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FANTASY COMPANION

• If the caster knows the power, the cost


RITUAL MAGIC to cast is 100 gold pieces times the spell’s
More elaborate rituals allow heroes to cast total Power Points (including modifiers,
powers they don’t normally have access to existing Limitations, and enhancements
and give them even greater enhancements. from the table above). If he doesn’t know
Ritual magic follows the same process as the power, the cost is 150 gold pieces
prepared powers with a few exceptions: per Power Point (including modifiers,
• The caster may cast any power he existing Limitations, and enhancements
already knows or any he’s found the from the table above) in addition to
proper ritual for—typically a written any costs required to get the scroll or
spell, prayer, or scroll found by Research tome. Scrolls used as part of a ritual are
or adventure (see Using Rituals below). consumed in the process.
• Ritual magic offers some additional • The spell is activated with the Occult
enhancements as well: skill via a single-person, Difficult
Dramatic Task. The penalty to cast is −1
RITUAL SPELL for Seasoned powers, −2 for Veteran, −3
ENHANCEMENTS for Heroic, and −4 for Legendary. Each
COST EFFECT round of the Dramatic Tasks takes 10
minutes per rank of the spell, ie. 10
Increase the Duration of a power minutes for Novice, 20 for Seasoned, etc.
3/5 expressed in rounds to minutes
for 3 points, or an hour for 5. • A caster may use his arcane skill if
the power is normally available to his
If a power has an Area of Effect,
Arcane Background (whether he has it
it may be increased to a radius
or not).
of 50 yards for +3 points, or 100
3/5 yards for +5. Either enhancement • The power is cast immediately with the
may also conform to a building, successful completion of the Dramatic
ship, or other irregular space of Task. Use the final roll of the task as the
roughly the same size (GM’s call). casting total. Spellcasters may not spend
Targets of the power resist Power Points to maintain the power. If
its effects at an additional –2 the Dramatic Task fails, the ritual fails
5 and the components are consumed.
modifier, in addition to any Power
Modifiers such as Strong. That caster can’t attempt that ritual
again for one week (but others may).

USING RITUALS
Ritual magic allows characters to cast spells they may not have to solve problems their
group can’t otherwise resolve. For example, a party confronted by evil spirits might
not have detect arcana to see invisible spirits or banish to then expel them from the town
they’ve been hired to protect. This encourages creativity and allows any character to
access arcane powers on occasion (though at significant cost).
If a setting is relatively low-magic, it also makes even the most basic spells feel special
and magical, such as boosting the party’s Vigor while they perform a heroic feat.
Remember the party must have the spell or find the “ritual” to cast it, so if the GM
doesn’t want them to have access to something unknown she doesn’t have to let them
find it! Rituals typically come in the form of consumable scrolls or reusable tomes.
Finally, note that the mystic intervention power (page 131) must be cast via ritual
magic. This is the spell to use to close gates to hostile dimensions, stop a mad god’s
tidal wave, or other epic goals. Of course the villains will attempt to intervene, forcing
some of the heroes to fend them off while the others concentrate on the ritual!
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Arcana
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,
demanding a great deal from their followers barrier, beast friend, blessing, boost/lower
but offering very little in return. Priests are Trait, confusion, conjure item, darksight,
often from polar or mountain communities deflection, detect/conceal arcana, disguise,
where life is hard. dispel, divination, empathy, entangle,
„ COLD: Arcane protection, barrier, beast environmental protection, farsight, fly,
friend, blast, blessing, bolt, boost/lower growth/shrink, havoc, healing, light/
Trait, burst, damage field, darksight, darkness, mystic intervention, protection,
deflection, dispel, divination, drain Power relief, resurrection, sanctuary, sloth/
Points, elemental manipulation, entangle, speed, slumber, smite, sound/silence, speak
environmental protection, farsight, fly, language, stun, summon ally, summon
growth/shrink, havoc, healing, invisibility, animal, warrior’s gift.
light/darkness, mystic intervention,
protection, sanctuary, shape change, sloth/ JUSTICE
speed, slumber, smite, sound/silence, stun, A god of justice is concerned with fairness
summon ally, teleport, warrior’s gift, and law. He may seek vengeance without
zombie. regard for the fallibility of mortal courts.
„ POWERS: Arcane protection, banish, blast,
DEATH blind, bolt, boost/lower Trait, burst, confusion,
This version of Death isn’t evil. Its followers conjure item, damage field, darksight,
simply believe that death is the natural deflection, detect/conceal arcana, dispel,
end of life’s cycle, and those forces which divination, drain Power Points, empathy,
disrupt it are abominations that must be farsight, fly, havoc, healing, invisibility,
stopped. light/darkness, mind reading, object reading,
Evil clerics should normally be villains mystic intervention, protection, sanctuary,
rather than player characters. They see sloth/speed, smite, sound/silence, speak
Death as a tool to destroy their foes. They 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, barrier,
Power Points, entangle, farsight, fear, fly, blessing, blind, boost/lower Trait, confusion,
havoc, healing, intangibility, light/darkness, conjure item, darksight, deflection, detect/
mystic intervention, object reading, conceal arcana, disguise, dispel, divination,
protection, resurrection, sanctuary, sloth/ farsight, fear, havoc, healing, light/darkness,
speed, slumber, smite, sound/silence, stun, mind link, mind reading, mind wipe, mystic
summon ally, summon monster, summon intervention, object reading, protection,
undead, teleport, warrior’s gift, zombie. sanctuary, slumber, sound/silence, speak
language, stun, summon ally.
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Arcana

MOON mystic intervention, protection, relief,


Moon deities are mysterious and often sanctuary, shape change, sloth/speed,
mercurial, their disposition shifting with smite, sound/silence, summon ally, summon
the phases of the moon. In fantasy settings animal.
with more than one moon, each moon SUN
might be ascribed to a different deity Sun gods and goddesses represent life,
with its own unique aspect and venerated strength, and holding back the darkness.
during different times of the calendar cycle. „ POWERS: Arcane protection, banish, blast,
„ POWERS: Arcane protection, beast
blessing, blind, bolt, boost/lower Trait,
friend, blessing, blind, bolt, boost/lower burst, confusion, damage field, darksight,
Trait, confusion, darksight, deflection, deflection, detect/conceal arcana, dispel,
detect/conceal arcana, disguise, dispel, divination, elemental manipulation,
divination, drain Power Points, empathy, environmental protection, fear, fly, havoc,
farsight, fear, fly, growth/shrink, healing, healing, illusion, light/darkness, mystic
illusion, intangibility, invisibility, light/ intervention, protection, relief, resurrection,
darkness, mystic intervention, puppet, sanctuary, sloth/speed, smite, stun.
relief, sanctuary, shape change, sloth/speed,
slumber, sound/silence, stun. THIEVERY
Followers of these deities rarely admit their
NATURE beliefs, for it marks them as criminals. But
Nature gods and goddesses are most thieves in fantasy settings are not always
often worshiped in the countryside far selfish bandits. Some might be more like
away from urban areas. Their followers Aladdin or Robin Hood, stealing only to
may be farmers, elves, or druids. Nature survive or to take from the rich to give to
often reflects a striking duality: one side the poor. Scouts, spies and other rogues
of the natural order creates and sustains who rely upon stealth and wits might also
life while the other is cruel and merciless. worship the God or Goddess of Thieves.
Followers may believe in the circle of life „ POWERS: Arcane protection, barrier,
or evolutionary change over saving lives.
blessing, blind, boost/lower Trait, confusion,
„ POWERS: Arcane protection, barrier,
conjure item, darksight, deflection, detect/
beast friend, blessing, bolt, boost/lower conceal arcana, disguise, dispel, drain Power
Trait, burrow, conjure item, damage field, Points, empathy, growth/shrink, havoc,
darksight, deflection, disguise, divination, healing, illusion, intangibility, invisibility,
elemental manipulation, entangle, light/darkness, object reading, protection,
environmental protection, farsight, fear, sanctuary, sloth/speed, slumber, sound/
fly, growth/shrink, havoc, healing, mystic silence, speak language, stun, wall walker.
intervention, protection, relief, sanctuary,
shape change, sloth/speed, smite, sound/ WAR
silence, stun, summon animal, summon The god of war is the patron of fighters,
monster, wall walker, warrior’s gift. professional soldiers, officers, berserkers,
and militant nations. This version is
SEA dedicated to savage warfare and bravery
Deities of the oceans are very popular more than honor or a chivalric code.
among sailors and citizens in coastal towns. „ POWERS: Arcane protection, barrier, blast,
Most tend to be fairly distant or careless
bolt, boost/lower Trait, burst, conjure item,
deities, like the occasional rage of the seas
damage field, deflection, dispel, divination,
themselves.
fear, fly, growth/shrink, havoc, healing,
„ POWERS: Arcane protection, barrier, beast
mystic intervention, protection, relief, sloth/
friend, blast, bolt, boost/lower Trait, burst, sanctuary, speed, smite, stun, summon ally,
damage field, deflection, dispel, divination, summon monster, warrior’s gift.
elemental manipulation, environmental
protection, farsight, healing, light/darkness,
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FANTASY COMPANION

POWERS Duration: How long the power lasts in


rounds (unless otherwise noted).
Powers expire at the end of the character’s
This section describes new powers and turn X rounds later, where X is the Duration
updates to classic powers and Power listed. Count the round the power activated.
Modifiers. If the cleric activates boost Trait (Duration
D Powers marked with this symbol are new 5) on the second round of combat, for
in the Fantasy Companion. They include: example, it remains in place until the end
blessing, conjure item, curse, locate, lock/unlock, of her turn on the sixth round.
mystic intervention, planar binding, plane shift, Powers may be maintained for their base
sanctuary, scrying, summon animal, summon Duration for 1 Power Point per individual.
monster, summon undead, time stop, and wish. Unless it says otherwise, the caster can
F Powers marked with this symbol have ter­m inate a power she’s activated as a
been updated from early printings of the free action. She must terminate the entire
Savage Worlds Adventure Edition. power—she can’t leave it on for some and
Each power has the following statistics: off for others.
Rank: The Rank a character must be to Trappings: These are descriptive ideas
learn the power. and suggestions for how the power might
Power Points: The cost to activate the look or manifest for different characters.
power in Power Points. Modifiers: The specific Power Modifiers
Range: The maximum distance between (see page 106) a caster can use when
the caster and the power’s effect. Range is activating the power. Those with the “gold
often expressed as Smarts or some multiple star” bullets are Epic Powers. These are
thereof. If so, read Smarts as inches on the unlocked with the Epic Mastery Edge.
tabletop (twice that in yards). A Smarts of
d10, for example, means the power can be F ARCANE PROTECTION
cast up to 10″ (20 yards) away. Rank: Novice
Unless the power says otherwise, Range Power Points: 1
has no effect after the power is activated. Range: Smarts
An ally who has been granted invisibility, Duration: 5
for example, may then move beyond the Trappings: Concentration, a dull glow
caster’s Smarts with no ill effect. around the protected character, a fetish.
Success with arcane protection means hostile
powers suffer a −2 penalty (−4 with a raise)
SPELLCASTING SUPPORT to affect this character. If the hostile power
FOR LONG TASKS fails to affect the target due to this penalty,
it still activates and consumes Power Points
Spells like boost Trait last only five (and may still affect other targets). If the
rounds; little use for something power causes harm, damage is also reduced
like boosting Survival for a scout a like amount for the protected target.
attempting to lead their party through Arcane protection stacks with Arcane
the mountains. Resistance should the recipient have both!
For long-term tasks, allow spellcasters MODIFIERS
to use their powers anyway, assuming „ ADDITIONAL RECIPIENTS (+1): The power
they’re able to boost Traits, grant may affect more than one target for 1
relief, or provide protection at critical additional Power Point each.
moments along the way.   GREATER ARCANE PROTECTION (+2):
Hostile powers suffer a −4 penalty (−6
with a raise).

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Arcana

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, this modifier
Duration: Instant costs +0 instead of +1.
Trappings: Holy items, arcane symbols, DEADLY (+1/+2): The barrier causes 2d6
  
handful of salt. damage. If the barrier is Immaterial,
Banish sends entities from other planes back this modifier costs +1 instead of +2.
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).
„ IMMATERIAL (+0): Anything can pass
Banishing a being is an opposed roll of
through the barrier, its Hardness is 0,
the caster’s arcane skill versus the target’s
and it cannot be destroyed (but still
Spirit. Success means the target is Shaken,
provides concealment).
and each raise causes a Wound.
If this Incapacitates the target it returns
„ SHAPED (+1):The barrier forms a circle,
to its native plane of existence. Banished square, or rectangle. It can’t have a roof
entities may return when the Game Master or floor, and can’t Bind or Entangle
feels it’s appropriate, or even a few rounds anything within (use the entangle power
later if the being has the ability to travel for that).
between planes on its own! „ SIZE(+1): The length and height of the
Exorcism: Binding a powerful entity and barrier doubles.
then subjecting it to banish allows the caster
to vanquish particularly powerful entities. BEAST FRIEND
MODIFIERS Rank: Novice
  AREA OF EFFECT (+1/+2/+3): The power Power Points: Special
affects everything in a Small, Medium, Range: Smarts
or Large Blast Template. Duration: 10 minutes
Trappings: The caster concentrates and
F BARRIER gestures with his hands.
Rank: Seasoned This spell allows an individual to speak
Power Points: 2 with and guide the actions of nature’s
Range: Smarts beasts. The cost to cast is equal to the sum
Duration: 5 of their Size (minimum 1 per creature; see
Trappings: Fire, ice, thorns, bones, energy. the creatures in Chapter Six for examples).
Barrier creates a straight wall 5″ (10 yards) Controlling five wolves (Size −1) costs 5
long and 1″ (two yards) tall, of immobile points, for example. Controlling a rhino
material that conforms to the surface it’s (Size 5) also costs 5 points.
cast upon. Double the length with a raise. Success means the creatures obey simple
Thickness varies depending on what the commands, like a well-trained dog. They
wall is made of, but is usually a few inches. attack foes and endanger their lives for
The wall is Hardness 10 (or 12 with a their master. A raise on the arcane skill roll
raise), and may be destroyed as any other means the beasts are more obedient. They
object. Each Wound destroys a 1” (2 yard) won’t kill themselves but overcome their
square section of wall (piercing weapons natural fears (fire, fearful creatures, et.) to
can’t damage the barrier). follow their orders.
When the spell expires or the wall is Swarms can also be con­t rolled. Small
broken it crumbles to dust or dissipates. Swarms cost 1 point, Medium Swarms cost
Trap­pings are never left behind. 2, and Large Swarms cost 3.

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FANTASY COMPANION

Beast friend works only on natural The caretaker must spend an hour
creatures with animal intelligence, not walking about the town and its fields,
humanoids, and has no effect on conjured, praying, chanting, sprinkling holy water,
magical, or otherwise “unnatural” animals shaking sage, and otherwise asking for
unless the Bestarium modifier is applied. divine or magical aid. The arcane skill roll
MODIFIERS is attempted afterwards.
  BESTARIUM (+2): The caster may affect If failed, the caster must start over. With
magical beasts with animal intelligence. a Critical Failure, the priest may not cast a
„ DURATION (+1): The base Duration blessing on these subjects again for one year.
increases to 30 minutes. If successful, the area’s crops come in hale
„ MIND RIDER (+1): The caster can com­
and hearty, sickness and disease are rare,
mun­­­icate and sense through any of the and couples are fertile and prosperous. The
beasts he currently has befriended. effects are relative. Casting blessing in a
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 for
The victim automatically tries to shake off
no extra cost, or a Large Blast Template
the effect with a Vigor roll as a free action
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: Prayers, chanting, festivals.
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,
colored bolts, a stream of insects.
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Arcana

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

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FANTASY COMPANION

BURST D CONJURE ITEM


Rank: Novice Rank: Novice
Power Points: 2 Power Points: 2 per pound
Range: Cone or Stream Template Range: Smarts
Duration: Instant Duration: One hour
Trappings: A shower of flames, light, or Trappings: Light that forms the item’s
other matter or energy. silhouette, reaching into a magic bag,
Burst produces a large fan of energy that shaping dirt or clay into the item,
bathes its targets in red-hot fire, a cone of pulling the item from a drawing or
cold, or other damaging matter or energy. painting.
Success creates a Cone or Stream Template The caster can create an object weighing
starting at the caster and extending up to one pound for every 2 Power Points
outward. Everything within suffers 2d6 spent. The item must be a simple, mundane
damage (or 3d6 with a raise). This can be object made of a common material (GM’s
nonlethal damage if the caster wishes. call) such as a 10-foot pole, blanket, shield,
MODIFIERS etc. A raise on the arcane skill roll produces
„ DAMAGE (+2): The burst causes 3d6 a more durable version of the conjured item.
damage, or 4d6 with a raise. Conjured items appear in the hands of
the caster or on the ground nearby. Once
  GREATER BURST (+4): The burst causes
the Duration expires, the item fades from
4d6 damage (5d6 with a raise) and is
reality. This can cause issues, for example,
considered a Heavy Weapon.
if the conjured item holds a door open or
„ PUSH (+1): The burst pushes everyone
was given as a gift.
within the template back 2d6”. Large or
MODIFIERS
greater creatures are pushed back d4”
„ COMPLETE (+1): The object is a complete
instead.
set, such as a chess set or a quiver of
arrows. The set must fit under the
F CONFUSION weight limit.
Rank: Novice
„ CREATE FOOD AND WATER (Special):
Power Points: 2
Range: Smarts Instead of an object, every 1 Power
Duration: Instant Point creates enough food and water
Trappings: Hypnotic lights, brief to sustain a Size 0 humanoid for one
illusions, loud noises. day. The nourishing food is permanent
(doesn’t disappear after you eat it),
Confusion confounds all targets in a
though it decays and is inedible after 24
Medium Blast Template, making them
hours if not consumed. The water is just
either Distracted or Vulnerable, or both
like clean rainwater and does not spoil.
with a raise. The same effect applies to all
those affected. These states are removed at „ ENDURING (+1 per pound): The object’s
the end of the victims’ next turn as usual. Durat ion becomes “perma nent ”
MODIFIERS until dispelled. The Power Points are
„ AREA OF EFFECT (+0/+1): The caster can “invested” and unavailable until it’s
focus the confusion to a Small Blast destroyed, dispelled, or dismissed by
Template for no extra cost, or a Large the caster. The conjurer may dismiss the
Blast Template for +1. object at any time, regardless of sight,
distance, or other factors. His Power
  GREATER CONFUSION (+2): On a success, Points then begin recharging normally.
targets are Shaken in addition to being
Distracted or Vulnerable (or both with
a raise). Confusion is a non-damaging
effect and cannot cause a Wound on
an already Shaken target.
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Arcana

D CURSE MODIFIERS
Rank: Seasoned „ AREA OF EFFECT (+2): The caster may

Power Points: 5 extend the damage field into a Medium


Range: Touch Blast Template centered on the recipient,
Duration: Special the caster is immune to her own damage
Trappings: Effigy, ritualistic words, touch. field.
Some practitioners of the arcane arts heal „ DAMAGE (+2): The damage field causes 2d6
their allies. Others inflict sickness upon damage.
their enemies. To use this particularly
GREATER DAMAGE FIELD (+4): The
  
nasty spell, the caster makes an arcane
damage field causes 3d6 damage and is
skill roll opposed by the victim’s Spirit roll.
considered a Heavy Weapon.
Failure means the victim suffers a level of
„ MOBILE (+2): Mobile works only with
Fatigue immediately and at sunset each
the Area of Effect modifier. It allows the
day thereafter (further castings of curse
caster to detach the damage field from the
have no additional effect).
recipient and move it up to his Smarts
The Fatigue cannot be recovered until
die type each round as a limited free
the curse is lifted, and once the accursed
action.
becomes Incapacitated, he makes a Vigor
roll each day to avoid death.
DARKSIGHT
A caster may not attempt to curse an
Rank: Novice
individual more than once per day.
Power Points: 1
Breaking the Curse: The curse can be Range: Smarts
lifted by the original caster at will, and Duration: One hour
ends automatically if she’s slain. Dispel Trappings: Glowing eyes, dilated pupils,
also removes a curse (at −2), though each sonic sight.
individual may only try once—if failed it’s
Darksight allows a hero to see in the dark.
beyond her abilities.
With success, he ignores up to 4 points of
MODIFIERS
illumination penalties. With a raise, he
  TURN TO STONE (+5): The accursed must ignores up to 6 points and can see in pitch
make a Spirit roll every round or take darkness.
a level of Fatigue. When Incapacitated,
MODIFIERS
the victim turns to stone (his Toughness
„ ADDITIONAL RECIPIENTS (+1): The power
becomes Hardness). The curse must be
may affect more than one target for 1
broken to stop the effect (see above).
additional Power Point each.
DAMAGE FIELD   
GREATER DARKSIGHT (+2): The
Rank: Seasoned recipient’s senses extend so far into the
Power Points: 4 infrared and ultraviolet spectrums that
Range: Smarts he ignores all Illumination penalties
Duration: 5 and 4 points of penalties from invisible
Trappings: Fiery aura, spikes, electrical creatures.
field.
Damage field creates a dangerous aura DEFLECTION
around the recipient that harms foes foolish Rank: Novice
enough to get too close. Power Points: 2
Range: Smarts
At the end of the affected character’s
Duration: 5
turn, all adjacent beings (including allies!)
Trappings: Mystical shield, gust of wind,
automatically take 2d4 damage.
phantom servant that intercepts
missiles.

121
FANTASY COMPANION

Deflection powers work in a variety of Table in Savage Worlds). For larger creatures,
ways. Some manifestations actually deflect increase the cost by the Scale modifier (+2
incoming attacks, others blur the target’s PPs for Large, +4 PPs for Huge, or +6 PPs for
form or produce illusionary effects. The Gargantuan).
end result is always the same, however— With a success, attempts to detect arcana
to misdirect incoming melee or missile on the being or item suffer a −2 penalty
attacks from the recipient of the 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
F 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 149 and the Size not confer any abilities, however.

122
Arcana

Those who have reason to question the Wound. Magically-created objects are
imposter’s identity make a Notice roll at −2 unaffected. Anti-Magic Field has no
to see through the disguise (−4 with a raise effect on deities or artifacts, and can’t
on the casting roll). This is a free action. be combined with any other modifiers.
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
The recipient may assume the
„ SIZE (+1): makes one arcane skill roll and chooses
shape of someone up to two Sizes larger which power on each target is affected.
or smaller than themselves. The caster of the affected power opposes
with arcane skill. This affects all targets
in the area unless the Selective modifier
F DISPEL is used.
Rank: Novice
Power Points: 1 DISENCHANT (+1): The caster can target a
  
Range: Smarts magical item rather than an individual
Duration: Instant or a power. This is a standard arcane skill
Trappings: Waving hands, whispered roll, not an opposed roll (the GM may
words. apply a penalty to disenchant powerful
Dispel allows a hero to negate enemy items or artifacts). If successful, all the
powers. It has no effect on permanent item’s magical abilities are negated for
enchantments or natural abilities such as one round, or two with a raise.
a dragon’s breath or a banshee’s scream. „ MULTIPLE POWERS (+3): If successful, the

Dispel affects arcane devices normally (see caster dispels all the target’s currently
Arcane Devices, page 109). activated powers.
Dispel can be used on a power already
in effect or to counter an enemy power F DIVINATION
as it’s being used. The latter requires Rank: Seasoned
the countering mage to be on Hold and Power Points: 5
interrupt his foe’s action. Range: Self
In either case, dispelling an opponent’s Duration: A brief conversation of about
power is an opposed roll of arcane skills. five minutes.
A target using the Mystic Powers Edge or Trappings: Seances, demonic
innate powers (see page 172) uses Spirit as interrogation.
its arcane skill. Divination allows the caster to contact
If the dispelling character wins, the other­worldly beings to gain information.
targeted power ends immediately (or fails Preparing the spell takes one uninterrupted
if it was countered with the usual results of minute of prayer, coaxing or otherwise
failure). With a raise, the caster may make communing with a spirit or deity. Once
the recipient of the dispelled power is also that’s done, the caster makes her arcane
Distracted. skill roll. Success means the entity answers
MODIFIERS the character’s questions to the best of its
  ANTI-MAGIC FIELD (+8): Instead of ability. A raise means the spirit is more
affecting a power at Range, this helpful, knowledgeable, or direct than
modifier creates a Medium Blast usual (whether it wants to be or not).
Template centered on the recipient with Answers are typically vague or symbolic
a Duration of 5. Magic items, effects, and rather than direct—they provide clues and
powers have no effect within the field. guidance rather than spoilers that ruin a
Summoned creatures in the field must mystery or adventure.
make a Spirit roll each round or take a
123
FANTASY COMPANION

The type of entity contacted determines magical energy from their foes. With a raise
how it communicates. Spirits in the they can even leech the stolen energy for
netherworld tend to know only those themselves.
things pertinent to their life and death— The power is opposed by the target’s
and they may not even know the identity Spirit, and the caster suffers a −2 penalty to
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 F ELEMENTAL MANIPULATION
the roll. Rank: Novice
MODIFIERS Power Points: 1
  POWER (+3): This modifier works only Range: Smarts
on 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 Upon activation, the caster may choose
petitioner’s questions but also offers one of the following effects:
unsolicited advice. Exactly what and
„ ATTACK: The caster uses their activation
how it’s delivered depends on the entity.
roll as an attack roll, dealing 2d4
Woodland creatures may warn the caster
damage to a target (3d4 with a raise)
about a dangerous area of the forest. A
within Range.
demon might gloat about a greater threat
ahead, accidentally tipping some other „ MOVE: The caster may move a cubic foot

entity’s hand in a later encounter. of air, earth (half that in stone), fire, or
water up to the caster’s Smarts in any
DRAIN POWER POINTS direction as a limited action.
Rank: Veteran „ PUSH: The elements buffet and move the
Power Points: 2 target. The caster uses his activation roll
Range: Smarts in place of his Strength for a Push (see
Duration: Instant Savage Worlds).
Trappings: Prayer, whispers, gestures.
„ SPECIAL EFFECTS: The caster may use the
Powerful mages, priests, and other
elements to create an additional effect
arcanists can use this ability to drain
with the GM’s approval. Some examples
124
Arcana

are using air to blow out a torch, fan a


flame, or cool someone down (reroll
a Fatigue roll in oppressive heat). The
caster may use earth to cover tracks,
fix breaks in stone or earthen walls, or
use fire to conjure flame about the size
of a torch or spread existing flame (see
Fire on page 188). He may use water to
conjure a quart of water (not “inside”
objects or people) or purify a gallon of
water per casting.
After activation, each additional use of
the effects above are an action. Roll a new
arcane skill roll for Attack or Push (these
rolls do not suffer Backlash for Critical
Failures as they are not activation rolls).
MODIFIERS
  POWER (+3): The volume of air, earth, fire,
or water affected is tripled, the target of
Push suffers a −2 penalty to resist, and
the damage of Attack is increased to 2d6
(3d6 on a raise).
  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, Empathy works on animals, adding +1
snow, sun, and wind in about a five- (+2 with a raise) to Riding or other rolls to
mile radius. The severity depends on interact with the creature.
the local environment—a harsh desert MODIFIERS
might receive gentle rain while a rain „ ADDITIONAL RECIPIENTS (+1): The power
forest gets a driving downpour. The may affect more than one target for 1
effects take 10 minutes to create and additional Power Point each.
last an hour. „ CHARM (+2): If the target is Uncooperative
or Neutral, a successful casting makes
F EMPATHY him Cooperative, or Friendly with a
Rank: Novice
raise. The spell is instantly broken if
Power Points: 1
the caster or her allies attack the victim
Range: Smarts
or her allies.
Duration: 5
Trappings: Concentration, a sympathetic „ DURATION (+1): Duration is measured
smile, exchanging a pleasantry. in minutes instead of rounds. If the
A successful arcane skill vs Spirit roll character Critically Fails any of the
gives the caster insight into a target’s basic affected skill rolls against the target, the
emotions. This grants him a +1 bonus (+2 effect terminates immediately.
with a raise) to all Intimidation, Persuasion, TRUTH (+2): The caster knows if the
  
Performance, or Taunt rolls against the target believes he’s telling the truth or
target for the Duration of the power. The not.
bonus does not apply to skill rolls made to
activate powers.

