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Fantasy Add-On - Companions & Familiars
Fantasy Add-On - Companions & Familiars
Familiars
FANTASY ADD-ON
COMPANIONS & FAMILIARS
CONTENTS COMPANIONS IN PLAY 18
Allowed Companions.........................................................18
INTRODUCTION 3 Communication & understanding ...................................18
Companion Actions ............................................................19
NEW EDGES 4 Who is in charge? ................................................................20
Riding a Companion...........................................................20
Companion Edge...................................................................4
Carrying a Companion.......................................................21
Companion Boons.................................................................4
Riding Flying Companions................................................21
Advanced Edges....................................................................6
Sidekick and Followers ......................................................22
Kin Bond Edge.......................................................................8
Non fantasy? ........................................................................22
Anything missing? ..............................................................22
MAKING COMPANIONS 9
Race .........................................................................................9 SAMPLE CHARACTERS 23
Size ........................................................................................10
Ger’dan and Ma’hur............................................................23
A�ributes..............................................................................11
Shinzu and Sssra’von .........................................................24
Skills ......................................................................................11
Ayga and Tombaku ............................................................25
Edges & Hindrances ...........................................................12
Zotarr and Balok .................................................................26
Communication...................................................................12
Vegnar and Crumbles.........................................................27
Perception.............................................................................12
Tiffy and Wheezy ................................................................28
Natural Weapons ................................................................13
Raaji and Nahraq ................................................................29
Combat Abilities..................................................................14
YAndor and Brave...............................................................30
Movement ............................................................................15
Tanaka and her Guardians.................................................31
Miscellaneous Abilities.......................................................16
Guilhem de Belgarde and Samuel ....................................33
Advances ..............................................................................17
Death.....................................................................................17
CREDITS
WRITING, DESIGN & LAYOUT BY: Cyril Ronseaux.
COVER ART BY: Dean Spencer.
COVER LAYOUT BY: Jan Jetmar.
COVER TEXTURES FROM: Pixabay, by Anne-Marie Ridderhof and DWilliams.
INTERIOR ART BY: Bob Greyvenstein (© Grim Press), Dean Spencer, Jacob E. Blackmon, and Paul Jayaraj.
SPECIAL THANKS TO: Members of the Unofficial Savage Worlds Discord community, who helped me
with advice, layout, proofreading, balance, and support. Especially Charlotte Irrgang, Kristian Serrano,
Donavon “DoctorBoson” Bailey, Dylan “SteelDraco” Brooks, Ian Alloway, Jan Jetmar, Lee da Pupper,
Manuel "ManuFS" Sambs, Venatus Vinco, and Richard “Zadmar” Woolcock.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage
Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle
makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
Introduction
INTRODUCTION ■
■
Swamp thing following its marsh druid master
Forest druid attuned to a living shrub companion
■ Mountain druid riding a wild ibex
“Game Master?” ■ Nomad riding horse nobody else could tame
“Yes?”
“I would like my character to have a pet following ■ Hunter and predator beast tracking prey
him around who can support him, or do their ■ Ranger scouting through his eagle’s eyes
own cool stuff.”
■ Guardian angel protecting a paladin
“Well, sure. There is the Beast Master that…”
“Come on! Not a druid! I don’t want to play a ■ Tinkerer dwarf building his own automaton
Nature Lover! Let’s try something different!” ■ Sorcerer creating a permanent golem or elemental
“Ok, ok! Wait. I just picked this Fantasy Add-on
about companions, pets and familiars. Let’s ■ Ravens improving witch powers
see what it has to offer!” ■ Necromancer with permanent undead servants
■ Necromancer sharing a wraith’s goal
■ Homunculus helping a wizard in his research
Savage Worlds provides the Beast Master Edge to get
■ Psion sharing their mind with a psychic entity
a loyal companion. However, this mostly covers
■ Spirit totem advising a shaman
characters attuned to nature, since the Edge always
■ Warlock drawing power from demon pets
comes with such an animal magnetism that animals
usually won’t attack the hero, and the pet provided
must be a beast.
