Animal's Companion
You are the two-legged, dull-nosed, nearly-blind companion to a creature of strength, agility, or grace. It’s just that you have the treats, and the well of Aether to grant special powers.
Power: Describe what kind of animal (real or fanciful) you have a bond with. You can channel your Aether through your companion. Pick two attributes below; they determine what feats your animal can perform with your Aether.
- Muscled: Physically strong and resilient (Also +1 Guard)
- Keen: Sharp senses and observational abilities
- Aquatic: Extra capable underwater and a swift swimmer
- Flying: Fast and able to take to the skies (Also +1 Guard)
- Burrowing: Sharp claws and the ability to tunnel through earth
- Armored: Tough hide or shell, resistant to harm (Also +2 Armor)
- Slippy: Able to move through spaces easily (Also +1 Guard)
- Special: Something else! Camouflage, acid spit, marsupial pouch, etc.
By default, your companion has 1 Guard and 0 Armor. After those are depleted:
- At 1 or 2 Harm, your animal becomes stunned and cannot act for the rest of the scene. Stunned animals can be instantly revived at the cost of 1 Aether.
- At 3 Harm, it becomes hurt and cannot act for the rest of the day. Hurt animals can be instantly healed at the cost of 2 Aether.
- At 4 or more Harm, it becomes injured and cannot act until healed during Downtime. Injured animals cannot be healed in the field.
Upgrades
- Level Up: Through training, special diet, or ritual your companion has learned some new tricks. Pick another attribute.
- Well-Trained: Your Animal Companion has taught you a few tricks. You may treat their attributes like a Skill Domain and take +1d when relevant.
- Mind Meld: You can share thoughts and senses with your Animal Companion from any distance.
Adapted from the Animal’s Companion from Brighter Worlds