125
FANTASY COMPANION

F ENTANGLE MODIFIERS
Rank: Novice „ ADDITIONAL RECIPIENTS (+1): The power

Power Points: 2  may affect more than one target for 1


Range: Smarts additional Power Point each.
Duration: Instant „ ENVIRONMENTAL RESISTANCE (+1):
Trappings: Glue bomb, vines, webs. The power now offers environmental
Entangle restrain a target with ice, bands resistance, reducing damage from one
of energy, vines, disembodied hands, etc energy source (fire, cold, electricity, etc.)
(Hardness 8). If cast successfully, the target by 4 (6 with a raise).
is Entangled (or Bound with a raise on the
arcane skill roll). FARSIGHT
Victims may try to break free on their turn Rank: Seasoned
as detailed under Bound & Entangled (see Power Points: 2
Savage Worlds and update on page 75). Range: Smarts
MODIFIERS Duration: 5
„ AREA OF EFFECT (+2/+3): For +2 points the Trappings: Invisibly marked targets,
power affects everyone in a Medium guiding winds, eagle eyes.
Blast Template. For +3 points the area Farsight allows the recipient to see in detail
of effect is increased to a Large Blast over great distances. She can read lips or
Template or use the Stream Template. fine print up to a mile distant.
„ DAMAGE (+2): Entangled targets take 2d4 With a raise, she also halves Range
damage at the end of their turn. penalties for Shooting, Athletics (throwing),
or other abilities affected by Range.
  DEADLY (+4): Entangled targets take 2d6
damage at the end of their turn. Does MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power
not stack with Damage.
„ TOUGH (+1): The entangling material
may affect more than one target for 1
additional Power Point each.
is particularly resilient. Increase its
Hardness to 10.   GREATER FARSIGHT (+2): Allows the
recipient to ignore all Range penalties,
ENVIRONMENTAL PROTECTION and a raise doubles sight range.
Rank: Novice
Power Points: 2 FEAR
Range: Smarts Rank: Novice
Duration: One hour Power Points: 2
Trappings: A mark on the forehead, Range: Smarts
potions, gills. Duration: Instant
Trappings: Eldritch energy, cold chills.
Adventurers sometimes travel beneath
the waves, through planes of fire, or other This power causes overwhelming dread
hazardous environments. This power and horror. The target makes a Fear check.
protects them from crushing depths, Extras who fail are Panicked and Wild
scathing heat, intense cold, and even Cards roll on the Fear Table. If the power
radiation. is cast with a raise, the Fear roll is at −2 and
Wild Cards add +2 to Fear Table results.
Environmental protection allows the target
to breathe, speak, and move at his normal MODIFIERS
„ AREA OF EFFECT (+2/+3): For +2 points
Pace in an otherwise fatal environment.
It protects him from intense heat, cold, the power affects everyone in a Small
radiation, pressure, and lack of oxygen. or Medium Blast Template (caster’s
choice). For +3 points the area of effect
A raise increases the Duration to eight
is increased to a Large Blast Template.
hours.
126
Arcana

  GREATER FEAR (+2): Fear rolls are made HAVOC


at −2, or −4 if cast with a raise. Rank: Novice
Power Points: 2
FLY Range: Smarts
Rank: Veteran Duration: Instant
Power Points: 3 Trappings: Whirlwind, chaotic
Range: Smarts poltergeists, repulsion field.
Duration: 5 This ability creates chaos and mischief for
Trappings: Gusty winds, wings, all those within its area of effect, hurling
broomsticks. debris and rivals in all directions.
Fly allows a character to soar at Pace 12, or With success, the caster places a Medium
twice that with a raise (he may not run). Blast Template anywhere within Range,
MODIFIERS or a Cone or Stream Template emanating
„ ADDITIONAL RECIPIENTS (+2): The power from the caster (see Area Effect Attacks
may affect more than one target for 2 in Savage Worlds and Stream Template on
additional Power Points each. page 76).
„ SWIFT FLIGHT (+5): The base flying Pace Anyone touched by the template is
increases to 24, or 48 with a raise. Distracted and must then make a Strength
roll (at −2 if the caster got a raise). Those
GROWTH/SHRINK who fail are hurled 2d6″—directly away
Rank: Seasoned from the caster if using the Cone Template
Power Points: 2 per point of Size change or directly away from the center if using a
Range: Smarts Blast Template (the caster chooses for those
Duration: 5 in the dead center).
Trappings: Gestures, words of power, Victims who strike a hard object (such as
potions. a wall) take 2d4 damage (nonlethal unless
Growth increases the recipient’s Size by 1 for it’s a spiked wall or other more dangerous
every 2 Power Points spent. Each increase hazard).
in Size grants the target a one-step increase Airborne Targets: Flying or airborne
to Strength and 1 point of Toughness. This targets suffer an additional −2 to their
does not increase Wounds regardless of Strength rolls as they have no ground to
change to Scale. brace themselves on.
Shrink reduces the Size of the subject one MODIFIERS
step for every 2 Power Points spent to a „ AREA EFFECT (+1): Havoc affects a Large
maximum of Size −2 (approximately the Blast Template.
size of a cat). Each step reduced decreases GREATER HAVOC (+2): Targets are
  
Strength one die type (minimum of d4) and knocked back a total of 3d6” and take
Toughness by 1 (minimum of 2). 2d6 damage if they strike a hard object.
For unwilling targets, the caster’s arcane
skill roll is opposed by Spirit. HEALING
MODIFIERS Rank: Novice
  DURATION (+2): The power’s Duration is Power Points: 3
measured in minutes instead of rounds. Range: Touch
  POWER (+2): The target of shrink may Duration: Instant
retain her normal Strength and Trappings: Laying on hands, touching
Toughness while small. the victim with a holy symbol, prayer.
Healing removes Wounds less than an hour
old. A success removes one Wound, and a
raise removes two. The power may
be cast additional times to remove
127
FANTASY COMPANION

additional Wounds within that hour and free action (at −2 if the power was activated
as long as the healer has enough Power with a raise). If successful, that individual
Points. is no longer subject to this casting.
For Extras, the GM must first determine The GM should make group rolls for
if the ally is still alive (see Aftermath in Extras as they point out the illusion’s
Savage Worlds). If so, a successful arcane inconsistencies to each other.
skill roll returns the ally to action (Shaken The volume of the illusion must fit within a
if it matters.) sphere the size of a Medium Blast Template
MODIFIERS (4″ or eight yards in diameter).
„ GREATER HEALING (+10): Greater healing MODIFIERS
can restore any Wound, including those „ AREA OF EFFECT (+1): The illusion’s area
more than an hour old. of effect is increased to the size of a
„ CRIPPLING INJURIES (+20): The power Large Blast Template.
can heal a permanent Crippling Injury. DEADLY ILLUSION (+3): The illusion may
  
This requires an hour of preparation attack or otherwise cause harm. The
and only one casting is permitted per caster may use her actions to make the
injury. If it fails, this caster cannot heal illusion to “attack” an individual. This
that particular injury (but someone is an opposed roll of the caster’s arcane
else may try). If successful, the subject skill versus the target’s Smarts (at −2 if
is Exhausted for 24 hours. the power was activated with a raise).
  MASS HEALING (+2/+3): For +2 Power If the caster wins, the target is Shaken
Points, healing affects all allies within a (this cannot cause Incapacitation). With
Medium Blast Template centered on the a raise, the target suffers a Wound (this
caster (or a Large Blast Template for +3). can cause Incapacitation). The caster
„ NEUTRALIZE POISON OR DISEASE (+1): A may attack additional foes as Multi-
successful healing roll negates any poison Actions. She may not use other combat
or disease. If the poison or disease has maneuvers, such as Called Shots or
a bonus or penalty associated with it, Wild Attacks (though it may look that
the modifier applies to the arcane skill way!)
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 scene the illusion are made at −2.
or replica of most anything the caster can
imagine, but it is silent, intangible, and
F INTANGIBILITY
incapable of affecting the real world. For
Rank: Veteran
example, illusionary weapons pass through
Power Points: 5
foes, one cannot sit in an illusionary chair,
Range: Smarts
and an illusionary dog has no audible bark.
Duration: 5
Those who contact an illusion or
doubt it’s real make a Smarts roll as a
128
Arcana

Trappings: Ghost form, body of shadow, MODIFIERS


gaseous transformation. „ ADDITIONAL RECIPIENTS (+3): The power
With a successful arcane skill roll, whoever may affect more than one target for 3
receives this power becomes incorporeal. additional Power Points each.
He is unable to affect the physical world, DURATION (+2): Duration is measured
  
and it cannot affect him. He can travel in minutes instead of rounds. If the
through walls, and non-magical weapons character attempts a damage-causing
pass straight through him. Items carried at attack or targets an unwilling character
the time of casting are also incorporeal. with a power, the effect terminates
While incorporeal, the character may immediately.
affect other incorporeal beings (including
himself), and he is still susceptible to LIGHT/DARKNESS
supernatural attacks, including powers Rank: Novice
and enchanted items. With a raise on the Power Points: 2
activation roll, reduce the damage from Range: Smarts
supernatural attacks by 4. Duration: 10 minutes
The being becomes corporeal when the Trappings: Illusionary torch, sunlight,
power ends, but if within someone or darkness, thick fogs.
something he’s shunted to the nearest open Light creates bright illumin­ation in a Large
space and Stunned. Blast Template. With a raise, the light can
If cast on an unwilling target, the victim be focused into a 5″ (10 yard) beam as well.
resists with Spirit. If affected, he shakes off Darkness blocks illumin­ation in an area
the effect with a Spirit roll as a free action the size of a Large Blast Template, making
at the end of his following turns. the area Dark, or Pitch Dark with a raise
MODIFIERS (see Illumination in Savage Worlds).
  ADDITIONAL RECIPIENTS (+3): The power If light and darkness overlap, they create a
may affect more than one target for 3 patch of Dim light (−2).
additional Power Points each. MODIFIERS
  DURATION (+3): Duration is measured in   AREA EFFECT (+2): Light only. The light
minutes instead of rounds. expands to the caster’s Smarts in radius,
with a Range of Smarts ×2. The light is
INVISIBILITY sunlight and acts as natural sunlight.
Rank: Seasoned „ ILLUMINATE (+1): Light only. The light
Power Points: 5 forms around a target of Size 1 or
Range: Smarts less, illuminating it in a dull glow
Duration: 5 that eliminates 2 points of penalties
Trappings: Powder, potion, iridescent from invisibility, darkness, or similar
lights. conditions. With a raise, the glow
With a success, the character and his eliminates up to 4 points of penalties.
personal items are transparent except for
  TRUE DARKNESS (+2): Darkness only. The
a vague blur or outline. Any action taken
darkness blocks Infravison, Low Light
against him that requires sight is made at
Vision, and Darkvision. It has no effect
−4, or −6 with a raise. The same penalty
on magical sight such as detect arcana.
applies to Notice rolls to detect the unseen
„ MOBILE (+1): The caster can move the
presence.
template at a Pace equal to his arcane
Reduce the penalty by 2 if the invisible
skill die type as a limited free action
character’s position is given away, such as
each round. He can also attach it to
moving in water, hit with mud or another
an inanimate object when first cast if
substance that reveals her form, outside in
desired. It can’t be cast on a living
the rain, etc.
being.
129
FANTASY COMPANION

D LOCATE The caster may set a passphrase when the


Rank: Novice lock is created; the portal opens for anyone
Power Points: 3 who speaks the phrase and remains open
Range: Self until the phrase is repeated.
Duration: 10 minutes Unlock may be used in place of Repair
Trappings: A floating crystal over a map, or Thievery (but not Strength) when
message in the clouds, a ray of light. attempting to unlock a container, door, or
Sometimes it’s literally impossible to find portal. It ignores up to 4 points of penalties
something via mundane means. Locate to the task, and with a raise disarms any
allows the caster to find these hidden things. traps or alarms on the portal as well.
When casters use this power, they choose Neither spell has any effect on barriers,
an object, creature, or location. If the caster barricades, or blockages—only distinct
has never seen the target, the roll is at −2. objects which can be opened or shut.
A success gives a sense of the general MODIFIERS
direction and distance of the target. A „ ALERT (+1): Lock only. If the magically
raise also gives an impression of the target locked object is opened, the caster
(e.g., the creature is asleep, the object is in instantly knows this happened (and
a strongbox, the secret door is behind a which object was unlocked if multiple
bookshelf). instances of this power are in effect).
Running Water: Running water blocks A being who speaks the password
locate if it’s in the path between the caster (determined at the time of casting)
and the target. doesn’t set off the alert. This warning
MODIFIERS lasts 1 day.
„ FIND THE PATH (+1): In addition to the
direction and distance to a target, the MIND LINK
caster also has a supernatural sense of Rank: Novice
the best or fastest way to navigate to its Power Points: 1
general area. Range: Smarts
Duration: 30 minutes
D LOCK/UNLOCK Trappings: Headpieces, talismans to
Rank: Novice deities.
Power Points: 1 Mind link creates a telepathic connection
Range: Smarts between two individuals (which does not
Duration: Permanent (lock); Instant necessarily have to include the caster). The
(unlock) link accommodates only willing subjects
Trappings: A skeleton key, miming and communication—thoughts that aren’t
opening or locking a lock. consciously transmitted aren’t relayed.
Lock magically seals a door, window, Once activated, the Range between linked
container, envelope, drawer, box, or other minds is one mile, or five with a raise.
closeable item. Any attempt to open a If any of the linked chara­cters suffers a
magically locked container, door, or portal Wound, all others must make a Smarts roll
suffers a −4 penalty. Any further attempts or be Shaken (this cannot cause a Wound).
by a character automatically fail until he The speed of communi­cation is that of
increases his skill, at which point he may normal speech, but with a raise members
try again. A raise when magically locking may communicate up to 30 seconds or so
the container means it can only be unlocked of speech on a single combat turn.
via the unlock version of this power (at the MODIFIERS
−4 penalty listed above) or by dispelling the „ ADDITIONAL RECIPIENTS (+1): The power
magical lock then picking the lock as may affect additional individuals for 1
usual. additional Power Point each.
130
Arcana

  BROADCAST (+2): The caster can If the defender wins, the caster cannot
broadcast a short telepathic message affect him with mind wipe for 24 hours.
to every sentient mind within Smarts (Others may reattempt the power, however.)
×4 radius (Smarts ×8 with a raise). The The memory remains missing, but strong
caster can only broadcast, she doesn’t evidence that challenges its “logic” allows
receive their responses. a Smarts roll at −2 to remember fragments
  LONG DISTANCE LINK (+3): Casters can determined by the GM.
connect with any mind they’re familiar MODIFIERS
with on the same plane of existence, „ EDIT (+1): Instead of wiping the memory,
regardless of distance. the caster edits it as she sees fit.
CAST (+2): The caster can wipe a
„ FAST
MIND READING
memory as an action.
Rank: Novice
Power Points: 2 GREATER MIND WIPE (+2): The effect
  
Range: Smarts completely removes a single event,
Duration: Instant person, place, thing, etc., from the
Trappings: Psionic invasion, soulsight. victim’s memory.
Mind reading is an opposed roll versus
the target’s Smarts. Success allows the D MYSTIC INTERVENTION
character to gain one truthful answer Rank: Legendary
from the subject. The target is aware of the Power Points: 20
mental intrusion unless the mind reader Range: Special
gets a raise. The GM may apply modifiers Duration: Special
based on the subject’s mental Hindrances Trappings: Prayer, rituals, sacrifices,
or current state of mind. special artifacts or relics.
MODIFIERS Sometimes even a wizard’s best spell or
  MIND WALK (+2): The caster has a cleric’s greatest miracle isn’t enough. In
greater access to the target’s mind and times of great need, casters must turn to
memories, unlocking an entire scene or greater powers than their own and ask
chain of related memories (GM’s call). a patron to take a personal hand in the
affairs of mortals.
MIND WIPE Mystic intervention allows a caster to trigger
Rank: Veteran a great event of some sort. The event should
Power Points: 3 be epic in proportions, such as saving a city
Range: Smarts from a siege, causing an earthquake to level
Duration: Instant a city, raising a legendary creature such as
Trappings: A noxious drink, parasites, the Century Beast, bringing a centuries-
touching the target’s temples. dead hero to life, or closing the gate to some
Mind wipe removes a target’s memories, a terrible and otherworldly dimension.
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
and requires a full minute of mental of power and use the Ritual Magic rules
struggle. The victim must be conscious to cast (see page 112). (Power Points are
during this time, so if not restrained he can listed for that purpose—it can never be cast
simply move out of Range. without ritual magic.)
If successful, the victim forgets a single If successful, he’s Exhausted for the next
event (up to about 30 minutes of time). A five days but some version of the desired
raise removes a complex memory of several effect, narrated by the Game Master as she
hours. sees fit, happens with a great display of
magical energy.

131
FANTASY COMPANION

If the ritual’s Dramatic Task fails, the into a space the size of a small room.
caster is Exhausted as above and may not Anyone present may see and hear the
attempt the ritual again for five days or until events and examine the projection from
some narrative goal is met (finding rare all angles.
replacement components, the conjunction
of the moons, or whatever the GM feels is D PLANAR BINDING
appropriate). A Critical Failure also causes Rank: Veteran
5d6 damage in a 20” (40 yard) radius as Power Points: 8
well. Range: Smarts
Mystic intervention should give the heroes Duration: Instant
respite from major events but shouldn’t Trappings: A summoning circle, an
short circuit the Game Master’s entire enchanted, iron casket, magical chains.
campaign. For example it may not slay a The caster summons a creature from
powerful foe outright, but may provide a another plane, trapping them in some sort
weapon that aids in the fight against it. Or of prison, such as a binding circle. The
a besieging army might be swept away by trap is created with chalk, salt, glyphs
a great flood—but another approaches in a and wards, or other materials prior to the
month. The city of a great enemy might be power’s activation, and takes ten minutes
leveled by an earthquake, but the citizens to prepare.
begin to rebuild mere hours afterwards. Once the trap is prepared, the caster selects
Finally, the power can’t override free will. an extra-planar entity to summon. She
It can’t make a good person evil, fall in love must know about the creature somehow,
with someone they’re not, or otherwise perhaps by previous encounter, access to
change their nature. It might give an books and scrolls, or an Occult roll with
individual new perspective or a moment a modifier set by the Game Master. The
of empathy somehow, but true change is caster can summon a specific entity if she
always a choice. 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 or unpleasant task. The negotiation can
reveals 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
132
Arcana

Cunning creatures require more incentive. MODIFIERS


An evil being might ask for time to wander „ ADDITIONAL RECIPIENTS (+1): The power
the earth and wreak havoc, a sacrifice, or may affect more than one target for 1
some other “devil’s bargain” proportional additional Power Point each.
to the service required. A good or noble
EXTRA-DIMENSIONAL SPACE (+1): Instead
  
creature might aid the summoner without
of traveling to a known plane, the
reward if the cause is just, or might require
recipient travels to a pocket dimension
she perform some task for her followers or
where he’s conjured a magical shelter or
sphere of influence. Entities never agree to
similar structure with basic necessities,
impossible or unreasonable demands.
food, and water for up to five people.
Once the creature agrees to the terms, it The structure remains afterward, so the
must carry them out to the best of its ability. mage and his companions may return
The caster does not have to live up to any to this space or to a new one, as desired.
promises she set—though entities might
TRANSPORT FOE (+2): The caster sends
  
seek revenge if deceived or their kind are
an unwilling target to another plane
summoned too often. Casters must be wary
or extra-dimensional space. The being
of this, especially if the beings have a way
resists the casting with a Spirit roll. If
back to the prime material plane!
failed, he’s transported to another plane
Breaking Free: If no agreement is made of the caster’s choice for three rounds
after 24 hours, the caster must renew the (five rounds with a raise)
mystic bonds by making another opposed before returning (or
roll of her arcane skill versus the creature’s as close as possible
Spirit. This continues every 24 hours until if the space is
an agreement is reached or the creature occupied).
breaks free. The entity can’t use any other
power or ability to escape.

D PLANE SHIFT
Rank: Veteran
Power Points: 4
Range: Smarts
Duration: Instant
Trappings: Cosmic hole in space, circle of
magic runes.
Plane shift allows the caster to move
directly to another plane of existence (see
page 255). If plane shifting to a known
location, a success indicates the target
appears within 10d10 miles of the intended
location. With a raise, the mage appears
half that distance away.
If the caster doesn’t know exactly where
he wants to go, he can research locations
within that plane to target a specific city,
geographic location, etc. Failure means he
arrives at a completely random location on
that plane. Success puts him in the general
vicinity, and a raise puts him closer to the
desired locale. This is in addition to the
accuracy of the arcane skill roll.

133
FANTASY COMPANION

F PROTECTION actions the victim uses in a turn, whether


Rank: Novice or not he uses his Sweep Edge, etc.
Power Points: 1 MODIFIERS
Range: Smarts „ ADDITIONAL RECIPIENTS (+2): The caster
Duration: 5 may affect others at the cost of 2 Power
Trappings: A mystical glow, bark skin, Points each.
mage armor, ethereal armor. „ STRONG (+2): Spirit rolls to resist
Protection creates a field of energy or armor commands are made at −2. If the caster
around a character, giving him 2 points of also uses mind link on the target, she
Armor. With a raise, the bonus is applied to may extend her control of him to any
Toughness instead (and therefore immune distance, even out of her sight.
to Armor Piercing modifiers).
Whether the protection is visible or not F RELIEF
depends on the Trapping—this is entirely Rank: Novice
up to the caster. Power Points: 1
Protection stacks with all other armor, Range: Smarts
natural or worn. Duration: Instant/One Hour
MODIFIERS Trappings: Prayer, glowing hands,
„ ADDITIONAL RECIPIENTS (+1): The power sparkling spirals of magic, a cool breeze.
may affect additional targets at a cost of Select one of the options listed below:
1 Power Point each. Recover: The caster removes one of the
following negative conditions: Shaken,
PUPPET Distracted, or Vulnerable. A raise on the
Rank: Veteran arcane skill roll removes two conditions.
Power Points: 3 If affecting more than one target (via the
Range: Smarts Additional Recipients modifier), the caster
Duration: 5 may choose which condition(s) to remove
Trappings: Glowing eyes, trance-like for each ally.
state, a swinging pocket watch, voodoo Relief can’t remove negative conditions
dolls. caused by ongoing effects (Bound or
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 remove
or others (including by inaction), but gets a the Wounds or the Fatigue, it just allows
Spirit roll as a free action. If successful, he the recipient to ignore the penalties. If the
doesn’t carry out that particular command target would be Incapacitated by Wounds
but remains a puppet. With a raise, he or Fatigue, she’s still Incapacitated as usual.
breaks the controller’s hold and the power MODIFIERS
ends. „ ADDITIONAL RECIPIENTS (+1): The power
Commands are general, such as “attack may affect more than one target for 1
that person” or “open that door.” The additional Power Point each.
controller doesn’t get to dictate how many
„ RESTORATION (+3): If using the Recover
option, the caster can restore one die

134
Arcana

type from an energy draining effect ranged attacks that would affect her. Any
with a success, two with a raise. See evil creature that attempts to directly target
Energy Drain on 171. the caster or recipient in a negative way
„ STUNNED (+1): If using the Recover must make a Spirit roll as a free action (at
option, the caster may also affect the −2 if cast with a raise). If the roll fails, the
Stunned condition. This completely attempt fails and the creature loses that
removes the effects of being Stunned. action.
Sanctuary works both ways, however.
If anyone under the effects of the power
RESURRECTION
attempts to harm another creature (evil or
Rank: Heroic
otherwise), the power instantly terminates
Power Points: 30
for everyone.
Range: Touch
Duration: Instant Sanctuary trumps any ward the caster
Trappings: Elaborate ceremonies, magical may be holding or protected by. If the
amulets, divine intervention creature overcomes the sanctuary spell, it
ignores any wards that turn as well.
Perhaps the greatest power of all is the
ability to bring someone back from the MODIFIERS
„ AREA EFFECT (+2/+3): For +2 points
dead. It can restore lost loves, bring solace
to the grieving, and topple kingdoms. the power affects all allies within a
Medium Blast Template centered on the
Returning the dead to life requires a
recipient. For +3 points the area of effect
reason­ably complete corpse no more than
is increased to a Large Blast Template.
a year old. The caster then prays, meditates,
chants, or otherwise concentrates on STRONG (+1): Spirit rolls by the creature
  
mending the body and pulling the spirit are made at −2 (−4 with a raise).
back to it for four hours.
Once done, the healer makes a casting roll D SCRYING
at −4. If successful, the victim returns to life Rank: Seasoned
with three Wounds and is Exhausted. With Power Points: 3
a raise, she returns merely Exhausted. Range: Self
MODIFIERS Duration: 5
  GREATER RESURRECTION (+10): The Trappings: Images on a reflected surface,
boundaries of life and death no longer glowing eyes, a crystal ball.
matter. A caster can restore the dead to Scrying allows the caster to spy on a
life regardless of how long the target distant target. Preparing the spell takes
was dead and even without a corpse. one uninterrupted minute while the
To resurrect the dead in this fashion caster focuses on a target item, creature, or
requires a twelve-hour ritual and leaves location. This makes her Vulnerable and
the caster Exhausted. unable to take any other actions. If she’s
„ POWER (+5): The hero can raise a decade- Shaken or Stunned during this time, the
old spirit for +5 Power Points. spell fails.
If the caster has never seen the target
herself, she makes her arcane skill roll at
D SANCTUARY
−2. Scrying on a target in a different plane
Rank: Novice
of existence also imposes a −2 penalty.
Power Points: 2
Range: Touch Scrying is opposed by the subject’s Spirit.
Duration: 5 If the target wins, he knows he’s being
Trappings: Words of power, holy symbol, spied on. If the caster wins, he can see and
glowing light hear the target and the area around it but
cannot move his perspective. With a
Sanctuary protects the caster against
area effect attacks, Tests, powers, and even
135
FANTASY COMPANION

raise, he can shift perspective and follow his form—goblins can speak and therefore
the target at a Pace 24. cast spells but bears and tigers cannot. The
A scrying “eye” may be seen with detect caster may maintain powers cast before the
arcana (but not detect magic). It may also be shape change regardless of form.
dispelled (at −2 if suspected but not revealed). Wound Effects: The caster cannot benefit
MODIFIERS from a creature’s additional Wounds or
„ GROUP SIGHT (+1): The caster may share Wound reduction abilities like Resilient,
her perception with allies within Very Resilient, or Unstoppable, or extra
a Range of Smarts for the power’s Wounds from Large or Huge Scale
Duration. creatures.
MODIFIERS
F SHAPE CHANGE „ DURATION (+1): The power’s Duration is

Rank: Novice measured in minutes instead of rounds.


Power Points: Special POLYMORPH (+3): The caster may, at
  
Range: Self a Range of Touch, transform a living
Duration: 5 being of Size −4 to Size 3 into a form
Trappings: “Morphing,” talismans, of her choice. The spell is resisted by
tattoos. Spirit, and the new form must be able
This power allows the caster to take the to survive in its current environment.
form of other living creatures. She can only Gear is absorbed into the creature’s
turn into the base form of such beings, not form.
elite or alternative versions (so a goblin is With success, the victim retains his
allowed but a goblin shaman is not). With a Smarts. With a raise, his Smarts is
raise, the caster can increase the creature’s transformed into Animal Smarts and he
Strength and Vigor by one die type each. cannot attempt to recover (see below) for
The size of the new form is limited by the one hour.
caster’s Rank: Victims attempt to recover at the end of
their turn by making a Spirit roll at −2
SHAPE CHANGE (−4 if the caster got a raise). This is a free
COST RANK SIZE action.
3 Novice Size –4 to Size –1 TRANSFORM (+2/+3): The power may
  
5 Seasoned Size 0 affect a willing target at a Range of
8 Veteran Size 1 to 2 Touch for +2 or Smarts for +3 (the Range
modifier may increase this further).
11 Heroic Size 3 to 4
15 Legendary Size 5 to 10 SLOTH/SPEED
Held and worn items are assumed into the Rank: Seasoned
new form and reappear when the power Power Points: 2
ends. Range: Smarts
While transformed, the character retains Duration: Instant (sloth); 5 (speed)
his Edges and Hindrances, and his Smarts, Trappings: Slowing time, blurred motion.
Spirit, and their linked skills. He gains Sloth halves the target’s total movement
the creature’s Agility, Strength, Vigor, (round up). With a raise, movement is
and linked skills, as well as any powers also an action. The target automatically
common to that creature (fire breathing for attempts to shake off the effects of sloth at
dragons, flight for pegasi, etc). The caster the end of each of his next turns by making
does not gain a target’s Power Points if it a Spirit roll.
has them—he retains his own. Speed doubles the target’s movement (Pace
His ability to use devices and and running). With a raise the character
communicate is limited to those of also ignores the −2 running penalty.
136
Arcana

MODIFIERS Trappings: A colored glow, runes, sigils,


„ ADDITIONAL RECIPIENTS (+1): Speed only. crackling energy, barbs grow from the
The power may affect more than one blade.
target for 1 additional Power Point each. This power is cast on a weapon of some
„ AREA OF EFFECT (+2/+3): Sloth only. For sort. If it’s a ranged weapon, it affects one
+2 points the power affects everyone in entire magazine, 20 bolts, shells, or arrows,
a Medium Blast Template. For +3 points or one full “load” of ammunition (the GM
the area of effect is increased to a Large determines the exact quantity for unusual
Blast Template. weapons). While the power is in effect, the
weapon’s damage is increased by +2, or +4
„ DASH (+2): Speed only. The recipient’s
with a raise.
running die isn’t rolled—she gains the
Limitations: In the case of smite with a
maximum result possible.
Personal Limitation (see page 107), “Self”
„ QUICKNESS (+2): Speed only. The refers to the specific weapon instead.
character’s total Multi-Action penalty MODIFIERS
each turn is reduced by 2 (she can do two „ ADDITIONAL RECIPIENTS (+1): The power
actions at no penalty or three at −2 each). may affect more than one target for 1
„ STRONG (+1): Sloth only. The Spirit roll to additional Power Point each.
shake off sloth’s effects is made at −2. GREATER SMITE (+2): The weapon’s
  
damage is increased by +4, or +6 damage
SLUMBER with a raise and is considered a Heavy
Rank: Seasoned Weapon.
Power Points: 2
Range: Smarts SOUND/SILENCE
Duration: One hour Rank: Novice
Trappings: A lullaby, blowing powder or Power Points: 1
sand at targets. Range: Smarts ×5 (sound); Smarts (silence)
Those who favor stealth or want to avoid Duration: 5
harming their foes are drawn to this spell, Trappings: Magical effects, a brief ripple
which puts its victims into a deep and in the air, a bell or chime that starts or
restful sleep. stops ringing.
Anyone affected by slumber must make a Sound mimics any known sound or voice,
Spirit roll (at −2 if the caster got a raise on emanating from a point of origin within
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 one
Power Points: 2 mile distant—a useful way of warning
Range: Smarts populations of impending danger.
Duration: 5 Doing so also adds +2 to one
137
FANTASY COMPANION

Intimidation Test as long any subjects A successful casting means the victim
are within 12” (24 yards). must make a Vigor roll (at −2 with a raise
  GREATER SOUND/SILENCE (+1): The on the arcane skill roll) or be Stunned.
Smarts roll made to resist a Test (or MODIFIERS
Targeted modifier) is made at −2. „ AREA OF EFFECT (+2/+3): For +2 points the
„ MOBILE (+1): The caster can move the power affects everyone in a Medium
area of effect up to his arcane skill die Blast Template. For +3 points the area
type each round. of effect is increased to a Large Blast
Template.
„ TARGETED (+1/Target): Instead of casting
silence in an area of effect, the caster may
instead target individuals in Range for F SUMMON ALLY
1 Power Point each. Unwilling targets Rank: Novice
resist with Spirit (at −2 if the caster gets Power Points: Special
a raise). Range: Smarts
Duration: 5
Trappings: Clay figure that grows into a
SPEAK LANGUAGE
servant, a tattoo that comes to life.
Rank: Novice
Power Points: 1 This power allows the character to
Range: Smarts summon a magical servant from nothing.
Duration: 10 minutes The ally typically takes the form of a basic
Trappings: Words, pictures, hand humanoid of the appropriate Size but can
motions. appear differently based on the caster’s
Trappings. It materializes anywhere in
This power allows a character to speak,
Range, and with a raise on the arcane skill
read, and write a sapient language other
roll, it’s Resilient as well.
than his own. A raise on the arcane skill
roll allows the user to appropriately use The ally acts on its creator’s Action Card
and understand slang and dialect as well. and follows her commands to the best of its
ability. It has no personality, creativity, or
MODIFIERS
emotions. When the power ends or the ally
„ ADDITIONAL RECIPIENTS (+1): The power
is Incapacitated, it fades into nothingness,
may affect more than one target for 1
leaving no trace behind.
additional Power Point each.
The type of servant that can be sum­
  GREATER SPEAK LANGUAGE (+2): The moned depends on the caster’s Rank. With
recipient can speak, read, and write all the GM’s approval, the player may swap
sapient languages at once. abilities. If a hero wants an attendant in the
  MASS UNDERSTANDING (+5): T he form of a wolf, for example, the caster might
recipient causes characters within exchange the Shooting skill for Survival so
Smarts ×2 of him to understand one that the “animal” can track its foes.
another, regardless of language.