Also, the following well known book or movie
In a fantasy setting, there are many more reasons characters are (mostly) made possible:
why you would have a companion and they aren’t ■ Mushu watching over Mulan (Disney character,
just beasts, they can be magical, supernatural, Chinese female fighter and her house dragon)
coming from other planes or dimensions... ■ Yakari and Little Thunder (young Sioux Native
American who can speak to animals and ride a
Savage Worlds Fantasy Companion proposes the
wild pony no one else could tame)
Familiar Edge, which offers interesting options but
■ Brea and Lore (Dark Crystal: Age of Resistance, a
remains restricted to small beasts.
winged half-folk that a stone elemental servant
This add-on aims at making the following protected for a while).
characters all possible: ■ Princess Mononoke riding the Wolf Goddess
Moro (at least, this book lets your ride a wild beast)
■ Aladdin and the lamp’s genie (yet, don’t expect
this book to cover the three wishes ability)
INSPIRATION
First, this book presents you the Companion Edge
I was inspired by:
and its options, inspired from Beast Master and
■ Dylan “SteelDraco” Brooks’ Summoner’s Circle
Familiar Edges. Then, you get to learn how to create
(expanding the summon ally Power) part of
your own Companion using a point-buy system
Savage Worlds Adventurer's Guild
very much like Making Races from Savage Worlds.
■ as well as Richard “Zadmar” Woolcock’s
Next, I prepared for you a few characters and
Savage Abilities (point based system to build
companions to showcase what is possible with this
your own Edges, Powers and Abilities) and
book. Last, we discuss how companions can exist in
Savage Beasts (musing around shape-shifting
your setting and how their relationship with their
abilities).
masters looks like.
New Edges
NEW EDGES COMPANION EDGE DESIGN
Here are replacements, or rather evolution, of Beast Beast Master has three parts:
Master and Beast Bond Edges, you can use in your ■ it grants a loyal companion,
setting, for characters with loyal companions, pets ■ it grants a bonus effect: animals don’t attack
or familiars. you,
■ it provides improvement options.
COMPANION EDGE The Companion Edge has similar design:
■ it grants a Companion...you build yourself
COMPANION
■ it proposes a bonus effect...you pick from a
REQUIREMENTS: Novice, Spirit d8+
list
Whether he has great charisma, a magic attunement ■ It proposes improvements...however, to keep
of some sort, received a family heritage or built it them easy to understand and refer to, they
himself, your character is strongly tied to a are moved into separate Edges (see
Companion. Advanced Companion Edges, page 6).
ELEMENTAL AEGIS
REQUIREMENTS: Companion
FUZZY TALK
REQUIREMENTS: Companion
DEAN SPENCER
Mutual Understanding is designed for As an action, the master can make a Spirit check to
characters supernaturally changing into their transfer one Wound or Fatigue level from or to any
companion. Try to make the behavior or of his Companion he touches, two on a raise.
appearance change linked to the Trait that was
SHARED MAGIC
improved.
REQUIREMENTS: Novice, Arcane Background (any),
For example: Companion
■ a hunter whose eyes turn birdlike, while
When the mage actives on himself a Power with the
learning Notice from his eagle companion,
Additional Targets modifier available, it also affects
■ A monkey who starts to dress, bow and mimic
all of his Companions in range for free.
other humans, while learning Taunts from his
master, SHARED MIND
■ A druid who grows fangs, when learning REQUIREMENTS: Novice, Companion
Fighting from his panther friend,
The hero developed an unusual telepathic
■ A sorcerer whose skin turns stone gray, under
connection with all of his Companions.
the influence of his earth elemental servant.
The character can communicate with his
Companions. This works as per mind link Power
MUTUAL UNDERSTANDING (without raise effect) which includes master and
REQUIREMENTS: Novice, Companion Companions.
DEAN SPENCER
Making Companions
MAKING COMPANIONS WHY 32 POINTS?
A Companion starts as an Extra of Novice Rank,
I compared Size –3 to Size 0 beasts from Savage
with:
Worlds’ Bestiary, using the Making Races
■ d4 in every a�ribute
point-buy system. They end up between 25 and
■ No skill (and no core skill)
37 points. I tried out a few costs modification,
■ A base walking Pace of 6 with a d6 running die
but the result would still vary a lot. I compared
■ Fists which deal Str damage (and count as
with non beast size 0 creatures, like soldiers and
Unarmed Defender)
zombies, who felt as good a challenge for
■ It can’t equip armor (for a Companion able to
Novice characters as a wolf: same values range.
equip armor, check the Outfittable Companion
Combat Ability) I also compared Size 1 to Size 3 beasts who can
■ It can’t wield weapons (for a Companion able to be used as mounts, like horses. The mule is
wield weapons, check the Prehensile Hands abysmal (11 points), but the horse is about 32 to
Companion Combat Ability) 35 points.
