1.
Pace: 7; Parry: 6; Toughness: 11 (2) • Healing: A unicorn can cast healing
Special Abilities: and greater healing by touching its horn
• Armor +2: Thick hide. to a target. It may do so once per week.
• Burrow: Pace 4. A horn cut from a unicorn remains
• Bite/Claws: Str+d4. magical (see page 150).
• Infravision: Halve penalties for • Kick: Str+d6.
Illumination when attacking warm • Resilient: Unicorns can take one
targets. Wound before they’re Incapacitated.
• Fast Regeneration: Trolls may attempt • Size 2: Unicorns weigh between 600
a natural healing roll every round, even and 800 pounds.
if Incapacitated, unless their Wounds
were caused by fire or flame or they’re DARK UNICORN
put to the torch afterward. Dark unicorns are the spiritual opposite
• Resilient: Trolls can take one Wound of their virtuous kin, the manifestation
before they’re Incapacitated. of corruption and evil.
• Size 2: Sand trolls are over 8’ tall. Attributes: Agility d8, Smarts d8
(A), Spirit d10, Strength d12+2, Vigor
UNICORN d10
Often seen as the embodiment of Skills: Athletics d8, Common
good and purity, unicorns are white Knowledge d6, Fighting d8,
horses with a horn growing from their Intimidation d8+2, Notice d8,
foreheads. The horn is said to possess Stealth d6
magical properties, which E dge s : Fle e t-Fo oted,
makes them a target for Menacing
Pace: 10; Pa r r y: 6;
Toughness: 9
Special Abilities:
• Curse: Any sentient being
who slays a dark unicorn is
cursed. He is haunted by
nightmares and imagines
everything is a threat. He
gains the Yellow Hindrance.
• Horn: Str+d8, AP 1.

240
• Healing: A dark unicorn can cast zombie Energy Drain (Vigor). A Vigor roll (at
by touching its horn to a deceased –2 with a raise on the attack) resists this
target. It may do so once per week. A effect.
horn cut from a dark unicorn remains • Fear (−1): Anyone who sees a wight
magical. must make a Fear check at −1.
• Kick: Str+d6. • Fearless: Wights are immune to Fear
• Size 2: Dark unicorns weigh between and Intimidation.
600 and 800 pounds. • Infection: Anyone killed by a wight’s
touch rises as a wight the following
WAR TREE night unless given a proper burial or
War trees are great trees animated by the body is destroyed.
a dryad or by elven magic. They are • Undead: +2 Toughness; +2 to recover
not sentient, but possess animal-like from being Shaken; no additional
intelligence. damage from Called Shots; ignores
Attributes: Agility d4, Smarts d4 (A), Spirit 1 point of Wound penalties; doesn’t
d10, Strength d12+6, Vigor d10 breathe; immune to disease and poison.
Skills: Athletics d8, Fighting d8, Notice d6
Edges: Sweep (Imp) WILL-O-THE-WISP
Pace: 6; Parry: 6; Toughness: 19 (4) Also known as marsh phantoms and
Special Abilities: ghost lanterns, wisps are malicious spirits
• Armor +4: Thick bark. that look like glowing balls of light.
They captivate victims with their lights,
• Branch Swipe: Str+d6, Reach 1.
leading them into quicksand or the lairs
• Fearless: Immune to Fear and
of dangerous beasts. They have no combat
Intimidation.
capabilities and so try to remain a safe
• Size 8 (Huge): An average war tree is distance from their prey.
over 40’ tall.
Attributes: Agility d10, Smarts d6, Spirit
• Stomp: Str+d10. Ignores Scale modifiers.
d8, Strength d4–3, Vigor d6
• Weakness (Fire): Fire attacks cause +4
Skills: Athletics d8, Notice d10, Persuasion
damage.
d8
Pace: 8; Parry: 2; Toughness: 3
WIGHT Special Abilities:
Wights are restless dead, most often noble • Charm: Wisps can cast the puppet power
lords whose greed and earthly desires as a limited action using their Spirit. If
cause their spirits to remain behind to the victim ever loses sight of the wisp,
guard their treasures. the charm is broken. They may never
Attributes: Agility d8, Smarts d8, Spirit charm more than one individual at a
d10, Strength d8, Vigor d8 time.
Skills: Athletics d8, Common Knowledge • Size −3 (Very Small): Wisps are 1’ in
d8, Fighting d8, Intimidation d10, Notice diameter.
d6, Stealth d10
Edges: Quick WOLF
Pace: 6; Parry: 6; Toughness: 13 (5) The profiles below cover monstrous wolves
Gear: Ancient bronze breastplate (+3), in fantasy settings. For ordinary wolves,
bronze long sword (Str+d8). use the dog/wolf profile in Savage Worlds.
Special Abilities:
• Armor +2: Leathery skin. DIRE WOLF
• Claws: Str+d4. Dire wolves are large and feral wolves
• Energy Drain: Anyone Shaken or often used by orcs or similar beings as
Wounded by a wight’s claws, suffers attack dogs. They may also be found
241
FANTASY COMPANION

