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Animal Companion 1 to 5 Points

Effect: The character is accompanied in his journeys by a faithful animal, such as


a trained dog or a mount. The Animal Companion is small or agile enough to
avoid damage in combat; if the character controlling the Animal Companion is
reduced to 0 HP or otherwise incapacitated, it will not act until its owner has
been revived. Also Companions cannot participate in actual combat unless the
Companion is a Combat Born.
The exact powers of an Animal Companion are determined by selecting a
combination of talents from the list below. Each Point spent on this Advantage
allows the player to select up to 10 points worth of talents from this list. This
Advantage may be taken multiple times to create more than one Companion.
Animal companions are just that, Animals. They fit within the Animal
category and must be Animals. This ranges from Bears to Whales. Some
creatures like the Chocobo are also valid choices for Animal Companion.
These Animal Companions have six similar Attributes: Ferocity [FER]
(Strength), Might [MIG] (Vitality), Swiftness [SWI] (Agility), Dash [DSH]
(Speed), Cunning [CNG] (Magic), Moxie [MOX] (Spirit). These Atttributes
represent the same things that exist for normal characters and start at 1. All
Animal Companions start off with 30 points to spend on these Attributes, but
no single Attribute can be greater than 10.
Animals have starting skills in Awareness, Brawl, Scavenge, and Survival.
These skills all start off at 20 and can be further upgraded through certain
talents. As the Character explores and goes on adventures with their Animal
Companion, they can teach them skills to a certain degree. At most Animal
Companions can only be trained up to 50 in a skill.
The talents listed below are all purchased with the 10 points earned per
Advantage point spent on Animal Companion, to a max of 50 points. These
Talents are broken into four categories: Combat/Abilities, Skills/Senses,
Movement/Travelling, and Size.

Skills/Senses
Senses (3): The Animal Companion has senses good enough to assist the
party in times of need. In game terms, the companion is treated as having
Awareness at a Skill Rating of 50.
Keen Senses (5): The Animal Companion has a keen set of senses, allowing
it to sniff out danger, discover otherwise-hidden objects, or track others over
long distances. In game terms, the Companion is treated as having the
Awareness and Tracking Skills at a Skill Rating of 60.
Sentient (2): The Animal Companion has intelligence comparable to a
humans, and is capable of speaking and understanding Common Tongue.
Skilled (5): The Animal Companion has a certain talent that comes in
handy for its owner a monkey trained in Pickpocketing, for instance, makes an
ideal accomplice with a budding Thief. Split 50 Skill Points between any
combinations of Skills to represent the companions talents; Skills must be
bought at a minimum rating of 20 as normal. Technical Skills cannot be taken in
conjunction with Skilled.
Highly Skilled (10): As with Skilled, above. However, the Animal
Companion is clever enough to continue learning, and gains 1 additional Skill Point
for every Level gained by its owner. It can learn new Skills at 50% the Gil cost
it would take a character to learn a comparative Skill; in addition, a character
with Animal Training may attempt to teach it new Skills in the same manner as
the Teaching Skill. Technical Skills cannot be taken in conjunction with Highly
Skilled.
Search (5): The Animal Companion is constantly sniffing around and
digging in the search for usable items. Once per session, a character whose
Animal Companion has the Search talent gains one free Item Battle, Support,
or Recovery of the GMs choice, with a Tier appropriate to the characters
current Level. This does not reduce any other item rewards the character
obtains.

Size
Small (0): The Companion is around the size of a wolf. This is the
default size of all Companions.
Medium (5): The Companion is the size of a small Chocobo. This grants
the Companion a +1 to Ferocity and Might. This also allows the Companion to
have the Mount Talent, but only be able to carry one person. The Packrat
capacity is increased to 40.
Large (10): The Companion is much larger than normal. The Companion
also gains a +2 to Ferocity and Might. If used in conjunction with Mount, up to
two characters may ride it. Item capacity for Packrat is increased to 60.
Huge (15): The Companion is unusually large. The Companion also gains a
+3 to Ferocity and Might. If used in conjunction with Mount, up to six
characters may ride it. Item capacity for Mount and Packrat is increased to 99.

Movement/Travelling
Summoned (2): The Animal Companion is of magical or supernatural
origins, and is summoned up with a simple ritual. In combat, this can be
accomplished through a Zero Action.
Packrat (3): The Animal Companion can carry a few of the characters
odds and ends, and acts as an emergency reserve. In game terms, this means
that the character can store items with the Companion and access them by
rummaging through the saddle bags. The Companion can only carry 20 items.
Mount (5): The Animal Companion can be ridden with a successful Riding
Skill Test, reducing travel times accordingly see Chapter X for more details.
The Companion must be at least Size: Medium.
Burrowing (5): The Animal Companion can burrow at great speeds with
great power. The Companion can burrow through most rock and dirt, but must
make a Brawl Skill Test to break through anything harder. Any ore or crystals
cannot be burrowed through. For any questions what can or cannot be burrowed
through, see the GM.
Natural Swimmer (5): The Animal Companion can swim with great speed
and skill. The Companion gains a 50 to Swimming and upon a successful
Swimming Skill Test, can swim at great lengths. This could be going against
massive whirlpools, diving with whales or even swimming up waterfalls.
Flying (5): The Animal Companion has wings strong enough to fly with,
giving it greater range and reach. In practical terms, this allows the Companion
to enter the Status Condition Flight at will. If combined with the Mount
attribute, the Companion is treated as a flying mount for purposes of travel
times see Chapter X for more details.