■ It can’t speak nor can it understand its master and
Eventually, I compared to a Novice Extra
other people around (for a Companion you can
created as a character. Taking into consideration
talk to, check Companion Communication
characters can speak, wear armor and wield
Abilities, the Fuzzy Talk Companion Boon, and
weapons, I ended up with 32 points.
the Shared Mind Edge).
■ However, unlike the Beast Master pet, the Since an advance is 2 points, and you get 4
Companion does Advance like any other ally (see advances between Ranks, a multiple of 8 sounds
Companion Advances, page 17). perfectly the way to go, and 32 really felt in the
average beasts from the Bestiary.
Choose a personality for the Companion. See Allied
Personalities in Savage Worlds.
SO BE IT! 32 POINTS IT IS!
From there, you have 32 points to choose and buy
Companion Abilities. Hindrances and penalizing
abilities have a negative value which provide extra
creation points. Most abilities can only be picked RACE
once while other can be picked multiple times. This
is indicated with a number in parentheses after the To speed up the creation process, you can use one of
ability name. A (U) means the ability is unlimited. the proposed templates in the Companion Racial
Templates table on next page.
COMPANION SKILLS
DEAN SPENCER
VALUE ABILITY
1 Start one Skill at d4.
A�ribute maximum is d12+4. You can only pick one penalty or bonus per skill.
–1 Animal Intelligence (1): The Companion’s –1+ Frequent Skill Penalty (1/skill): The
Smarts counts as Animal Intelligence, that is Companion suffers a –1 penalty to a very
relative to the animal world, not human world. commonly used skill, or –2 if only applicable to
specific situations.
–2 A�ribute Penalty (1/a�ribute): Pick an
a�ribute. This a�ribute rolls are made at –1. Instead for –2 points, the penalty is –2 to every
situation.
Instead for –3 points, this attribute rolls are made
at –2. Only once per a�ribute. You can only pick one penalty or bonus per skill.
Making Companions
EDGES & HINDRANCES COMMUNICATION
Companions can receive Edges at creation. They COMPANION COMMUNICATION
represent innate abilities or abilities learned during VALUE ABILITY
0 Can’t speak: This is the default for all
childhood or early times of its existence.
Companions. Either they can’t speak at all or they
speak in a language of their own which is totally
forgotten. They won’t understand any sapient
COMPANION EDGES & HINDRANCES being, their master, or his group.
VALUE ABILITY 1 Lost Language: The Companion only speaks in
2 Edge (U): Receive an Edge. Must fulfill all an ancient language (or from a distant land) and
requirements. doesn’t understand any other language. Rare
characters who know that language can
3 Innate Novice Edge (U): Receive a Novice communicate with the Companion.
Edge. Ignore a�ributes and skills requirements. 2 Common Language: The Companion
4 Innate Seasoned Edge (U): Receive a Seasoned understands and speaks one common language,
Edge. Ignore a�ributes and skills requirements. known by large groups of people. Any character
who knows this language can communicate with
5 Innate Veteran Edge (U): Receive a Veteran the Companion.
Edge. Ignore a�ributes and skills requirements. 4 Polyglot: The Companion knows and
understands all languages, living, ancient or
6 Innate Heroic Edge (U): Receive a Heroic Edge. forgotten, but might still struggle with slang or
Ignore a�ributes and skills requirements. dialect, as per speak language (non raise effect).
— You can’t gain Legendary Edges as Innate Edges.
–2 Major Hindrance (U): Receive a Major
Hindrance.
PERCEPTION
–1 Minor Hindrance (U): Receive a Minor
Hindrance. Pick the Companion senses. The abilities below
usually do not stack. You can’t pick more than one,
except when it makes sense. For example, Flair with
Low Light Vision, Magic Sight with Diurnal Vision
(or Dark Sight).
VALUE ABILITY
–4 Blind (1): No sight at all. Suffer –6 penalty to any
physical task where vision is required.
0 Diurnal Vision (1): Standard vision for a
human and most animals. The Companion clearly
sees in light and suffers from Illumination
penalties.
2 Dark sight (1): Supernaturally can see in pitch
COMPANION’S AGE 1
darkness. Ignore all Illumination penalties.
