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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 isreduced 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 Atttributesrepresent 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

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    Talents are broken into four categories: Combat/Abilities, Skills/Senses,

    Movement/Travelling, and Size.

    Skills/SensesSenses (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 bebought 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

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    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 sixcharacters 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.

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    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 withgreat 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

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    -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

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    -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

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    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 ConditionImmobilize.

    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

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    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.