STUN
SUMMON ALLY
Rank: Novice SERVANT RANK COST
Power Points: 2 Attendant Novice 1
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.
Stun shocks a target with concussive force, MODIFIERS
sound, light, magical energy, or the like. ADDITIONAL ALLIES (Varies): Additional
  
allies of the same type may be
summoned at the same time for half
138
Arcana

SUMMONED ALLIES
ATTENDANT MIRROR SELF
Attributes: Agility d4, Smarts d4, Spirit d4, The ally is a clone of the caster except:
Strength d4, Vigor d4 it’s an Extra; it has the same number of
Skills: Athletics d4, Fighting d4, Notice d4, current Power Points as the caster after
Shooting d4, Stealth d6 subtracting for this casting; it cannot use
Pace: 6; Parry: 4; Toughness: 4 the summon ally power; its skills (but not
Special Abilities: attributes) are one die type less (minimum
• Claws: Str+d4 d4) than the original; it has identical
• Construct: +2 to recover from being mundane equipment (no magical qualities,
Shaken; ignore 1 point of Wound disappears when the power expires); has
penalties; doesn’t breathe, immune to the Construct and Fearless abilities.
poison and disease.
• Fea rless: Immu ne to fear a nd
SENTINEL
Attributes: Agility d6, Smarts d6, Spirit d8,
Intimidation.
Strength d12+2, Vigor d10
BODYGUARD Skills: Athletics d6, Fighting d10,
Attributes: Agility d6, Smarts d4, Spirit d6, Intimidation d10, Notice d8
Strength d8, Vigor d6 Pace: 6; Parry: 7; Toughness: 13 (4)
Skills: Athletics d6, Fighting d8, Edges: Arcane Resistance, Sweep (Imp).
Intimidation d6, Notice d4, Shooting d6, Gear: Melee attack (Str+d8).
Stealth d4 Special Abilities:
Pace: 6; Parry: 6; Toughness: 7 (2) • Armor +4: Stone skin.
Edges: First Strike • Construct: See Attendant.
Gear: Melee attack (Str+d6). • Fea rless: Immu ne to fear a nd
Special Abilities: Intimidation.
• Armor +2: Hardened skin. • Size 2: Sentinels are 8’ tall and very
• Construct: See Attendant. dense.
• Fea rless: Immu ne to fear a nd
Intimidation.

the Power Points cost of the original „ MIND RIDER (+1): The caster can
summons (total cost i ncludi ng commun­icate and sense through any
modifiers, rounded up). of the allies summoned in this casting.
„ COMBAT EDGE (+1): The ally has a Combat
Edge (it must meet the Requirements as D SUMMON ANIMAL
usual). You may take this modifier up to Rank: Novice
three times per ally. Power Points: Special
„ FLIGHT (+1): The ally can fly at its base Range: Smarts
Pace. Duration: 5
Trappings: Clay figure that grows into a
„ INCREASED TRAIT (+1): The caster can servant, a tattoo
increase a Trait one die type for one
This power channels beasts of the natural
Power Point. She may do this for as
world to perform tasks or attack one’s foes.
many Traits as she likes, but only once
From mighty elephants to spying rats,
per Trait.

139
FANTASY COMPANION

such creatures are powerful friends in the


SUMMON ANIMAL right circumstances.
MONSTER RANK COST Summoned animals are loyal to the caster
Alligator/Crocodile S 6 (but may be taken over by beast friend using
the Bestarium modifier or similar abilities,
Bear S 6
see page 118).
Bird of Prey N 2
They understand simple commands such
Boar N 4 as attack a particular target, push that rock,
Bull S 6 and so on, but are animals and act as such.
Cat, Small N 1 Summoned animals act on the caster’s
Cat, large N 4 Action Card. They (or their corpses) return
to wherever they came from when the spell
Dinosaur (Herbivore) S 7
expires.
Dinosaur (Aquatic) S 5
MODIFIERS
Dinosaur (Pterosaur) S 5   
ADDITIONAL ANIMALS (Varies):
Dinosaur (Velociraptor) S 5 Additional allies of the same type
Dire Wolf N 3 may be summoned at the same time
Dog/Wolf N 2 for half the Power Points cost of the
original summons (total cost including
Elephant (Common) S 7
modifiers, rounded up).
Giant Ant N 4 „ INCREASED TRAIT (+1): The caster can
Giant Bee N 2 increase a Trait one die type for one
Giant Bird S 5 Power Point. She may do this for as
Giant Centipede S 8 many Traits as she likes, but only once
per Trait.
Giant Crab S 6
„ MIND RIDER (+1): The caster can
Giant Lizard N 4
commun­icate and sense through any of
Giant Mosquito N 2
the animals summoned in this casting.
Giant Octopus S 7
Giant Rat N 2 D SUMMON MONSTER
Giant Scorpion S 7 Rank: Novice
Giant Snake V 9 Power Points: Special
Range: Smarts
Giant Spider N 2
Duration: 5
Giant Toad S 5 Trappings: Clay figure that grows into a
Horse, Riding N 4 servant, a tattoo
Horse, War S 5 Conjuring a mindless ally or simple beast
Lion S 5 is one thing. But summoning a monster is
Mule N 4
a true display of a sorcerer’s power!
Summoned monsters are loyal to the
Rhinoceros S 7
caster, understand simple commands, and
Sabre-Toothed Tiger S 5 act on the caster’s Action Card.
Shark S 4 Monsters return from whence they came
Shark (Great White) S 6 when the spell expires.
Snake (Constrictor) N 3 MODIFIERS
Snake (Venomous) N 3   ADDITIONAL MONSTERS (Varies):
Additional allies of the same type
Swarm S 5
may be summoned at the same time
Wolverine N 3 for half the Power Points cost of the

140
Arcana

original summons (total cost including


modifiers, rounded up). SUMMON MONSTER
„ INCREASED TRAIT (+1): The caster can MONSTER RANK COST
increase the monster’s Trait one die Basilisk S 6
type for one Power Point. She may do Burrower S 7
this for as many Traits as she likes, but
Chimera S 5
only once per Trait.
Cockatrice N 4
„ MIND RIDER (+1): The caster can
Crocotta N 3
commun­icate and sense through any
of the monsters conjured in this casting. Darkmantle N 3
Drake V 10
D SUMMON UNDEAD Elemental (Elder) V 10
Rank: Novice Elemental (Small) N 2
Power Points: Special Elemental S 6
Range: Smarts
Brownie N 3
Duration: 5
Trappings: Clay figure that grows into a Fire Salamander S 5
servant, a tattoo Gargoyle S 5
The zombie power (page 145) raises basic Griffin S 5
undead that serve a necromancer’s whims Hippogriff S 6
for an hour. Summon undead doesn’t
Khazok N 4
require existing corpses but brings them
from wherever they currently haunt to Manticore S 5
the necromancer’s current location. They Minotaur S 6
serve for a limited time, but are much more Owlbear S 6
powerful than those typically summoned Peryton S 5
in groaning hordes of walking dead or
Rust Monster N 4
clinking mobs of chattering skeletons.
Summoned undead appear as listed in Wyvern S 8
the Bestiary of this book or Savage Worlds,
including any equipment in their profile. SUMMON UNDEAD
When the power expires, the loathsome
MONSTER RANK COST
dead fade back through shadow to their
original location. Ghost Blade S 8
MODIFIERS Ghoul S 5
  A DD I T I O N A L UNDEAD ( Va r i e s) : Grave Guardian S 6
Additional undead of the same type Guardian Mummy S 5
may be summoned at the same time Shadow S 6
for half the Power Points cost of the
original summons (total cost including Skeleton N 3
modifiers, rounded up). Skeleton, Flaming S 6
„ INCREASED TRAIT (+1): The caster can Skeleton, Motley S 6
increase the monster’s Trait one die Skeleton, Giant S 5
type for one Power Point. She may do Wight S 7
this for as many Traits as she likes, but Zombie N 3
only once per Trait.
Ghost N 4
„ MIND RIDER (+1): The caster can commun­
icate and sense through the undead.

141
FANTASY COMPANION

F TELEKINESIS TELEPORT
Rank: Seasoned Rank: Seasoned
Power Points: 5 Power Points: 2
Range: Smarts ×2 Range: Smarts
Duration: 5 Duration: Instant
Trappings: A wave of the hand, magic Trappings: A cloud of smoke, “phasing”
wand, steely gaze. out, change into a bolt of lightning.
Telekinesis is the ability to move objects or Teleport allows a character to disappear
creatures (including oneself) with arcane and instantly reappear up to 12″ (24 yards)
will. It has a Strength of d10, or d12 with distant, or double that with a raise.
a raise. On activation, the caster may Opponents adjacent to a character who
immediately perform one of the “uses” teleports away don’t get a free attack
below. Subsequent uses are actions and use (see Withdrawing from Melee in Savage
the arcane skill (but are not activation rolls Worlds).
and therefore not subject to Backlash from If casting teleport on willing subjects, the
Critical Failures). caster decides where they move to, not the
Unwilling beings targeted by telekinesis targets.
resist the caster’s arcane skill with an MODIFIERS
opposed Spirit roll when first targeted, and „ ADDITIONAL RECIPIENTS (+1): The power
at the start of each of their turns thereafter may affect more than one target for 1
until they’re released. Successful resistance additional Power Point each.
does not mean the spell fails–the caster
may try again on his next turn.   GATE (+5): Instead of teleporting,
the caster opens a temporary portal
Uses:
connecting her current location and the
„ BASH: The target may be bashed into
destination. Creatures and objects can
the floor, ceiling, or walls for Str+d6 travel through this gate from either side
damage. for 5 rounds.
„ CHANGE TARGETS: The caster may   GREATER TELEPORT (+5): The character
release a victim or tool as a free action. can teleport much farther. The caster
Picking up a new weapon is a free must concentrate on her destination
action. Selecting a new unwilling target for at least one round, taking no other
is an action and is resisted as above. actions. This makes her Vulnerable; if
„ MANIPULATE: The caster may use tools Shaken or Stunned, the spell fails.
to perform simple tasks or wield a For one round of concentration, the
weapon, using the caster’s arcane skill. character can teleport up to 100 miles.
(This doesn’t alter the caster’s Parry if For two rounds, she can travel 1000
wielding a weapon if his arcane skill is miles, and with three rounds, she can
different from his Fighting skill.) go anywhere in the world.
„ MOVE: The target or tool may be moved If the caster has physically been to
up to the caster’s Smarts as a limited the desired location previously, there
free action. is no penalty to her roll. With success
she arrives within 2d6 × 10 feet of her
MODIFIERS
target, or on target with a raise.
  POWER (+3): The Strength of telekinesis
If the caster has a detailed map or has
is d12, or d12 + 2 with a raise. Bashing
seen it through a power or device, she
victims inflicts Str+d8 damage. Objects
suffers −2 to the roll. With success, she
weighing 500 pounds or more are
arrives within 2d6 × 100 feet, or on
treated as Heavy Weapons.
target with a raise.

142
Arcana

If the caster has a crude map or a general If forced to make an Athletics roll to climb
notion of the place on a regional or world or hang on to a surface, she adds +4 to the
map, she suffers a −4. She arrives within total.
2d10 miles with success, or within 2d6 × MODIFIERS
100 feet with a raise. „ ADDITIONAL RECIPIENTS (+1): The caster
In the absence of such information, may affect others at the cost of 1 Power
teleporting is not possible. Point each.
A Critical Failure transports the
recipient to a random location (GM’s WARRIOR’S GIFT
call) on the same plane of existence. Rank: Seasoned
„ TELEPORT FOE (+2): Foes may be targeted Power Points: 4
at a Range of Touch (see page 107). The Range: Smarts
foe resists the casting with an opposed Duration: 5
Spirit roll against the arcane skill total Trappings: Gestures, prayer, whispered
and is sent up to 12″ away with success words, concentration.
and 24″ with a raise. Foes may not be With a successful arcane skill roll, the recip­
teleported into solid objects. ient gains the benefits of a single Combat
Edge chosen by the caster. The caster (not
D TIME STOP the recipient) must have the same Rank or
Rank: Heroic higher as the Edge’s Requirements. With
Power Points: 10 a raise, the recipient gains the Improved
Range: Self version of the Edge (if there is one, and even
Duration: Instant if he doesn’t meet the Rank Requirement).
Trappings: A glowing hourglass, floating
ice particles, blurring.
Time is a constant for most, but not this
spellcaster. Time stop stops time for all but
the caster, granting her 1d4+1 new turns,
which she must take immediately after she
finishes this one. During these turns
the caster may act as normal on her
current Action Card. With a raise, she
may choose to draw a new Action
Card each turn. Time stop ends if any
of the caster’s action affect another
character or creature.

WALL WALKER
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: Spider-like visage, prickly
hairs on hands and feet.
Wall walker allows the recipient
to walk on vertical or horizontal
surfaces. With success, she moves at
half her normal Pace. With a raise,
she may move at full Pace and even
run.

143
FANTASY COMPANION

MODIFIERS including anything from transportation


„ ADDITIONAL RECIPIENTS (+1): The power to supplies to magic items. Such goods
may affect more than one target for 1 generally sell for a quarter of their value.
additional Power Point each. The wealth doesn’t appear from nothing
but rather comes to the caster via events
  POWER (+4): The recipient gains two
contrived by the GM.
Combat Edges at once.
„ TRAVEL BACK THROUGH TIME: The caster
D WISH travels back in time for a short period:
Rank: Legendary one minute outside of combat or back to
Power Points: 20 the start of the current round in combat.
Range: Smarts Everything that happened in that period
Duration: Instant is reversed except for the caster’s Power
Trappings: A jinn from a bottle, clicked Points, Bennies, and Wounds.
heels, an incantation, a monkey’s paw. The GM should do her best to remember
Wish allows a character to bend reality to all other actors’ state of things from the
his will. It is taxing to alter reality, however, start of the round, but warping time is
so the caster must permanently sacrifice 3 imperfect so don’t worry about getting
of his own Power Points (after the spell everything exactly right.
is cast). A raise on the arcane skill roll Once reversed, only the caster
eliminates this cost. remembers the alternate sequence of
A caster may wish for any one of the events, and that period of time cannot
following effects per casting, chosen before be altered again.
the roll is made: „ SEE THE FUTURE: The caster peers into
„ ACTIVATE A POWER: Wish casts any other the near or far future. A look into the
available power, including modifiers, near future grants her three Conviction
available in the campaign with a raise. tokens that must be used by the caster
If the spell is opposed, the target rolls or anyone she’s currently in contact
with a −2 penalty on top of any other with (mental, verbal, in sight, etc.)
modifiers. If the Power Points required within the next five rounds. At the
to activate the power and modifiers are end of the fifth round, any remaining
greater than the cost of wish, the caster tokens are discarded. A look into the far
must pay the difference. future allows the caster to ask the Game
„ INTERCESSION: The caster wishes for Master one question about the future
some form of aid, which typically and receive as accurate an answer as
appears after a short period of time. A possible. Actions by the spellcaster can
party trapped in a collapsed dungeon change the future, however, so this
might wish for escape only to be may only be the most likely path or a
rescued by a party of dwarven miners. warning of future dangers.
A spellcaster could wish to know the „ RAISEA TRAIT: Wish can permanently
true name of a powerful demon and be increase a Trait one die type. This
contacted the next day by a traitorous increases the Trait’s limit by one die
subordinate of the creature. type as well. A recipient may never have
„ GAIN AN EDGE: The caster can gain more than one Trait raised by a wish.
(or grant another) a permanent Edge. „ RESTORE FATE: The hero and all Wild
The recipient must meet the Edge’s Cards in Range may refill their Bennies
Requirements and can never gain more to their usual starting maximum.
than one Edge from a wish.
„ SPECIAL: The character may change
„ WEALTH: The spellcaster wishes relatively minor aspects of herself,
for up to 10,000 gp worth of goods, others, or the world around her (if the

144
Arcana

subject of the wish doesn’t want to common to their background or


be affected, it’s resisted with a Spirit environment. Choose one:
roll at −2). This shouldn’t cause any • Hand Weapon: Str+d6.
far-reaching changes to the world or • Ranged Weapon: Range 12/24/48,
history, shouldn’t be covered by one of Damage 2d6.
the abilities above, and is completely
„ MIND RIDER (+1): The caster can
at the whim of the Game Master. A
caster can change her gender, ancestry, commun­icate and sense through one of
languages, etc., but these changes do not the undead he’s conjured in this casting.
alter time and are thus not retroactive. „ PERMANENT (0): The zombie is given
Wish can improve someone’s mood (and unlife until Incapacitated by Wounds.
their attitude on the Reaction Table, if The Power Points used to raise it are
appropriate), but it can’t permanently “invested” and unavailable until it’s
affect free will. It can’t force a change destroyed. The necromancer may
of heart or make someone harm terminate his creations’ unlife at any
themselves. time, regardless of sight, distance, or
other factors. His Power Points then
F ZOMBIE begin recharging normally.
Rank: Veteran Permanent zombies remain animated
Power Points: 3 (See the sidebar on page even if their creator is slain!
141 for larger creatures) „ SKELETAL (+1 per Zombie): The corpse
Range: Smarts sloughs off the anchor of dead flesh
Duration: One hour and rises as a skeleton. Use the skeleton
Trappings: Carving symbols on corpses, profile instead of the zombie.
throwing bones, graveyards.
Zombie grants animation and basic
intelli­gence to the remains of a
once-living being. The summoned
horror is obedient but literal-minded
in its duties. It isn’t telepathic, and must
be controlled by voice.
The being has the physical skills it had in
life, but its Smarts, Spirit, and related skills
are reset to d4. A raise on the casting roll
increases any one of their Traits one die
type (caster’s choice).
See Savage Worlds for the standard
profile of a human zombie. Corpses aren’t
summoned by this ability, so there must
actually be a supply of bodies in Range
(GM’s call).
An undead Incapacitated by damage can’t
be raised with this power again.
MODIFIERS
„ ADDITIONAL ZOMBIES (+1): A larger
horde can be raised in a single casting
by paying an additional 1 Power Point
for each extra zombie raised.
The
„ ARMED & ARMORED (+1 per Zombie):
dead rise with +2 armor and weapons
145
FANTASY COMPANION

POWER SUMMARIES
POWER
POWER RANK RANGE DUR SUMMARY
POINTS
Arcane Protection Enemy casters subtract 2 (4 with a raise)
N 1 Sm 5 when targeting this character; reduces
damage a like amount.
Banish V 3 Sm I Opposed roll vs Spirit to banish entities.
Barrier Creates wall 5″ (10 yards) long, 1″ (2 yards)
S 2 Sm 5
tall, Hardness 10 barrier (12 with a raise).
Beast Friend N S Sm 10m Controls animals.
Blast S 3 Sm×2 I 2d6 damage in Medium Blast Template.
Blessing S 10 Special 1y Improves community’s health and crops.
Blind N 2 Sm I Inflicts –2/–4 penalty to victims’ sight.
Bolt N 1 Sm×2 I 2d6 ranged attack.
Boost/Lower Trait N 2 Sm 5/I Increases or decreases a skill or attribute.
Burrow N 2 Sm 5 Target tunnels through the earth.
Burst N 2 C or S I Cone or Stream attack for 2d6 damage.
Confusion N 2 Sm S Makes target Distracted and/or Vulnerable.
Conjure Item N 2 Sm 1h Conjures object, one lb. per 2 Power Points.
Curse S 5 T S Inflict a curse on opponent.
Damage Field S 4 Sm 5 Creates aura that causes 2d4 damage.
Darksight Ignore up to 4 points of illumination
N 1 Sm 1h
penalties, or 6 with a raise.
Deflection N 2 Sm 5 −2/–4 melee or ranged attacks.
Detect/Conceal Detects magic for 5 rounds or conceals it for
N 2 Sm S
Arcana one hour.
Disguise S 2 Sm 10m Target looks like someone else.
Dispel N 1 Sm I Negates magical powers and effects.
Divination S 5 Self 5m Caster asks questions of entities.
Drain Power Drains d6 Power Points from enemy with
V 2 Sm I
Points successful opposed roll of arcane skills.
Elemental Allows minor manipulation of basic
N 1 Sm 5
Manipulation elements.
Empathy N 1 Sm 5 Opp. roll vs Spirit to add +2 to social Tests.
Entangle N 2 Sm I Bind or Entangle foes.
Environmental Protect target from hazardous environments.
N 2 Sm 1h
Protection
Farsight See detail at great distance; halves Range
S 2 Sm 5
penalties with a raise.
Fear N 2 Sm I Causes Fear check.
Fly V 3 Sm 5 Target flies at Pace 12.
Growth/Shrink S S Sm 5 Increases or decreases Size.
Havoc Targets in template are Distracted and may
N 2 Sm I
be thrown for damage.
Healing N 3 T I Restores Wounds less than an hour old.
Illusion Create a visual scene or replica of most
N 3 Sm 5
anything the caster can imagine.

146
Arcana

POWER
POWER RANK RANGE DUR SUMMARY
POINTS
Intangibility V 5 Sm 5 Target becomes incorporeal.
Invisibility S 5 Sm 5 Target is invisible (–4/–6 to affect).
Light/Darkness N 2 Sm 10m Creates or dispels illumination.
Locate N 3 Self 10m Finds an object or being.
Lock/Unlock P Magically locks or unlocks portals or
N 1 Sm
or I containers.
Mind Link N 1 Sm 30m Mental link within one mile (5 with raise).
Mind Reading N 2 Sm I Opposed roll vs Smarts to read mind.
Mind Wipe V 3 Sm I Removes and alters memories.
Mystic Intervention L 20 S S Causes a miracle of some sort.
Object Reading Reveals vague impression of an object’s
S 2 T 1m
history (more detail with a raise).
Planar Binding V 8 Sm I Summon / bind creature from another plane.
Plane Shift V 4 Sm I Allows travel to other planes of existence.
Protection N 1 Sm 5 +2 Armor (+2 Toughness with raise).
Puppet V 3 Sm 5 Opposed roll vs Spirit to control target.
Relief Removes Shaken, Distracted, or Vulnerable
N 1 Sm I/1h states (2 with raise), or ignores 1 point of
Wound and Fatigue penalties (2 with a raise).
Resurrection H 30 T I Brings the dead back to life.
Sanctuary N 2 T 5 Foes must make a Spirit roll to attack.
Scrying Caster can see and hear a target and
S 3 Self 5
surrounding area remotely.
Shape Change N S Self 5 Caster takes on the form of various beings.
Sloth/Speed S 2 Sm I/5 Increases or decreases movement.
Slumber S 2 Sm 1h Puts victims to sleep.
Smite N 2 Sm 5 Increase a weapon’s damage by +2/+4.
Sound/Silence Sm×5/ Create or mute sound.
N 1 I/5
Sm
Speak Language N 1 Sm 10m Caster can speak and understand languages.
Stun N 2 Sm I Target is Stunned.
Summon Ally N S Sm 5 Conjures an ally of various sorts.
Summon Animal N S Sm 5 Conjures a natural beast.
Summon Monster N S Sm 5 Conjures a monster.
Summon Undead N S Sm 5 Conjures undead horrors.
Telekinesis S 5 Sm×2 5 Moves items, Strength d10 (d12 with a raise).
Teleport S 2 Sm I Character teleports up to 12″ distant.
Time Stop H 10 Self I Caster gets additional 1d4+1 turns.
Wall Walker Character can walk on walls at half Pace (full
N 2 Sm 5
Pace with raise).
Warrior’s Gift S 4 Sm 5 Grant target a Combat Edge.
Wish L 20 Sm I Choose one of several reality-altering events.
Zombie V 3 Sm 1h Raises and controls the undead.

147
CHAPTER FIVE

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 arcana.
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,

149
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 is a 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 164).

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
1d10 × 10,000gp d6−1
vault of a thieves' guild in a large city.
150
Treasure

„ 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 A-1: 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 160)
Roll to determine type on Table B, then the
2 Luck Stone (see page 163) bonus on Table B-1.
3 Power Stone (see page 164) 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 E-1, page 156).

151
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
3–4 Battle Axe 4–8 Bow
5–6 Great Axe
9–10 Crossbow
6–13 Blades
11–12 Long Bow
d20 Type
13–15 Knife/Dagger
1–2 Bastard Sword
3–4 Cutlass 16–17 Sling
5–8 Dagger 18–20 Spear/Javelin
9–10 Great Sword
11 Rapier BLACK POWDER FANTASY
12–14 Short Sword D20 TYPE
15 Katana 1–2 Axe, throwing
16-19 Long Sword
20 Toothed Sword 3–4 Bow

14–17 Hammers, Flails & Maces 5–7 Crossbow

d10 Type 8 Long Bow


1–2 Flail 9–10 Knife/Dagger
3–5 Mace 11 Sling
6 Great Flail
12 Spear/Javelin
7–9 Warhammer
10 Maul 13–14 Musket
18–20 Pole Arms & Staves 15–16 Blunderbuss
d10 Type 17–20 Flintlock Pistol
1–2 Halberd TABLE D-1: RANGED WEAPON BONUS
3 Lance After rolling the bonus, roll a d6. On a 5 or
4 Pike 6, the weapon also has an Energy Type (roll
5–7 Spear on Table E-1 on page 156).
8–10 Staff
D6 BONUS PRICE
TABLE C-1: BONUS
+1 Shooting or
After rolling the bonus, roll a d6. On a 5 or 1–3 4,000 gp
Athletics
6, the weapon also has an Energy Type (roll
+2 Shooting or
on Table E-1 on page 156). 4–5 8,000 gp
Athletics
D6 TYPE PRICE
+2 Shooting or
1–3 +1 Fighting 4,000 gp Athletics and
4–5 +2 Fighting 8,000 gp 6 damage dice 10,000 gp
+2 Fighting and increase one
6 damage die 10,000 gp step
increases one step

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Treasure

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-1. On a 3-6, roll on Table F-2. 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 a skill one die type 10,000 gp 10 minutes.
Da rk sig ht : T he user
TABLE F-1: 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-2: 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.

153
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 the scroll 2 Banish
and may not read more than one scroll per 3 Beast Friend
turn. 4 Blast
Reading a scroll is an action and requires a
Smarts roll or arcane skill roll (caster’s choice). 5 Burst
If the roll is successful, the power activates. 6 Damage Field
A reader may try again if the roll fails, but a 7 Disguise
Critical Failure means the scroll crumbles to
8 Dispel
dust without activating the power.
Once a scroll is successfully cast, it fades, 9 Elemental Manipulation
crumbles, or is otherwise rendered inert. 10 Growth/Shrink
Price: The price of a scroll is equal to its 11 Illusion
power’s Rank × the number of Power Points
12 Invisibility
it uses × 50 gp. (For example, a scroll of healing
without any modifiers is Novice (1) × 3 Power 13 Mind Link
Point × 50 gp = 150 gp). 14 Object Reading
D6 RARITY 15 Puppet
1–3 Common: Roll on Table H-1. 16 Speak Language
4–5 Uncommon: Roll on Table H-2. 17 Summon Ally
6 Rare: Roll on Table H-3. 18 Telekinesis
TABLE H-1: COMMON SCROLLS 19 Teleport
D20 POWER 20 Wall Walker
1 Bolt TABLE H-3: RARE SCROLLS
2 Boost/Lower Trait D10 POWER
3 Detect/Conceal Arcana 1 Blessing
4 Confusion 2 Divination
5 Darksight 3 Intangibility
6 Deflection 4 Mind Wipe
7 Entangle 5 Resurrection
8 Farsight 6 Summon Animal
9 Fear 7 Summon Monster
10 Healing 8 Summon Undead
11 Light/Darkness 9 Time Stop
12 Protection 10 Zombie
13 Relief
14 Shape Change
15 Sloth/Speed
16 Slumber
17 Sound/Silence “Red! Don’t read that
18 Smite out loud!”
19 Stun -Gabe
20 Warrior's Gift
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Treasure

TABLE I: TOME 28 Crown of Bones


29 Crystal Ball
Tomes contain d6 spells (use Table H: Magic
30 Cudgel of Darkness
Scrolls). They aren’t scrolls, however, and
can’t be cast. But when a character with an 31 Cup of Knowledge
Arcane Background takes the New Powers 32 Dancing Shoes
Edge, she takes two powers as usual (three 33 Dragon Shield
with the Spellbooks Edge, page 104), then
may take one bonus power from any she’s 34 Dragon Slayer’s Sword
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 once,
simply roll again. 40 The Fearsome Visage
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

155
FANTASY COMPANION

69 Rabbitskin Boots TABLE E-1: ENERGY TYPE


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

156
Treasure

MAGIC ITEM
DESCRIPTIONS
“Dibs on the axe!”
ACROBAT’S BOOTS: The wearer of these
-Red
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.
ANTI-MAGIC SHIELD: Anyone bearing this
shield gains the Arcane Resistance Edge. BAG OF HOLDING: Appearing as an ordinary
Roll on the B–1: Magic Shields table to small cloth bag, this enchanted container
determine its size. It has no additional can carry up to 50 pounds of objects while
bonus. only weighing one pound. The mouth of
the bag opens wide enough to permit items
„ PRICE: 9,000; Weight: Varies up to one foot in diameter.
ARCANE REFLECTOR: When anyone targets „ PRICE: 750; Weight: 1 lb.
the wielder of this powerful, jewel-
encrusted large shield with a magical BATTLEFIELD MAP: This large vellum map
attack or effect, it automatically reflects the presents a three-dimensional image of a
effect back. Treat the power as if the caster battlefield and any troops its holder can see
were the target and resolve as usual. with her own eyes. This increases her Battle
skill two die types.
This works against any power cast with
an arcane skill, not creature abilities, even „ PRICE: 3,000; Weight: —
if they reference a standard power.
BEAR’S TEETH: These powerful artifacts
„ PRICE: 47,500; Weight: 12 lbs.
are created in sets of five and hung by
ARMOR OF ACTION: Roll on Table A: Magic individual threads on a leather necklace.
Armor, to determine the type, and Table When a tooth is thrown on the ground,
A-1 to determine its bonus. The armor is it transforms into a bear under the user’s
light and flexible, reducing its Minimum mental command. The bear remains for one
Strength one die type (if possible). When hour or until killed. The tooth is destroyed
the user has a face card in combat, he may when used (1d5 remain if found used).
ignore two points of Multi-Action penalties. „ PRICE: 4,000; Weight: —
„ PRICE: 7,500; Weight: Varies BEARSKIN CLOAK: This thick bearskin cloak
ASSASSIN’S ARMOR: This jet-black leather provides immunity to all forms of cold,
jacket grants +2 to Stealth rolls. Once including blizzards, subzero temperatures,
per day, it also grants the wearer minor or cold attacks, such as icy bolts or the
invisibility with a Duration of 10 rounds. breath of deadly frost dragons.