Flair (1): Can detect presence of beings within 6”
by smell. Can move toward them but can’t see
Young, Very Young and Elderly Hindrance them or see what else is around. Once adjacent,
ignores all Illumination penalties to act against them.
change how many attributes and skills a 1 Infravision (1): See heat patterns. Halve
character starts with. There is no such limit with Illumination penalties against warm targets.
Companions. Don’t use those Hindrances. 1 Low Light Vision (1): Nocturnal vision of owls,
cats, and night animals. Only ignore Dim and
Simply take Attribute Penalties, less attribute Dark Illumination penalties.
scores, more skills...Design it the way you want 3 Magic Sight (1): Can detect and clearly see
supernatural beings, enchanted objects, or
it to be! magical effects in sight, as per detect arcana Power
(non raise effect), including ethereal spirits.
Making Companions
COMPANION MELEE OPTIONS
NATURAL WEAPONS VALUE ABILITY
1+ Armor Piercing (1): AP 2
Most creatures have between one and three natural 1 Fiery (1): targets touched by this attack can catch
fire for 2d6 (see Fire hazard in Savage Worlds).
melee weapons and some have one breath or one
This is typically the Fiery Touch ability of Fire
ranged weapon. Elemental from Savage Worlds’ Bestiary.
1 High Raise (1): Bonus damage from a raise is
Start with melee weapons. For each one, define its d10 instead of d6.
type (see Companion Melee Weapons table) and This is typically the Rollover ability from Alligator
from Savage Worlds’ Bestiary.
optionally upgrade it (see Companion Melee
3 Life Drain (1): If the attack Shakes or Wounds, it
Options table). also drains energy away. The victim rolls Vigor or
suffer one Fatigue level (this can’t cause
Incapacitation). This is not a Poison.
COMPANION MELEE WEAPONS 2 Magical (1): Attack counts as Magical and can hit
creatures invulnerable to non-magic damage.
VALUE ABILITY
–1 Nonlethal (1): Damage dealt by this weapon is
1 Bite (1): Bite dealing Str+d4 damage. Can be used always non lethal.
to Crush while Grappling (see Natural Weapons
in Savage Worlds). Can’t be used with Two-Fisted. This is typically the Slam ability of Water Elemental
2 Claws (1): All limbs end up with Claws, dealing from Savage Worlds’ Bestiary.
Str+d4 damage. Claws provide +2 to climbing 4+ Paralysis (1): If the attack Shakes or Wounds, it
rolls (see Natural Weapons in Savage Worlds). also attempt to paralyze the enemy. The victim
1 Horns (1): Pointy horns stabbing for Str+d4 rolls Vigor or is Stunned. She can attempt to
damage. Horns deals +4 fighting damage after a recover as normal (see Stunned Characters in
5” Run (see Natural Weapons in Savage Worlds). Savage Worlds), but paralysis lasts no more than
1d6 rounds.
1 Kick (1): Horse kick, headbutt, and similar smash
ability. Hit for Str+d4 damage. Counts as Natural Add +2 points and Vigor roll is made at –2.
Weapon. If used in a successful Push, victim
Add +2 points and Paralysis lasts up to 2d6
moves 1” further and suffer –2 to his Athletics roll
rounds.
to not fall prone. Can’t be used with Two-Fisted.
4+ Poison (1): If the attack Shakes or Wounds, it also
1 Prehensile Hands (1): The classic human-like
applies Mild Poison (see Poison hazard in Savage
weak fist, dealing Str damage only. Counts as
Worlds). The victim rolls Vigor or is Distracted and
Unarmed Defender (not Natural Weapon) but
suffers one level of Fatigue, two on a raise (this
allow the Companion to wield weapons.
can’t cause Incapacitation).
1 Punch (1): At least two limbs can deliver
punches, dealing Str+d4 damage. Counts as Add +1 to +4 to get Poison Strength 1 to 4.
Natural Weapon 1 Reach (3): Weapon Reach increased by 1.
2 Tail Lash (1): A long sturdy tail. Once per round, 1+ Strong (1): Damage increased one die step.
can perform a free attack against up to two foes in
Reach to its side or rear, dealing Str+d4 damage. Instead for 2 points, Stronger, increases damage
Counts as Natural Weapons. by two die steps.
