1552782-Fantasy Add-On - Companions Familiars
1552782-Fantasy Add-On - Companions Familiars
1552782-Fantasy Add-On - Companions Familiars
Familiars
FANTASY ADD-ON
AVAILABLE ON
SAVAGED.US
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 Charlo�e 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 a�uned 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 a�uned to nature, since the Edge always
■ Warlock drawing power from demon pets
comes with such an animal magnetism that animals
usually won’t a�ack the hero, and the pet provided
must be a beast.
Also, the following well known book or movie
In a fantasy se�ing, 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 Li�le 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 se�ing 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,
se�ing, for characters with loyal companions, pets ■ it grants a bonus effect: animals don’t a�ack
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 a�unement ■ It proposes improvements...which, to keep
of some sort, received a family heritage or built it them easy to understand and refer to, I
himself, your character is strongly tied to a moved into separate Edges (see Advanced
Companion. Companion Edges, page 6).
The hero’s Companions give him self-confidence, Pick one type of beings the Companion belongs to.
conviction, or bolster his courage. It can be as wide as animals, celestials, demons,
spirits or more specific like wolves, dragons, water
Choose one aura:
creatures or anything similar agreed upon with the
■ Clarity: the hero gains one free reroll to Spirit or
Game Master. Beings of this kind won’t a�ack the
Smarts rolls to resist Tests.
character, unless he a�acks them first or they’re
■ Courage: the hero gains one free reroll on Fear
enraged for some reason (as per the Savage Worlds’
checks and to resist Intimidation.
Beast Master Edge).
■ Fortitude: the hero gains one free reroll to resist
Fatigue from Hazards (including Poison and
Diseases).
■ Morale: the hero gains one free reroll to recover
from Shaken and Stunned.
■ Willpower: the hero gains one free reroll on Spirit
checks to resist Powers or shake their effects off.
ELEMENTAL AEGIS
REQUIREMENTS: Companion
FUZZY TALK
REQUIREMENTS: Companion
Mutual Understanding is designed for As an action, the master can take a Wound (which
characters supernaturally changing into their he can Soak) to heal one Wound or remove
companion. Try to make the behavior or Incapacitation from one of his Companions (this
appearance change linked to the Trait that was also stabilize it if it was Bleeding Out).
improved.
The master can also take a Fatigue level (which can
For example: Incapacitate) to remove one Fatigue level from one
■ a hunter whose eyes turn birdlike, while of his Companions.
learning Notice from his eagle companion,
Last, if the master is Incapacitated, a Companion can
■ A monkey who starts to dress, bow and mimic
take a Wound (or Fatigue level, if Incapacitated
other humans, while learning Taunts from his
from Fatigue) to heal one Wound (or Fatigue) from
master,
their master.
■ A druid who grows fangs, when learning
Fighting from his panther friend, SHARED MAGIC
■ A sorcerer whose skin turns stone gray, under REQUIREMENTS: Novice, Arcane Background (any),
the influence of his earth elemental servant. Companion
This Edge may be selected once per Companion per SHARED SENSES
character’s Rank. REQUIREMENTS: Novice, Companion, Notice d6+
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 Outfi�able 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 a�ribute 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
forgo�en. 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. forgo�en, 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
darkness. Ignore all Illumination penalties.
COMPANION’S AGE 1 Flair (1): Can detect presence of beings within 6”
by smell. Can move toward them but can’t see
them or see what else is around. Once adjacent,
Young, Very Young and Elderly Hindrance ignores all Illumination penalties to act against them.
change how many a�ributes and skills a character 1 Infravision (1): See heat pa�erns. Halve
Illumination penalties against warm targets.
starts with. There is no such limit with 1 Low Light Vision (1): Nocturnal vision of owls,
Companions. Don’t use those Hindrances. Simply cats, and night animals. Only ignore Dim and
Dark Illumination penalties.
take A�ribute Penalties, less a�ribute scores, more
3 Magic Sight (1): Can detect and clearly see
skills...Design it the way you want it to be! supernatural beings, enchanted objects, or
magical effects in sight, as per detect arcana Power
(non raise effect), including ethereal spirits.
Making Companions
BOB GREYVENSTEIN
NATURAL WEAPONS
Most creatures have between one and three natural
melee weapons and some have one breath or one
ranged weapon.
Start with melee weapons. For each one, define its type COMPANION MELEE OPTIONS
(see Companion Melee Weapons table) and VALUE ABILITY
1 Armor Piercing (3): AP 2
optionally upgrade it (see Companion Melee Options
1 Fiery (1): targets touched by this a�ack can catch
table). All melee a�acks count as Natural Weapons fire for 2d6 (see Fire hazard in Savage Worlds).
(see Savage Worlds) except Prehensile Hands. This is typically the Fiery Touch ability of Fire
Elemental from Savage Worlds’ Bestiary.
COMPANION MELEE WEAPONS 1 High Raise (1): Bonus damage from a raise is
VALUE ABILITY d10 instead of d6.
1 Bite (1): Fangs, Beak, Mandibles dealing Str+d4 This is typically the Rollover ability from Alligator
damage. Can be used to Crush while Grappling. from Savage Worlds’ Bestiary.
2 Claws (1): All limbs end up with Claws, dealing 3 Life Drain (1): If the a�ack Shakes or Wounds, it
Str+d4 damage. Claws provide +2 to climbing also drains energy away. The victim rolls Vigor or
rolls. suffer one Fatigue level (this can’t cause
1 Horns (1): Pointy horns or massive tusk stabbing Incapacitation). This is not a Poison.
for Str+d4 damage. Deals +4 fighting damage after 2 Magical (1): A�ack counts as Magical and can hit
a 5” Run. creatures invulnerable to non-magic damage.