roaming in packs in the deepest, darkest WORG


woods. These semi-intelligent, evil wolves are
Attributes: Agility d8, Smarts d4 (A), Spirit larger than their lupine cousins. Goblins
d6, Strength d8, Vigor d8 and other evil humanoids sometimes train
Skills: Athletics d8, Fighting d8, worgs as guards or mounts.
Intimidation d8, Notice d6, Stealth d8, Attributes: Agility d8, Smarts d6, Spirit d6,
Pace: 10; Parry: 6; Toughness: 6 Strength d10, Vigor d6
Edges: Alertness Skills: Athletics d8, Common Knowledge
Special Abilities: d4, Fighting d8, Notice d8, Persuasion d4,
• Bite: Str+d6. Stealth d6, Survival d6
• Fleet-Footed: d10 running die. Pace: 8; Parry: 6; Toughness: 6 (1)
• Pack Tactics: Wolves add any Gang Up Edges: Alertness
bonus to their Fighting damage rolls. Special Abilities:
• Armor +1: Thick fur.
FROST WOLF • Bite/Claws: Str+d4.
Frost wolves haunt arctic climes, roaming • Fleet-Footed: d10 running die.
the tundra in ravenous packs. Their thick • Low Light Vision: Ignore penalties for
fur is pure white, allowing them to blend Dim and Dark Illumination.
in with the snow and ice.
• Pack Tactics: Worgs add any Gang Up
Attributes: Agility d8, Smarts d4 (A), Spirit bonus to their Fighting damage rolls.
d6, Strength d10, Vigor d8 • Resilient: Worgs can take one Wound
Skills: Athletics d6, Fighting d6, Notice before they’re Incapacitated.
d10, Stealth d10, Survival d8
Edges: Alertness
Pace: 8; Parry: 5; Toughness:
WRAITH
Wraiths are undead
7
creatures born of evil
Special Abilities: and darkness. They
• Fleet-Footed: d10 hate light a nd
running die. l iv i ng t h i ngs,
• Bit e : St r + d6. a s t hey have
Anyone Shaken lo s t muc h of
or Wounded by their connection to
a frost wolf’s icy their former lives.
bite must make a The vile creatures
Vigor roll or be appear as little
Stunned. more than dark
•Immunity shapes with two
(Cold): Frost flickering pinpoints
wolves take no of light where their
damage from cold eyes should be.
or cold-based effects. Attributes: Agilit y d8,
• Pack Tactics: Wolves Smarts d6, Spir it d6,
a dd a ny G a n g Strength d8, Vigor d10
Up bonus to their Sk i l l s : At h le t ic s d8,
Fight i ng da mage Fighting d8, Intimidation
rolls. d8, Notice d8, Persuasion d6,
• Size 1: Frost wolves Stealth d6
stand 5’ tall and 7’ Pace: —; Parry: 6; Toughness: 7
long. Special Abilities:

242
• Claws: Str+d4. aggressive intruders with stones from high
• Darkvision: Wraiths ignore penalties above.
for Illumination up to 10”. Attributes: Agility d6, Smarts d6, Spirit d8,
• Energy Drain: Anyone hit by a wraith’s Strength d10, Vigor d8
claws suffers Energy Drain (Vigor). Skills: Athletics d10, Fighting d8,
A Vigor roll (at –2 with a raise on the Intimidation d8, Notice d8, Stealth d6
attack) resists this effect. Pace: 7; Parry: 6; Toughness: 10 (2)
• Ethereal: Wraiths can become invisible Edges: Fast Healer
and immaterial at will and can only be Gear: Heavy club (Str+d8), ice or stone balls
harmed by magical attacks. (Range 6/12/24, Damage Str+d4).
• Flight: Pace 10. Special Abilities:
• Infection: Anyone slain by these • Armor +2: Thick fur.
undead raise as a wraith one round • Bite/Claws: Str+d6, AP 2.
later. • Darkvision: Yeti ignore penalties for
• Weakness (Daylight): A wraith Illumination up to 10”.
caught in sunlight cannot attack and is • Environmental Weakness: Fire.
Vulnerable.
• Gaze: Stun (see page 167).
• Immunity: Cold.
WYVERN • Rage: Yeti go into a Rage when attacked.
Wyverns are territorial, aggressive, and See the Barbarian Class Edge in Savage
impatient creatures with long necks and Pathfinder.
razor-sharp talons and fangs. They are • Resilient: Yetis can take one Wound
nocturnal hunters who devour any warm before they’re Incapacitated.
thing they come across, but have a taste for
• Size 2: A Yeti stands around 9’ tall and
herd animals such as cattle and sheep.
weigh almost 1,100 lbs.
Attributes: Agility d8, Smarts d6 (A), Spirit
d8, Strength d12+2, Vigor d10
Skills: Athletics d6, Fighting d8,
ZOMBIE
These walking dead are typical groaning
Intimidation d8, Notice d8
fiends looking for fresh meat.
Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Frenzy (Imp), Quick ANIMAL ZOMBIE
Special Abilities: Grotesque flesh crawls upon the remains of
• Armor +2: Thick scales. these unfortunate creatures.
• Bite/Sting: Str+d6, Reach 1. Paralyzing Attributes: Agility d8, Smarts d4 (A), Spirit
Poison –2 (stinger only). d6, Strength d6, Vigor d6
• Flight: Pace 12. Skills: Athletics d8, Fighting d6, Notice d6,
• Infravision: Halve penalties for Stealth d6
illumination when attacking warm Pace: 6; Parry: 5; Toughness: 6
targets. Edges: —
• Size 3: Wyverns weigh over 2000 Special Abilities:
pounds.
• Bite/Claws: Str+d4.
• Fearless: Zombies are immune to Fear
YETI and Intimidation.
Races of large, white-furred humanoids • Size −1: These stats represent a dog-
are said to lurk in the high mountains. sized zombie, but may be smaller or
Stories abound of yetis helping those who larger.
meet with misfortune in their domain; or • Undead: +2 Toughness; +2 to recover
appearing in great numbers to pelt more from being Shaken; no additional
damage from Called Shots;
243
FANTASY COMPANION

• Undead: +2 Toughness; +2 to recover


from being Shaken; no additional
damage from Called Shots; ignores
1 point of Wound penalties; doesn’t
breathe; immune to disease and poison.
• Weakness (Head): Called Shots to a
zombie’s head do the usual +4 damage.

