Friday, May 31, 2013

Companion: Bound Phantom:

When a creature dies an echo of its soul forms known as a ghost. Ghosts come in many different types after they come into being, many of them fragmenting into different, smaller emotional aspects of the original individual, especially how they felt near the time of their death. They make great spies and are good at intimidation, but even while bound they are very little use in combat directly, instead more for strategic battles, or having them explore an area ahead of the one they are bound to serve.

Companion: Bound Phantom: The Bound Phantom is a spectral creature, a fragment of the ghostly echo of an individual, usually the fear, anger or sadness of the original being shortly before death.

HP: 20 / EP: 1 / LP: 0 / SP: 6 / FP: 14

Reaction: 25 / Finesse: 9 / Intelligence: 5
Wisdom: 13 / Willpower: 26 / Strength: 0

Speed: 20 (25 feet per second, 10 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Lightning, Slime
Elemental Weaknesses: Water, Ice, Blood

Common Drops: Bound Phantom, Ectoplasm, Phantom Binding Focus

Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Float (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Hover (0 FP Each): Moving at half a character's current max speed, rounded up.

Phase II (0 FP Each): Passes through almost any non-magnetic materials. On phasing through an individual or other creature, it giving 1 damage as they pass through and giving a sense of foreboding.

Repeat Message (1 FP Each): The Bound Phantom repeats imagery and sound of something that it has heard for its owner via a mental link when it passes into them.

Shriek (1 FP): Check Willpower of opponent when used, if less than 15, -1 SP. May only be used once per combat to affect sanity.

Test of Sanity II (2 FP): The Bound Phantom uses its spectral nature to reveal a horrific aspect of the universe potentially unknown to its foe. This deals 3 damage plus 3 sanity points reduction if the foe has less than ten willpower.

Wednesday, May 29, 2013

Companion: Winged Illumination:

The Winged Illumination is a small egg-like celestial creature with wings that flits about with its mouth on the bottom, feasting only on sugar and water. The crown of its peak glows brightly on command, usually because they have learned that sentient creatures will give it food if it does so. It is a good for distraction or, as the name suggest, illuminating an area, and while they are not strong or very aggressive, they are capable of withstanding a lot of punishment. They can't swim, floating unless carried, but they do not need to breath to stay underwater if someone is holding one.

Companion: Winged Illumination: A miniature celestial creature that provides light on command and feeds on sugar and water.

HP: 91 / EP: 9 / LP: 1 / SP: 2 / FP: 17
Reaction: 25 / Finesse: 9 / Intelligence: 2
Wisdom: 11 / Willpower: 21 / Strength:1
Speed: 30 (38 feet per second, 15 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Stone and Bone
Elemental Weaknesses: Fire, Ice and Slime

Common Drops: Winged Illumination, Winged Illumination Corpse, Winged Illumination Feather

Bite (0 FP Each): 1 damage on success against armor-less targets.

Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), during flight for a duration equal to three movement spaces.

Glide (1 FP Each): Moving at a character's current max speed via flight for a duration equal to six movement spaces before further focus is needed.

Illuminate (2 FP Each): The Winged Illumination brightens up an area with a glow that makes legible text able to be read as if daylight, and any other non-hidden or concealed thing visible that was shadowed before. It spreads out to 7 movement spaces at the outermost radius, and does not hurt the eyes to look at unless one has sensitivity to light.

Tuesday, May 28, 2013

Companion: Infant Dragon:

Infant Dragons are a rare companion, as few dragons will leave their young alone to be snatched up, and raising an orphaned one can be quite difficult. It will take a couple decades before an Infant Dragon will grow to the next stage in its development, and during that time it will be very playful and childlike, for that is what it is, an infant. Depending on the type it will have a different breath or spit attack to use, fire, ice, wind or acid-spit. Some Draconis Dragon-Kin have been known to have them as companions when they find an orphaned one, trying to take them to a pure dragon for proper upbringing, due to their culture and history tied with pure dragons. Other species are usually looked at as being disrespectful for doing so by Draconis Dragon-Kin, unless they too are trying to find a pure dragon, and not just having an infant dragon for the fun of having such a companion.