2 Talons (1): same as Claws but for birds. 4+ Venom (1): If the attack Shakes or Wounds, it can
install Paralyzing Poison to the enemy. The
1+ Tentacles (1): One tentacle, dealing Str+d4 Companion chooses to use the ability or not, but
damage. Tentacles count as Natural Weapons, suffers one level of Fatigue each time it does.
and provide +2 to Grapple a�empts. Victim rolls Vigor or is Distracted and is poisoned
Can have up to 3 extra Tentacles for 3 points each (see Poison hazard in Savage Worlds).
(i.e. 10 points). When using its Tentacles for an Add +3 points to instill Lethal or Knockout Poison
action, each Tentacle is considered doing one instead.
separate action (without Multi-Action penalty).
See Tentacles ability in Savage Worlds’ Bestiary. Add +1 to +4 to get Poison Strength 1 to 4.
BOB GREYVENSTEIN
Making Companions
Next, optionally, proceed with natural ranged
weapons (see Companion Ranged Weapons table)
COMBAT ABILITIES
and ranged options (see Companion Breathes
Options and Companion Ranged Options tables).
If the Companion can’t walk at all (like a Shark), 1 Pace 7, running die d6
SAVAGE WORLDS’ RACES Instead for 4 points, Pace 12, running die d10.
Instead for 6 points, Pace 24, running die 2d6.
When Savage Worlds Making Races proposes a Instead for 8 points, Pace 48, running die 3d6.
racial ability which would also fit Companions, Add +2 points to fly without wings.
2 Leaper (1): Double jump distance. It Companion
I did my best to stick with Making Races costs. performs a jump while using Wild Attack, it gets
+4 damage instead of +2.
However Poisonous Touch Ability really felt This is typically the Pounce ability of Lions from
too strong (1 point, i.e. half an Edge, Poison Savage Worlds’ Bestiary.
applied on touch). I replaced it with Poison 1 Seep (1): Whether gaseous, shadow, or liquid
form, the Companion can seep through small
Ability from Summoner’s Circle (4 points, Poison holes or porous ma�er, as if Difficult Ground.
applied on Shaken and Wounds). 1 Wall Walker (1): Can walk on walls and ceilings
at half Pace.
For many abilities, I added options or upgrades
to allow for higher Companion variations. Lot
of abilities are heavily inspired by Summoner’s
Circle abilities and Savage Worlds’ Bestiary.
Making Companions
“Lot of interesting things here! What about a Celestial gargoyle
MISCELLANEOUS ABILITIES pet with Alternate Form to become a perfectly still statue?
Or a Will-O-Wisp ever shining blue with Living Torch?
“Innate Power can be fun too: an octopus spiting ink clouds of
darkness; a dryad growing entangling vines, psionic entity using
mind link or mind reading...”
“Oh! Let me take a squirrel that grow larger when angry!”
Unlike Savage Worlds’ Beast Master’s pets, Companions Each Advance is worth two Companion Abilities
do advance like any ally. points and can only be used for Weapons, Combat,
Movement and Perception Abilities. You can save
To represent a Companion growing up, racial
up Advances to buy expensive abilities later on. For
abilities being revealed or strengthened by time, you
1 point, you can also increase Companion Size by 1,
but only once per Rank.
BEAST MASTER ADVANCES For example, a young drake couldn’t breath, but as
time passes, using two Advances, it now can Fire
Beast Master Edge clearly states the pet does not
Breath (3 points for Breath, +1 for Fiery). An alligator
advance. This is clearly not fun. In fact Beast
could grow up one Size and have its skin thicken
Master does propose three way to Advance.
(Armor). However, it wouldn’t make sense to let a
First, it allows to replace the current companion serpent turn a Poison into a Venom, become
with a companion one Size above. This sounds Outfi�able or develop some Leaper ability.
weak but is very strong. Going from a dog to a
When using Advances to improve attributes, d4–3
lion would be worth more than 20 points of
changes into d4–2, d4–2 increases to d4–1, and d4–1
Companion Abilities, that is 10 advances!
becomes d4.
Instead of having the master player sacrifice an
Advance (picking an Edge) to get a huge DEATH
Advance on the Companion, I chose to allow the
pet to Advance slowly, on its own. A Companion is a very special ally. Losing it makes
the character and the player very sad.