„ PRICE: 13,500; Weight: 11 lbs. „ PRICE: 9,000; Weight: 1 lb.


157
FANTASY COMPANION

BELL OF TURNING: Inscribed with holy tongues allows the wearer to speak and
symbols of benevolent deities, this large understand any language spoken to her.
hand bell is a ward against undead. When The cloth cap does not grant the ability to
rung (a free action), it creates an area of read other languages, however.
holy power equal to a Large Blast Template „ PRICE: 11,000; Weight: 1 lb.
centered on the bell ringer. Any undead
who try to enter the area must make a CAPTAIN’S PLUME: This elegant red feather
Spirit roll at −2. The vile creatures may fire plume must be worn atop a cap or helmet
weapons, cast spells, or Test those within to function. It grants the wearer Command
the circle normally. plus any one other Leadership Edge she’s
Undead already within the area of effect eligible for. She may change the additional
(or forced into by the wielder) must make Edge each encounter if she wishes, perhaps
the Spirit roll or be pushed outside it. using Fervor for one fight and Inspire for
another.
In either case, an undead who Critically
Fails the Spirit roll takes a Wound. „ PRICE: 10,875; Weight: —
The user may continue ringing the bell CHALK OF SPIRIT WARDING: These sacred
as long as he wishes, though of course the sticks of chalk are found in ornate boxes
sound may draw more attention. lined with black velvet. Gold or silver
„ PRICE: 16,000; Weight: 1 lb.
decorates the top and depicts creatures of
BRACELET OF DANGER SENSE: Made from the spirit world.
various good luck charms, this bracelet The magic in each stick can draw a single
jingles softly when the wearer is in circle, no larger than a Large Blast Template,
imminent danger, granting him the Danger then it’s used up. Supernatural creatures
Sense Edge. (GM’s call) may not enter the circle or make
„ PRICE: 9,000; Weight: — direct attacks against anyone inside it. The
beings may still converse with those inside,
BREASTPLATE OF HEROES: This plate mail make verbal Tests, etc.
breastplate is engraved with a radiant, half- Supernatural creatures within a circle
set sun. It functions as normal for most, when it is drawn aren’t affected, so
but if someone with the Heroic Hindrance make sure to expel such entities before
wears it, they are immune to Fear and completing the circle!
Intimidation. The circle lasts until any part of the circle
„ PRICE: 6,000; Weight: 30 lbs. is erased or an hour passes, whichever
happens first.
BROOCH OF SICKNESS: Cursed. Though „ PRICE: 1,875; Weight: —
engraved with runes of vitality, this relic
makes the wearer prone to sickness and CHAMPION’S SHIELD: Various orders
environmental effects. She subtracts 2 pledged to protect the weak forged these
from all Vigor rolls made to resist Fatigue shields for their champions. Roll on Table
checks, poison, disease, and the like. B to determine type. The bearer and every
adjacent ally gains +2 Toughness and adds
„ PRICE: 7,500; Weight: —
+2 to any Soak rolls.
BROOCH OF WEAK WILL: Cursed. The „ PRICE: 22,500; Weight: Varies
wearer’s Spirit decreases two die types
(minimum d4). CLOAK OF DRAGON SCALES: Few cloaks
of this type are truly made from dragon
„ PRICE: 9,000; Weight: —
scales—the name often refers to its power
CAP OF TONGUES: Crafted from doeskin rather than its material. The effect is the
and decorated with images of open same, however—the wearer is immune
mouths and wide ears, the cap of to damage from fire or heat. He can walk
158
Treasure

through lava flows, run into a burning spoken, the corpse is possessed by a foul
building to save others, or brave the fiery spirit and becomes a Guardian Mummy
breath of an ancient dragon without worry. (see page 224) under the dominion of the
one who created it.
„ PRICE: 9,000; Weight: 1 lb.
The crook can raise up to three mummies
CLOAK OF INVISIBILITY: This powerful
at any one time. If one is destroyed, the
device is highly prized by thieves, spies, crook can’t replace it until the following
and those who engage in skullduggery. The day.
wearer gains minor invisibility for long as
„ PRICE: 25,500; Weight: 4 lbs.
the cloak is worn.
„ PRICE: 20,000; Weight: 1 lb. CROSSBOW OF MANY BOLTS: This magical
relic shoots a magical bolt of energy when
CLOAK OF PROTECTION: Valued by warriors fired. This heavy crossbow never needs
and wizards alike, a cloak of protection ammo or reloading.
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
CLOAK OF TELEPORTATION: As a limited belonged to a Lich-King, a necromancer
free action, the user can teleport up to 12” of unsurpassed power. Though he was
(24 yards) distant. Teleporting to an area defeated centuries ago, his vile crown still
in sight requires no roll. Teleporting to an exists, hidden away from the gods of light,
area the wearer can’t see, such as through to whom it is an affront. Anyone who wears
a door or into a shadowy area, requires the helmet gains a lich’s Death Touch,
a Smarts roll at −2. If the roll is failed, he Undead, and Zombie Lord Special Abilities
doesn’t teleport and is Stunned. The (see page 217). (If he can’t cast the zombie
teleporter can never enter power, the latter does him no
a solid space—the cloak good.)
instantly returns him to his
Should the
starting location as
character lose the
above.
helm, he loses the
„ PRICE: 12 , 0 0 0; abilities—and all the
Weight: 1 lb. vengeful dead he’s raised
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 CRYSTAL BALL: A glass sphere approximately
commands. Though clearly a device, its four inches in diameter that allows those
magic gives it full sentience. Most are who peer into it brief glimpses of the
manufactured in the form of rats, cats, future. Once per day, someone with Occult
dogs, or owls, and have those profiles, as d6+ may spend ten minutes and make a
well as the Construct ability and Armor +2. roll to generate a vision. If successful, he
If the type of animal can fly (such an owl chooses one ally to have the Danger Sense
or hawk), it’s Pace is 6” regardless of the Edge until the next sunrise. With a raise,
creature it mimics. 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

159
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 increases 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. The stones cause 3d6 damage in a
„ PRICE: 15,000; Weight: 1 lb.
Medium Blast Template, or 4d6 damage
DRAGON SHIELD: This medium shield has with a raise. Stones are created in batches
the face of a dragon painted or sculpted 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 Killer Edge. „ PRICE: 9,375; Weight: 1 lb.
„ PRICE: 13,500; Weight: 4 lbs.
160
Treasure

THE FEARSOME VISAGE: This terrifying suit activated grow as well, returning to normal
of spiked, black plate mail (torso, arms, when the effect is terminated.
legs, head) is engraved with fearsome or „ PRICE: 26,000; Weight: 1 lb.
gruesome images. Once per encounter, as
a free action, it causes a Fear check at −2 to GLASSES OF RAPID READING: This pair of
every foe within 12” (24 yards). reading glasses is popular with wizards
„ PRICE: 25,500; Weight: 54 lbs and priests needing to research material
from musty tomes. The glasses allow a
FENCER’S SHIRT: The wearer of this cloth reader to read a page a second, increasing
shirt (torso) gains Toughness +1 and the the wearer’s Occult and Research skill
Uncanny Reflexes Edge. two die types when reading documents is
involved.
„ PRICE: 12,000; Weight: 1 lb.
„ PRICE: 4,500; Weight: —
FLYING CARPET: Flying carpets are speedy
flying devices that allow their owners to GLOVES OF THE PACIFIST: Cursed. These
travel about the realm and avoid hazardous black, velvet gloves have silver and gold
treks in style. Flying carpets move at a runes of martial prowess and bravery
Pace of 24” (Handling +1), activate with a stitched upon them. When donned,
however, their curse takes effect.
Anytime the wearer directly causes a
Wound to a living creature he takes a level
of Fatigue.
„ PRICE: 4,500; Weight: —
comma nd GOGGLES OF REVELATION: These blue-tinted
word (a free goggles are highly-favored by tomb raiders
action), and are for their power to detect any magical beings
maneuvered by pulling or releasing or effects within 12” (24 yards). This gives
the corners of the carpet (via the Piloting him the Treasure Hunter Edge, allows him
skill). to see invisible foes (ignoring up to 2 points
Up to four Size 0 creatures can ride on the of penalties when attacking them), and
carpet at once, though every 250 pounds detect enchantments on people, magical
reduces its Handling by 1 (to maximum of wards or items, and so on.
1000 pounds and −2 Handling). „ PRICE: 12,000; Weight: —
„ PRICE: 108,000; Weight: 15 lbs.
GRAIL OF LIFE: Most believe this cup is
GAUNTLETS OF THE WEAKLING: Cursed. nothing more than a legend, an oft-repeated
These gauntlets look strong and powerful— lie told to simpletons to send them off on
but reduce the wearer’s Strength two die an unanswerable quest for themselves or
types (minimum d4). some ailing loved one. But it is very real,
and promises either long life or a terrible
„ PRICE: 9,000; Weight: 2 lbs.
death.
GIANTSKIN CLOAK: This heavy cloak allows The cup may be simple or ornate
its wearer to alter his Size by +1 to +3 (or depending on the campaign world and
return to Normal Size) by speaking a the origin of its maker. Anyone who drinks
command word. Each increase to Size from it makes a Spirit roll. If the cup was
increases Strength and Toughness a like created by evil beings, morally neutral
amount as usual. The effect lasts as long characters roll at −2 and generally good
as the wearer wishes or until the cloak is beings roll at −4. If it was made by good
removed. Any material possessions the beings, evil beings roll at −4. (The
wearer has on his person when the cloak is Game Master determines whether
161
FANTASY COMPANION

a character matches the vessel’s nature by the user to ignore 4 points of Called Shot
their Hindrances and actions.) penalties when attacking a target’s head. It
Those who succeed gain an additional confers no bonus against other body parts.
hundred years of life and may drink (and „ PRICE: 26,000; Weight: 8 lbs.
test) again when that time is up. With a
raise, their Vigor increases a die type as HEADBAND OF PHOBIAS: Cursed. This
well. leather headband has a lapis lazuli in the
Those who fail are found wanting. They center, a stone renowned for its properties
die a terrible, agonizing death over the next of courage and bravery. In spite of this, it
d6 rounds, and there is no return under actually causes the wearer to suffer a Major
any circumstances. Phobia—one determined by the Game
„ PRICE: 1,000,000; Weight: 1 lb Master but usually directly related to his
profession. A warrior might become afraid
GRAVE DUST: This dark, gritty dust is of weapons, a mage may find that magic
used to communicate with the dead. If scares him witless, or a thief may suddenly
sprinkled on the remains of a corpse or develop a phobia for gold.
its grave, the speaker may ask three yes or „ PRICE: 7,500; Weight: —
no questions. The spirit may say more if it
chooses but must answer truthfully. It is HEADBAND OF STUPIDITY: Cursed. The
not omnipotent, however, and knows only unfortunate victim of this item reduces his
what it knew in life up to the moment of Smarts two die types (minimum of d4), his
its death. Common Knowledge to d4, and gains the
Clueless Hindrance.
„ PRICE: 1,200; Weight: —
„ PRICE: 9,500; Weight: —
HALF-LIFE AMULET: After Soaking, the
HEALER’S STAFF: Sent to the mortal world
wearer of this heart-shaped amulet may
channel any remaining, unsoaked Wounds by the goddess of healing, this seemingly
into it. ordinary wooden staff is imbued with part
of her divine essence. It grants its wielder
When created, half-life amulets can hold the Healer Edge and the healing and relief
five Wounds (used amulets have 1d6−1 powers. It’s cast with the Healing skill and
Wounds remaining). If a wearer attempts has 20 Power Points (the Power Points fully
to transfer more Wounds than the amulet recharge every morning).
can hold, it instantly shatters and has no The staff has one other use. If it’s ever used
effect on the Wounds he attempted to place to strike a demon or devil it automatically
within it. explodes with holy light, destroying the
The detect arcana power may be used to staff forever but causing the being d6+1
determine how many Wounds a half-life Wounds. Every other evil being (GM’s call)
amulet can hold. within a Large Blast Template centered on
„ PRICE: 13,500; Weight: — the target takes 5d10 damage.

HAUBERK OF THE MAGE SLAYER: The finest „ PRICE: 26,600; Weight: 4 lbs.
dwarven steel was used to make this HELM OF THE MARTYR: Regal lions are
chain shirt. Anyone who wears it gains carved on either side of this full plate helmet.
the Arcane Resistance Edge and adds +d6 If the wearer is ever Incapacitated from
damage on Fighting attacks made against Wounds, he gains a point of Conviction,
enemies with an Arcane Background. ignores all Wound penalties, and may take
„ PRICE: 18,000; Weight: 22 lbs his next turn as usual. He may prolong his
blaze of glory by spending a Benny at the
HEAD TAKER: Said to be crafted for an start of each of his subsequent turns. If he
executioner, Head Taker is a great starts a turn without spending a Benny,
sword with a dire purpose. It allows
162
Treasure

however, he falls and goes through the LIGHTNING STAFF: This wooden staff is
usual Incapacitated process. carved with images of storms and mighty
deities striking their foes with fists of
„ PRICE: 9,875; Weight: 4 lbs.
charged lightning. It causes +4 damage
HORN OF BELLOWING: Carved from the horn whenever used to strike a target in metal
of some ancient creature, this heavy horn armor such as chain or plate mail.
emits a deep, rumbling „ PRICE: 11,250; Weight: 4 lbs.
bellow that issues forth
with great power when LUCK STONE: A luck stone acts like a point
blown (a limited action). of Conviction! Once used, it crumbles to
dust.
The sound of the horn
can be heard up to 10 miles „ PRICE: 4,500; Weight: —
distant. Sonic waves issues
NOMAD’S BOW: Shamans of nomadic
forth in the shape of a Cone
Template, pushing everyone steppe horsemen bind spirits into their
within back 2d6”. Large or weapons to produce magical effects.
greater creatures ignore this These composite bows
effect. Victims who impact a grant their wielder the
hard surface take 2d4 damage. Steady Hands Edge
and cause +2 damage to
„ PRICE: 13,500; Weight: 1 lb.
anything they hit.
JAVELIN OF THE GODS: This elegant „ PRICE: 22,500; Weight: 3 lbs.
throwing spear is engraved with runes
of fire and destruction. The wielder uses ORCBANE: Orcbane is a slim, elvish long
Athletics (throwing) to attack and when the sword that glows softly when ogres, orcs,
javelin strikes, it explodes in a Large Blast goblins, or trolls are within 100 yards. It
Template for 3d6 fire damage, or 4d6 with grows brighter as the wielder gets nearer
a raise. This destroys the javelin. such beings, leading the warrior to bloody
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
increases the wearer’s Taunt skill two die PATHBLOCKER: Pathblocker is a long,
types. sturdy spear that grants the wielder +2 to
his Fighting and damage rolls and the First
„ PRICE: 6,000; Weight: —
Strike Edge.
LEVIATHAN SUIT: The hides of various „ PRICE: 18,000; Weight: 6 lbs.
denizens of the deep are used to create
these aquatic wonders. It acts as leather PHANTOM MAIL: This rare plate corselet
armor (torso, arms, legs, head) and grants is forged from the ruined mail of a great
the Aquatic ability. champion who died in the service of an
important quest. It grants minor intangibility
„ PRICE: 6,000; Weight: 20 lbs.
to the wearer for 10 rounds once per day.
LIGHTNING ROD: This silver rod grants the „ PRICE: 11,250; Weight: 30 lbs
bolt power, which manifests as streaks
of blazing hot lightning. It’s cast with PHILOSOPHER’S STONE: T h is ra re,
Shooting or the user’s arcane skill (his mysterious crystal increases the potency
choice) and has 20 Power Points (the Power of an alchemist’s concoctions.
Points fully recharge every morning). If an alchemist has the Philosopher’s
„ PRICE: 12,000; Weight: 5 lbs. Stone, damage-causing potions do

163
FANTASY COMPANION

+d6 damage, opponents subtract 2 when track the ranger subtracts 4 from her
rolling against resisted powers, and Survival rolls.
beneficial powers with a Duration of 5 or „ PRICE: 8,000; Weight: —
more have their Duration doubled.
„ PRICE: 54,000; Weight: 1 RESPLENDENT CROWN: This ancient crown
was once said to have perched on the head
PHOENIX TAIL FEATHERS: Every phoenix of an elven queen. It emits a constant, soft,
has 35 magical tail feathers, each containing white light that Distracts goblins, orcs, and
a one-shot spell with a fire Trapping. The trolls while they’re within 12” (24 yards).
thirteen yellow feathers contain bolt, the
twelve orange feathers have burst, and the „ PRICE: 36,750; Weight: —
ten red feathers hold blast. The powers are RING OF FRAILTY: Cursed. Despite being
cast using the character’s Spirit as an action engraved with runes of vitality, the ring
and have the Damage modifier. decreases the user’s Strength and Vigor
Once removed, tail feathers don’t grow one die type.
back. Legend says that if the last feather „ PRICE: 7,500; Weight: —
is removed, the bird explodes but will not
be reborn! RING OF INVISIBILITY: These precious and
„ PRICE: 150 (yellow), 200 (orange), 500 elegant metallic bands are marked with
(red); Weight: — runes of concealment and obfuscation.
When placed on a finger, the wearer gains
PICKS OF THE MASTER THIEF: These golden major invisibility.
lockpicks ignore all penalties caused by
locks when the character attempts to pick „ PRICE: 20,000; Weight: —
a lock. They shatter if the thief ever rolls a ROBE OF STARS: This dark purple robe
Critical Failure when using them. (cloth armor) gives the wearer Toughness
„ PRICE: 6,500; Weight: — +2 and is covered in 10 bright, embroidered
stars or other symbols (1d10 stars remain
POWER STONE: These palm-sized stones if found previously used). Each star can
contain 10 Power Points. Anyone carrying be used to add +2 to an arcane skill total
one in hand can use its Power Points to after it’s rolled. Once a star has been used, it
cast spells or recharge a wand. d10 Power fades to pale yellow and no longer conveys
Points remain if found used. The stones do any powers.
not recharge.
„ PRICE: 26,000; Weight: 9 lbs.
„ PRICE: 1,200; Weight: .5 lb.
ROD OF THE NECROMANCER: This feared
RABBITSKIN BOOTS: The wearer of these relic is carved from gnarled, black wood
soft boots triples her jumping distances, with a withered human hand at the
including extra distance gained from “working end.” The hand clutches a clear
making a Strength roll. This also gives her orb filled with a myriad of souls trapped
the Savagery Edge if she can jump (even in in eternal torment. The staff contains
place) during her attack. the fear and zombie powers and 20 Power
„ PRICE: 12,000; Weight: 1 lb. Points (the Power Points fully recharge
every morning). It works only for those
RANGER BADGE: Rangers are the guardians with an Arcane Background and uses their
of the wild, sworn to uphold the balance of Spellcasting or Faith skill to activate. Any
nature. They are also excellent scouts and undead raised by the staff are automatically
trackers. This silver badge in the shape of Resilient, making them very powerful
an oak leaf increases the wearer’s Survival servants indeed!
one die type. Anyone attempting to
„ PRICE: 30,000; Weight: 5 lbs.

164
Treasure

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

165
FANTASY COMPANION

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

166
Treasure

UNLUCKY RABBIT’S FOOT: Cursed. The bearer WITCH’S BROOM: Witches have long been
of this charm subtracts 2 from her final total known to travel through the air using
anytime she spends a Benny on a Trait roll. brooms. Some are crude but many are
fanciful works of art etched with pictures
„ PRICE: 6,750; Weight: —
of black cats, full moons, goats, and other
THE UNSPEAKABLE HIDE: Stitched together symbols.
in hideous fashion from the hides of some The broom has flight at Pace 24 and
foul beast, this grotesque leather jacket Handling 0. A witch’s broom can support
gives the wearer the Ugly Minor Hindrance up to 250 pounds and no more than
and the Mighty Blow Edge. two Normal Size riders. A second rider
„ PRICE: 8,000; Weight: 11 lbs. (anything larger than a cat) reduces its
Handling by 1. A witch uses Piloting to
VIRTUOSO’S INSTRUMENT: Made with the maneuver the broom.
finest craftsmanship and infused with „ PRICE: 27,000; Weight: 3 lbs.
magic, this is a musical instrument fit
for any maestro. It adds +2 to the user’s THE WIZARD’S SANCTUM: This small
Performance skill. The specific type of icosahedron (20-sided “sphere”) has a
musical instrument varies, but most unique symbol on each of its faces. When
Virtuoso’s Instruments are lutes, fifes, someone presses the proper combination
pan pipes, lyres, or harps. At the GM’s of symbols (set when created), the
discretion, this might also be an item useful dodecahedron projects a portal to a small,
in other types of performances, such as a extradimensional space the user can retreat
theater mask or dancer’s scarf. to. These “sanctums” often appear to be
„ PRICE: 18,000; Weight: Varies libraries, academies, or other places of lore
and study.
WAND OF ENFEEBLEMENT: Capped with
The sanctum has a dozen beds and enough
copper and marked with strange runes, this
food and water for 12 people to survive
wand grants the wielder lower Trait with
for a week. The person who opened the
the Strong Power Modifier, uses Shooting
portal can close it by pressing the proper
or the user’s arcane skill (his choice), and
combination in reverse. If reopened from
contains 50 Power Points.
inside, the portal appears in the last place
„ PRICE: 2,300; Weight: — it was created.
If the wrong password is used to open
WAND OF FIREBALLS: The wand can cast
the device, it opens a portal to a random
blast with the Damage Power Modifier with
location on any plane (determined by the
a brilliant orange fire Trapping up to three
GM).
times a day. It uses the wielder’s Shooting
„ PRICE: 55,000; Weight: —
or arcane skill (his choice).
„ PRICE: 5,000; Weight: — THE WOLF’S SPEAR: This ornate hardwood
spear is carved with images of wolves—
WAND OF PUPPETRY: This insidious device hunting, pouncing, and stalking various
allows its wielder to control minds. It grants prey in some dark forest. Once per day
her the puppet power and contains 10 Power it can conjure a pack of three wolves (see
Points. It’s cast with the wielder’s Smarts or Dog/Wolf in Savage Worlds) who serve at
arcane skill (her choice). the summoner’s side for ten minutes or
„ PRICE: 7,200; Weight: — until the summoner is Incapacitated.
„ PRICE: 9,850; Weight: 6 lbs.

167
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 are 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 are 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.
168
Treasure

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 47),
later use or give them to their allies (see but subtracts 2 from her Occult roll without
Arcane Devices on page 109). 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 77 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 36), 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 51). 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 165), a magic item with a cost of
represented by the listed gold value listed.
3,000 gp. 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 — 2 50 gp Town or City
Grand +2 3 100 gp Large City
169
FANTASY COMPANION
CHAPTER SIX

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
some of the most common fantasy creatures invisibility, illusion, and all Illumination
from the core book so you won’t have to flip penalties.
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 of
Around Vision ignore one point of Gang relief.
Up bonuses, add +2 to Notice rolls to resist
attacks from Stealth, and cannot be the GAZE
target of a Sneak Attack. Many creatures can injure, paralyze, or
even turn to stone those who meet their
BASH gaze. By default, a gaze attack is a limited
Larger creatures often use their bodies or action that targets a single individual
body parts to pummel their opponents within 5” (10 yards) who resists with Vigor
during combat. See the creature’s statistics at any listed penalties or suffers the effects.
for any special effects. If the gaze must meet the victim’s
eyes (stated in its description),
171
FANTASY COMPANION

wary prey may avoid the gaze to add +4 OOZE


to his Vigor roll to resist at the cost of a Creatures which are actually colonies
−4 penalty to direct attacks against the of millions of independent microscopic
creature. If blindfolded completely, the creatures, such as slimes, ignore invisibility
penalty increases to −6, but the character and Illumination penalties. They do not
is immune to the gaze. sleep, and are immune to called shots,
poison, paralysis, slumber, Stun, blind,
INNATE POWERS Intimidation, Taunt, and puppet.
Some extraordinary creatures have magical
abilities with “spell-like” effects or powers. PACK TACTICS
Activating an Innate Power is an action The creature adds its Gang Up bonus to its
and follows all the power’s usual rules such Fighting damage as well as the attack roll.
as Range, line of sight, etc.
Automatic Powers: These powers don’t RENDING ATTACK
require a roll to activate. Those listed Some creatures have especially vicious
as “minor” use the power’s baseline claws or weapons. Victims Shaken or
description, while those listed as “major” Wounded by a rending attack are bleeding
always behave as though the power had and must make a Vigor roll as a free action
been rolled with a raise. This is true even if at the beginning of their next turn.
the power normally requires an attack roll. Failure causes one Wound and the victim
Opposed Powers: These powers must must make another Vigor roll next turn.
still be resisted by the target. A minor Success means the victim doesn’t suffer a
power sets the target number to resist at Wound, but must make a Vigor roll again
4 (because it’s a success), while a major next turn. A raise stops the bleeding and no
power sets the target number to resist at 8 further rolls are required from that attack.
(because it’s a raise). A successful Healing roll also stops the
Rolled Powers: If an ability does require bleeding.
a Trait roll, the skill or attribute is listed
in parentheses after the power, like so: SWALLOW WHOLE
invisibility (Spirit). A Critical Failure still With a successful bite attack, the victim
causes Fatigue. must make an Evasion roll or be Swallowed
Duration: Creatures do not need to spend Whole. At the end of the creature’s
Power Points to maintain Innate Powers. subsequent turns, anyone swallowed must
Power Modifiers: Innate Powers can’t make a Vigor roll at −2 or take a Wound
use Power Modifiers unless listed with the from the crushing gullet and acidic bile.
ability. This continues until they’re freed or perish.
If the creature is Shaken or Wounded from
MINDLESS the inside (ignoring its Armor!), everyone
The creature is immune to puppet, inside gets an immediate Athletics roll
Intimidation, Taunt, and any attempts to to escape. If the monster is Shaken or
manipulate it with abilities that Test its Wounded from the outside, the escape roll
Smarts. is made at −2.
Appropriate Tests (GM’s call, such as
NIGHT VISION pepper in the nose, extreme nausea from a
Some creatures thrive in the darkest depths spell effect or poison, etc.) might cause the
of the night—or in underground caverns beast to cough, sneeze, or vomit. This gives
and dungeons. Creatures with night vision everyone inside an Athletics roll to escape.
ignore all Illumination penalties.
SWAT
The monster has learned to hunt or deal
with smaller opponents. It ignores up to 4
172
Bestiary

points of Scale penalties when attacking


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

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FANTASY COMPANION

matter how many Wounds would normally an organized guild. What they have in
be caused (after Soak rolls are made). common is a lack of scruples about killing
If an attacker’s Action Card is a Joker, he for money.
may ignore this rule. Some magic items
or a creature’s Weaknesses also bypass ASSASSIN
its Unstoppable ability, as listed in the Attributes: Agility d10, Smarts d6, Spirit
description. d8, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge
d8, Fighting d8, Intimidation d6, Notice
BESTIARY d8, Persuasion d6, Stealth d8, Shooting d6,
Thievery d8
Pace: 6; Parry: 8; Toughness: 7 (2)
The creatures in the following bestiary
Hindrances: Various
appear often in fantasy settings as foes or
allies. Edges: Acrobat, Block (Imp), Combat
Acrobat, Alertness, Assassin, Dodge
(Imp), First Strike, Thief
ARACHNE Gear: Leather armor (+2), short sword
Arachnes are a mix of human and spider (Str+d6), throwing knives (Range 3/6/12,
in the same way centaurs are part human, Damage Str+d4).
part horse. They live in dense woodlands
or in underground caves, spinning webs D MASTER ASSASSIN
to catch unwary intruders. Despite being Attributes: Agility d12, Smarts d8, Spirit
a sentient race, they have no qualms about d8, Strength d6, Vigor d6
eating the flesh of other sentients. Skills: Athletics d8, Common Knowledge
Arachnes who live in the underearth also d10, Fighting d12, Healing d8, Intimi­dation
have Night Vision. d8, Notice d10, Persuasion d8, Shooting d6,
Attributes: Agility d10, Smarts d6, Spirit Stealth d12, Survival d10
d6, Strength d10, Vigor d8 Pace: 6; Parry: 9; Toughness: 7 (2)
Skills: Athletics d6, Common Knowledge Hindrances: Various
d6, Fighting d8, Intimidation d10, Notice Edges: Acrobat, Block (Imp), Combat
d8, Shooting d10, Stealth d8, Survival d6 Acrobat, Alertness, Assassin, Dodge (Imp),
Pace: 8; Parry: 6; Toughness: 9 (2) First Strike, Marksman, Level Headed,
Gear: Leather armor (+2), long sword Poison Expert, Streetwise, Quick, Thief
(Str+d8). Gear: Leather armor (+2), short sword
Special Abilities: (Str+d6), throwing knives (Range 3/6/12,
• Bite: Str+d4. Paralyzing poison. Damage: Str+d4, coated with any type of
• Size 1: Arachnes measure 7’ in length. poison the assassin desires).
• Wall Walker: Arachnes have spider- Special Abilities:
like legs and sticky webbing that helps • Poisoned Blades: Lethal poison on
them climb. swords and knives (or Paralyzing if sent
• Webbing: Arachnes can throw webs to capture a target).
from their thorax that are the size of
Small Blast Templates. This is a Shooting AQUARIAN
roll with a Range of 3/6/12. A hit means This profile includes most types of water-
the victim is Entangled, or Bound with dwelling humanoids, such as sea elves. See
a raise. page 10 for common ancestral abilities
not listed here.
ASSASSIN Attributes: Agility d8, Smarts d6, Spirit d6,
Assassins are hired killers. They may Strength d6, Vigor d6
be mysterious loners or belong to
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Bestiary

Skills: Athletics d8, Common Knowledge The bandits presented here are the
d6, Fighting d6, Notice d6, Persuasion d6, standard ruffian sort, out to get what
Stealth d6, Taunt d6 they can by whatever means necessary,
Pace: 6; Parry: 5; Toughness: 4 so change their Hindrances as suits the
Edges: Extraction setting and their particular background.
Gear: Spear (Str+d6, Reach 1).
Special Abilities: BANDIT
• Aquatic: Pace 12. Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
• Dependency: Aquarians must immerse
themselves in water one hour out of Skills: Athletics d6, Common Knowledge
every 24 or become automatically d6, Fighting d6, Notice d6, Persuasion
Fatigued each day until they’re d4, Shooting d6, Stealth d6, Thievery d6,
Incapacitated. A day after, they perish. Survival d6
They regain a level of Fatigue each hour Pace: 6; Parry: 5; Toughness: 6 (1)
when immersed. Hindrances: Greedy, Mean.
Edges: —
AVION Gear: Light leather armor (+1), short sword
Avions are winged humanoids who (Str+d6), bow (Range 12/24/48, Damage
dwell in high mountains or other remote 2d6).
locations. See page 10 for common
ancestral abilities not listed here.
D BANDIT CHIEF
Attributes: Agility d8, Smarts d6, Spirit d8,
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge
Skills: Athletics d6, Common Knowledge d8, Fighting d8, Intimi­dation d8, Notice
d6, Fighting d6, Notice d6, Persuasion d6, d6, Persuasion d8, Riding d8, Shooting
Shooting d8, Stealth d6, Taunt d6 d10, Stealth d8, Thievery d8, Survival d6
Pace: 5; Parry: 5; Toughness: 5 Pace: 6; Parry: 7; Toughness: 8 (2)
Hindrances: All Thumbs Hindrances: Greedy, Mean
Edges: Alertness, Marksman Edges: Block, Combat
Gear: Long sword (Str+d8), long bow Reflexes, Command
(Range 15/30/60, Damage 2d6). Gear: Chain mail (+2),
Special Abilities: hand axe (Str+d6).
• Can’t Swim: Avions
subt ract 2 f rom
Athletics (swimming)
rolls and each inch
moved costs them 3”
of Pace.
• Flight: Pace 12.