Companion: Infant Dragon: The first stage of dragon development after it has hatched, an Infant Dragon is a difficult companion to keep properly behaving, but one of honor if it does without force being used. It is, however, culturally frowned upon by some other species, namely Draconis Dragon-Kin, unless it is intended to be temporary until the Infant Dragon can be handed over to a pure dragon to raise it. They are fast, able to fly, use an elemental breath or spit attack, gnaw and bit through many things, and overall be a fierce companion in battle and a source of trouble outside of it.

HP: 41 / EP: 5 / LP: 0 / SP: 4 / FP: 21
Reaction: 20 / Finesse: 11 / Intelligence: 9
Wisdom: 12 / Willpower: 18 / Strength:10
Speed: 36 (45 feet per second, 18 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Stone and Bone
Elemental Weaknesses: Earth, Lightning and Sand

Common Drops: Infant Dragon, Infant Dragon Corpse, Infant Dragon Skeleton

Bite VI (0 FP Each): 6 damage on success against armor-less targets.

Dig II (1 FP Each): Digs one-third its body height in a single turn.

Charge (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), one the ground for a duration equal to four movement spaces.

Breath Attack (5 FP Each): The Infant Dragon releases its breath attack out into a 5 foot diameter area before it dissipates. The type is dependent on the type of infant dragon. This may deal 15 damage to unarmored enemies plus whatever elemental affects as appropriate per the type.

Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), during flight for a duration equal to three movement spaces.

Glide (1 FP Each): Moving at a character's current max speed via flight for a duration equal to six movement spaces before further focus is needed.

Gnaw (1 FP Each): Chew through materials less than 100 cubic inch thick at a rate of 1 inch per hour. If it is less than 50 cubic inch thick in total, it can use its mouth to relocate it.

Leap (1 FP Each): The Infant Dragon leaps at a foe, allowing it to cross its running distance vertically as well as horizontally for one turn, trying to land on a foe or cross a gap.

Run (1 FP Each): Moving at a character's current max speed on the ground for a duration equal to six movement spaces before further focus is needed.

Spit II (0 FP Each): Spits out whatever undigested materials it has in its gut, possibly at a foe, at a maximum rate of 4 speed from its mouth.

Stalk III (2 FP Each): Able to follow at quarter speed the scent or tracks of another character or creature without making a sound.

Swim (1 FP Each): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim. Moves two-thirds its land speed while in water.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Monday, May 27, 2013

Companion: Clay Golem:

The Clay Golem is a medium companion formed by the shaping of clay and magical runes or sigils placed on its core which lays within the center, then heated. It is handy for its mobility being more smooth than that of most clockwork golems, even if it is not necessarily as durable as them. The Clay Golem is able to handle 176000 MaL degrees of heat, making it impervious to anything less, as compared to human flesh completely incinerating when exposed to 89600 MaL. These correspond to human flesh incinerating within a single turn at Level 28 heat, as every level of heat is 3200 MaL, or 50 degrees Fahrenheit. A Clay Golem if attacked with heat or otherwise set ablaze with fire will disperse the temperature, making a Level 3 Heat able to cook an egg if the golem is holding it when attacked. Interesting culinary information, but this is also useful in combat, as a Clay Golem would be capable of shielding its owner completely if they are a pixie, or disperse the heat to minimize the damage on other species. They are, however, not very durable, having low endurance and health, despite this advantage and their massive strength.

Companion: Clay Golem. This magically infused golem is made out of hardened clay and is able to carry up to eighty pounds, scout ahead for its owner, lay down traps, and utilize weapons given it by its owner, as well as withstand up to Level 28 heat, though it is very brittle.

HP: 15 / EP: 4 / LP: 0 / SP: 1 / FP: 17
Reaction: 7 / Finesse: 16 / Intelligence: 3
Wisdom: 13 / Willpower: 15 / Strength: 40
Speed: 10 (13 feet per second, 5 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Fire, Stone, Bone
Elemental Weaknesses: Water, Metal, Slime

Common Drops: Broken Clay, Clay Golem, Golem Core

Arm Block (0 FP Each): +1 defense on success. -1 EP per use until EP is gone or recovered by rest or other means.

Charge (3 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Climb II (1 FP Each): Climb upward at 50% horizontal speed if a surface can be climbed without special equipment.

Club II (0 FP Each): 5 damage on success against armor-less targets. Uses two joined hands, a club, rock or improvised weapon as a club to strike an opponent.

Dig (1 FP Each): Digs one-sixth its body height in a single turn.