ZOMBIE WARRIOR
Animated by evil, arcane forces, these
decaying warriors still use the weapons
and armor they carried upon their death.
Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d6, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d4,
Stealth d6, Shooting d6
Pace: 4; Parry: 6; Toughness: 10 (3)
Edges: —
Gear: Longsword (Str+d8), chain shirt (+3).
Special Abilities:
• Bite/Claws: Str+d4.
• Fearless: Zombies are immune to Fear
and Intimidation.
• Size −1: These stats represent a dog-
ignores 1 point of Wound penalties; sized zombie, but may be smaller or
doesn’t breathe; immune to disease and larger.
poison. • Undead: +2 Toughness; +2 to recover
• Weakness (Head): Called Shots to a from being Shaken; no additional
zombie’s head do the usual +4 damage. damage from Called Shots; ignores
1 point of Wound penalties; doesn’t
GIANT ZOMBIE breathe; immune to disease and poison.
The animated remains of freshly-dead hill • Weakness (Head): Called Shots to a
giants are powerful weapons in the hands zombie’s head do the usual +4 damage.
of necromancers and other evil wizards.
Attributes: Agility d4, Smarts d4, Spirit d6,
Strength d12+2, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6,
Stealth d4
Pace: 6; Parry: 6; Toughness: 11
Edges: Sweep
Special Abilities:
• Armor +2: Leathery Skin.
• Bite/Claws: Str+d4.
• Fearless: Zombies are immune to Fear
and Intimidation.
• Reach (1): Hill giant zombies have an
unnaturally long reach.
• Size 2: These zombies are around 10
feet tall and weigh 1,100 lbs.

244
APPENDIX A:
PLANES
In many fantasy settings, the known world A GM who wants to use something
is but one part of a network of connected different can look at the special rules for
planes of existence. These places might the sample planes below. These serve as
resemble the mortal world, or might be a good guideline for the effects another
fantastically strange—perhaps even deadly. realm could have.
Getting to another plane is rarely easy,
at least for most people. Connecting to
another plane usually requires powerful CHAOS
spells, enchanted gates, linked items,
rituals, divine intervention, and so on. For This plane can epitomize the natural force
all but the most powerful characters, such of entropy or represent a realm where the
travel is unpredictable and costly. Many laws of physics are broken by the whims of
heroes have discovered to their horror that the powerful. Chaos is often considered a
a portal to another plane was one way. negative force, responsible for destruction,
Planes can take many forms. They may be death, suffering, and loss, but in some
tiny, nothing more than a hut-sized bubble settings, it might instead be a force of
beyond which nothing exists. Others might change or creation.
be worlds with oceans and mountains In the following examples, Ruin can
designed as playgrounds of the gods. be used with any traditional or high
Others yet might be endless oceans full fantasy setting. The Unanchored can
of water elementals, deserts of perpetual work for strangers in a strange lands or
sand, or celestial realms of angels. in a superheroic setting depending on
Some settings have only a single plane the changes the GM allows characters to
of existence; others work the existence replicate powers instead of cantrips.
of planes into the very fabric of their
cosmology or magic system, with different RUIN
planes acting as the source of all arcane
magic, elemental energy, positive or This is the source of entropy that permeates
negative energy, chaos or order, and so on. through all other planes. Some view it
as a place of evil, cursing its name as it
Below are types of planes and samples of
encroaches on their world. Without it,
each one for a Game Master to use in his
however, the balance that keeps reality
own setting.
in check would be lost, causing
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FANTASY COMPANION