1 Kick (1): Horse kick, headbu�, and similar smash –1 Nonlethal (1): Damage dealt by this weapon is
ability. Hit for Str+d4 damage. If used in a always non lethal.
successful Wild A�ack, victim moves 1” away and
must roll Athletics with a –2 penalty or fall prone. This is typically the Slam ability of Water Elemental
Can be used with Two-Fisted, Martial Artists, and from Savage Worlds’ Bestiary.
Bruiser Edges. 4+ Paralysis (1): If the a�ack Shakes or Wounds, it
2 Pincers (1): Limbs ends up with Pincers, dealing also a�empt to paralyze the enemy. The victim
Str+d4 damage. If used to Grapple, ignore the –2 rolls Vigor or is Stunned. She can a�empt to
penalty to Strength to prevent the victim from recover as normal (see Stunned Characters in
Breaking Free. Can be used with Two-Fisted, Savage Worlds), but paralysis lasts no more than
Martial Artists, and Bruiser Edges. 1d6 rounds.
1 Prehensile Hands (1): The classic human-like Add +2 points and the Vigor roll is made at –2.
weak fist, dealing Str damage only. Do not count
Add +2 points and Paralysis lasts up to 2d6
as Natural Weapon but allow the Companion to
rounds.
wield weapons.
4+ Poison (1): If the a�ack Shakes or Wounds, it also
1 Punch (1): At least two limbs can deliver
applies Mild Poison (see Poison hazard in Savage
punches, dealing Str+d4 damage. Can be used
Worlds). The victim rolls Vigor or is Distracted and
with Two-Fisted, Martial Artists, and Bruiser
suffers one level of Fatigue, two on a raise (this
Edges.
can’t cause Incapacitation).
2 Stringer (1): A deadly stinger dealing Str+d4
damage, AP 1. Can be used to strike Entangled or Add +1 to +4 to get Poison Strength 1 to 4.
Bound targets for Str+d8 damage. 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 a�ack against up to two foes in
Reach to its side or rear, dealing Str+d4 damage. Instead for 2 points, Stronger, increases damage
by two die steps.
2 Talons (1): Limbs end up with razor talons,
dealing Str+d4 damage, AP 1. Can be used with 4+ Venom (1): If the a�ack Shakes or Wounds, it can
Two-Fisted, Martial Artists, and Bruiser Edges. install Paralyzing Poison to the enemy. The
Companion chooses to use the ability or not, but
1+ Tentacles (1): One tentacle, dealing Str+d4 suffers one level of Fatigue each time it does.
damage. Tentacles provide +2 to Grapple. 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.
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 A�ack, 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!”
Use those points to acquire or improve Weapons, Second, you can Increase one of the pet’s Traits one
Combat, Movement, and Perception Abilities (you die type, once per pet. It is a weak option where
can’t pick Communication or Miscellaneous, and if the master sacrifice his Advance for his pet to
you want A�ributes, Skills, or Edges, simply use the gain one instead. I replaced this with the Mutual
regular advances, not Companion Abilities). Understanding Edge.
To improve an Ability, simply spend the cost Last is the option, available at Heroic Rank, to let
difference. You can choose to save the points for later. the pet become a Wildcard. This has two benefits:
three Wounds, that is, the pet is able to survive
Once per Rank, you can also increase the Companion
hits before risking to be lost entirely; and the
Size by one by spending one Companion Ability point.
Wild Die, that is, the pet is more efficient at skill
For example, a young drake couldn’t breath, but as rolls. It is a very strong option, yet available very
time passes, using two Advances, it now can Fire late. I replaced it with Companion Resilience
Breath (3 points for Breath, +1 for Fiery). An alligator Edge: the pet gradually turns into a Wild Card,
could grow up one Size and have its skin thicken starting with the most important, survival, and
(Armor). However, it wouldn’t make sense to let a gaining their Wild Die at Heroic Rank.
serpent turn a Poison into a Venom, become
Outfi�able or develop some Leaper ability.
Otherworldly? Pretend it is locked out until self-
recovery. Ethereal spirit? Pretend it has lost
DEATH connection to the real world for some days.
Regeneration? Let it regenerate back to life over
A Companion is a very special ally. Losing it makes
time. Shared Life? Let the hero drain its Companion
the character and the player very sad.
damage upon himself. Mechanical Construct? It will
An Incapacitated Companion doesn’t mean it is need to buy new pieces and take days repairing it.
dead: it can be simply injured or otherwise out of the Nature linked Animal? Some dryad snatch the
fight. Let them Bleed Out and take Injuries. Companion away to restore it. Alternatively, take
the opportunity to run a small Savage Tale: fetch a
Based on the Companion abilities, you might also
competent healer, an exceptional healing brew,
interpret death as temporary unavailable.
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
se�ing, 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 A�ributes: 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 clan ■ Ethereal
killed her. Now he hunts for survival and kills ■ Infravision
them for vengeance.”
■ Speed: Running die d8
CREATING TOMBAKU
Race: Animal (–2)
Size: +2 (+2)
A�ributes: 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
A�ributes: 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),
A�ributes: 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 Ba�ery,
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 a�ack), 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, A�ractive, Companion (Elemental
Aegis), Extraction, Shared Mind, Work the Room
CREATING NAHRAQ
Race: Elemental (+6)
Gear: Throwing knifes (Str+d4) Size: –1 (–1)
A�ributes: 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
A�ributes: 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 6, 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,
A�ributes: 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), A�ributes: 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)
A�ributes: 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!”