Hold (1 FP Each): Attempts to hold an opponent or a part of their opponent so as to prevent offensive attack from that part while it is held. While held, unless an opponent is able to stalemate the hold or break free, additional attacks may be dealt afterward either by the one holding or by fellow companions and allies of the one holding. Reflexes vs. reflexes to see if hold succeeds. Strength vs. Strength for resisting and breaking free of hold if succeeds.

Learn (2 FP): The owner may start to teach the Clay Golem a natural ability. Each ability's learning rate and level depends on the level of the owner and the level of their connection to their Clay Golem.

Kick 2 (0 FP Each): 2 damage on success against armor-less targets.

Punch 3 (0 FP Each): 3 damage on success against armor-less targets.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Set Trap (1FP minimum): A Clay Golem is able to place a trap item that is demonstrated to it twice that needs 3FP or less to work.

Tackle and Choke III (0 FP): 6 damage on success against armor-less targets. Attempts to knock an opponent down and choke the life out of them.

Underwater Walk (0 FP): Technically, this golem does not and cannot swim due to its weight. However, it is very capable of walking into and under the water with the same speed it does on land.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Sunday, May 26, 2013

Companion: Eager Maw:

The Eager Maw is an infernal creature that is native to certain infernal realms and sometimes are summoned by wizards and sorcerers as waste disposal, pests to inflict on rivals, and other purposes.

Companion: The Eager Maw cares not for anything but reproducing and staying alive via eating. It can spit out whatever it doesn't digest at a high velocity if it chooses to. They are blind, but have a good sense of smell and hearing, as well as being quick-footed.

HP: 18 / EP: 4 / LP: 0 / SP: 1 / FP: 9
Reaction: 29 / Finesse: 10 / Intelligence: 8
Wisdom: 11 / Willpower: 17 / Strength: 4
Speed: 14 (18 feet per second, 7 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Fire, Stone, Blood
Elemental Weaknesses: Air, Ice, Sand

Common Drops: Eager Maw Skeleton, Eager Maw Corpse, Eager Maw

Bite VII (0 FP Each): 7 damage on success against armor-less targets.

Charge (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Dig II (1 FP Each): Digs one-third its body height in a single turn.

Kick III (1 FP Each): 3 damage on success against armor-less targets.

Leap (1 FP Each): The Eager Maw leaps at a foe, allowing it to cross its running distance vertically as well as horizontally for one turn, trying to land on a foe or cross a gap.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Spit IV (0 FP Each): Spits out whatever undigested materials it has in its gut, possibly at a foe, at a maximum rate of 8 speed from its mouth.

Stalk III (2 FP Each): Able to follow at quarter speed the scent or tracks of another character or creature without making a sound.

Swim (1 FP Each): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim. Moves two-thirds its land speed while in water.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Saturday, May 25, 2013

Companion: Heart in a Jar:

The Heart in a Jar may be the brunt of many dark humor jokes, but it is a very useful companion. It works both offensively and defensively, and may also be used for animating heartless bodies sometimes.

Companion: Heart in a Jar: The Heart in a Jar is another companion that usually ties to characters that take them from their enemies, but they may also be purchased and linked by more moral characters. It is able to absorb some damage dealt to its owner, as well as heal, or drain health from opponents.

HP: 13 / EP: 5 / LP: 0 / SP: 1 / FP: 28
Reaction: 2 / Finesse: 5 / Intelligence: 1

Wisdom: 1 / Willpower: 30 / Strength: 1
Speed: 0 (0 feet per second, 0 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Water, Lightning, Blood
Elemental Weaknesses: Fire, Metal, Sand

Common Drops: Brain in a Jar (owner deceased), Broken Jar, Deceased Brain in a Jar

Absorb Damage (1 FP): Absorbs up to 4 Damage dealt to its owner as damage to itself per 1 FP used.

Control Body (3 FP): For the duration of 12 turns or 1 hour, a Heart in a Jar can control a heartless body that previously had one as if that body were still alive by attaching its jar to the body.

Health Drain (2 FP): Drains 3 HP from an opponent and feeds it to the one it is a companion to.

Health Sync (1 FP): Forms a link between itself and the one it is a companion to, expending one of its focus points to give +3 health to its owner. Done once at beginning of combat.