catastrophic damage and the eventual area around it and the greater the will, the
destruction of reality. Most people who larger the area.
travel to Ruin are either attempting to For most, this causes minor change, such
harness the plane’s raw power or are as allowing an apple to grow quickly for
looking for a way to fight off the inevitable someone who is starving or for a hero’s
destruction of their world. rusty weapon to fell an iron golem.
The entropic energies of Ruin causes Stronger wills can cause greater effects,
mundane objects to crumble to dust even allowing someone to resurrect a loved
within hours, and most magical items to one.
disintegrate within days, leaving only the The weak-willed face great dangers as
strongest artifacts intact. Living beings random thoughts can lead to disaster. A
also suffer. Injuries fester and rot, making character remembering a long-forgotten
healing difficult without magical aid. fear might suddenly find it manifest before
Occasionally, powerful (or desperate) him. Another individual wondering what
spellcasters build lairs in the most hostile his family is doing back home might
sections of the plane, reinforcing them with suddenly appear there, far from the friends
their strongest magic. Although these bases and the quest he left behind.
are temporary, they grant refuge from their Thankfully, such events are made rare by
native plane as well as the horrific creatures the stabilizing force of the Twelve Masters
native to such places. of the Unanchored. These entities have
Not everything within Ruin is bleak. asserted control over large portions of
In the places where the plane presses the plane, dividing it up into 13 unique
against Omen (the plane of creation), it is realms. Each ruler has near total control
suffused with life force, causing new life to of his territory, though his control slips
spring forth. It is in these small areas that the closer an area is to another’s domain.
settlements exist. Beings who die close to The size of each realm depends on the will
the areas bathed in the power of Creation of its master, with the 13th realm being
rise from the dead anew. the largest. This realm is known as the
• Healing rolls suffer a –2 modifier on the Unclaimed and is under constant change
plane of Chaos. Spellcasters get a reroll as the foolish and the desperate attempt to
when casting destructive magics, such become the next Master of the Unanchored.
as blast, bolt, burst, and lower Trait. • Characters can use their Spirit in place
A character who dies in an area bathed of one other attribute while on the plane
in Creation remains dead for 48 hours of Chaos (the chosen attribute can be
before being reincarnated, perhaps in a changed with a limited action). This
different form, with different Edges and includes things such as damage rolls,
Hindrances, or some other aspect of increasing Toughness, or to make an
change. If this is a player character, the Evasion roll. Additionally, characters
player and Game Master should work can make a Spirit roll to perform
together to decide how reincarnation in cantrips (even if they don’t have an
the Plane of Chaos changed the hero. Arcane Background).
Stray thoughts, panic, or great emotions
THE UNANCHORED come to life whenever a hero rolls a
Despite its name, only a small portion of Critical Failure. The Game Master
the plane of Chaos is in a constant state decides how such things manifest but
of change. The plane bends to the desires may include anything from old foes to
of those with the greatest will, causing crumbling walls to new horrors rising
areas to range from the terrifying to the from the ether.
whimsical. The only known rule is
that the strongest will controls the

246
DEATH purpose. The plane is home to shades,
specters, liches, and other sentient undead.
Many of these creatures reside within a
Unlike Hell, the plane of Death is no afterlife massive obsidian fortress at the center of
for sinners, nor is it a place of demons and the plane, seeking a portal to escape their
devils. In some settings, this plane is the planar prison so they can return to life or
source of negative energy, the primary travel to other planes and subjugate them
force behind the creation of undead. In with their new-found abilities!
others, it’s simply a place where the dead The master of the black fortress rules
gather, unable to move on to the afterlife or the dimension as well. Though it goes by
waiting to be sorted by their deities. many names, the most common is simply
Below are two examples of death planes. “Death.” This terrifying specter uses
The first is the Barren Marches, a plane the fortress to move from plane to plane,
for high fantasy settings. The second is severing the souls of select mortals from
the Spirit Realm, a plane better suited for their bodies when their time comes.
urban fantasy settings or those with limited Despite its role in the cycle of mortality,
magic. Death is not a god nor is the Barren Marches
an afterlife. It is simply a storage space for
THE BARREN MARCHES those souls who cannot move on for some
The Barren Marches is vast desert with no reason.
sun, surrounding a massive black fortress. • Living creatures must make a Vigor
This plane is the source of the “negative check every hour spent on the plane
energy” which gives false life to the undead. of Death. Failure causes Fatigue that
The realm is occupied by such beings rather can lead to death. A creature killed
than the living, and any living creature in this manner begins an unnerving
who travels here is bombarded by deadly transformation—their corpse gives
energies until they eventually succumb to birth to a new undead creature in 1d6
its power and become undead themselves. minutes. The strength and intelligence
The Barren Marches is not just filled with of the undead depends on the will of
mindless undead, shambling about without the deceased.