BANDIT
Bandits are outlaws, earning a
living by raiding small settlements
or waylaying travelers. Not all
bandits are necessarily evil. Some
may have been wrongly outlawed or
forced to flee their homes by an invading
force. Others may be Robin Hood-type
figures, fighting against an unjust system.

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FANTASY COMPANION

BARBARIAN Attributes: Agility d6, Smarts d4, Spirit d8,


Barbarian tribes live in all climes, from Strength d8, Vigor d8
the high, frigid mountains to the sun- Skills: Athletics d6, Common Knowledge
baked deserts. What unites them is a d6, Faith d8, Fighting d6, Healing d8,
more primitive lifestyle compared to the Intimidation d8, Notice d6, Persuasion d6,
civilizations around them. This might Stealth d6, Survival d8
make them sturdy and honorable or cruel Pace: 6; Parry: 6 (7 with spear); Toughness:
and savage. 8 (2)
Barbarian tribes are usually organized H i nd ra nces: Al l T humbs, Ar mor
around a chief or shaman, revered either Interference (Minor), Loyal
for their wisdom or brute strength. Edges: Arcane Background (Shaman),
Favored Terrain (local environment),
WARRIOR Primal Magic, Sacred Fetish
Attributes: Agility d6, Smarts d4, Spirit d6, Powers: Arcane protection, blast, blind, boost/
Strength d8, Vigor d8 lower Trait, divination, entangle, healing,
Skills: Athletics d8, Common Knowledge sound/silence, stun, warrior’s gift. Power
d8, Fighting d8, Intimidation d8, Notice Points: 15.
d4, Persuasion d4, Riding d6, Stealth d6, Gear: Leather armor (+2), spear (Str+d6,
Survival d8 Parry +1, Reach +1), fetish.
Pace: 6; Parry: 6 (7 with spear); Toughness:
9 (2) BARGHEST
Hindrances: All Thumbs, Mean Barghests are huge, black dogs and
Edges: Brave, Combat Reflexes, Favored harbingers of death. On their own, they
Terrain (local environment) are solitary and stealthy hunters who avoid
Gear: Leather armor (+2), club (Str+d6), large groups that might harm them. Evil
spear (Str+d6, Parry +1, Reach +1). beings sometimes train them as vicious
and loyal pets, using their curse to ensure
D CHIEFTAIN the death of their foes.
Attributes: Agility d6, Smarts d6, Spirit d6, Attributes: Agility d8, Smarts d4 (A), Spirit
Strength d10, Vigor d10 d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge Skills: Athletics d6, Fighting d8,
d8, Fighting d10, Intimi­dation d10, Notice Intimidation d8, Notice d6, Stealth d8
d6, Persuasion d6, Riding d6, Stealth d6, Pace: 8; Parry: 6; Toughness: 7
Survival d8 Special Abilities:
Pace: 6; Parry: 7 (6 with great axe); • Bite: Str+d6.
Toughness: 10 (3) • Cursed: Characters within 12” (24
Hindrances: All Thumbs, Mean yards) of a barghest can’t Soak Wounds.
Edges: Brawny, Combat Reflexes, Favored • Fleet-Footed: d10 running die.
Terrain (local environment), Iron Jaw, • Size 1: Barghests average 7’ in length
Sweep (Imp), Woodsman and stand as much as 4’ high.
Gear: Chain mail (+3), great axe (Str+d10,
AP 2, Parry −1).
BASILISK
SHAMAN Mythological basilisks are small, lizard-
Barbarian shamans are as savage and like reptiles with six legs. For those, use the
brutal as those they lead. They provide Venomous Snake in Savage Worlds with the
spiritual advice and healing in rare times death gaze below.
of peace and greatly enhance the clan’s Larger versions are more typical in most
warriors when they’re at war. fantasy settings. They have a small horn on

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Bestiary

the top of their head and a deadly gaze they Pace: 8; Parry: 5; Toughness: 16 (2).
use to kill prey before devouring it. Edges: Calculating, Level Headed (Imp),
Attributes: Agility d6, Smarts d6 (A), Spirit Quick
d8, Strength d10, Vigor d10 Special Abilities:
Skills: Athletics d6, Fighting d6, Notice • Armor +2: Scaly skin.
d10, Stealth d10 • Bite/Gore: Str+d10, Lethal Poison (bite
Pace: 6; Parry: 5; Toughness: 8 only).
Special Abilities: • Gaze: The basilisk’s gaze (see page 171)
• Bite/Gore: Str+d6, Mild Poison (bite has a Range of 12” (24 yards). Those
only). who fail the Vigor roll are Paralyzed,
• Gaze: The basilisk’s gaze (see page 171) 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 be If failed, the magic that keeps the
restored with the dispel power at −4, but character alive stutters or fails and he’s
the mage only gets one chance. If failed, forever after a statue.
the magic that keeps the character alive • Size 9 (Huge): Great basilisks are 50’
stutters or fails and he’s forever after a long from head to tail.
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,

177
FANTASY COMPANION

and wear complex outfits of unidentifiable −2 with a raise on the attack) resists this
leather. effect.
Attributes: Agility d6, Smarts d12+2, Spirit • Puppet: A beyonder can use the puppet
d8, Strength d6, Vigor d8 power with an opposed Spirit check as
Skills: Academics d12, Athletics d6, a limited action. It can use and maintain
Common Knowledge d12, Fighting d6, the power indefinitely but may only
Intimidation d10, Notice d10, Occult d8, affect one target at a time.
Persuasion d8, Psionics d10, Repair d10,
• Size 1: Beyonders are over 7′ tall.
Science d12, Stealth d6, Taunt d6
Pace: 6; Parry: 5; Toughness: 9 (2)
Hindrances: Arrogant, Curious
BIRD OF PREY
The talons of a large raptor can rip through
Edges: Arcane Background (Psionics),
flesh with ease. This profile is appropriate
A rc a ne Re si st a nc e, Ca lc u lat i ng ,
for eagles, hawks, and other hunting birds.
Concentration, Elan, Mentalist
Powers: Blast, boost/lower trait, confusion, Attributes: Agility d8, Smarts d4 (A), Spirit
deflection, drain Power Points, empathy, fear, d6, Strength d4−2, Vigor d6
illusion, mind link, mind reading, mind wipe, Skills: Athletics d8, Fighting d6, Notice
puppet, stun. Power Points: 20. d10, Stealth d8
Gear: Leather Armor (+2), dagger (Str+d4). Pace: 3; Parry: 5; Toughness: 3
Special Abilities: Edges: —
• Bite: A hit with this attack causes Special Abilities:
Energy Drain (Smarts). A Vigor roll (at • Bite/Claws: Str+d4.
• Flight: Pace 24.
• Low Light Vision: Birds of Prey
ignore penalties for Dim and Dark
Illumination.
• Size −2 (Small): Falcons, eagles, and
owls stand about 3’ tall with wingspans
of 5’ or more.
• Swoop: Foes are at −2 on Free Attacks
against a bird of prey withdrawing from
melee when its movement incorporates
an attack or test.

BOAR
Wild boars are hunted for their rich meat.
They are tenacious fighters, especially
when wounded.
Attributes: Agility d6, Smarts d4 (A), Spirit
d8, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d6,
Notice d6
Pace: 7; Parry: 5; Toughness: 7 (1)
Edges:­—
Special Abilities:
• Armor +1: Thick hide.
• Low Light Vision: Boars ignore
penalties for Dim and Dark Illumination.

178
Bestiary

• Hardy: A second Shaken result doesn’t • Burrow (6”): Burrowers can glide
cause a Wound to a wild boar. through any natural earth or stone as
• Tusks: Str+d4 (treat as horns). easily as a fish swims through water.
• Size 4 (Large): Burrowers weigh around
BUGBEAR 4 tons and stretch 15’ from mandibles to
Bugbears are savage goblinoids who bully tail.
their weaker cousins into submission for • Spit Acid: A burrower can spit acid in
food and the few luxuries they carry about a Stream Template. Creatures struck
their person. by this acid take 4d4 acid damage.
Bugbears are brutish and territorial, The burrower’s bite then loses the +d6
and often the scourge of small villages, bonus and AP 2 granted by acid until
lumberers, and those who must dwell near it can produce more, which takes six
the mountains and forests they lurk within. hours. As a result, burrowers do not
use this ability unless it is desperate or
Attributes: Agility d6, Smarts d6, Spirit d6,
frustrated.
Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge
d4, Fighting d6, Intimidation d6, Notice CAT, LARGE
d6, Persuasion d4, Shooting d4, Stealth d8, This profile covers a variety of big cats,
Survival d6 from mountain lions, to leopards, and
Pace: 6; Parry: 5 or 6 (shield); Toughness: cheetahs.
9 (4) Attributes: Agility d8, Smarts d6 (A), Spirit
Edges: Alertness d8, Strength d8, Vigor d8
Gear: Flail (Str+d6, ignores shield bonus), Skills: Athletics d8, Fighting d6,
Javelins (Range 4/8/16, Damage Str+d6), Intimidation d6, Notice d6, Stealth d8,
thick hide vest (+2), small shield. Survival d6
Special Abilities: Pace: 8; Parry: 5; Toughness: 6
• Armor +2: Thick hide. Edges: Frenzy
• Night Vision: Ignore all penalties for Special Abilities:
Illumination. • Bite/Claws: Str+d6.
• Low Light Vision: A large cat
BURROWER ignores penalties for Dim and Dark
Illumination.
These vicious, rhino-sized creatures are
a scourge on trade routes and farmlands. • Pounce: A large cat pounces on its prey
They lurk underground, listening for the to best bring their mass and claws to
telltale vibrations of large creatures passing bear. If it makes a Wild Attack, it adds
overhead, then burst from the ground to +4 to its damage instead of +2.
make a meal of the unwitting victim.
Attributes: Agility d6, Smarts d4 (A), Spirit CELESTIAL
d6, Strength d12+2, Vigor d8 Celestials are beings of supernatural good,
Skills: Athletics d6, Fighting d6, Notice d8, created by gods and goddesses as their mortal
Stealth d8 agents. They most often appear as winged
Pace: 6; Parry: 5; Toughness: 14 (4) humans of unearthly beauty with features
inspired by the deity who created them.
Edges: —
Special Abilities: Attributes: Agility d6, Smarts d8, Spirit
d10, Strength d6, Vigor d8
• Armor +4: Chitinous exoskeleton.
Skills: Athletics d8, Common Knowledge
• Bite: Str+d6 (+d6 Acid, AP 2).
d4, Faith d10, Fighting d8, Healing d6,
• Bl i nd s e n s e : Bu r rower s ig nor e
Intimidation d6, Notice d8, Occult d10,
invisibility, illusion, and all Illumination
Persuasion d10, Stealth d10
penalties.
Pace: 7; Parry: 6; Toughness: 10 (4)
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FANTASY COMPANION

Hindrances: Code of Honor, Vow (Major— exploring deep caverns, some confluence
Serve the deity who made them). of the stars, an ongoing curse, a ripple in
Edges: Arcane Background (Cleric), the magical weave, or the capricious will
Attractive, Aura of Courage, Champion, of the gods themselves. Whatever the case,
Holy Warrior after rampaging for seven days it retreats
Powers: Banish, boost Trait, detect arcana, back to wherever it came from to slumber
healing, light, protection, resurrection, smite. and dream of its return in the next century.
Power Points: 25. The Century Beast has no identifiable
Gear: Great sword (Str+d10, AP 2), plate intelligence, nor does it speak. It walks on
corselet (+4). all fours but can rear up on its hind legs
Special Abilities: when needed, towering over the mightiest
• Flight: Pace 12. structures. Each of its razor-sharp claws is
large enough to skewer a building.
CENTAUR Attributes: Agility d8, Smarts d6, Spirit
d12, Strength d12+12, Vigor d12+4
Centaurs have the upper body of a human
and the lower body of a horse. In some Skills: Athletics d6, Fighting d12+2, Notice
settings they are reclusive philosophers. d12+4
In others, they are nomads, wandering the Pace: 12; Parry: 9; Toughness: 32 (6)
plains and forests in herds. Edges: Arcane Resistance (Imp), Combat
Attributes: Agility d6, Smarts d6, Spirit d6, Reflexes, Counterattack, Frenzy, Nerves
Strength d8, Vigor d8 of Steel, Strong Willed, Sweep (Imp)
Skills: Athletics d8, Common Knowledge Special Abilities:
d6, Fighting d6, Notice d8, Persuasion d4, • Armor +6 (Heavy Armor): Thick
Shooting d6, Stealth d6, Survival d8 carapace.
Pace: 10; Parry: 7; Toughness: 9 (2) • Bite/Claws/Horns: Str+d8, Reach 4,
Gear: Leather armor (+2), spear (Str+d6, Heavy Weapon.
Parry +1, Reach 1), bow (Range 12/24/48, • Night Vision: The Century Beast
Damage 2d6). ignores all penalties for Illumination.
Special Abilities: • Fear (−4): Anyone who sees the Century
• Dependency: Centaurs must gallop Beast must make a Fear check at −4.
beneath the open sky at least one hour • Fearless: The Century Beast is immune
out of every 24. They take a level of to Fear and Intimidation.
Fatigue each day if they can’t, and • Fast Regeneration: The Century Beast
recover a level per hour spent out of may attempt a natural healing roll every
doors once free to do so. This cannot round, even if Incapacitated, until slain.
lead to Incapacitation. • Immunity: Acid, disease, Energy Drain,
• Fleet Footed: Running die d10. fire, lower Trait, paralysis, poison, puppet,
• Kick: Str+d4. Rending, Stun.
• Size 1: Centaurs are the size of small • Size 15 (Gargantuan): The Century
horses. Beast can reach up to 200’ tall and weigh
more than 3,000 tons. It can take 3 extra
Wounds.
D CENTURY BEAST • Speed: d12 running die.
The monstrosity known as the “Century • White Fire: The Century Beast’s
Beast” is a colossal, ravening leviathan that white-hot breath weapon is capable of
can level armies. It has no proper name, instantly incinerating organic matter.
but derives its nickname from its tendency It deals 6d6 damage in a Large Burst
to emerge roughly once per century to Radius up to 24” (48 yards) distant (this
terrorize the land. No one knows what is considered a Heavy Weapon). It must
awakens it—perhaps adventurers
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Bestiary

wait 1d4+1 rounds before being able to Skills: Athletics d6, Common Knowledge
use its breath weapon again. d6, Fighting d6, Faith d10, Intimidation d8,
• Swallow Whole: Anyone hit by a bite Notice d6, Persuasion d6, Stealth d6
attack must make an Evasion roll or Pace: 6; Parry: 5; Toughness: 6 (1)
be Swallowed Whole. As long as he Hindrances: Ruthless (Major), Vow
remains inside, the victim suffers one (Major—serve the order)
Wound at the end of his turn from Edges: Arcane Background (Cleric)
the crushing gullet and acidic bile. Gear: Leather armor (+2), mace (Str+d6),
Shaking, Wounding, or otherwise holy symbol.
provoking the Century Beast may Miracles: Fear, protection (bone Trapping),
result in opportunities to escape with and zombie. Power Points: 15.
an Athletics roll.
• Unstoppable: The Century Beast takes CLERIC OF LIGHT
a maximum of one Wound per attack no Attributes: Agility d6, Smarts d8, Spirit
matter how many Wounds would normally d10, Strength d6, Vigor d6
be caused (after Soak rolls are made). Skills: Athletics d4, Common Knowledge
d6, Faith d10, Healing d10, Notice d6,
CHIMERA Persuasion d8, Stealth d4, Taunt d6
A chimera has the head of a lion, the Pace: 6; Parry: 4; Toughness: 5
body of a goat, and the tail of a dragon, Hindrances: Pacifist (Minor), Vow (Major—
complete with a dragon’s head at the tip. serve the order), Vow (Major—care for the
The creature’s leonine head can breathe sick)
fire. A few chimeras can also breathe fire Edges: Arcane Background (Cleric), Healer
from their dragon-headed tail. Gear: Staff (Str+d4, Parry +1, Reach 1), holy
Attributes: Agility d8, Smarts d6 (A), Spirit symbol.
d10, Strength d12, Vigor d8 Miracles: Def lection, healing, light/
Skills: Athletics d8, Fighting d8, Notice d8, darkness. Power Points: 15.
Stealth d8
Pace: 8; Parry: 6; Toughness: 8 CLERIC OF WAR
Edges: Frenzy (Imp) Attributes: Agility d8, Smarts
Special Abilities: d6, Spirit d8, Strength d8,
• Bite/Claws: Str+d6. Vigor d8
• Fiery Breath: Chimeras breathe fire for Skills: Athletics d6, Battle
3d6 damage. They may not attack with d6, Common Knowledge
their claws or bite in the same round d6, Fighting d10, Faith
they breathe fire. d8, Intimidation d8,
• Size 2: Chimeras weigh over 500 Notice d6, Persuasion
pounds. d6, Stealth d4
Pace: 6; Par r y: 8;
Toughness: 9 (3)
CLERIC
Each deity has a network of priestly
servants whose duty it is to spread the
faith and ensure their tenets are upheld
by the faithful. A sample of commonly-
encountered priests is presented below.

CLERIC OF DEATH
Attributes: Agility d6, Smarts d8, Spirit
d10, Strength d6, Vigor d6

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FANTASY COMPANION

Hindrances: Vow (Major—serve the order) If successful, she regains a die type of
Edges: Arcane Back­ground (Cleric) Agility and is no longer petrified. Any
Gear: Chain mail (+3), battle axe (Str+d8), other lost Agility returns one die type
medium shield (+1 Parry), holy symbol. per day. Victims may also be restored
Miracles: Boost/lower trait, protection, smite. with dispel at −2, but each caster may
Power Points: 15. only try once.
• Size −2 (Small): Cockatrices are 2’ tall
COCKATRICE and weigh 5 pounds.
These small magical creatures look
like featherless chickens with bat-like COMMONER
wings and reptilian tails. For those who This profile covers everything from farmers
encounter them for the first time, they to merchants to crafters.
seem harmless—and even a bit absurd— Attributes: Agility d6, Smarts d6, Spirit d6,
until their power of petrification makes Strength d6, Vigor d6
itself known. Skills: Athletics d4, Common Knowledge
Attributes: Agility d8, Smarts d4 (A), Spirit d4, Fighting d4, Notice d6, Persuasion d4,
d6, Strength d4, Vigor d6 Shooting d4, Stealth d6
Skills: Athletics d6, Fighting d6, Notice d8, Pace: 6; Parry: 4; Toughness: 5
Stealth d8 Hindrances: Varies
Pace: 5; Parry: 5; Toughness: 3 Edges: —
Edges: Dodge Gear: Knife (Str+d4), club (Str+d4), or
Special Abilities: improvised weapons (Str+d4).
• Bite: Str+d4.
• Darkv ision: Cockatrices ig nore CROCOTTA
penalties for Illumination up to 10”. The crocotta is a hyena-like creature with
• Energy Drain (Agility): A non- powerful crocodile jaws. They can imitate
cockatrice hit by a bite attack (whether human cries (but not speech) to lure prey
it causes damage or not) must make a into traps.
Vigor roll (−2 with a raise on the attack) Attributes: Agility d8, Smarts d6 (A), Spirit
or lose a die type in Agility. The victim d6, Strength d8, Vigor d6
is Incapacitated if this would reduce Skills: Athletics d6, Fighting d6, Notice
Agility below d4. d10, Persuasion d10, Stealth d6
• Flight: Pace 9. Pace: 8; Parry: 5; Toughness: 4
• Petrification: Anyone Incapacitated by Special Abilities:
the monster’s Energy Drain is turned • Bite: Str+d8, AP 4.
to stone and must make a Vigor roll. If
• Fleet Footed: d10 Running die.
failed, the victim cannot recover on her
• Size −1: Crocottas are the size of
own.
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
d6, Strength d6, Vigor d6
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Skills: Athletics d6, Fighting d6, Notice d6, Edges: Ambidextrous, Arcane Background
Stealth d12 (Magic), Arcane Resistance, Block (Imp),
Pace: 5; Parry: 5; Toughness: 4 (1) First Strike, Frenzy (Imp), Iron Will, Level
Edges: Quick Headed, No Mercy, Sweep (Imp), Two-
Special Abilities: Fisted
• Armor +1: Thick hide. Powers: Burst, bolt, dispel, stun, summon ally,
• Bite: Str+d6. teleport, telekinesis. Power Points: 20.
• Blindsense: Darkmantles ignore Gear: Demonic plate armor (+4), balefire
invisibility, illusion, and all Illumination longsword (Str+d8, AP 2), balefire whip
penalties. (Str+d4, Reach 3). Anyone struck by a
• Flight: Pace 6. balefire weapon, whether injured or not,
has a chance of catching fire.
• Size −2 (Small): Darkmantles are 3’ tall
and weigh 40 lbs. Special Abilities:
• Tentacles (2): A darkmantle has two • Entangle: When a balor hits a Normal
tentacle actions and Reach 1. It may lash or smaller sized creature with its whip
with its tentacles for Str+d4 damage. the victim is Entangled, or Bound with
Bound or Entangled prey may be bitten a raise.
as usual. • Fear (−2): Anyone seeing a balor must
make a Fear check at −2.
• Fiery Aura: At the end of the balor’s
DEMON turn, all adjacent foes take 2d4 damage.
Demons are evil beings from Hell or Hell-
• Flight: Pace 9.
like dimensions. In most settings, they are
completely devoid of positive qualities, • Immunity: Poison, disease, and fire.
though some feign good virtues to lure • Size 6 (Large): A balor stands 25 feet tall
unwary prey to their doom. and weighs 8,000 pounds. It can take
one extra Wound.
Demons might be native to their plane
or the tortured remnants of a once- • Swat: Ignores up to 4 points of Scale
human soul (or other species). Some claim penalties when attacking creatures
dominion over certain emotions, needs, smaller than itself.
places, or phenomena, such as a demon of • Unstoppable: Balors take a maximum
vengeance, of some dark holiday, starvation of one Wound per attack no matter
or thirst, desire, or a corrupted forest. how many Wounds would normally be
caused (after Soak rolls are made).
D BALOR
A balor is a towering figure of darkness D BLACK KNIGHT
and hellfire, armed with flaming whip Clad in jet-black plate armor and armed
and a mighty sword. They are the most with terrible weapons glowing with
powerful demons and a challenge to even balefire, black knights are the elite troops
the greatest warriors or spellcasters. of the demon lords. Beneath their armor is
a mummified corpse with burning green
They can often be found leading legions
eyes and a miasma of pain and hatred.
of demons or other monsters against the
people of the world. Black knights most often serve as unit
commanders in demonic armies, but can
Attributes: Agility d12, Smarts d10, Spirit
sometimes be found as bodyguards for
d10, Strength d12+4, Vigor d12+1
powerful evil wizards and priests. Many
Skills: Athletics d8, Battle d10, Common ride nightmares as well (see page 186).
Knowledge d8, Fighting d12, Intimidate
Attributes: Agility d8, Smarts d6, Spirit
d12, Notice d10, Occult d12, Persuasion
d10, Strength d12, Vigor d10
d12, Spellcasting d10, Stealth d8
Skills: Athletics d8, Battle d10, Common
Pace: 7; Parry: 10; Toughness: 18 (4)
Knowledge d8, Fighting d10,
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FANTASY COMPANION

Intimidation d10, Notice d6, Persuasion • Steal Form: A lesser changeling can
d6, Riding d10 assume the form of anyone it touched
Edges: Arcane Resistance, Block (Imp), within the last hour.
Combat Reflexes, Frenzy (Imp), Level The changeling gains the victim’s
Headed (Imp), Sweep Agility, Strength, Vigor and related
Pace: 6; Parry: 9; Toughness: 12 (4) skills if they’re higher than its own, as
Gear: Black plate armor and heavy helm well as any physical Edges the GM feels
(+4), barbed balefire great sword (Str+d10), are appropriate.
barbed balefire lance (Str+d10). Anyone Transformation is grotesque and
struck by a balefire weapon, whether physical—the changeling must rip off
injured or not, has a chance of catching the victim’s skin, rip off its own previous
fire. skin, then drag on the new skin. This
Special Abilities: takes several minutes and results in a
• Immunity: Poison, disease, non- blood-soaked pile of shredded flesh, so
magical attacks. it’s usually done out of sight so as not to
• Size 1: Black knights stand over 7’ tall. be discovered.
• Summon Reinforcements: Once per Clothing and items aren’t copied, so
day a black knight can summon forth evil changelings imprison or slay their
1d6 demonic soldiers (page 185) per victims so they can take their gear as
success and raise on a Spirit roll. The well.
minions appear within 6” of the knight.
D GREATER CHANGELING
LESSER CHANGELING Greater changelings are more powerful
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 versions of their lesser cousins, but can
doppelgangers or skinwalkers) are improve their Smarts, Spirit, and related
skinless humanoid demons devoid of skills and Edges (including Arcane
distinguishing features save for their Backgrounds!), and can access their victim’s
gruesome appearance. When they assume memories as well!
another’s form, they take on their physical Attributes: Agility d8, Smarts d10, Spirit
appearance but not their mannerisms or d10, Strength d12, Vigor d10
memories. Close friends and relatives of Skills: Athletics d10, Common Knowledge
their victims can quickly spot something d6, Fighting d10, Notice d10, Persuasion
is off if allowed to get close or interact with d10, Stealth d10, Thievery d10
them. Edges: Block (Imp), Combat Reflexes,
Attributes: Agility d6, Smarts d6, Spirit d6, Dodge (Imp), Extraction (Imp), Quick
Strength d6, Vigor d6 Pace: 6; Parry: 9; Toughness: 5
Skills: Athletics d8, Common Knowledge Gear: As last victim.
d6, Fighting d6, Notice d8, Persuasion d6, Special Abilities:
Stealth d8, Thievery d10 • Claws: Str+d6, AP 2. Changelings have
Edges: Combat Reflexes, Quick long, terrible nails that can erupt from
Pace: 6; Parry: 5; Toughness: 5 their fingertips when needed.
Gear: As last victim. • Fear (−2): Anyone who sees a changeling
Special Abilities: in its natural form must make a Fear
• Claws: Str+d6. Changelings have long, check at −2.
terrible nails that can erupt from their • Immunity: Poison, disease, non-
fingertips when needed. magical attacks.
• Fear (−2): Anyone who sees a changeling • Re g e ne r at io n (Slow) : Gr eat e r
without its skin must make a Fear check changelings make natural healing rolls
at −2. once per day.
• Immunity: Poison, disease.
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• Steal Form: A lesser changeling can its cowl, and gazing at the target with
assume the form of anyone it touched its dead black eyes. This is an opposed
within the last hour. If any of the Spirit roll as an action that causes a
victim’s Traits are higher than its own, Wound for each success and raise.
it increases its Traits to those levels. This counts as a Test for the Collector,
It also gains all the victim’s Edges meaning its Killer Instinct Edge gives it
and Hindrances, including Arcane a free reroll if it chooses.
Backgrounds and powers. • Unnatural Senses: A collector can detect
Transformation occurs just like a lesser arcana as if it were part of its normal
changeling (see above, including the vision. It also ignores all penalties
notes on clothing and carried items). for bad lighting, including complete
darkness.
COLLECTOR
Collector demons are sent to recover DEMONIC SOLDIER
individuals who renege on their deals, The foot soldiers of greater demons are
souls who have fled from Hell, or other feral creatures with sharp teeth and claws
troublemakers their lords want captured and limited reasoning. They have black
or slain. eyes, a sharp sense of smell, and follow
Collectors are single-minded, focused their masters’ orders without question.
entirely on their quarry. They wear black, They run only if allowed to do so.
heavy robes and cowls that hide their Attributes: Agility d8, Smarts d4, Spirit d6,
horrible form—bipedal vultures with Strength d8, Vigor d8
rotting flesh and empty, hollow eyes Skills: Athletics d8, Battle d6, Fighting d8,
spinning with swirls of dim balefire. Intimidation d10, Notice d6, Stealth d10,
Collectors are often accompanied by Thievery d6
demonic soldiers and hellhounds. Edges: Alertness, Combat Reflexes
Attributes: Agility d10, Smarts d8, Spirit Pace: 6; Parry: 6; Toughness: 7 (1)
d12, Strength d12, Vigor d12 Special Abilities:
Skills: Athletics d10, Common Knowledge • Armor +1: Scaly skin.
d8, Fighting d10, Intimidation d12, Notice • Bite/Claws: Str+d6, AP 2.
d8, Stealth d12, Survival d12+2, Taunt d12, • Fear: Demonic soldiers cause Fear
Thievery d12 checks.
Edges: Arcane Resistance (Imp), Extraction • Immunity: Poison, disease, and fire.
(Imp), Killer Instinct
Pace: 8; Parry: 7; Toughness: 9 HELLHOUND
Special Abilities: Hellhounds are monstrous, evil dogs with
• Claws: Str+d6, AP 4. black hides steaming from the heat of
• Immunity: Poison, disease, non- their demonic blood. Their eyes burn with
magical attacks. balefire and their slavering fangs protrude
• Fear (−2): Collectors exude an aura of from their strong jaws at all angles.
terror. Anyone seeing one must make a Greater demons, necromancers, evil
Fear roll at −2. wizards, and other evil beings sometimes
• Single Minded: Collectors are not easily keep them as pets. Demon lords also use
swayed from their goal. They receive a them to track down their enemies, or as
+2 bonus to resist Tests. companions to collector demons.
• Size 1: These cowled demons stand over Attributes: Agility d8, Smarts d6 (A), Spirit
7’ tall. d8, Strength d10, Vigor d10
• Collect What is Due: A Collector’s Skills: Athletics d8, Fighting d6,
goal is to drain the soul of its quarry. It Intimidation d8, Notice d10, Stealth
does so by getting within 6”, dropping d10, Survival d10

185
FANTASY COMPANION

Edges: Fleet-Footed Powers: Bolt, darkness, detect/conceal arcana,


Pace: 8; Parry: 5; Toughness: 7 entangle, invisibility, and shape change.
Special Abilities: Power Points: 20.
• Bite/Claws: Str+d6. Once Wounded by Special Abilities:
a hellhound, the character subtracts • Claws: Str+d4.
2 from any natural healing rolls until • Flight: Pace 24.
all his Wounds are healed. The same • Immunity: Poison and disease.
applies to healing attempts made by • Size −3 (Very Small): Imps are a little
others (magical or otherwise). over a foot tall.
• Immunity: Poison, disease, and fire.
• Fear: Anyone who sees a hellhound LASHER
must make a Fear check. Lashers are demonic taskmasters and
• Relentless Tracker: Once given the overseers, using their barbed whips and
scent of prey from direct contact or a Leadership Edges to keep lesser demons
personal item of some sort, hellhounds in line. Considerably larger than humans,
add +4 to Survival (tracking) rolls made they resemble an unholy giant bat with
to find that prey as long as its scent is blackened, iron scales. They can be
available (GM’s call). summoned into the world through dark
• See Invisible: Hellhounds can see rituals, but are usually only employed when
invisible creatures, ignoring all penalties a number of lesser demons need controlling.
to affect them. Attributes: Agility d8, Smarts d6, Spirit
d10, Strength d12+3, Vigor d12
IMP Skills: Athletics d10, Common Knowledge
Imps are small, winged demons sent to d6, Battle d6, Fighting d10, Intimidation
the material world to serve as familiars to d12, Notice d8
unscrupulous wizards. Edges: Arcane Resistance (Imp), Command,
Attributes: Agility d10, Smarts d10, Spirit Command Presence, Fervor, Hold the
d6, Strength d6, Vigor d6 Line!, Sweep (Imp), Tactician
Skills: Athletics d6, Common Knowledge Pace: 8; Parry: 7; Toughness: 14 (4)
d6, Fighting d6, Notice d10, Occult d6, Special Abilities:
Spellcasting d8, Stealth d8, Thievery d10 • Armor +4: Iron scales.
Pace: 4; Parry: 5; Toughness: 4 • Barbed Whip: Str+d8, Reach 2.
Edges: Arcane Resistance (Imp), Combat • Fear (−2): Anyone seeing a lasher must
Reflexes, Extraction make a Fear check at −2.
(Imp), Transfer • Flight: Pace 12.
• Immunity: Poison, disease, non-
magical attacks.
• Infravision: Halve penalties for
illumination when attacking warm
targets.
• Size 2: Lashers stand 9’ tall and
weigh over 1000 pounds.