Second, it lets you Increase one of the pet’s Traits
one die type, only once per pet. This requires the An Incapacitated Companion doesn’t mean it is
hero to sacrifice one of his own Advances to dead: it can be simply injured or otherwise out of the
deliver a single Advance to the pet. It is a pretty fight. Let them Bleed Out and take Injuries.
weak option. I replaced it with Mutual
Based on the Companion abilities, you might also
Understanding.
interpret death as temporary unavailable.
Last is the option, available at Heroic Rank, to Otherworldly? Pretend it is locked out until self-
let the pet become a Wildcard. This has two recovery. Ethereal spirit? Pretend it has lost
benefits: three Wounds, that is, the pet is able to connection to the real world for some days.
survive hits before risking to be lost entirely; Regeneration? Let it regenerate back to life over
and the Wild Die, that is, the pet is more efficient time. Shared Life? Let the hero drain its Companion
at skill rolls. It is a very strong option, yet damage upon himself. Mechanical Construct? It will
available very late. I replaced it with need to buy new pieces and take days repairing it.
Companion Resilience Edge: the pet gradually Nature linked Animal? Some dryad snatch the
turns into a Wild Card, starting with the most Companion away to restore it. Alternatively, take
important, survival, and ending up Wild Card the opportunity to run a small Savage Tale: fetch a
at Heroic Rank. competent healer, an exceptional healing brew,
components to perform a ritual...
Companions In Play
COMPANIONS IN PLAY COMMUNICATION & UNDERSTANDING
ALLOWED COMPANIONS There is often the question about what a Companion
can do and how well they can follow their master
Of all options presented here, some might fit your orders. It mostly depends on the Companion’s
setting, some might not. Maybe, Demons and intelligence, the level of communication and the
Celestial do not exist in the world or there is no such master’s determination.
thing as other planes or other dimensions. As a GM,
By default, Companions can’t talk. It doesn’t mean
you are free to keep or exclude anything you want
no communication. Given time and training, a lot
from this book. It’s your game!
can be done, but not everything.
The ability to create custom Companions using Encourage your player to describe a few tricks his
creation points brings a lot of flexibility, but can also character taught his Companion. Outside of those
break some limits. Once again if you don’t feel tricks, complex tasks are difficult. Barking when the
comfortable with the player’s choice, talk to them. guy with the red hat walks in? Sneakingly go
However, you can always challenge this character’s around and cut the enemy’s escape? Delivering a
and his companion’s weaknesses instead of trying scroll to the nearest garrison? The animal will
to match their strengths. probably never understand such orders.
FOLLOWERS
The Followers Legendary Edge provides the hero
with multiple Extra following him. They are not
intended to be purely loyal and very tied to the
character. They can represent mercenaries or
employees.
Sample Characters
SAMPLE CHARACTERS MA’HUR
Race: Spirit — Snow Leopard Totem; Advances: 4;
Rank: Seasoned
GER’DAN AND MA’HUR Attributes: Agility d8, Smarts d4, Spirit d4, Strength
d6, Vigor d6
“So. What would you play?”
“Let’s try a hunter with a predator pet. Skills: Athletics d8, Fighting d8, Notice d4, Stealth d8
In the Northern Forests. A shaman from the Pace: 8; Parry: 5; Toughness: 5
Velkmirs, the Snow Leopard Tribe. Ma’hur is his
Spirit Totem, from the Silent Dream. It gain Edges: Ambidextrous, Two-Fisted
substance and enter the Flesh World.” Special Abilities:
“Ok, good start. Why did he leave his tribe?” ■ Bite/Claws: Str+d4
“He was betrayed.
He loved a girl from another tribe. When his ■ Ethereal
clan killed her. Now he hunts for survival and ■ Infravision
kills them for vengeance.”
■ Speed: Running die d8
CREATING TOMBAKU
Race: Animal (–2)
Size: +2 (+2)
Attributes: Agility d6 (+2), Smarts d6 (+2), Spirit d8 (+4), JACOB E. BLACKMON
Strength d12 (+8), Vigor d8 (+4)
Skills: Athletics d6 (+2), Fighting d6 (+2), Intimidation d6
(+2), Notice d6 (+2)
Hindrances: Heroic (–2)
Edges: Rabble-rouser (+2)
Perception: Diurnal Vision (+0)
Communication: Can’t speak (+0)
Movement: Pace 8, d8 running die (+2)
Weapons: Punch Str+d4 (+1)
Combat: Reach 1 (+1)
Advances: 1.Brawler 2.Agility 3.Fighting & Intimidation
4.Iron Jaw
Sample Characters
BALOK
ZOTARR AND BALOK Race: Demon — Imp; Advances: 4; Rank: Seasoned
Attributes: Agility d8, Smarts d8, Spirit d6, Strength
“What about demons? You like playing Warlocks.”