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FANTASY COMPANION

THE SPIRIT REALM ELEMENTAL


As a whole, humanity is completely
unaware of the Spirit Realm or the These planes are the essence of the natural
creatures that residing within it. The elements, with a separate plane for each.
plane is pressed directly against the mortal Typically this is air, earth, fire, and water,
world, overlapping it without every truly which may be connected in some way,
interacting with it. The Spirit Realm is a allowing minor aspects to leak between
foggy realm filled with specters, shadows, them.
and the souls of the dead waiting to pass Below are two different planar examples.
on to the other side. The first is the plane of earth most
While in the Spirit Realm, creatures appropriate for traditional fantasy settings.
can see the physical shape of the mortal The Origin (plane of water) presented
world. Forests, buildings, stones, and other afterward is best used with nautical or
soulless things are relatively clear, while urban fantasy settings.
humans are usually nothing more than In any elemental plane, a matching power
vague shadowy outlines. Trapping gives is Synergy (see page 95).
If someone in the Spirit Realm is closely
attached to a person in the living world, he EARTH
may see them more clearly. Unfortunately,
The elemental plane of earth is a dense
the spirit has no way to interact with
world made of various minerals. At the
the living world or the people upon it.
time of its creation, it was infinitely solid,
Sometimes this changes their feelings of
its only inhabitants elemental creatures
longing and compassion into jealousy and
comprised of the same minerals as the
hatred.
realm. As time went on, the parts of the
Witch doctors, telepaths, and other dimension that touched the other elemental
practitioners of the mystic arts in tune with planes began to transform.
the spirit world may be able to contact these
The areas close to the plane of fire became
ethereal beings. They might convince or
pockets of molten lava while those close to
even force them to move on. Specters and
the plane of water eroded, creating hollow
more malevolent creatures may instead
pockets of mud within the once solid plane.
attempt to use the conduit to force their
When earth finally met air, oxygen rushed
way through to the mortal plane.
into the plane of earth for the first time.
• A character who enters the Spirit
Once humans and other races gained
Realm sees a shadowy parallel of the
access to the elemental plane, adventurers
real world. He becomes incorporeal
began searching it for precious metals and
and is invisible, and may interact with
other treasures. The settlements they’ve
other spirits and incorporeal creatures
erected are often the target of the native
normally.
elementals who believe these intruders will
Once per day as a limited action, a eventually destroy earth’s domain.
character may make a Spirit roll to
Treasure hunters must navigate oceans of
manifest in the physical world. With
lava, flooded tunnels, elemental guardians,
success he may see the world more
and other hazards as they search for gold,
clearly and affect it for one round—
silver, adamantine, mithral, diamonds, and
moving a vase, writing a word or two
even rarer minerals.
on parchment, or even attacking with a
weapon. With a raise he may do so for One of the greatest dangers for mortal
one minute. explorers is the plane’s natural defenses.
Its energy can heal damage to the earth’s
landscape, sealing off rooms and tunnels
these explorers excavated and causing
248
those trapped inside to eventually run out extremely salty. In other areas, the pressure
of oxygen if they cannot find a way out. is far less intense and the water is fresh.
• An expedition to the plane of earth A powerful current runs through Origin
might, at the GM’s discretion, result before flowing out through the portal
in the reward of a “rare earth bundle.” leading to earth. No one knows where the
Any metal armor crafted with the current originates or what exists there,
bundle adds +2 to its Armor Value, or but it’s said other currents come from
+2 for a metal weapon. Such bundles are it, flowing through different parts of the
rare and should only be granted as the plane. If these other planar currents exist,
result of some quest or adventure. it’s believed they lead to other worlds or
even alternate or mirror realities.
THE ORIGIN Humans who find their way to the plane
A large portal exists at the deepest point of water can meet very different fates.
in the ocean. The intense pressure from Most realms consist of civilizations of
either side prevents most beings from various stripes, but other pockets are
approaching or passing through it. With filled with aquatic horrors waiting to
powerful magic or advanced technology, devour trespassers. Merfolk, aquarians,
however, explorers might discover the “Atlanteans,” fish-folk, and more alien
mystic doorway and force their way creatures abound.
through to the plane of water—the “origin” • Ships from connected dimensions
of life in all the dimensions it touches. occasionally fall into Origin, littering
Within “Origin’s” depths are countless isolated pockets with gold, silver, and
aquatic civilizations and wondrous rare artifacts from a thousand worlds.
creatures. The biosphere of the plane is Guardians and other treasure seekers
broken up into different “climates” much abound in such places, but the rewards
like the mortal world. In some areas, are often enough to make kings and
the water is under intense pressure and queens of those who claim them.

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FANTASY COMPANION

HEAVEN weak are never barred from this afterlife


provided their courage is true.
Once the dead arrive in the Eternal
In some settings, heaven is the sole afterlife Battlefield, their bodies are restored to their
of those who led their lives according to physical peak. The guest is welcomed to a
the principles of good. Other worlds may home lodge and invited to celebrate before
have multiple heavens, each one ruled the next battle. Sometimes this is against
over by different deities. The requirements beasts or hellish monsters, most of the time
to gain entry naturally may vary greatly it is against other inhabitants.
depending on the nature of the god. Two The leaders of a lodge set up the rules for
examples are provided below. conflict and how to determine the victor.
Once “slain”, the soul reforms in another
THE ETERNAL part of heaven for days of celebration and
BATTLEFIELD drinking. Eventually a lodge wins the
battle, and all who were involved meet up
The Eternal Battlefield is an endless to celebrate the reigning champions. While
landscape similar to earth in appearance. some lodges may hold others as rivals,
From the deep crystal-clear oceans to the every man and woman in the Eternal
frozen peaks of the looming mountains, Battleground respects their adversaries,
this heaven provides a welcoming, knowing they’ve earned their place in the
familiar vista for the dead. Spread across afterlife.
the beautiful landscape are villages,
• The Eternal Battlefield rewards offense
settlements, lodges, and other structures
over defense. Wild Attacks cause +1d6
for the warriors to live in and battle over.
damage instead of +2. This stacks with
The Eternal Battlefield is an afterlife for all other modifiers that affect Wild
proud warriors, selfless heroes, and those Attacks.
who aspire to greatness and physical
perfection. Their “final resting place” is
filled with endless challenges, skirmishes,
celebrations, and tests of strength. The

250
HELL • Characters who worship a good deity
suffer a –2 penalty on Faith rolls while
in the Abyss.
Hell is often home to scheming devils The most common reason for a character
and cavorting demons. This is where to travel to Hell is to rescue a soul from
irredeemable souls are tormented—or eternal torment. A character captured
celebrated—for all eternity. While Hell’s by a demon is often subjected to the
appearance and name may differ between same torture as the dead. Those rescued
worlds, it is always a place of evil and from Hell gain a Major Hindrance of the
cruelty. Below are two examples of GM’s choice to reflect the lasting pain of
Hellscapes you might use in your fantasy their encounter.
campaign.