NIGHTMARE
Nightmares are demonic steeds, black as
night, with fiery hooves and flaming eyes.
They can sense intent and only accept
evil riders such as black knights,
throwing off and stomping those
of good heart.
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Bestiary

Attributes: Agility d6, Smarts d6 (A), Spirit of passion, such as a kiss. The victim
d6, Strength d12+2, Vigor d10 resists with Vigor −2. An unwilling
Skills: Athletics d8, Fighting d10, Notice d8 victim must be grappled first. A victim
Edges: Combat Reflexes, Fleet-Footed already charmed by the demon’s
Pace: 10; Parry: 6; Toughness: 14 (4) empathy power still resists but doesn’t
Gear: Hellish barding (+4). realize what’s happening.
Special Abilities: • False Face: Succubi and incubi can
• Damage Field: At the end of the appear as beautiful humanoids as a free
nightmare’s turn, every adjacent enemy action. If they are Stunned or Wounded,
takes 2d4 fire damage. they must make a Spirit roll or their true
form is revealed.
• Immunity: Poison, disease, non-
magical attacks. • Flight: Pace 8.
• Kick: Str+d8, may set targets on fire. • Immunity: Poison, disease, non-
magical attacks.
• Size 2: Nightmares weigh over 1200
pounds and stand 14 hands high. • Innate Powers: Major darkness (Mobile),
detect/conceal arcana, empathy (Charm,
• Strider: Nightmares run just above
Duration of one week; Persuasion), major
the surface of the earth and ignore
puppet (once per day), minor invisibility
movement penalties for Difficult
Terrain. • Resilient: The demons can take one
Wound before they’re Incapacitated.
SUCCUBUS/INCUBUS
Succubi and incubi are hideous demons DINOSAUR
who can appear in whatever form they Dinosaurs have long been extinct on our
think a mortal finds attractive. In some world, but in many fantasy settings they
legends this is their true form. In others continue to thrive in tropical climates or in
their true forms are winged demons with isolated locales far from civilization.
grotesque faces, leathery skin, and jagged
teeth. GIANT HERBIVORE
In either case, they use their illusory looks This profile applies to a wide range of large
to lure unsuspecting victims into deadly herbivorous dinosaurs, such as triceratops
circumstances, or to serve some unseen and brontosaurs. While generally peaceful,
masters’ bidding. Powerful succubi and these creatures are capable of amazing
incubi might have Arcane Background violence to defend their resources or their
and the puppet power, but most simply use young.
their good looks, duplicity, and powers of Attributes: Agility d6, Smarts d4 (A), Spirit
persuasion to wreak havoc in a victim’s life. d6, Strength d12+5, Vigor d8
Attributes: Agility d8, Smarts d8, Spirit Skills: Athletics d8, Fighting d6,
d10, Strength d10, Vigor d8 Intimidation d6, Notice d8, Stealth d4,
Skills: Athletics d8, Common Knowledge Survival d10
d6, Fighting d8, Notice d6, Performance Pace: 6; Parry: 5; Toughness: 14 (2)
d12, Persuasion d12+2, Shooting d6, Stealth Special Abilities:
d12, Thievery d10 • Armor +2: Thick scaly hides.
Pace: 6; Parry: 6; Toughness: 6 • Bite/Horns: Str+d6, AP 2.
Edges: Calculating, Charismatic • Size 6: Most herbivorous dinosaurs are
Special Abilities: as big as elephant and weigh many tons.
• Bite/Claws: Str+d4, AP 2. • Trample: Str+d8.
• Darkvision: Ignore penalties for
Illumination up to 10” (20 yards) distant.
• Energy Drain (Vigor): A succubus can
drain a mortal she lures into an act
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FANTASY COMPANION

AQUATIC DINOSAUR Special Abilities:


This profile may be used for large • Armor +3: Thick hide.
marine dinosaurs, such as pliosaurs and • Bite: Str+d8, AP 4.
hydrotherosaurs. • Resilient: A T-rex can take one
Attributes: Agility d10, Smarts d4 (A), additional Wound.
Spirit d6, Strength d12+4, Vigor d8 • Roar: A T-rex can emit a terrifying roar.
Skills: Athletics d8, Fighting d8, All those within 12” (24 yards) must
Intimidation d4, Notice d8, Stealth d8, make a Spirit roll or be Shaken.
Survival d8 • Size 7 (Large): These fearsome creatures
Pace: –; Parry: 6; Toughness: 9 (2) stand 30’ tall and weigh over 20,000
Special Abilities: pounds.
• Aquatic: Pace 10.
• Bite: Str+d8.
VELOCIRAPTOR
These smart, bipedal dinosaurs are pack
• Size 6: The creature stretches 10 meters
hunters with remarkably well-developed
long from snout to tail.
tactics. True velociraptors were the size of
turkeys, but the profile below is for those
PTEROSAUR
popularized in more fantastic settings.
These dinosaurs fly on leathery wings and
stab at their prey with sword-like beaks. Attributes: Agility d8, Smarts d8 (A), Spirit
d6, Strength d10, Vigor d8
Attributes: Agility d10, Smarts d4 (A),
Spirit d6, Strength d10, Vigor d8 Skills: Athletics d8, Fighting d8,
Intimidation d8, Notice d8, Stealth d8,
Skills: Athletics d8, Fighting d8,
Survival d10
Intimidation d4, Notice d10, Stealth d8,
Survival d8 Pace: 8; Parry: 6; Toughness: 9 (2)
Pace: –; Parry: 6; Toughness: 8 (1) Special Abilities:
Special Abilities: • Armor +2: Thick scaly hides.
• Armor +1: Leathery hide. • Bite/Claws: Str+d8.
• Bite/Claws: Str+d8. • Pack Tactics: Velociraptors add their
Gang Up bonus to Fighting damage as
• Flight: Pace 12.
well as the attack roll.
• Size 1: Most pterosaurs are slightly
• Rending Attack: Victims Shaken or
larger than a human.
Wounded by a rending attack must
• Swoop: Foes are at −2 on Free Attacks
make a Vigor roll as a free action at the
against a pterosaur withdrawing from
beginning of each next turn until they
melee when its movement incorporates
roll a raise, suffering a Wound with a
an attack or test.
failure.
D TYRANNOSAURUS REX • Size 1: Velociraptors are about 7’ tall.
King of the dinosaurs, the T-rex is a deadly
predator, capable of taking on prey much DRAGON
larger than itself. T-rex are poorly suited for The icons of fantasy are dragons—massive,
mountainous and dense forest terrain, and scaled reptiles breathing fire on those who
can most often be found in hilly areas or on disturb their lairs.
plains, where they hunt large herbivores. Of course that iconic image is but one of
Attributes: Agility d6, Smarts d4 (A), Spirit many. There are dragons or all sizes, some
d8, Strength d12+4, Vigor d8 that can fly and some that can’t, and a
Skills: Athletics d8, Fighting d8, Notice d8, variety of terrible breath weapons to bring
Stealth d6, Survival d6 doom and misery on their foes.
Pace: 8; Parry: 6; Toughness: 16 (3) Below are treatments of various dragons
you can use as-is or as models for smaller
or larger individuals.
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Bestiary

Note that most dragons are clever and Edges: —


long-lived creatures. They don’t fly directly Special Abilities:
into an obvious ballista, fall for silly ruses • Armor +2: Scaly hide.
designed to draw them away from their • Bite/Claws: Str+d4.
treasures, or stand and fight deadly foes • Fiery Breath: Hatchling dragons
when they can take to the air instead. They breathe fire for 1d6 damage. Other
use all of their advantages when confronted types of breath weapons are described
by would-be dragon-slayers, from their raw in the sidebar on page 8.
abilities to traps to the terrain they lair in. • Hardy: A second Shaken result in
Magic: Some dragons may have Arcane combat doesn’t cause a Wound.
Backgrounds, typically focusing on Magic. • Size −1: Dragon hatchlings are about
Depending on their age they may have the size of a dog and weigh nearly 100
additional powers, Power Points, and pounds at birth.
Power Edges as well.
D YOUNG DRAGON
HATCHLING A young or smaller species of dragon.
These baby dragons lack the fearsome Attributes: Agility d6, Smarts d6, Spirit d8,
abilities of their older kin, and haven’t yet Strength d12+5, Vigor d10
learned to fly, but are already ferocious.
Skills: Athletics d6, Common Knowledge
For juveniles, increase the size to 3 and d6, Fighting d8, Intimidation d10, Notice
increase each of their Traits by one die size d10, Persuasion d6, Stealth d6
and their breath weapon to 2d6.
Pace: 8; Parry: 7; Toughness: 18 (4)
Attributes: Agility d4, Smarts d4, Spirit d6, Edges: —
Strength d10, Vigor d8
Special Abilities:
Skills: Athletics d4, Common Knowledge
• Armor +4: Scaly hide.
d4, Fighting d6, Intimidation d4, Notice
• Bite/Claws: Str+d8.
d6, Persuasion d4, Stealth d6
• Fear (−2): Anyone who sees a mighty
Pace: 6; Parry: 5; Toughness: 7 (2)
dragon must make a Fear check at −2.

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FANTASY COMPANION

VARIANT DRAGONS
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 DRAGONS: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 DRAGONS: 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 DRAGONS: 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 DRAGONS: 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 DRAGONS: 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.

• Fiery Breath: Dragons breathe fire for D MATURE DRAGON


3d6 damage. Other types of breath A typical adult dragon.
weapons are described in the sidebar Attributes: Agility d8, Smarts d8, Spirit
on page 190. d10, Strength d12+8, Vigor d12
• Flight: Pace 24. Skills: Athletics d10, Common Knowledge
• Hardy: A second Shaken result in d6, Fighting d10, Intimidation d12, Notice
combat doesn’t cause a Wound. d12, Persuasion d10, Stealth d8
• Size 7 (Large): Dragons are massive Pace: 8; Parry: 7; Toughness: 21 (4)
creatures, over 40′ long from nose to Edges: —
tail and weighing over 30,000 pounds.
Special Abilities:
• Swat: Ignores up to 4 points of Scale
• Armor +4: Scaly hide.
penalties when attacking creatures
• Bite/Claws: Str+d8.
smaller than itself.
• Fear (−2): Anyone who sees a mighty
• Tail Lash: Str+d4. The creature may
dragon must make a Fear check at −2.
make a free attack against up to two
foes to its side or rear at no penalty. • Fiery Breath: Dragons breathe fire for
3d6 damage. Other types of breath
190
Bestiary

weapons are described in the sidebar • Hardy: A second Shaken result in


on page 190. combat doesn’t cause a Wound.
• Flight: Pace 24. • Heavy Armor +4: Scaly hide.
• Hardy: A second Shaken result in • Size 11 (Huge): Dragons are massive
combat doesn’t cause a Wound. creatures, over 75′ long from nose to tail
• Size 9 (Huge): Mature dragons are 60′ and weigh over 150 tons.
long from nose to tail and weigh over • Stomp: Str+d10. Ignores Scale modifiers.
90 tons. • Swallow Whole: Anyone hit by a bite
• Swat: Ignores up to 4 points of Scale attack must make an Evasion roll or
penalties when attacking creatures be Swallowed Whole. As long as he
smaller than itself. remains inside, the victim suffers one
• Tail Lash: Str+d4. The creature may Wound at the end of his turn from the
make a free attack against up to two foes crushing gullet and acidic bile. Shaking,
to its side or rear at no penalty. Wounding, or otherwise provoking the
• Unstoppable: Dragons take a maximum dragon may result in opportunities to
of one Wound per attack no matter how escape with an Athletics roll.
many Wounds would normally be • Swat: Ignores up to 4 points of Scale
caused (after Soak rolls are made). penalties when attacking creatures
smaller than itself.
D GREAT DRAGON • Tail Lash: Str+d4. The creature may
A particularly large specimen or older make a free attack against up to two
dragon. foes to its side or rear at no penalty.
Attributes: Agility d6 Smarts d8, Spirit d10, • Unstoppable: Dragons take a maximum
Strength d12+8, Vigor d12 of one Wound per attack no matter how
Skills: Athletics d8, Common Knowledge many Wounds would normally be
d8, Fighting d10, Intimidation d12, Notice caused (after Soak rolls are made).
d10, Persuasion d10, Stealth d6
Pace: 8; Parry: 7; Toughness: 23 (4) DRAGONFOLK
Edges: Combat Reflexes, Bolster, Extraction They are called by many names—
(Imp), Iron Jaw, Menacing, Retort, Sweep dragonkin, dragonlings, dragonborn—
(Imp) and more, but there is no confusing these
Special Abilities: humanoid dragons with other lizard-folk.
• Bite/Claws: Str+d8. They are tall, regal, bipedal beings with
• Buffet: Great dragons can buffet those pronounced spikes and fins, scaled skin,
around them with their great wings. and reptilian eyes. Their draconic ancestry
The attack affects every Normal or also gives them a deadly breath attack.
smaller Size creature within a Cone The profile below is for dragonfolk who
Template emanating forward from each descended from fire-breathing dragons.
wing. Every creature in the template For other ancestries, replace their breath
must make a Strength roll at −2. Those weapon with another type, such as acid,
that fail are knocked back 5” (10 yards) frost, or electricity.
and are prone. If they hit a solid object See page 12 for common ancestral
they take 2d4 damage as well. abilities not listed here.
• Fear (−2): Anyone who sees a mighty
dragon must make a Fear check at −2. DRAGONFOLK WARRIOR
• Fiery Breath: Dragons breathe fire for Attributes: Agility d8, Smarts d6, Spirit d8,
3d6 damage. Other types of breath Strength d10, Vigor d8
weapons are described in the sidebar Skills: Athletics d6, Common Knowledge
on page 190. d6, Fighting d8, Intimidation d8,
• Flight: Pace 24.
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FANTASY COMPANION

Notice d8, Persuasion d6, Shooting d8, Dragonfolk have 15 Power Points for
Stealth d8 this purpose only.
Pace: 6; Parry: 6; Toughness: 13 (5) • Tail Lash: Str (or Str+d4 if tipped with
Hindrances: Arrogant a mace or blade).
Edges: Brave, Combat Reflexes, Frenzy
(Imp) DRAKE
Gear: Barbed scimitar (Str+d8), chain mail Drakes are non-flying dragons with animal
(+3). intelligence (rather than the more human-
Special Abilities: like sentience of true dragons). They are
• Armor +2: Scaly hide. much more aggressive in direct combat
• Bite/Claws: Str+d4, AP 2. than their distant cousins, however.
• Environmental Resistance (Heat): +4 Attributes: Agility d6, Smarts d6 (A), Spirit
resistance / −4 damage from heat or fire- d10, Strength d12+6, Vigor d12
based effects. Skills: Athletics d8, Fighting d10,
• Fiery Breath: Dragonfolk can spit balls Intimidation d12, Notice d8, Stealth d6,
of fire. This works as the bolt power Pace: 6; Parry: 7; Toughness: 18 (4)
using Shooting to aim the fireballs. The Edges: —
Ability is innate rather than magical. Special Abilities:
Dragonfolk have 15 Power Points for • Armor +4: Scaly hide.
this purpose only. • Bite/Claws: Str+d8.
• Tail Lash: Str (or Str+d4 if tipped with • Fear: Drakes are frightening creatures
a mace or blade). to behold.
• Fiery Breath: Drakes breathe fire for
DRAGONFOLK SORCERER 3d6 damage.
Attributes: Agility d8, Smarts d10, Spirit
• Resilient: Drakes can take one Wound
d10, Strength d8, Vigor d8
before they’re Incapacitated.
Skills: Athletics d6, Common Knowledge
• Size 6 (Large): Drakes are over 20′ long
d6, Fighting d6, Intimidation d8, Notice d8,
from snout to tail.
Persuasion d6, Shooting d8, Spellcasting
d10, Stealth d8 • Tail Lash: Str. The creature may make a
free attack against up to two foes to its
Pace: 6; Parry: 5; Toughness: 9 (3)
side or rear at no penalty.
Hindrances: Arrogant
Edges: Arcane Background (Sorcerer),
Combat Reflexes, DWARF
Powers: Blast, deflection, detect/conceal arcana, Dwarves are common in mountains, where
dispel, fear, healing, obscure, protection, shape they live in vast underground cities. The
change, smite, speak language. Power Points: statistics presented here are for a typical
30. dwarf warrior.
Gear: Barbed dagger (Str+d8), cloth armor. Attributes: Agility d6, Smarts d6, Spirit d6,
Special Abilities: Strength d8, Vigor d8
• Armor +2: Scaly hide. Skills: Athletics d6, Common Knowledge
d6, Fighting d8, Intimidation d6, Notice
• Bite/Claws: Str+d4, AP 2.
d6, Persuasion d6, Stealth d6, Taunt d6
• Environmental Resistance (Heat): +4
Pace: 5 (d4 running die); Parry: 8;
resistance / −4 damage from cold or ice-
Toughness: 8 (3)
based effects.
Hindrances: Greedy (Minor), Loyal
• Fiery Breath: Dragonfolk can spit balls
of fire. This works as the bolt power Edges: Brave, Nerves of Steel, Sunder,
using Shooting to aim the fireballs. The Sweep
Ability is innate rather than magical.

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Bestiary

Gear: Chain mail (+3), battle axe (Str+d8), • Size 4 (Large): An air elemental is 16
medium shield (+2), throwing axes (Range feet long and weighs 4 pounds. It can
3/6/12, Damage Str+d6). take one extra Wound.
Special Abilities: • Swat: Ignores up to 4 points of Scale
• Low Light Vision: Dwarves ignore penalties when attacking creatures
penalties for Dim and Dark lighting. smaller than itself.
• Reduced Pace: d4 running die. • Wind Blast: Air elementals can send
directed blasts of air to push their foes
ELEMENTAL away. They may choose one target or a
Elementals are living spirits of earth, Cone Template, and use Shooting for
fire, water, or air. Below are the standard the roll. Those affected make a Strength
elementals, as well as their elder and small roll (at −2 if the elemental gets a raise)
variants. or are hurled 2d6″. Anyone who strikes
a hard object (such as a wall) takes 2d4
Elder: The profile lists all Traits, Derived
non-lethal damage.
Statistics, and Edges. The Elder elemental
has the same Special Abilities as its base ELDER AIR ELEMENTAL
counterpart, with any adjustments listed. Attributes: Agility d12+3, Smarts d4, Spirit
Small: The profile lists all Traits, Derived d8, Strength d12+2, Vigor d10
Statistics, and Edges. The Small elemental Skills: Athletics d10, Fighting d10,
has the same Special Abilities as its base Intimidation d10, Notice d8, Occult d8,
counterpart, with any adjustments listed. Shooting d10, Stealth d8
Pace: —; Parry: 7; Toughness: 15
COMMON ABILITIES
Edges: Extraction, Frenzy, Quick
• Elemental: No additional damage from
Special Abilities:
Called Shots; ignores 1 point of Wound
penalties; doesn’t breathe, immune to • Bash: Str+d6, AP 2.
disease and poison; ignore penalties for • Size 8 (Huge): An elder air elemental
Illumination up to 10”. is 40 feet long and weighs 12 lbs. It can
take two extra Wounds.
AIR ELEMENTAL
This cloud-like creature has dark hollows SMALL AIR ELEMENTAL
reminiscent of eyes and a mouth, and Attributes: Agility d8, Smarts d4, Spirit d6,
a howling wind whips it into ominous Strength d6, Vigor d6
shapes. Skills: Athletics d8, Fighting d6, Notice d6,
Attributes: Agility d12, Smarts d4, Spirit Occult d4, Shooting d6, Stealth d8
d6, Strength d10, Vigor d8 Pace: —; Parry: 5; Toughness: 4
Skills: Athletics d10, Fighting d8, Notice Special Abilities:
d6, Occult d4, Shooting d8, Stealth d8 • Size −1: A small air elemental is 4 feet
Pace: —; Parry: 6; Toughness: 10 long and weighs 1 lbs.
Edges: —
Special Abilities:
EARTH ELEMENTAL
This hulking, roughly humanoid creature
• Air Mastery: Airborne creatures suffer
of dirt and stone explodes up from the
a −1 penalty to attack air elementals.
earth, faceless save for two glowing
• Bash: Str+d6. gemstone eyes.
• Flight: Pace 12.
Attributes: Agility d4, Smarts d4, Spirit d6,
• Gaseous Form: Can pass through Strength d12+1, Vigor d8
cracks in doors or windows, bubble
Skills: Athletics d6, Fighting d8, Notice d6,
through water, etc.
Occult d4, Stealth d6
• Immunity: Air or wind-based effects.
Pace: 5; Parry: 6; Toughness: 12 (2)

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FANTASY COMPANION

Edges: — ELDER EARTH ELEMENTAL


Special Abilities: Attributes: Agility d4, Smarts d4, Spirit d8,
• Armor +2: Rocky hide. Strength d12+4, Vigor d8
• Bash: Str+d6. Skills: Athletics d6, Fighting d10, Notice
• Burrow (5″): Earth elementals can meld d8, Occult d8, Stealth d6
into and out of the ground. Pace: 5; Parry: 7; Toughness: 16 (2)
• Earth Mastery: An earth elemental gets Edges: Sweep
a free reroll on attack and damage rolls Special Abilities:
if both it and its target are touching the • Bash: Str+d6, AP 2.
ground. • Size 8 (Huge): An elder earth elemental
• Immunity: Immune to earth-based is 40 feet long and weighs 60,000 lbs. It
attacks (including thrown stones or can take two extra Wounds.
powers with earth, mud, stone, or sand
Trappings). SMALL EARTH ELEMENTAL
• Size 4 (Large): An earth elemental is 16 Attributes: Agility d4, Smarts d4, Spirit d6,
feet long and weighs 6,000 pounds. It Strength d8, Vigor d8
can take one extra Wound. Skills: Athletics d6, Fighting d6, Notice d6,
• Swat: Ignores up to 4 points of Scale Occult d4, Stealth d6
penalties when attacking creatures Pace: 5; Parry: 5; Toughness: 7 (2)
smaller than itself. Special Abilities:
• Size −1: A small earth elemental is 4 feet
long and weighs 80 lbs.

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Bestiary

FIRE ELEMENTAL WATER ELEMENTAL


This creature looks like a living, mobile This translucent creature’s shape shifts
bonfire, tongues of flame reaching out in between a spinning column of water and
search of things to burn. a crashing wave.
Attributes: Agility d12, Smarts d4, Spirit Attributes: Agility d6, Smarts d4, Spirit d6,
d6, Strength d6, Vigor d6 Strength d12, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidate Skills: Athletics d6, Fighting d8, Notice d6,
d6, Notice d6, Occult d4 Occult d4, Shooting d8, Stealth d6
Pace: 8; Parry: 6; Toughness: 9 Pace: 5; Parry: 6; Toughness: 10
Edges: — Edges: Sweep (Imp)
Special Abilities: Special Abilities:
• Bash: Str+d6. • Aquatic: Pace 12.
• Burn: Anyone hit by a fire elemental’s • Bash: Str+d6.
bash must make an Evasion roll or catch • Drench: The elemental extinguishes
fire, taking 2d6 initial damage. any flames it comes into contact with.
• Environmental Weakness: Cold. • Immunity: Immune to water-based
• Immunity: Fire. attacks.
• Size 4 (Large): This fire elemental is 16 • Seep: Can squeeze through any porous
feet long and weighs 4 pounds. It can gap as if it were Difficult Ground.
take one extra Wound. • Size 4 (Large): This water elemental is
• Swat: Ignores up to 4 points of Scale 16 feet long and weighs 2,250 pounds. It
penalties when attacking creatures can take one extra Wound.
smaller than itself. • Swat: Ignores up to 4 points of Scale
penalties when attacking creatures
ELDER FIRE ELEMENTAL smaller than itself.
Attributes: Agility d12+1, Smarts d4, Spirit • Water Blast: Water elementals can send
d8, Strength d12+2, Vigor d10 directed blasts of water to push their
Skills: Athletics d6, Fighting d10, foes away. They may choose one target
Intimidation d10, Notice d8, Occult d8 or a Cone Template, and use Shooting
Pace: 8; Parry: 7; Toughness: 15 for the roll. Those affected make a
Edges: Extraction, Frenzy Strength roll (at −2 if the elemental gets
Special Abilities: a raise) or are hurled 2d6″. Anyone who
• Bash: Str+d6, AP 2. strikes a hard object (such as a wall)
• Size 8 (Huge): An elder fire elemental takes 2d4 non-lethal damage.
is 40 feet long and weighs 12 lbs. It can • Water Mastery: A water elemental gets
take two extra Wounds. a free reroll on attack and damage rolls if
both it and its target are touching water.
SMALL FIRE ELEMENTAL
Attributes: Agility d8, Smarts d4, Spirit d6, ELDER WATER ELEMENTAL
Strength d6, Vigor d6 Attributes: Agility d12, Smarts d4, Spirit
Skills: Athletics d6, Fighting d6, Intimidate d8, Strength d12+3, Vigor d8
d6, Notice d6, Occult d4 Skills: Athletics d12, Fighting d10, Notice
Pace: 8; Parry: 5; Toughness: 4 d8, Occult d8, Shooting d10, Stealth d6
Special Abilities: Pace: 5; Parry: 7; Toughness: 14
• Size −1: A small fire elemental is 4 feet Special Abilities:
long and weighs 2 lbs. • Bash: Str+d6, AP 2.
• Size 8 (Huge): An elder water elemental
is 40 feet long and weighs 24,000 lbs. It
can take two extra Wounds.

195
FANTASY COMPANION

SMALL WATER ELEMENTAL • Size 6 (Large): Elephants can take one


Attributes: Agility d6, Smarts d4, Spirit d6, extra Wound.
Strength d8, Vigor d8 • Swat: Ignores up to 4 points of Scale
Skills: Athletics d6, Fighting d6, Notice d6, penalties when attacking creatures
Occult d4, Shooting d6, Stealth d6 smaller than itself.
Pace: 5; Parry: 5; Toughness: 5 • Trample: Str+d6.
Special Abilities: • Tusks: Str+d6, AP 2 (counts as horns).
• Size −1: A small water elemental is 4
feet long and weighs 34 lbs. WAR ELEPHANT
War elephants are massive beasts bred for
battle. In war, they carry a wooden platform
ELEPHANT on their back, housing the steersman
These large herbivores wander tropical and three soldiers. The wooden platform
plains or forest regions in family herds. provides Light Cover and +2 Armor for up
They are hunted for their meat and their to four riders.
ivory tusks. They sometimes serve as
Attributes: Agility d6, Smarts d4 (A), Spirit
mounts and beasts of burden—or even
d10, Strength d12+6, Vigor d12
beasts of war.
Skills: Athletics d8, Fighting d8, Notice d4,
Survival d6
ELEPHANT
Attributes: Agility d6, Smarts d6 (A), Spirit Edges: Nerves of Steel, Sweep (Imp)
d8, Strength d12+4, Vigor d12 Pace: 6; Parry: 6; Toughness: 18 (3)
Skills: Athletics d6, Fighting d6, Notice d8, Special Abilities:
Survival d6 • Armor +3: Thick hide.
Pace: 7; Parry: 6; Toughness: 15 (1) • Hardy: A second Shaken result in
Special Abilities: combat doesn’t cause a Wound.
• Armor +1: Thick hide. • Size 7 (Large): War elephants can take
• Low Light Vision: Elephants ignore one extra Wound.
penalties for Dim and Dark Illumination. • Trample: If a war elephant runs it can
trample every Large or smaller Size
creature in its path for Str+d6 damage.
Those in its path may Evade.
• Tusks: Str+d10. The tusks of a
war elephant are fitted with spiked,
metal caps.