Combat/Abilities
Combat Born (20): Through rough training, the Companion has the skills
and power necessary to take on combat. This means that the Animal Companion
has the ability to be an active member of combat. They can be targeted by any
form of attack or status. The Animal Companion gains a standard attack fitting
the type on animal they are. Based off the Level of the Player, the Standard
Attack DS changes. Also the Companion gains a suite of upgrades based off of
the type of Combat Born they are.
Fight Born
-Associated Animal: Birds
-Attribute Bonus: +3 Swiftness, +2 Dash, +1Ferocity
-Skill Bonus: +10 Navigation
-Standard Attack: Swiftness Based (Talons, Dive Bomb, Peak)
--Level 1-8: [2*SWI]+1d8
--Level 9-15: [4*SWI]+2d8
--Level 16-22: [6*SWI]+3d8
--Level 23-29: [8*SWI]+4d8
--Level 30-36: [10*SWI]+5d8
--Level 37-43: [12*SWI]+6d8
--Level 44-50: [14*SWI]+7d8
--Level 51-57: [16*SWI]+8d8
--Level 58-64: [18*SWI]+9d8
Speed Born
-Associated Animal: Wolf
-Attribute Bonus: +3 Dash, +2 Ferocity, +1 Might
-Skill Bonus: +10 Tracking
-Standard Attack: Dash Based (Claws, Bite, Tackle)
--Level 1-8: [3*DSH]+1d10
--Level 9-15: [5*DSH]+1d10
--Level 16-22: [7*DSH]+2d10
--Level 23-29: [9*DSH]+2d10
--Level 30-36: [11*DSH]+3d10
--Level 37-43: [13*DSH]+4d10
--Level 44-50: [15*DSH]+5d10
--Level 51-57: [17*DSH]+6d10
--Level 58-64: [19*DSH]+7d10
Might Born
-Associated Animal: Bear
-Attribute Bonus: +3 Ferocity, +2 Might, + 1 Moxie
-Skill Bonus: +10 Climbing
-Standard Attack: Ferocity Based (Claws, Bite, Trample)
--Level 1-8: [4*FER]+1d12
--Level 9-15: [6*FER]+1d12
--Level 16-22: [8*FER]+2d12
--Level 23-29: [10*FER]+2d12
--Level 30-36: [12*FER]+3d12
--Level 37-43: [14*FER]+3d12
--Level 44-50: [16*FER]+4d12
--Level 51-57: [18*FER]+4d12
--Level 58-64: [20*FER]+5d12
Stealth Born
-Associated Animal: Snake
-Attribute Bonus: +3 Cunning, +2 Moxie, +1 Swiftness
-Skill Bonus: +10 Stealth
-Standard Attack: Cunning Based (Bite, Constriction)
--Level 1-8: [1*CNG]+2d6
--Level 9-15: [2*CNG]+2d6
--Level 16-22: [4*CNG]+4d6
--Level 23-29: [6*CNG]+4d6
--Level 30-36: [8*CNG]+6d6
--Level 37-43: [10*CNG]+6d6
--Level 44-50: [12*CNG]+8d6
--Level 51-57: [14*CNG]+8d6
--Level 58-64: [16*CNG]+10d6

Attribute (5): The Animal Companion is strong, fast, or smart enough to
help the party out when needed. In game terms, this gives the Companion an
Attribute Bonus of 1 to any Attribute. This can only be applied once to each
Attribute.
Outstanding Attribute (10): As Attribute, above. The Animal Companion
gains an Attribute Bonus of 2 rather than 1. This can only be applied to each
Attribute once.
Counter Fang (20): Whenever the character is struck by a successful
Attack Action, the animal companion has a CoS of 30% of launching an
immediate counter-attack at the opponent who struck the character. This is
treated as an Attack Action using the characters own ACC; damage is
((Characters Level / 4) x Characters STR) + (Level / 10)d6. Damage can be
based on AGI or MAG instead; if so, this must be declared when taking the
Talent and applied consistently for the remainder of the characters adventuring
career. If the Companion has Guardian as well, the two have a combined flat
CoS of 30%; roll once to determine if both effects trigger. Counter Fang is
considered a Reaction Ability, and thus can be disabled by the Status Condition
Immobilize.
Guardian (30): Whenever the character is struck by a successful Attack
Action, the Animal Companion has a flat CoS of 30% of intercepting the blow.
If successful, the character only takes 50% damage from the attack before
modifying for ARM or M. ARM. If the Companion has Counter Fang as well, the
two have a combined flat CoS of 30%; roll once to determine if both effects
trigger. Guardian is considered a Reaction Ability, and thus can be disabled by
the Status Condition Immobilize.
Fully Equipped (20): As the Companion trains harder and fights side by
side with the Player, the Player decides that it is time to equip armor and
possibly accessories on the Companion. The Companion only has a single Armor
Slot, Weapon Slot and two Accessory Slots. The equipment that fits the Armor
and Weapon slots are unique to each Combat Born and are listed in Chapter VII.
The Companion and equip any standard Accessory into the other two slots.
Arcana (10): As the Companion has been trained in the arts of combat,
the next step is the ways of magic. The Companion can be taught to use
certain spells from within the Players spell list. The Player can select up to 5
spells that it can use. These 5 spells can be changed during the morning, but
cannot be changed until the next day. In order to take Arcana, the Companion
must take Combat Born.

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