THE ABYSS LIMBO


This infernal realm is divided into thirteen
descending layers, each home to various The plane of Limbo may be vastly different
demons and devils and the souls they from one setting to the next. Some
torment. Condemned souls manifest as campaigns represent it as an endless void,
physical bodies and are dragged to a level while in others it’s a land filled with lost,
equal to the weight of the travesties it tormented souls. No matter the design,
committed in life. Limbo is often somewhere characters want
Each layer is surrounded by obsidian to avoid if possible.
barriers, the only illumination provided The Eternal Hunter ground can be used
by raging fires that erupt from sizzling for urban fantasy games where monsters
fissures. The only way to tell the passage exist along side humans. The Void can be
of time is waiting for the quiet sobs of the used for traditional fantasy settings. A
damned after eons of torture by exhausted Game Master can focus on the zealotry of
demons. the cults to make it more appropriate for
Despite their misery, the subjugation and dark fantasy games.
torment of mortal spirits doesn’t begin
and end with the damned. Demons finds THE ETERNAL
themselves at the mercy of those stronger
than them. When there aren’t enough souls HUNTING GROUND
to torture, they turn on the weaker beings, The Eternal Hunting Ground is a never-
giving rise to scheming cliques that often ending, primal forest filled with predatory
erupt in Hellish revolution. plants, animals, monsters, and sentient
The most powerful demons are eventually beings. Beings who attract the attention of
infused with the energies of the Abyss, whatever being created or watches over
becoming devils. Such a blessing is as much Limbo are sometimes called here, either
a curse, however, as they instantly become when they die or fall into some trap or
the targets of those who wish to claim their portal.
all-too-temporary thrones. A being’s primal instincts are pushed to
The thirteenth level of the Abyss is home the limits in Limbo, forcing the meek to
to the first devil born of hell, the Lord of hide and predators to hunt and kill. Any
Hell. He feeds off the life force of his many unfortunates who try to overcome these
minions, his power growing with theirs. urges must resist or eventually go mad.
Only the most vile mortals are sent to Killing a sentient creature in Limbo fills
the thirteenth layer where they eventually one with an intense but brief feeling of
become the Lord of Hell’s most twisted and euphoria. Unfortunately for them, the
powerful minions. prey reforms somewhere else, safe

251
FANTASY COMPANION

for the moment only to reappear some


time later as the GM feels dramatically
THE VOID
appropriate. This plane is often referred to as Oblivion,
The killer senses the rebirth of his prey the Endless, the Void, and the Wastes. It
and is filled with the overpowering need exists as an endless nothingness filled with
to slay it again. Until he does, he gains both living creatures and the souls of the
the Driven (Major—Slay the Reformed) dead. Some believe Limbo is alive and seeks
Hindrance for all the sentient beings he’s out its prey, while others say a malicious
killed while in Limbo. The Hindrance is lord rules over it. In either case, the plane or
removed if the killer manages to exit Limbo its master are attracted to strong emotions,
(but not if the prey leaves the plane!). taking a “bite” out of other realities to draw
Several tribes exist in Limbo, working in those souls that catch its attention.
together to capture the reborn, allowing When a creature is captured by Limbo, it
their clansmen to put a brief end to their often drags in a copy of the surrounding
insatiable bloodlust. landscape as well. Enough matter has been
• A character killed in Limbo reforms drawn into Limbo to form floating islands,
in a few days (more or less as the GM many of which now contain entire cities.
feels dramatically appropriate). His Living creatures do not age or require air
equipment does not reform with him, or sustenance to survive and the souls of the
but he is healed of all Wounds and dead manifest into their physical bodies,
Fatigue. but the realm has a parasitic relationship
Slaying a sentient being one has already with those it sustains.
bested grants the victor a Benny and a Anyone, living or dead, spending too
temporary reprieve from the Endless much time here without experiencing
Hunt (and their Driven Hindrance) strong emotions eventually succumbs to
until all their previous foes are reborn). the Bleakness. This causes the individual
to slowly fade away, both physically and
emotionally, before being absorbed into
Limbo, becoming one with nothingness.

252
Those who remain in Limbo too long find destroys a skyscraper in one world might
themselves pulled into cult-like groups that reflect a hive of intelligent termites toppling
focus on a particular emotion and seek to a great redwood in another.
experience it at any cost. The most powerful Some supernatural creatures in the
of these enclaves are the Fortress of Wrath, shadow plane have unique abilities or
the Citadel of Pleasure, and the Host, also mystic powers that allow them to view the
known as the Cult of Fear. world of mortals. Others are even capable
• A character must make a Spirit check of traversing the planar wall to visit earth
every day he’s in Limbo (experiencing for a short time. Those who peer into
interesting new things or feeling other worlds often learn see the terrifying
intense emotions grants a reroll). Failure connection that one world’s survival is
reduces one of his attributes a die type. dependent on its reflection.
If an attribute would be reduced below Some beings believe their home was once
d4, the creature is absorbed into the part of their mirror world and attempt to
plane. Once out of Limbo, a survivor’s bring them back together; others to sever
attributes recover one die type each day the ties completely. Either would prove a
until it returns to its normal value. catastrophe for both.
• A character who ventures to the shadow