ELF
Elves inhabit magnificent forests
and fantastic cities. Below are two
profiles for high elves who dwell
in towering and beautiful
cities and two profiles for
wood elves who embrace
and live in great woods.

HIGH ELF
ARCHER
Attributes: Agility
d8, Smarts d6, Spirit
d8, St rengt h d6,
Vigor d6
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Bestiary

Skills: Athletics d8, Common Knowledge Gear: Cloth armor (+1), power stone (page
d6, Fighting d8, Healing d6, Notice d8, 164), ring of Toughness +1.
Persuasion d6, Shooting d10, Stealth d10, Special Abilities:
Survival d6 • Low Light Vision: Elves ignore
Pace: 6; Parry: 6; Toughness: 8 (3) penalties for Dim and Dark lighting.
Hindrances: All Thumbs, Arrogant,
Cautious, Suspicious (Major) WOOD ELF ARCHER
Edges: Double Shot, Marksman Attributes: Agility d8, Smarts d6, Spirit d8,
Gear: Chain mail armor (+3), short sword Strength d6, Vigor d6
(Str+d6), Elven bow (Range 15/30/60, Skills: Athletics d8, Common Knowledge
Damage 2d6). d6, Fighting d6, Healing d6, Notice d8,
Special Abilities: Persuasion d6, Shooting d8, Stealth d10,
• Low Light Vision: Elves ignore Survival d10
penalties for Dim and Dark lighting. Pace: 6; Parry: 7; Toughness: 7 (2)
Hindrances: All Thumbs, Cautious,
HIGH ELF SPEARMAN Suspicious (Major)
Attributes: Agility d6, Smarts d6, Spirit d6, Edges: Combat Reflexes, Double Shot,
Strength d6, Vigor d6 Favored Terrain (Forest), Marksman,
Skills: Athletics d8, Common Knowledge Woodsman
d6, Fighting d8, Healing d4, Notice d6, Gear: Leather armor (+2), rapier (Str+d4,
Persuasion d6, Shooting d6, Stealth d6, Parry +1), Elven bow (Range 15/30/60,
Survival d4 Damage 2d6).
Pace: 6; Parry: 6 (7 with spear); Toughness: Special Abilities:
8 (3) • Low Light Vision: Elves ignore
Hindrances: All Thumbs, Cautious, penalties for Dim and Dark lighting.
Suspicious (Major)
Edges: First Strike WOOD ELF MAGE
Gear: Chain mail armor (+3), spear (Str+d6, Attributes: Agility d6, Smarts d10, Spirit
Parry +1, Reach 1). d10, Strength d4, Vigor d6
Special Abilities: Skills: Athletics d6, Common Knowledge
• Low Light Vision: Elves ignore d6, Fighting d6, Healing d6, Notice d10,
penalties for Dim and Dark lighting. Persuasion d6, Shooting d6, Stealth d8,
Survival d8
HIGH ELF MAGE Pace: 6; Parry: 6; Toughness: 8 (3)
Attributes: Agility d6, Smarts d10, Spirit H i nd ra nces: All T humbs, Ar mor
d10, Strength d4, Vigor d6 Interference (Minor), Cautious, Suspicious
Skills: Athletics d6, Common Knowledge (Major)
d6, Fighting d6, Healing d6, Notice d8, Edges: Arcane Background (Wizard),
Persuasion d8, Shooting d6, Stealth d6, Concentration, Woodsman
Survival d6 Powers: Arcane protection, barrier, beast
Pace: 6; Parry: 6; Toughness: 7 (1) friend, bolt, boost/lower Trait, deflection, dispel,
H i nd ra nces: Al l T humbs, Ar mor divination, entangle, illusion, protection, relief,
Interference (Minor), Cautious, Suspicious sloth/speed. Power Points: 20.
(Major) Gear: Enchanted natural armor (+3), power
Edges: Arcane Background (Wizard), stone (page 164).
Concentration Special Abilities:
Powers: Arcane protection, blast, bolt, boost/ • Low Light Vision: Elves ignore
lower Trait, deflection, dispel, havoc, light/ penalties for Dim and Dark lighting.
darkness, protection, sloth/speed, telekinesis.
Power Points: 20.
197
FANTASY COMPANION

FEY on humans while remaining unseen.


The wild places are the home of the fey, 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 Attributes: Agility d6, Smarts d6, Spirit d8,
a good nature, while others delight in Strength d4−1, Vigor d6
playing pranks on hapless travelers. Skills: Athletics d6, Common Knowledge
d6, Fighting d6, Notice d8, Persuasion
COMMON ABILITIES d8, Repair d8, Stealth d12+1, Taunt d10,
„ FEY: Unless otherwise stated, all fey Thievery d10
have Low Light Vision (ignore penalties Pace: 6; Parry: 5; Toughness: 2
for Dim and Dark Illumination), and Hindrances: Greedy (Minor)
take +4 damage from cold iron weapons. Edges: Humiliate, Mr. Fix It, Quick, Retort
Special Abilities:
BROWNIE • Fey: Ignore penalties for Dim and Dark
Brownies are tiny brown, green, blue, Illumination; +4 damage from cold iron.
or even purple humanoids with crude • Inconspicuous: Leprechauns can cloud
clothing and caps. They are wingless but the perception of others, allowing them
can teleport short distances. 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 • Size −3 (Very Small): Leprechauns
doesn’t leave an offering, they retaliate with stand about a foot tall and weigh 10
pranks that can eventually turn dangerous. 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: 8; Parry: 5; Toughness: 1 are those who dwell in forests, bodies of
water, or mountains.
Edges: Arcane Background (Magic), Fleet-
Footed, Quick, Rabble-Rouser Dryads are shy by nature, spying on
Powers: Blind, entangle, fear, growth/shrink, intruders and making their presence known
puppet. Power Points: 20. only if their woods, grove, or meadows
are threatened. Properly entreated, they
Special Abilities:
might guide travelers through a forest’s
• Fey: Ignore penalties for Dim and Dark
depths with subtle signs or nudges down
Illumination; +4 damage from cold iron.
particular trails. When angered they’re
• Size −4 (Tiny): Brownies are only a few likely to guide predators toward wayward
inches tall and weigh 3 pounds. intruders.
• Speak with Animals: Brownies can
Naiads are fresh water spirits who dwell
communicate freely with all animals.
in lakes, streams, and rivers. Nereids are
• Teleport: Brownies can teleport up to their salt water sisters, and live in bays,
10” (20 yards) as a limited action. This estuaries, or the open sea itself. Both are
movement costs no Power Points. capricious sorts who may help a drowning
man or watch him curiously as he sinks
LEPRECHAUN into the depths.
These mischievous fey appear as portly little
humans in distinctive colorful clothing. Oreads are spirits of rocks, stones,
They delight in playing humiliating— mountains and earth. They are motherly
though never dangerous—pranks types who might appear to help those in
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Bestiary

need, particularly if they’re women or NYMPH


children. When enraged, expect terrible Nymphs appear as gorgeous young women
earthquakes and avalanches. with large almond-shaped eyes, long hair,
Sylphs are air spirits who sculpt the wind, and diaphanous clothing. Their beauty is
dwelling in the swirling air atop high hills so dazzling that a mere glance can cause a
and mountains. They are standoffish and person to go blind.
indifferent, but quick to anger. Attributes: Agility d12, Smarts d8, Spirit
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d4, Vigor d10
d10, Strength d6, Vigor d6 Skills: Athletics d8, Fighting d8, Notice d8,
Skills: Athletics d8, Common Knowledge Persuasion d10, Spellcasting d8, Stealth
d6, Fighting d4, Healing d6, Notice d10, d8, Survival d8
Persuasion d8, Spellcasting d10, Stealth Pace: 6; Parry: 6; Toughness: 10 (3)
d10, Survival d12 Edges: Arcane Background (Magic), Very
Pace: 6; Parry: 4; Toughness: 5 Attractive
Hindrances: Stubborn, Suspicious Powers: Beast friend, blast, boost/lower
Edges: Arcane Background (Magic), Very trait, detect/conceal arcana, environmental
Attractive, Woodsman protection, entangle, healing, relief, protection,
Spells: Barrier, beast friend, def lection, stun, summon ally, teleport. Power Points:
entangle, farsight, healing, protection, shape 20.
change, slumber, stun. Power Points: 30. Gear: Dagger (Str+d4).
Special Abilities: Special Abilities:
• Aquatic (Naiads and Nereids): Pace 10”. • Armor +3: Enchanted skin.
• Fey: Ignore penalties for Dim and Dark • Blinding Beauty: As a limited action,
Illumination; +4 damage from cold iron. a nymph can force a humanoid looking
• Flight (Sylphs Only): Pace 12. directly at her to make a Vigor roll or
• Nature Bond: Nature spirits share their gain the Blind Hindrance. This can be
soul with a particular section of forest, cured using healing with the Greater
body of water, windy mountaintop, Healing Modifier.
or rocky feature. They must remain • Fey: Ignore penalties for Dim and Dark
within 36” of this “focus” or their magic Illumination; +4 damage from cold iron.
doesn’t work. If the focus is destroyed or • Inspiration: A nymph can choose to
polluted, the spirit suffers a similar fate. inspire a single creature and serve as
• Meld: Nature spirits can meld into or a muse. She gives the creature a token
out of their element as a limited action, (typically a lock of her hair). As long as
and remain melded as long as they she favors this person, they add +1 to all
wish. While melded they cannot be Spirit and Performance rolls. This effect
seen or detected by non-magical means. lasts as long as the nymph desires.
• Speak with Nature: Nature spirits can
speak with both living creatures and PIXIE
inanimate objects. Pixies are tiny winged fey who frolic in
• Summon Defender: In cases of extreme secluded glades. They appear as pale,
danger, a nature spirit can summon an childlike humanoids with iridescent
elemental of their own type—air for wings. Among the fey they are the most
sylphs, or water for naiads and nereids. closely linked to magic itself, gathering in
Dryads instead animate their own places where arcane energy is strongest.
home, which arises as a war tree (see Though they are notoriously shy, pixies are
page 245). sought out by spellcasters for their magical
• Wall Walker (Oreads Only): Oreads properties.
can traverse any surface made of rock Attributes: Agility d8, Smarts d6,
or earth as if it were level ground. Spirit d10, Strength 1, Vigor d4
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FANTASY COMPANION

Sk i l l s : At h le t ic s d8, Pace: 6; Parry: 5; Toughness: 6


Com mon K nowledge Hindrances: —
d6, Fighting d4, Notice Edges: Arcane Background (Magic),
d10+2, Persuasion d6, Charismatic, Liquid Courage
Spellcasting d8, Stealth Gear: Short bow (Range 12/24/48,
d10, Taunt d6 Damage 2d6), dagger (Str+d4),
Pace: 6; Parry: 4; Toughness: 1 panpipes.
Edges: Alert ness, Arca ne Powers: Barrier, beast friend,
Background (Magic), Channeling, disguise, empathy, entangle, healing,
Quick, Rapid Recharge (Imp) invisibility, shape change, slumber.
Powers: Beast friend, illusion, Power Points: 10.
inv i si bilit y, slumb e r, Special Abilities:
teleport. Power Points: • Fey: Ignore penalties for
30. Dim and Dark Illumination; +4
Special Abilities: damage from cold iron.
• Fey: Ignore penalties • Horns: Str+d4.
for Di m a nd Dark • P i p e s : A s a t y r u s e s
Illumination; +4 damage Performance as his arcane skill.
from cold iron. When a satyr plays the panpipes,
• Flight: Pace 12. he gains +2 to Performance rolls.
• Magical Nature: Pixies possess a
powerful connection to magic. Any FIGHTER
spellcaster gains the benefits of a pixie’s These hardened men and women are
Power Edges as long as they are within trained for a life of combat. Some are enlisted
5”. (or conscripted!) into a proper army, some
• Pixie Dust: Pixies continuously emit belong to respected mercenary groups with
a sparkly dust which, if sprinkled on a history of integrity and loyalty to their
another being, temporarily affects paymaster, while others are freelancers
them as per the fly power. A pixie emits who are happy to switch sides if a better
enough dust per day for 5 power points. offer is made. Groups of mercenaries are
• Size −4 (Tiny): Pixies are only a few often armed with the same weapons. Thus,
inches tall and are almost weightless. one finds mercenary pikemen, cavalrymen,
• Wi ld Spi r it : Capt u red pi x ies skirmishers, archers, and so on.
automatically become Fatigued each
day until they’re Incapacitated and COMMON FIGHTER
eventually die. They regain a level of Attributes: Agility d6, Smarts d6, Spirit d6,
Fatigue each hour when freed. Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge
SATYR d6, Fighting d6, Notice d6, Persuasion d4,
These human-sized fey have the furry legs Shooting d6, Stealth d6
of a goat and a set of horns on their temples. Pace: 6; Parry: 5; Toughness: 8 (2)
They live for pleasure, known for their love
Hindrances: Various
of music, food, and wine. Satyrs focus their
Edges: Soldier
magic by playing harps or panpipes.
Gear: Leather armor (+2), long bow (Range
Attributes: Agility d8, Smarts d6, Spirit d8,
15/30/60, Damage 2d6), long sword
Strength d6, Vigor d8
(Str+d8).
Skills: Athletics d8, Common Knowledge
d8, Fighting d6, Notice d8, Performance VETERAN FIGHTER
d10, Persuasion d8, Shooting d6, Stealth Attributes: Agility d8, Smarts d6, Spirit d8,
d6, Survival d6, Taunt d8 Strength d8, Vigor d8
200
Bestiary

Skills: Athletics d6, Common Knowledge salamander. Nonmagical ice or water


d6, Fighting d8, Notice d6, Persuasion d4, has no additional effect.
Shooting d8, Stealth d6 • Fier y Aura: At the end of the
Pace: 6; Parry: 8; Toughness: 9 (3) salamander’s turn, all adjacent beings
Hindrances: Various take 2d6 damage and may catch fire.
Edges: Combat Reflexes, Soldier • Immunity (Fire): Fire salamanders
Gear: Chain mail (+3), helm (+3), medium take no damage from fire or fire-based
shield (Parry +2), long sword (Str+d8), long attacks.
bow (Range 15/30/60, Damage 2d6). • Low Light Vision: Fire salamanders
ignore penalties for Dim and Dark
D OFFICER Illumination.
Officers are experienced soldiers with
control over a military unit or mercenary FURY
company. They typically carry the same Furies are sent by the gods or other great
weapons as their men but are mounted. beings to protect their flocks in times of
Attributes: Agility d8, Smarts d8, Spirit d8, extreme duress; or to punish their own
Strength d10, Vigor d8 worshipers if they offend their masters. The
Skills: Athletics d6, Battle d6, Common exact form of a fury varies by deity, but all
Knowledge d6, Fighting d8, Notice d6, have terrible claws, wings, and relentless
Persuasion d4, Riding d6, Shooting d8, rage. They may look like angels, demons,
Stealth d6 harpies, or even humanoid birds of prey.
Pace: 6; Parry: 9; Toughness: 10 (4) If the targets are very powerful or the sin
Hindrances: Various particularly great, the furies are all named
Edges: Block, Combat Reflexes, Command, Wild Cards.
Fervor, Hold the Line, Soldier Attributes: Agility d8, Smarts d6, Spirit
Gear: Plate corselet (+4), chain limbs (+4), d10, Strength d10, Vigor d8
helm (+4), medium shield (Parry +2), long Skills: Athletics d6, Common Knowledge
sword (Str+d8), crossbow (Range 10/20/40, d4, Fighting d10, Intimidation d6, Notice
Damage 2d6), war horse. d6, Persuasion d6, Stealth d10
Edges: Arcane Resistance, Berserk, Frenzy
FIRE SALAMANDER (Imp)
These bright orange creatures live in Pace: 6; Parry: 5; Toughness: 7 (1)
volcanic areas or baking-hot deserts. They Special Abilities:
can only survive in moderate temperatures • Armor +1: Hide.
for several hours before needing to return • Claws: Str+d4
to their infernal pits. • Flight: Pace 6.
Attributes: Agility d10, Smarts d6 (A), • Resilient: Furies can take one Wound
Spirit d8, Strength d10, Vigor d10 before they’re Incapacitated.
Skills: Athletics d10, Common Knowledge
d4, Fighting d10, Intimidation d10, Notice
d8, Stealth d10
GARGOYLE
Everyone knows the stone figure, hunched
Pace: 8; Parry: 7; Toughness: 7 over, watching endlessly. Few know they
Edges: Combat Reflexes, Quick are recreations of real creatures.
Special Abilities:
• Bite/Claws: Str+d6+2, may set target on GARGOYLE
fire. Unknown to most, these creatures served
• Environmental Weakness (Cold, as the inspiration for the stone figures so
Water): Magical ice- or water-based often found on ornate buildings. In the
attacks are +4 to affect or damage a fire wild, they are natural predators,
flying about on leathery wings and
201
FANTASY COMPANION

perching on craggy rock faces waiting for Pace: 3; Parry: 7; Toughness: 11 (4)
prey—a tireless vigil that prompted their Special Abilities:
use in architecture. • Armor +4: Body of stone.
Attributes: Agility d8, Smarts d4, Spirit d6, • Bite/Claws: Str+d6.
Strength d10, Vigor d8 • Construct: +2 to recover from being
Skills: Athletics d10, Common Knowledge Shaken; ignores 1 point of Wound
d4, Fighting d8, Intimidation d8, Notice penalties; does not breathe or suffer
d6, Stealth d8 from disease or poison.
Edges: Alertness • Camouflage: Gargoyles blend with
Pace: 4; Parry: 6; Toughness: 8 (2) natural stone, granting them +2 to
Special Abilities: Stealth rolls when perfectly still.
• Armor +2: Thick, leathery skin. • Fearless: Gargoyles are immune to fear
• Bite/Claws: Str+d6. and Intimidation.
• Camouflage: Gargoyles blend with • Flight: Pace 12.
natural stone, granting them +2 to
Stealth rolls when perfectly still. GREATER GARGOYLE
• Flight: Pace 10. The true terrors of the skies are stone
gargoyles of immense size and terrific
STONE GARGOYLE wingspan, brought to life by eldritch
These gargoyles are winged statues given magic, strange events, or even demonic
magical life, often to serve as guardians for possession.
powerful wizards or other magical beings. Attributes: Agility d8, Smarts d6, Spirit
Attributes: Agility d6, Smarts d4, Spirit d6, d10, Strength d12+2, Vigor d12
Strength d12, Vigor d10 Skills: Athletics d10, Fighting d12,
Skills: Athletics d10, Fighting d10, Intimidation d10, Notice d8, Stealth d6
Intimidation d8, Notice d6, Stealth d8 Edges: Frenzy (Imp), Iron Jaw, Menacing,
Edges: — Nerves of Steel

202
Bestiary

Pace: 3; Parry: 7; Toughness: 12 (4) Skills: Athletics d6, Common Knowledge


Special Abilities: d6, Fighting d6, Intimidation d8, Notice
• Bite/Claws: Str+d10. d8, Stealth d10, Survival d8, Thievery d6
• Construct: +2 to recover from being Edges: Alertness
Shaken; ignores 1 point of Wound Pace: 6; Parry: 5; Toughness: 8
penalties; does not breathe or suffer Special Abilities:
from disease or poison. • Bite/Claws: Str+d4.
• Camouflage: Gargoyles blend with • Infravision: Halve penalties for
natural stone, granting them +2 to Illumination when attacking warm
Stealth rolls when perfectly still. targets.
• Fearless: Gargoyles are immune to fear • Paralysis: Anyone Wounded by a
and Intimidation. ghoul’s bite or claw must make a Vigor
• Flight: Pace 10. roll or be Stunned. More powerful
• Heavy Armor +4: Body of stone. ghouls may Stun simply by Shaking
• Resilient: If a greater gargoyle isn’t a their foe.
Wild Card, it can take one additional • Undead: +2 Toughness; +2 to recover
Wound. from being Shaken; no additional
damage from Called Shots; ignores
GHOST BLADE 1 point of Wound penalties; doesn’t
A ghost blade is an animated sword. It may breathe; immune to disease and poison.
be held by a spectral warrior or enchanted
by a wizard. Those once wielded by great GIANT
heroes or villains are Wild Cards. Below are various types of giants, from the
If the blade has a ghostly form it is nothing flesh-eating monsters of myth to exalted
but an image—it can’t be dispelled or beings who dwell in the clouds.
affected. The profile is for the sword itself.
Attributes: Agility d8, Smarts d4 (A), Spirit CYCLOPS
d8, Strength d10, Vigor — Cyclopes are a race of one-eyed giants.
Despite an affinity for goats, they’ll happily
Skills: Athletics d10, Fighting d12, Notice
devour most any meat they can get their
d8
massive hands on. In some legends, the
Edges: Block (Imp)
cyclops crafted lightning bolts for the gods.
Pace: 6; Parry: 10; Toughness: —
Attributes: Agility d6, Smarts d6, Spirit d6,
Gear: Most ghost blades are long swords
Strength d12+3, Vigor d8
(Str+d8).
Skills: Athletics d8, Common Knowledge
Special Abilities:
d6, Fighting d8, Intimidation d8, Notice
• Animate Object: Hardness 14. d6, Survival d6
• Fearless: Ghost blades are immune to Hindrances: One Eye
Fear and Intimidation.
Pace: 8; Parry: 6; Toughness: 8
Gear: Giant club (Str+d10).
GHOUL Special Abilities:
Ghouls are scavengers of the dead who feast • Hurl Boulders: If a cyclops has access
off carrion and any unfortunate victims to large rocks (or similar objects), he can
who catch them in their unwholesome acts. hurl them at Range 5/10/20. They deal
They are traditionally undead, but may be damage 3d6 in a Small Blast Template.
degenerate humans or other beings in some
• Lightning Bolts: In mythological games
settings (remove the Undead ability if so).
where cyclops forge lightning bolts for
Attributes: Agility d10, Smarts d6, Spirit the gods, they keep a few on hand to
d6, Strength d8, Vigor d8 hurl at their foes. Range 24/48/96,
Damage 3d10.
203
FANTASY COMPANION

• Size 5 (Large): Cyclops stand over 15’ +4 damage. Nonmagical cold has no
tall. additional effect.
• Fiery Aura: Fire giants radiate fearsome
FIRE GIANT heat. At the end of their turn, all adjacent
Fire giants dwell in hot places, such as foes suffer 2d6 damage.
caverns beneath volcanoes or scorching • Immunity (Fire): Fire giants take no
deserts. Most have ruddy complexions, damage from fire, including arcane
flame-red hair, and bushy eyebrows that powers with a fire or heat trapping.
look like dancing fire. • Size 5 (Large): Fire giants are over 20’
Attributes: Agility d6, Smarts d6, Spirit d8, tall.
Strength d12+5, Vigor d10
Skills: Athletics d6, Common Knowledge FROST GIANT
d6, Fighting d8, Intimidation d10, Notice Frost giants live in high mountains, above
d6, Persuasion d6, Stealth d6 the snow line, or in the frozen reaches of
Edges: Sweep (Imp) the world. Sometimes they build vast forts
Pace: 8; Parry: 6; Toughness: 15 (3) of stone and ice from which they rule over
Gear: Chain mail (+3), large great axe lesser races, such as orcs and goblins, as
(Str+d12), thrown rock (Range 5/10/20, veritable gods. Their skin is pale blue, and
Damage 3d6+2, if heated targets may catch their hair as white as snow.
fire). Attributes: Agility d6, Smarts d6, Spirit d8,
Special Abilities: Strength d12+5, Vigor d10
• Environmental Weakness (Cold): Skills: Athletics d8, Common Knowledge
Magical cold and ice attacks cause d6, Fighting d8, Intimidation d10, Notice
d6, Persuasion d6, Stealth d6
Edges: Sweep (Imp)
Pace: 8; Parry: 6; Toughness: 13 (2)
Gear: Leather armor (+2), large maul
(Str+d10), thrown rock (Range 5/10/20,
Damage 3d6).
Special Abilities:
• Icy Aura: Frost giants
radiate deadly cold. At the end of
their turn, all adjacent foes suffer
2d6 damage.
• Immunity (Cold): Frost giants take no
damage from cold or cold-based attacks.
• Size 5 (Large): Frost giants are over 20’
tall.
• Weakness (Fire): Magical heat and flame
attacks cause +4 damage. Nonmagical
heat has no additional effect.

HILL GIANT
These hulking brutes prey on sheep, cattle,
and the occasional shepherd too foolish to
run when they hear them coming. Some
hill giants are ettins, whose two heads
grant them the Alertness Edge.
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d12+3, Vigor d10
204
Bestiary

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

GIANT BEE • Size 2: This magical beast stands 15’


Fortunately, giant bees don’t form into tall, has a wingspan of 30’ and weighs
swarms, but they’re bad enough on their 500 lbs.
own! • Swoop: Foes are at −2 on Free Attacks
Attributes: Agility d8, Smarts d4 (A), Spirit against a giant bird withdrawing from
d6, Strength d4, Vigor d6 melee when its movement incorporates
Skills: Athletics d6, Fighting d6, Notice d8 an attack or test.
Pace: 3; Parry: 5; Toughness: 3
GIANT CENTIPEDE
Special Abilities:
Measuring up to 24’ long and covered in
• Flight: Pace 24. black chitinous armor, giant centipedes are
• Size −2 (Small): Giant bees are 3’ long. predominantly found underground or in
• Sting: Str+d4, AP 2. Mild Poison. tropical jungles. Their powerful mandibles
• Pack Tactics: Giant bees add their Gang can pierce most armor and deliver a lethal
Up bonus to Fighting damage as well as poison.
the attack roll. Attributes: Agility d6, Smarts d4 (A), Spirit
d6, Strength d12+3, Vigor d10
GIANT BIRD Skills: Athletics d6, Fighting d6, Notice d6,
Giant birds are rare but make for formidable Stealth d6
opponents. This profile represents all
Pace: 6; Parry: 5; Toughness: 16 (3)
manner of giant birds, from vultures to
Special Abilities:
eagles.
• Armor +3: Thick chitinous armor.
Attributes: Agility d10, Smarts d6, Spirit
• Bite: Str+d8, AP 4. Lethal Poison.
d6, Strength d10, Vigor d6
• Size 6 (Large): Giant centipedes grow
Skills: Athletics d8, Fighting d8, Notice
up to 24’ long.
d12, Stealth d4
Pace: 3; Parry: 6; Toughness: 9 (2)
GIANT CRAB
Edges: Alertness Giant crabs live on beaches, hiding under
Special Abilities: the sand ready to leap out at passing prey.
• Armor +2: Thick feathers. Attributes: Agility d8, Smarts d4 (A), Spirit
• Bite/Claws: Str+d6, AP 2. d8, Strength d10, Vigor d8
• Flight: Pace 9. Skills: Athletics d8, Fighting d8, Notice d8,
Stealth d10
Pace: 8; Parry: 6; Toughness: 11 (4)
Special Abilities:
• Aquatic: Pace 8.
• Armor +4: Giant crabs have thick shells.
• Claws: Str+d6. Their pincers add
+2 to grappling attempts and crushing
damage caused to Bound or Entangled
prey.
• Size 1: The shells of giant crabs are
five feet long at their widest point and
weigh over 400 pounds.

GIANT LIZARD
This profile represents various giant
lizards, from geckos to iguanas.

206
Bestiary

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 (Large): 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
• Bite: A giant mosquito’s Bite causes no if cornered or defending their nests. They
damage, but allows the creature to use tend to move and scavenge in small packs.
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 Skills: Athletics d8, Fighting d6, Notice d8,
unless completely covered in armor Stealth d8, Survival d6
with a natural bonus of +3 or more. The Pace: 8; Parry: 5; Toughness: 4
mosquito remains attached after the Edges: Acrobat, Alertness
attack and is Vulnerable. On its next Special Abilities:
turn, it flies away at half Pace, fat and • Bite: Str+d4.
bloated. The mosquito’s attack can’t • Infection: Giant rats often bear a disease
Incapacitate a victim. (GM’s call for type and severity).
• Infravision: Halve penalties for • Low Light Vision: Giant rats ignore
Illumination when attacking warm penalties for Dim and Dark Illumination.
targets. • Size −1: Giant rats are the size of dogs.
• Flight: Pace 12.
• M i nd less: I m mu ne to pup pet, GIANT SCORPION
Intimidation, and Taunt. Giant scorpions are usually found in hot
• Size −2: Giant mosquitoes are about 2’ climates. Unlike their normal-size cousins,
long and weigh no more than 10 pounds. giant scorpions are fierce predators.
Attributes: Agility d8, Smarts d4 (A), Spirit
GIANT OCTOPUS d8, Strength d12+1, Vigor d10
These terrors of the deep are aggressive Skills: Athletics d6, Fighting d8,
and always hungry. Alone, they’re quite Intimidation d8, Notice d6, Stealth d8
cowardly and attack only what they Edges: Frenzy (Imp)
207
FANTASY COMPANION

Pace: 8; Parry: 6; Toughness: 14 (4) Attributes: Agility d8, Smarts d4 (A), Spirit
Special Abilities: d8, Strength d12+2, Vigor d10
• Armor +4: Chitinous skin. Skills: Athletics d10, Fighting d8,
• Pincers: Str+d4, +2 to grappling attacks. Intimidation d10, Notice d8, Shooting d10,
• Stinger: Str+d6. Lethal Poison −2. Stealth d10
• Size 3: Giant scorpions are 10’ long. Pace: 8; Parry: 6; Toughness: 13 (2)
Special Abilities:
GIANT SNAKE • Armor +2: Chitinous skin.
Stretching nearly 50 feet long, these huge • Bite: Str+d6. Mild or Lethal Poison.
snakes are nightmares to behold. They may • Size 4: Great spiders have bodies the
come in any variety, from constrictors like size of hippos.
pythons or boas to venomous snakes like • Wall Walker: The creatures move at
vipers or even cobras. their full Pace on walls and ceiling
Attributes: Agility d10, Smarts d4 (A), • Webbing: The spiders can cast webs
Spirit d6, Strength d12+7, Vigor d10 from their thorax that are the size of
Skills: Athletics d10, Fighting d8, Small Blast Templates. This is a Shooting
Intimidation d10, Notice d8, Stealth d8 roll with a Range of 6″. A hit means the
Pace: 10; Parry: 6; Toughness: 18 (1) victim is Entangled, or Bound with a
Special Abilities: raise.
• Armor +1: Thick scales
• Bite: Str+d4. Mild or Lethal Poison GIANT TOAD
(venomous snakes only). Giant toads are monstrous, bloated
• Size 9 (Huge): These snakes are as long amphibians, capable of swallowing a
as whales and weigh many tons. person in a single gulp.
• Constrict (Constrictors Only): +2 to Attributes: Agility d8, Smarts d4 (A), Spirit
Athletics and Strength rolls made to d6, Strength d12+1, Vigor d8
grapple. Skills: Athletics d6, Fighting d6, Notice
d10, Stealth d8
GIANT SPIDER QUEEN Edges: —
These horrors tower over other giant Pace: 6; Parry: 5; Toughness: 10
spiders. They build their nests in dense Special Abilities:
forests or in caves frequented by potential • Bite: Str+d6.
prey. • Engulf: A raise on a bite doesn’t cause
additional damage. Instead, the target
is Bound with the toad’s tongue and
swallowed whole! While in the toad’s
belly, the victim takes 2d4 damage
every round from its
cr ush i ng stomac h
muscles and burning
acid.
• Size 4 (Large):
Giant toads weigh
over 4000 pounds.