“Oh, yeah, let’s do a citizen of Gendalis, the d4, Vigor d8
trade city on the Lumar Ocean.” Skills: Athletics d4, Common Knowledge d4,
“He was an average student at the Tower of
Deera, jealous of more successful kids who were Fighting d6, Notice d8, Occult d6, Stealth d6,
mocking him, until he found the Book of Taunt d4
Secrets. He summoned Demons and requested
knowledge and power. They asked for a finger in Pace: 6; Parry: 5; Toughness: 4
exchange and took his arm. Hindrance: Bloodthirsty
Now with Balok they stalk former students Edges: —
of Deera. Who is mocking me, now?”
Special Abilities:
■ Alternate Form: Balok morphs into Zotarr lost arm
D ZOTARR and a�ach himself to his shoulder.
Race: Human; Advances: 4; Rank: Seasoned
■ Ancient Knowledge: Shares stun (paralysis),
Attributes: Agility d4, Smarts d8, Spirit d8, Strength
damage field (blood drain) with Zotarr.
d6, Vigor d6
■ Arcane Ba�ery: Stores 5 Power Points for Zotarr.
Skills: Athletics d4, Common Knowledge d4,
■ Claws: Str+d4, AP 2.
Fighting d4, Language (Dark Tongue) d6, Notice
■ Dark Sight: Ignores all Illumination penalties.
d4, Occult d6, Persuasion d4, Research d8,
■ Demon: Extraplanar, Immune to Disease,
Spellcasting d8, Stealth d4, Intimidation d8
Immune to Poison, Quick Recovery,
Pace: 6; Parry: 4; Toughness: 5
Supernaturally Evil.
Hindrances: Jealous (Minor), Mean, One Arm,
■ Dependency: Must watch people suffer from Pain
Vengeful (Minor)
once per day. Whoever Zotarr tortures, himself or
Edges: Arcane Background (Magic), Arcane Battery,
a poor victim, doesn’t ma�er to Balok.
Companion (Ancient Knowledge), New Powers
■ Doesn’t Sleep
(Seasoned), Scholar (Occult)
■ Fear: First sight of Balok requires a Fear check.
Powers: Arcane protection, bolt (Limitation: Touch,
■ Lost Language: Dark Tongue.
heart attack), lower Trait (Limitation: lower only,
■ Size –2.
wither), disguise (Limitation: Self, morph flesh),
dispel. Power Points: 10
PAUL JAYARAJ
Power Points: 15.
Thievery d6
■ Size –1.
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Can’t swim, Impulsive, Thin Skinned
(Minor)
Edges: Acrobat, Attractive, Companion (Elemental
Aegis), Extraction, Shared Mind, Work the Room
CREATING NAHRAQ
Race: Elemental (+6)
Gear: Throwing knifes (Str+d4) Size: –1 (–1)
Attributes: Agility d10 (+6), Smarts d4 (+0), Spirit d6 (+2),
At ease among men, Raaji serves as the group’s face Strength d4–2 (–3), Vigor d4 (+0)
Skills: Athletics d10 (+4), Fighting d6 (+2), Focus d6 (+2),
and will negotiate for them. He also brings a lot of Notice d4 (+1), Performance d6 (+2)
utility, with Taunt Tests, some Thievery, as well as Perception: Diurnal Vision (+0)
Communication: Can’t speak (+0), but Raaji picked
Persuasion and Performance Support. Shared Mind.
Movement: Pace 6 (+0), Flight Pace 6 (+2)
Nahraq adds to this support role, with fire elemental Weapons: Punch with fiery touch (+2)
manipulation, permanent light and Performance Combat: Immunity to Fire (+4)
Miscellaneous: Living Torch (+1), Innate Power (+2)
tricks of its own. He can also Support his master’s Advances: 1.Vigor 2.Extraction 3.Companion Abilities
Performance. (Fiery Spit) 4.Dodge.