MIRROR plane may find one of their items


infused with its mystical energies. If
this happens to a character, he can take
Mirror planes resemble those of the mortal an Arcane Background Edge on his next
world but with some sort of change— Advance, a d4 in its arcane skill, and the
obvious or subtle. A mirror world might Talisman (Minor) Hindrance.
look exactly like the mortal world but in
reverse, or it might be a copy of the mortal THE EERIE
world where fey have dominated humans The first detonation of the atomic bomb
and elves. Below are two examples that not only caused massive destruction to the
embody these concepts. surrounding environment but also to the
The Shadow Plane can be used with fabric of reality. Unknown to most people,
urban fantasy or historical fantasy on that fateful day in 1945, the barrier
settings, especially those where Arcane separating what is from what could have
Backgrounds are rare. The Eerie is a plane been was damaged beyond repair. The
that can be used in historical or techno- plane beyond has become known as the
fantasy settings. Eerie.
Scientists first discovered the alternate
THE SHADOW PLANE world shortly after the nuclear tests. Since
In a world absent faeries, ogres, and other then a special facility has sprung up around
mystical creatures and where magic is the largest tear in the fabric of reality.
known by only a select few, most stories Here, people are able to traverse from one
about the supernatural are nothing more world to the other. While the government
than folk lore and superstition. However, still restricts most travel, other, smaller
just because these things are absent in the breaches are said to have appeared across
mortal world does not mean they do not the world, allowing a few brave souls to
exist. cross before they seal up.
The Shadow Plane exists in conjunction The Eerie is a nearly perfect copy of
with the mortal dimension, overlapping it our world, including alternate versions
and mirroring it in strange ways. Events that of people living on earth. One major
unfold on earth also unfold here, though difference between the two is that in the
in vastly different ways. An explosion that Eerie, magic is real. For hundreds of
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FANTASY COMPANION

years, the scientific world has been fusing many names since. It expands over an
its magical traditions with advancing incomprehensible distance, connecting
scientific achievements—revolvers that the highest heavens in its branches to the
never run out of ammo, generators that lowest hells in its most rotten roots.
run on magic instead of gasoline, and more All along the tree is a winding path
fantastical advances. connecting sprawling cities that are home
While those on earth view the arrival of a to a powerful race that views themselves
new world with magic as a wonder, there as the protectors of the tree and all realms
are those in the Eerie who have a very connected to it. The tree is also home
different view. The blast that tore the barrier to massive magical creatures capable of
between planes also caused a massive terrible and majestic abilities.
amount of destruction and unleashed a As the Planar Tree was there in the
wave of radiation into the world. For miles beginning, so it will be there at the end. It
around ground zero, magic is completely is said that the end of each plane is born of
unusable. Some viewed this as an attack the tree. A poison, virus, serpent, or other
from earth and many view the inhabitants catastrophe that will one day move from
of the other plane as a danger to their way the tree to another plane and bring it to an
of life. end, pruning it from the tree.
• The technology level in the Eerie Most of the people living upon the tree
is nearly the same as it is on earth. stand as guardians, watching for signs of
Characters traveling there are able to the end. Some even view themselves as
comprehend most changes but subtract gods over the mortals of the various planes.
2 from Common Knowledge rolls. A select few are able to draw visions from
Additionally, enchantments in the the tree, gaining insight into important
magic item section can be applied to events to come. Whenever a dangerous
firearms instead of bows or crossbows. event is seen coming, the godlike beings
on the tree seek the aid of mortals with the
spark of greatness within them.
NEXUS These individuals are tasked with great
quests to save their home from various
In some cosmologies, the planes are threats. Some mortals have been permitted
arranged around a central point. This is to live among the guardians as a reward
often the mortal world, but it might take for completing the most dangerous of
other forms such as a vast, non-Euclidean missions. These mortals are often called
city or a turbulent plane where all the seers since the Planar Tree grants them
others meet and clash. Below are two visions of other realms.
Nexus planes for the Game Master to use. • Characters spending at least a week on
The Planar Tree can be used with low the Planar Tree may make a Spirit check
fantasy settings to allow people without at –2 to connect with it. If successful,
magic the ability to travel to a wondrous the seer perceives a prophetic image of
location. The Planar Bazaar is more something important to come (usually
appropriate for high fantasy games or something bad, such as the end of the
strangers in strange lands if the GM wishes world). With a raise, the hero gains
to tell a story about the characters becoming Conviction and the Driven (Major)
guardians protecting the entrance to their Hindrance as she is overwhelmed with
world. the intense need to intervene.

THE PLANAR TREE THE PLANAR BAZAAR


The Planar Tree has existed since The colossal city of Karhux is a hub
the dawn of time and has gone by connecting all planes to one another.

254
The people living there call themselves realm. Anyone in Karhux can purchase
Gatekeepers as they watch over the a magical item known as a Nexus Ring,
entries to the countless realms permeating for 10,000 gp. As a limited action, the
existence. Karhux does not have much character activates the device and
in the way of natural resources, so the makes a Spirit roll. With success, the
Gatekeepers send parties to other planes character is pulled from their current
to acquire whatever they need. plane to its portal in Karhux.
Anyone wishing to travel to another plane
must usually do so by passing through
Karhux. Travelers can locate their desired ORDER
planar portal there and move on to their
next destination. Some planes may be The opposite of chaos, this plane is the
restricted by the leaders of Karhux or even embodiment or genesis of order. In most
sealed off altogether, usually to keep out settings this is the natural force that creates
ravaging marauders, conquering armies, the conditions in which life can flourish,
or mind-bending horrors from terrifying but in some worlds it might instead
dimensions. represent stagnation, homogeneity, and
Anyone granted citizenship to Karhux forced conformity.
can leave their native plane to reside there. In the example below, Creation can be
Many who do establish shops or provide used in traditional fantasy settings that also
skills normally only available in their home use the plane of chaos (Ruin, page 245).
realm. Information such as the fact that the
hottest fires come from the plane of fire is
known to most, but knowing which plane
CREATION
has perfected the use of healing magic or Creation is a realm filled with the life-
where to find a specific magic item may giving energies that permeate all other
not. planes. Working alongside its counterpart,
• Karhux prevents anyone from using Ruin, Creation keeps the balance of energy
devices or powers to move from one in check, ensuring the continuation of all
plane to another (such as plane shift). existence.
Travelers must instead locate and use Many adventurers seek entry into this
the planar portal to travel to the desired mysterious plane hoping to unlock the