208
Bestiary

GLIDE MONKEYS
Glide monkeys resemble large baboons
with leathery flaps stretching from their
wrists to their ankles. They live in the
highest treetops and travel from tree to tree
by leaping or gliding, avoiding their many
ground-based predators.
Attributes: Agility d10, Smarts d8 (A),
Spirit d8, Strength d6, Vigor d8
Skills: Athletics d10, Fighting d6, Notice
d6, Stealth d6, Survival d6
Edges: —
Pace: 4; Parry: 5; Toughness: 5
Gear: rocks, coconuts, tree branches (Range
5/10/20, Damage Str+d4).
Special Abilities:
• Bite: Str+d4.
• Glide: The monkeys can glide at a Pace
of 10. Treat this like Flight as long as
they start at significant height or have
strong winds.
• Size −1: Glide monkeys are the size of
human children.

GNOLL GOBLIN
Gnolls are humanoids with hyena-like Goblins of myth and legend are far more
faces and double-jointed legs. They gather sinister creatures than some games and
in packs and are fierce and ferocious fiction portray. In the original tales, they
predators. were terrifying creatures that stole into
Attributes: Agility d6, Smarts d6, Spirit d6, homes in the middle of the night to abduct
Strength d8, Vigor d6 and eat unruly children. The statistics here
Skills: Athletics d6, Common Knowledge work for both dark “fairy tale” goblins
d6, Fighting d6, Intimidation d6, Notice as well as those found alongside orcs in
d6, Persuasion d4, Shooting d6, Stealth d4, contemporary roleplaying games.
Survival d6, Taunt d8 In either case, goblins appear as ugly,
Pace: 6; Parry: 5; Toughness: 7 (2) short humanoids with green or gray skin.
Gear: Flail (Str+d6, ignores shield bonus), They skulk about in scraps of armor and
short bow (Range 12/24/48, Damage 2d6), are handy with a spear or bow. See page
hide armor (+1). 16 for common ancestral abilities not
Special Abilities: listed here.
• Armor +1: Thick fur.
• Bite: Str+d4. GOBLIN WARRIOR
• Darkvision: Gnolls ignore penalties for Attributes: Agility d8, Smarts d6, Spirit d6,
Illumination up to 10”. Strength d4, Vigor d6
• Pack Tactics: Gnolls attack in packs, Skills: Athletics d6, Common Knowledge
adding any Gang Up bonus to their d8, Fighting d6, Intimidation d6, Notice
Fighting damage rolls. d6, Persuasion d4, Shooting d6, Stealth d8,
Taunt d6, Thievery d6
Pace: 5; Parry: 5; Toughness: 5 (1)

209
FANTASY COMPANION

Hindrances: Greedy (Major), Mean Special Abilities:


Edges: — • Infravision: Halve penalties for
Gear: Short spears (Str+d4), bows (Range Illumination when attacking warm
12/24/48, Damage 2d6), leather armor (+1). targets.
Special Abilities: • Size −1: Goblins are the size of small
• Infravision: Halve penalties for bad children.
lighting when attacking targets that
radiate heat. D GOBLIN WORG RIDER
• Size −1: Goblins stand 3–4′ tall. These elite goblin warriors ride trained
worgs into combat.
GOBLIN SHAMAN Attributes: Agility d8, Smarts d6, Spirit d6,
Goblin shamans serve as advisors to goblin Strength d8, Vigor d6
lords. Their arcane talents give them a Skills: Athletics d6, Common Knowledge
position of respect within the tribe. d6, Fighting d8, Notice d6, Persuasion d4,
Attributes: Agility d6, Smarts d8, Spirit d6, Riding d8, Shooting d8, Stealth d10, Taunt
Strength d4, Vigor d6 d6
Skills: Athletics d6, Common Knowledge Pace: 5; Parry: 6; Toughness: 6 (2)
d4, Faith d8, Fighting d6, Notice d6, Hindrances: Greedy (Major), Mean
Persuasion d4, Spellcasting d6, Stealth d8, Edges: Beast Bond, Formation Fighter
Thievery d6 Gear: Long sword (Str+d8), bow (Range
Pace: 5; Parry: 6; Toughness: 4 12/24/48, Damage 2d6), leather armor (+2).
Hindrances: Mean Special Abilities:
Edges: Arcane Background (Shaman), • Infravision: Halve penalties for
Primal Magic, Sacred Fetish Illumination when attacking warm
Gear: Staff (Str+d4, Parry +1, Reach 1). targets.
Powers: Bolt, blast, blind, confusion, deflection, • Size −1: Goblins are the size of small
entangle, havoc, protection, wall walker. children.
Power Points: 15.
GOLDEN RAM
Golden ram are large beasts, living in
remote mountainous regions. Their fleece is
actually made of fine gold threads, making
them popular with hunters and trappers.
Attributes: Agility d8, Smarts d6 (A), Spirit
d8, Strength d12+1, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d6,
Stealth d4, Survival d4
Edges: —
Pace: 8; Parry: 6; Toughness: 9
Special Abilities:
• Horns: Str+d6, +4 damage for one
Fighting attack if the ram ran this turn.
This is usually used with the Wild
Attack option.
• Mountain Beast: Golden rams ignore
penalties for Difficult Terrain in
mountainous regions.
• Size 2: Golden rams weight over 800
pounds.

210
Bestiary

GOLEMS Pace: 4; Parry: 6; Toughness: 9 (2)


Golems are magical constructs, given life Gear: Long sword (Str+d8).
by sorcerers or mad scientists. Creating one Special Abilities:
is costly and laborious but powerful when • Armor +2: Hard skin and muscle.
successful. Golems cannot usually talk, but • Construct: +2 to recover from being
may scream, bellow, or otherwise create Shaken; ignores 1 point of Wound
sounds—especially when intimidating penalties; does not breathe or suffer
their foes. from disease or poison.
• Fear: Characters seeing a corpse golem
BONE GOLEM must make a Fear check.
Bone golems are crafted from many dozens • Fearless: Golems are immune to Fear
of bones. They may be arranged in clear and Intimidation.
humanoid shape or simply a confusing • Resilient: Golems can take one
jumble with legs. Some bone golems are additional Wound.
fused and jointed, others held together • Slow: Corpse golems have d4 running
with enchanted cords, and yet others just die.
hold their shape through magical means.
They are usually armed with swords or GLASS GOLEM
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 ×4 (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)
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FANTASY COMPANION

LAVA GOLEM • Armor +5: Magically hardened metal.


Lava golems have fiery ichor running • Construct: +2 to recover from being
through their rock bodies. Their eyes glow Shaken; ignores 1 point of Wound
red and their fists are superheated. penalties; does not breathe or suffer
Attributes: Agility d6, Smarts d4, Spirit d6, from disease or poison.
Strength d12, Vigor d10 • Fearless: Golems are immune to Fear
Skills: Athletics d6, Fighting d8, and Intimidation.
Intimidation d10, Notice d6, Shooting d8, • Resilient: Golems can take one
Stealth d6 additional Wound.
Edges: Arcane Resistance (Imp) • Size 2: Metal golems stand over 10’ high
Pace: 6; Parry: 6; Toughness: 12 (4) and weigh 6,000 pounds.
Special Abilities:
STONE GOLEM
• Armor +4: Magically hardened stone.
Stone golems are the most common. As
• Breath Weapon: Lava golems can spew
with most golems, they are shaped in the
molten lava using Athletics and a Cone
form of warriors and serve as guardians.
Template for 3d8 damage. This may be
Attributes: Agility d6, Smarts d4, Spirit d8,
Evaded.
Strength d12+2, Vigor d12
• Construct: +2 to recover from being
Skills: Athletics d10, Fighting d10,
Shaken; ignores 1 point of Wound
Intimidation d8, Notice d6, Stealth d4
penalties; does not breathe or suffer
from disease or poison. Edges: Arcane Resistance (Imp)
• Fearless: Golems are immune to Fear Pace: 5; Parry: 7; Toughness: 13 (4)
and Intimidation. Special Abilities:
• Fiery Aura: Lava golems radiate intense • Armor +4: Magically hardened stone.
heat. At the end of their turn, all adjacent • Construct: +2 to recover from being
foes suffer 2d6 damage. Shaken; ignores 1 point of Wound
• Immunity (Fire): Lava golems take no penalties; does not breathe or suffer
damage from fire, including arcane from disease or poison.
powers with a fire or heat trapping. • Fearless: Golems are immune to Fear
• Resilient: Golems can take one and Intimidation.
additional Wound. • Resilient: Golems can take one
• Size 1: Lava golems stand over 8’ high additional Wound.
and weigh 2,000 pounds. • Size 1: Stone golems stand over 8’ high
• Superheated Fists: Str+d10. and weigh 4,000 pounds.
• Stone Fists: Str+d6.
METAL GOLEM
Typically crafted in humanoid form from STRAW GOLEM
iron or bronze, metal golems are among the Straw golems are most often designed
most powerful and durable constructs. to resemble scarecrows, surprising
Attributes: Agility d6, Smarts d4, Spirit d8, unsuspecting foes when they suddenly
Strength d12+3, Vigor d12+1 leap from their perches to attack.
Skills: Athletics d12, Fighting d10, Attributes: Agility d10, Smarts d4, Spirit
Intimidation d10, Notice d6, Stealth d4 d6, Strength d8, Vigor d8
Edges: Arcane Resistance (Imp), Sweep Skills: Athletics d8, Fighting d8,
(Imp) Intimidation d6, Notice d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 15 (5) Edges: Arcane Resistance (Imp)
Gear: Great axe (Str+d10, −1 Parry, requires Pace: 6; Parry: 6; Toughness: 6
two hands). Gear: Pitchfork (Str+d6, Reach 1, requires
Special Abilities: 2 hands) or scythe (Str+d10, −1 Parry,
requires 2 hands).
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Bestiary

Special Abilities: predators, swooping down to pin and trap


• Construct: +2 to recover from being their foes. Then they tear them open with
Shaken; ignores 1 point of Wound their sharp beaks.
penalties; does not breathe or suffer Attributes: Agility d8, Smarts d6 (A), Spirit
from disease or poison. d8, Strength d12, Vigor d10
• Fearless: Golems are immune to Fear Skills: Athletics d10, Fighting d8,
and Intimidation. Intimidation d8, Notice d12, Stealth d6
• Resilient: Golems can take one Edges: Frenzy (Imp)
additional Wound. Pace: 6; Parry: 6; Toughness: 8
• Weakness (Fire): Straw golems take Special Abilities:
double damage from fire and catch fire • Bite/Claws: Str+d6.
on a 4+ instead of the usual 6+. • Flight: Pace 12.
• Horse Terror: Griffins’ favorite prey is
GRAVE GUARDIAN horse flesh. Horses seeing a griffin must
Grave guardians are blackened corpses make a Fear check or become Panicked.
with long talons and yellow eyes. They are • Size 1: Griffins weigh over 500 pounds.
sometimes summoned in crypts or tombs • Pounce: If a griffon makes a Wild
to watch over the valuables contained Attack when swooping down on prey
within. They can be given simple orders from above, it adds +4 damage instead
by their makers, usually to slay potential of +2 to one successful Fighting attack.
thieves, hunt down any who escape, and • Swoop: Foes are at −2 on Free Attacks
retrieve stolen items. against a griffin withdrawing from
Attributes: Agility d6, Smarts d6, Spirit melee when its movement incorporates
d10, Strength d12, Vigor d12 an attack or test.
Skills: Athletics d8, Common Knowledge
d6, Fighting d10, Intimidation d10, Notice HAG
d8, Stealth d8 These cannibalistic ogres have powerful
Pace: 6; Parry: 7; Toughness: 10 magical abilities and feed on living flesh.
Edges: Arcane Resistance (Imp) They’re particularly fond of children, and
Special Abilities: are the monsters at the heart of many
• Burrow (6”): The creatures can tunnel cautionary tales.
through all but solid stone. Attributes: Agility d4, Smarts d8, Spirit d8,
• Claws: Str+d6. Strength d10, Vigor d8
• Fear (−2): Anyone seeing a grave Skills: Athletics d8, Common Knowledge
guardian must make a Fear roll at −2. d6, Fighting d6, Intimidation d8, Notice
• Fast Regeneration: Grave guardians d6, Occult d8, Persuasion d10, Spellcasting
may attempt a natural healing roll every d10, Taunt d8, Thievery d6
round unless Incapacitated. Pace: 5; Parry: 6; Toughness: 6
• Resilient: Grave guardians can take one Edges: Arcane Background (Magic)
additional Wound. Hindrances: Mean, Ugly
• Undead: +2 Toughness; +2 to recover Gear: Staff (Str+d4, Parry +1, Reach 1).
from being Shaken; no additional Powers: Blind, boost/lower Trait, curse,
damage from Called Shots; ignores entangle, fear, illusion, protection, puppet,
1 point of Wound penalties; doesn’t scrying, slumber, speed. Power Points: 20.
breathe; immune to disease and poison. Special Abilities:
• Claws: Str+d6.
GRIFFIN • Fear: Anyone seeing a hag must make
Griffins have the body of a lion and the a Fear check.
head and wings of an eagle. They are fierce

213
FANTASY COMPANION

HALF-FOLK Skills: Athletics d6, Common Knowledge


Half-folk try to avoid trouble, but sometimes d6, Fighting d6, Intimidation d6, Notice
trouble comes to them. The statistics are for d6, Stealth d6
a typical militiaman. Edges: Alertness
Attributes: Agility d8, Smarts d6, Spirit d8, Pace: 2; Parry: 5; Toughness: 5
Strength d6, Vigor d6 Special Abilities:
Skills: Athletics d6, Fighting d6, • Claws: Str+d4.
Intimidation d6, Notice d6, Persuasion d6, • Flight: Pace 12.
Shooting d8, Stealth d8, Taunt d8 • Low Light Vision: Harpies ignore
Pace: 1; Parry: 5; Toughness: 6 (1) penalties for Dim and Dark Illumination.
Hindrances: Small • Pounce: If a harpy makes a Wild Attack
Edges: Luck, Marksman when swooping down on prey from
Gear: Leather armor (+1), short sword above, it adds +4 damage instead of +2
(Str+d6), sling (Range: 4/8/16, Damage: to one successful Fighting attack.
Str+d4).
Special Abilities: HIPPOGRIFF
• Reduced Pace: d4 running die. A hippogriff has the body and hindquarters
• Size −1: Half folk average around four of a horse and the head, wings, and
feet tall. forelimbs of a giant eagle. They are natural
enemies of griffins, but are no less fond of
flesh than their rivals.
HARPY Attributes: Agility d8, Smarts d8 (A), Spirit
Harpies have the lower body, wings, and
d6, Strength d12+2, Vigor d12
claws of a vulture and the head and chest
of an ugly woman. In mythology, they were Skills: Athletics d8, Fighting d8,
created by the gods, but in more typical Intimidation d8, Notice d12
fantasy settings they may be a natural Edges: Frenzy (Imp)
species, capable of breeding and forming Pace: 8; Parry: 6; Toughness: 11
a rudimentary society. Special Abilities:
Attributes: Agility d8, Smarts d6, Spirit d6, • Bite/Claws: Str+d6.
Strength d6, Vigor d6 • Flight: Pace of 12.
• Size 3: Hippogriffs are comparable in
size to a war horse.

HOBGOBLIN
Hobgoblins are large goblinoids. They can
be found in their own communities, as well
as lording over their lesser kin. They are
renowned for their callous violence and
cruelty.
Attributes: Agility d8, Smarts d6, Spirit
d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Common
Knowledge d4, Fighting d8, Intimidation
d8, Notice d6, Taunt d6, Shooting d8,
Stealth d8
Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Command
Gear: Leather armor (+2), barbed long
sword (Str+d8).
214
Bestiary

Special Abilities: • Fast Regeneration: Hydras may attempt


• Infravision: Halve penalties for a natural healing roll every round as a
Illumination when attacking warm free action, even if Incapacitated, unless
targets. their Wounds were caused by fire or
flame. This can regenerate limbs—
HORSE, ELVEN including heads!
Elven horses are slightly smaller than • Size 6 (Huge): Hydra are large creatures,
riding horses but considerably faster and weighing over 10,000 pounds.
can cross broken ground as if it were a
smooth road. Elves never sell them and JABBER BIRD
only rarely give them as gifts to non-elves Jabber birds are cowardly forest-dwelling
who have done their people a great service. scavengers. Their high-pitched caws serve
Attributes: Agility d10, Smarts d10 (A), two purposes—they disorient potential
Spirit d8, Strength d10, Vigor d10 prey and alert predators an easy meal
Skills: Athletics d6, Fighting d4, Notice d8 awaits. Once the predators have killed the
Pace: 14; Parry: 4; Toughness: 9 prey and taken their fill, the jabber birds
Special Abilities: feed on the remains.
• Fleet Footed: d12 running die, ignore Jabber birds Taunt prey using their Rabble-
movement penalties for Difficult Rouser Edge, making them Distracted or
Terrain. Vulnerable for other predators lurking
• Kick: Str+d4. nearby.
• Rider Empathy: Elves gain +2 to Riding Attributes: Agility d10, Smarts d6 (A),
rolls on an elven horse. Spirit d6, Strength d4, Vigor d6
• Size 2: Elven horses weigh between 600 Skills: Athletics d6, Fighting d4, Notice d6,
and 800 pounds. Stealth d6, Taunt d10
Edges: Rabble-Rouser
HYDRA Pace: — ; Parry: 4; Toughness: 2
Hydras are multi-headed beasts, akin to Special Abilities:
dragons. Traditionally, they have multiple • Flight: Pace 12.
heads that breathe fire and regenerate if • Size −3 (Very Small): Jabber birds are
decapitated. the size of crows.
Attributes: Agility d6, Smarts d4 (A), Spirit
d8, Strength d12+5, Vigor d12
Skills: Athletics d6, Fighting d6,
D JINNI
Jinn (the singular is jinni, the Westernized
Intimidation d10, Notice d6 spelling is genie) are ageless, magical
Edges: — beings of immense power. Some jinn are
Pace: 5; Parry: 5; Toughness: 17 (3) good, but the majority are evil. All are
Special Abilities: masters of trickery.
• Armor +3: Scaly hide. Attributes: Agility d8, Smarts d8, Spirit d8,
• Bite: Str+d6, Reach 1. Strength d12, Vigor d10
• Breath Weapon: Hydras breathe fire for Skills: Athletics d8, Common Knowledge
3d6 damage. d6, Fighting d8, Intimidation d10, Notice
• Fear (−2): The mere sight of a hydra d8, Occult d8, Persuasion d10, Spellcasting
causes a Fear check. d10, Stealth d6, Taunt d10, Thievery d6
• Multiple Heads: Hydras may make Hindrances: Arrogant, Greedy (Major)
up to four Fighting attacks with their Edges: Arcane Background (Magic),
various heads each turn, but may only Channeling, Concentration, Rapid
breathe fire with one of them each turn. Recharge (Imp), Level Headed
Pace: 6; Parry: 6; Toughness: 7
215
FANTASY COMPANION

Powers: As magical beings, Jinni have Skills: Athletics d8, Fighting d6, Notice d6,
access to all spells, or as the Game Master Stealth d10
deems appropriate. Power Points: 50. Edges: —
Gear: Scimitar (Str+d8). Pace: 6; Parry: 5; Toughness: 8 (3)
Special Abilities: Special Abilities:
• Ethereal: Jinn can become invisible (−6 • Armor +3: Rocky shell.
to detect or attack) and/or ethereal as a • Bite: Str+d6.
limited action, and can only be harmed • Camouflage: +2 to Stealth rolls when
by magical attacks. hiding.
• Immunity (Fire): Jinn take no damage
from fire, including arcane powers with
a fire or heat trapping.
KNIGHT
Knights are heavily armored fighters
• Servitude: If Incapacitated by conflict who serve a liege. Most are minor nobles
with a foe, the jinni offers service for a themselves. They may be chivalric
year and a day in return for sparing its champions serving the people of their
life. During the period of servitude, the lands as they’re supposed to or selfish curs
jinni is gracious and obedient (though seeking only fame and fortune.
not suicidal), but once the period elapses
For holy or unholy knights of religious
strives to destroy the one who forced its
orders and the like, add the Holy/Unholy
enslavement.
Warrior Edge.
• Teleport: Jinn can teleport anywhere in
the world as an action. This is an ability,
KNIGHT
not a power, so does not expend Power
Attributes: Agility d8, Smarts d6, Spirit d8,
Points.
Strength d8, Vigor d8
• Variable Size: Jinn can vary their size
Skills: Athletics d8, Battle d6, Common
from Tiny (a couple of inches tall) to
Knowledge d6, Fighting d8, Intimidation
Gargantuan (over 100’ high). The base
d6, Notice d6, Persuasion d6, Riding d8,
statistics assume they are in their
Shooting d6, Survival d4
natural human-sized form. Each point
Pace: 6; Parry: 7; Toughness: 10 (4)
of Size gain gives them +1 Toughness
and Strength, and each point of Size Hindrances: Code of Honor, Loyal,
loss lowers their Strength a die type and Obligation (Major) — Serve Lord
their Toughness by −1. Changing Size Edges: Aristocrat, Knigh, Soldier
requires an action. Gear: Plate mail (+4), long sword (Str+d8),
• Weakness (Earth): Attacks involving medium shield (+2 Parry), lance (Str+d8,
earth, whether thrown rocks or magical AP 2, Reach 2), war horse.
trappings, inflict double damage.
D VETERAN KNIGHT
These knights have survived multiple
KHAZOK battles and command small warbands or
Khazok is a dwarven word meaning armies of common troops. Most own land
“rock monster.” Khazoks are carnivorous or live in a castle with their lords where
creatures with sharp mandibles and a they’re responsible for defense and security.
rocky shell found in mountainous terrain
Attributes: Agility d8, Smarts d6, Spirit
and deep underground. Their favored
d10, Strength d10, Vigor d10
tactic is to curl into a ball, which resembles
Skills: Athletics d8, Battle d8, Common
a small boulder, then spring to attack
Knowledge d6, Fighting d10, Intimidation
unwary passersby.
d6, Notice d6, Persuasion d6, Riding d10,
Attributes: Agility d6, Smarts d6 (A), Spirit Shooting d8, Stealth d6, Survival d6
d6, Strength d8, Vigor d6
Pace: 6; Parry: 10; Toughness: 11 (4)

216
Bestiary

Hindrances: Code of Honor, Loyal, from Trait rolls requiring sight in bright
Obligation (Major) — Serve Lord light.
Edges: Aristocrat, Block, Combat Reflexes, • Pack Tactics: Kobolds add any Gang Up
Command, Fervor, Frenzy, Knight, Level bonus to their Fighting damage rolls.
Headed, Soldier. • Size −1: Kobolds are just over 2′ tall.
Gear: Plate mail (+4), bastard sword
(Str+d8, AP 1), medium shield (+2 Parry), LAMIA
lance (Str+d8, AP 2, Reach 2), war horse. Lamia have the lower body of a lion and
Some items are likely to be magical. the upper body of a fetching humanoid
woman. These evil creatures often charm
SQUIRE victims to do their bidding.
Squires attend to their knight at all times,
Attributes: Agility d10, Smarts d8, Spirit
carrying banners or weapons, polishing
d8, Strength d10, Vigor d8
armor, stabling horses, and other tasks.
Skills: Athletics d10, Common Knowledge
Attributes: Agility d6, Smarts d6, Spirit d6,
d6, Fighting d8, Notice d8, Occult d8,
Strength d4, Vigor d6
Persuasion d8, Spellcasting d10, Stealth d8
Skills: Athletics d6, Common Knowledge
Pace: 8; Parry: 6; Toughness: 9 (1)
d4, Fighting d6, Notice d6, Persuasion d4,
Edges: Arcane Background (Magic),
Riding d4, Shooting d4, Stealth d6
Frenzy, Nerves of Steel, Quick
Pace: 6; Parry: 5; Toughness: 6 (1)
Powers: Illusion, puppet, slumber, sound.
Hindrances: Young
Power Points: 15
Edges: Loyal
Gear: Dagger (Str+d4).
Gear: Cloth mail (+1), short sword (Str+d6).
Special Abilities:
• Armor +1: Thick hide.
KOBOLD • Change Shape: As a limited action, a
These small dragonfolk are skittish lamia can assume the form of any Size
reptilians who dwell in dark caverns, 0 humanoid.
usually in service to some larger beast • Claws: Str+d6, AP 2.
that protects them. They are dangerous
• Night Vision: Ignore all penalties for
in packs and clever when fighting larger
Illumination.
foes, luring them into traps and ambushes
• Pounce: If a lamia makes a Wild Attack
where possible.
it adds +4 damage instead of +2 to one
Attributes: Agility d6, Smarts d6, Spirit d6, successful Fighting attack.
Strength d4, Vigor d6
• Resilient: Lamias can take
Skills: Athletics d6, Battle d6, Common one extra Wound before they’re
Knowledge d6, Fighting d6, Notice d6, Incapacitated.
Persuasion d4, Shooting d6, Stealth
• Size 2: Lamia are more
d8
than 8 feet long and weigh
Pace: 6; Parry: 5; Toughness: 6 (2) upwards of 650 lbs
Edges: Alertness
Gear: Small spear (Str+d4), sling
(Range 4/8/16, Damage D  LICH
Perhaps the most diabolical
Str+d4), leather
creature in any fantasy
tunic (+2).
setting is the lich—a necromancer
Special Abilities:
so consumed with the dark arts
• Night Vision: Ignore all that he eventually becomes
penalties for Illumination. undead himself.
• Wea k ness ( L ig ht):
Kobolds subtract 1

217
FANTASY COMPANION

Attributes: Agility d6, Smarts d12+2, Spirit WEREBEAR


d10, Strength d10, Vigor d10 Whereas werewolves take delight in
Skills: Athletics d6, Common Knowledge using their powers to kill, werebears are
d8, Fighting d8, Intimidation d12, Notice generally more refrained. Even in human
d10, Occult d12+2, Persuasion d8, Research form, werebears prefer to stay far from
d10, Spellcasting d12 civilization. Good werebears, for example,
Pace: 6; Parry: 6; Toughness: 15 (6) often help elves and rangers patrol the
Hindrances: Arrogant, Mean, Ruthless wilderness.
(Major) Attributes: Agility d8, Smarts d6, Spirit d8,
Edges: Arcane Background (Necromancer), Strength d12+6, Vigor d12+2
Artificer, Channeling, Concentration, Iron Skills: Athletics d8, Common Knowledge
Will, Level Headed (Imp), Power Surge, d8, Fighting d12+2, Intimidation d10,
Scholar (Occult), Soul Jar Notice d12, Stealth d8, Survival d8
Powers: Liches have whatever spells the Edges: Rapid Change,
Game Master feels is appropriate for its Pace: 8; Parry: 9; Toughness: 11
background and goals. Power Points: 50. Special Abilities:
Gear: Various, but most are well-equipped • Bite/Claws: Str+d8.
with several magical items from their • Change Shape: As a limited action,
years of arcane research. a werebear can assume one of three
Special Abilities: forms: bear, hybrid, or human form.
• Death Touch: Liches drain the lives of • Environmental Weakness: Silver.
those around them with a touch. Every • Fast Regeneration: Werebears may
success and raise on a successful Touch attempt a natural healing roll every
attack causes a Wound. round unless the Wounds were caused
• Undead: +2 Toughness; +2 to recover by silvered objects.
from being Shaken; no additional • Low Light Vision: Werebears ignore
damage from Called Shots; ignores penalties for Dim and Dark lighting.
1 point of Wound penalties; doesn’t
• Lycanthropy: Anyone Wounded by a
breathe; immune to disease and poison.
werebear’s bite must make a Vigor roll
• Zombie Lord: Liches are masters of or contract lycanthropy.
the necromantic arts. They may raise
• Resilient: Werebears can take 1
three zombies per Power Point instead
additional Wound.
of one when using the Additional
• Size 2: These creatures stand up to 8’
Zombies Modifier. In addition, undead
tall and weigh over 1000 pounds each.
raised by a lich with the zombie spell are
permanent and don’t require investing
WERERAT
Power Points—they simply last until
Wererats look like short and wiry humans
they’re destroyed. Many liches build
with rat heads and fur. Even in their human
entire armies of groaning zombies,
form they have ratlike, beady eyes and a
skeletons, and other creatures this way.
nervous disposition.
Attributes: Agility d10, Smarts d4, Spirit
LYCANTHROPE d8, Strength d6, Vigor d8
Lycanthropes are shape changing Skills: Athletics d8, Common Knowledge
humanoid creatures. They can take d6, Fighting d8, Notice d10, Persuasion d4,
humanoid form, animal form, or fearsome Stealth d8, Thievery d8
hybrid shape with characteristics of the
Pace: 6; Parry: 6; Toughness: 6
two.
Edges: Rapid Change, Thief
See The Curse of Lycanthropy sidebar
Gear: Dagger (Str+d4).
for information on characters who
Special Abilities:
contract the supernatural disease.
218

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