Sample Characters
BRAVE
YANDOR AND BRAVE Race: Mind Shard; Advances: 4; Rank: Seasoned
Attributes: Agility d4, Smarts d4 (A), Spirit d8,
“Instead of a wizard, let’s do a psion.”
“Psions from the techno-city of Navalorn don’t Strength d4, Vigor d8
have familiars, they have personality shards. A Skills: Athletics d4, Fighting d8, Focus d4, Notice d4
part of their subconscious awakes and manifests
as a floating crystal around them.” Pace: 6; Parry: 6; Toughness: 3
“Yeah, same thing. Hindrances: Impulsive
So, Kontor is a coward. Every time he sees Edges: Danger Sense
danger, he flees. To avoid any danger, he would
never go outside, and never take any risk. Special Abilities:
His mentor decided it had to stop. He went deep ■ Fearless: by its nature, Brave is immune to Fear.
into Kontor’s mind to unlock his inner courage
into a shard: Brave. ■ Instinctive Thoughts: Brave thinks and behaves by
It is now on Kontor’s shoulders, helped by instinct, like animals.
Brave, to face and chase his fears. Once. ■ Levitation: Flight, without wing. Pace 12, d10
Forever.”
running die.
■ Mental Radar: projects telepathic waves to detect
D YANDOR walls and beings.
Race: Human; Advances: 4; Rank: Seasoned ■ Mind Shard: Doesn’t Breathe, Doesn’t Eat,
Attributes: Agility d4, Smarts d10, Spirit d8, Strength Immune to Disease, Immune to Poison, No Vital
d4, Vigor d6 Organs, Pain Resistance, Requires Magical
Skills: Academics d8, Athletics d4, Common Healing.
Knowledge d6, Fighting d4, Notice d6, Persuasion ■ Powers: havoc. Power Points: 15. Telekinetic forces
d8, Psionics d10, Stealth d4 projects opponent away. Always apply the Cone
Pace: 6; Parry: 4; Toughness: 5 modifier.
Hindrances: Hesitant, Yellow ■ Psychic Strike: Str+d4, always nonlethal, if used in
Edges: Arcane Background (Psion- a successful Push, victim moves 1” further and
ics), Companion (Aura of suffers –2 to Athletics roll to not fall prone.
Courage), Mentalist, Shared ■ Size –3.
Mind, Shared Senses (Imp)
Gear: Staff (Str+d4, Parry +1)
Powers: Beast friend
(mental implant, always CREATING BRAVE
with Mind Rider on), Race: Elemental (+6)
Size: –3 (+7)
empathy (aura reading), Attributes: Agility d4 (+0), Smarts d4 (+0), Spirit d8
illusion (mind hallucina- (+4), Strength d4 (+0), Vigor d6 (+2), Animal
Intelligence (–1)
tions). Power Points: 10 Skills: Athletics d4 (+1), Fighting d6 (+3), Focus d4 (+1),
Notice d4 (+1)
Hindrances: Impulsive (–2)
Perception: Dark Sight (+2), renamed to fit thematically
Communication: Can’t Speak (+0)
Movement: Pace 6 (+0), Flight Pace 6, no wing (+4)
Weapons: Kick Str+d4 with nonlethal (+0) bonus to
JACOB E. BLACKMON
CREATING GATSU
Race: Celestial (+2) and Elemental, but without counting
Immunity to Disease and Poison twice (+6 and –2)
Size: –1 (–1)
Attributes: Agility d8 (+4), Smarts d6 (+2), Spirit d6
(+2), Strength d4 (+0), Vigor d6 (+2)
Skills: Athletics d8 (+3), Fighting d6 (+2), Focus d4
JACOB E. BLACKMON
JACOB E. BLACKMON
As allies join Tanaka in her quest, they get a good
fighter. Her fists strike hard. However, she will use
her staff when in need of extra defense or on the
roads. Her heroism won’t let the group down.
“Wait! I have another idea! What about an half-folk slinger shooting from his tall tree-
folk friend’s shoulders? Or, a dark mage whose own shadow is in fact a deadly assassin
companion?”
“Stop!
We just created ten different characters, maybe it’s now time to pick one and stick
with it?
I need to see our friends and help them with their characters too.”
“You are right. Let me think over it next week, pick one, write its background and
motivations, and I’ll share them to you by email. Ok?”
“Let’s do that. Have fun!”