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FANTASY COMPANION

hidden wonders within. Like the fountain the rooms and residents within the cube.
of youth, there is a hidden location within V’Krean can work for a GM who wants to
Creation that can allow a living creature run a “strangers in a strange land.”
to absorb the purest energies creation,
granting them eternal life. THE LABYRINTH
The landscape of Creation is an ever- An ancient god of greed grew weary of
evolving place. The various forms of constantly guarding his treasures and
fauna and flora that are born here grow at summoned a group of master craftsmen,
an expeditious rate. They are constantly demanding the creation of a vault so
infused with the essence of Creation until complex none could break into it. One by
their form can no longer handle it. Then one the craftsmen presented their designs
their bodies are transformed into energy and one by one they were dismissed.
and pushed out to another realm where Finally, a gnomish inventor named Dallash
they can reform once more. presented a device he called the Paradox
It’s impossible for undead creatures to Cube. It appeared to be nothing more than
enter the majority of Creation, and even a metal box with sliding faces, but Dallash
living creatures not born here find its touch had trapped an entire plane within the
uncomfortable. Most who visit the plane do cube.
so where it presses against Ruin. In these Anything could be placed inside by
locales, wondrous cities are inhabited by simply pressing the cube’s side, but it was
both planar natives and visitors. impossible to escape without solving the
Anyone born of the plane is able to exist in puzzle within. Dallash boasted even the
its cities without being overwhelmed with god himself could not escape. Annoyed at
energy. Anyone from outside the plane of the gnome’s arrogance the god entered the
Order finds these areas more welcoming as cube and found himself trapped—Dallash’s
well. Their wounds heal quickly and minor claim was no idle boast.
pains cease to bother them. After countless centuries, Dallash
• All energies are empowered at the continues to rule the former god’s domain,
source of life, including arcane energies. listening to the clicking of gears from
Anyone using a power here gets a free within his prized box. Dallash offers the
reroll on failed Faith or Spellcasting services of his prison to whoever is willing
rolls. Additionally, anyone in an area to pay and uses it as punishment for anyone
that is pressed against Ruin (GM’s call) who would try to steal from him.
may make a Natural Healing roll at the Within the indestructible box lies a maze
end of each day. of ever-shifting corridors and rooms. The
sound of gears within the metal walls, floor,

PRISONS
and ceiling announces the changing of the
cube’s layout. The halls twist and move,
aligning with new rooms and sealing off
These planes exist solely to trap individuals. old ones. Some who wander the halls of the
Perhaps they were placed by a higher prison have accepted their fate, living out
power, interplanar organization, powerful their remaining days in whatever comforts
mage, or other authority. The prison might they find, for the cube holds all the wonders
be literal (an iron keep or hellish dungeon) and luxuries ever placed within. Others
or figurative (an endless plane with no continue to search for secrets within the
escape). Below are two planar prisons for maze, hoping to find an exit.
the Game Master to use. • When Dallash created the Paradox
The Labyrinth is usable with traditional Box, he included numerous methods
or dark fantasy settings depending of escaping. Unfortunately, each exit
on how the GM wants to depict can only be used once, though multiple

256
people may use an exit at the same While most think it would be simpler for
time. The labyrinth is littered with their jailers to just kill them, very few voice
secret messages and clues left behind by this thought. The dark truth is that along
people attempting to solve the puzzle. with being a prison, the Beyonders use
A Game Master can use these to give V’Krean as a farm. Whenever one needs to
the heroes a challenging way to free feed, he emerges from the night and claims
themselves from the cube. a victim.
A peculiar aspect of the plane is that the
V’KREAN surface thoughts of its inhabitants can
V’Krean is a demiplane of endless night easily be read. While the Beyonders seem
and intense psychic energy. No one knows to be able to resist this effect, others cannot.
what happened to its original inhabitants, This prevents most escape attempts from
but it is now ruled by a mysterious race ever making it past the planning phase.
known as the Beyonders. The plane is filled Any who do escape are hunted down
with numerous humanoids from different relentlessly. Every person they share
ancestries. Many of them were born on their experience with leaves a trail of
V’Krean but all are prisoners here. breadcrumbs for these telepaths to follow
The Beyonders let their prisoners use until they eventually reclaim their prisoner.
V’Krean’s natural resources to build • Once per encounter, a character may
settlements and sustain themselves. They make a Spirit roll to cast the mind reading
even go as far as to allow the captives to power without spending any Power
govern themselves. The only time the Points. Anyone who escapes V’Krean
Beyonders intervene is when someone tries gains the Enemy (Major—Beyonder)
to escape or kills one of their jailers. Hindrance.
While V’Krean is a prison, none of its
inhabitants were tried and many have
committed no crime at all. The Beyonders
capture any who come close to a secret
they do not want uncovered. This could
be the discovery of the wardens’ home
plane or the secrets of how an ancient race
successfully fought them off.
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FANTASY COMPANION

INDEX

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