Will Boost III (1 FP Each): For one turn or fifteen minutes, the Heart in a Jar will attempt to inspire its owner and nearby allies in a radius of four movement squares, giving them a temporary +3 Willpower.

Friday, May 24, 2013

Companion: Glutinous Toad:

Ribbit! No one knows why the chicken crossed the road, but the frog and likewise the toad, crossed to get back to their pond. Needless to say, few survived the trip. The Glutinous Toad is a very hungry little companion of ten inches in length that will consume insects, arachnids, fish and other small creatures for food, as well as attacking larger prey. The Glutinous Toad is, unlike the common garden variety, a mutant that has sharp teeth inside its mouth to chew larger prey when given a chance. They also can bloat up in size to float in air or water for a short distance, jump long distances, and use their long tongues to grab things to eat or pull themselves toward the snagged object.

Companion: Glutinous Toad: The Glutinous Toad is a mutant toad that makes for a fine companion, being useful in combat offensively and defensively to some degree, as well as a distraction. They are able to steal items, grab some and pull them towards them or pull themselves toward a larger object. They are also able to bite quite hard and give a good solid kick to foes, as well as dig into the ground a bit.

HP: 13 / EP: 1 / LP: 0 / SP: 2 / FP: 11
Reaction: 26 / Finesse: 12 / Intelligence: 9
Wisdom: 14 / Willpower: 14 / Strength:2

Speed: 16 (20 feet per second, 8 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Stone, Slime
Elemental Weaknesses: Fire, Lightning, Bone

Common Drops: Glutinous Toad Skeleton, Glutinous Toad Corpse, Glutinous Toad

Bite III (0 FP Each): 3 damage on success against armor-less targets.

Dig (1 FP Each): Digs one-sixth its body height in a single turn.

Float (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed. May use this in water or air. Cannot increase vertical height while floating in air, but will not fall lower until 3 minutes or 1 round has passed.

Kick V (1 FP Each): 5 damage on success against armor-less targets.

Leap (1 FP Each): The Glutinous Toad leaps at a foe, allowing it to cross its running distance vertically as well as horizontally for one turn, trying to land on a foe or cross a gap.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Steal I (2 FP Each): Attempt to steal something hidden in a pocket or otherwise unguarded area with low skill.

Swim (1 FP Each): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim. Moves two-thirds its land speed while in water.

Tongue-Grab (2 FP Each): Uses its seven inch long tongue (when fully extended) to grab hold of something and either pull it closer or pull itself to it.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Companion: Floating Eye:

Floating Eyes are strange companions, spying on others for their owners, projecting and dispelling illusions and able to strangle. They are originally made from one of an Anthropophage's eye and eyestalk, and a bit of magic to animate them separate from the terror's corpse.

Companion: Floating Eye: The Floating Eye is another companion made from the organs of other creatures and foes, in this case, an eye made from an Anthropophagi's eye and eyestalk. Despite being natural creatures instead of magical, the eyes themselves have long eyestalks compared to most other terrors which helps the Floating Eye to propagate in the air better and strangle opponents. Primarily, the Floating Eye is used for spying on other individuals, but it may also be good for projecting or dispelling illusions, or stealthily choking an individual. They are able to repeat a scene for their owner, making them very useful if spying areas up ahead stealthily, but without any sound.

HP: 11 / EP: 2 / LP: 0 / SP: 4 / FP: 21
Reaction: 26 / Finesse: 12 / Intelligence: 4
Wisdom: 18 / Willpower: 16 / Strength:1

Speed: 36 (45 feet per second, 18 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Metal, Blood
Elemental Weaknesses: Fire, Ice, Bone

Common Drops: Anthropophagi Eye, Floating Eye, Withered Floating Eye

Bewilder V (4 FP Each): The Floating Eye casts a spell that makes a foe see illusions of other enemies if successful, giving -5 on success attempts to land attacks at a specific real target.

Choke I (0 FP): 2 damage on success against armor-less targets. Attempts to choke the life out of an opponent.

Dispell Illusion IV (3 FP Each): The Floating Eye attempts to dispell a level IV or lower illusion and if successful it will not be visible to its owner, or if a local illusion and not merely to its owner, to any others seeing it.

Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Float (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Hover (0 FP Each): Moving at half a character's current max speed, rounded up.

Repeat Scene (1 FP Each): The Floating Eye repeats imagery of something that it has seen for its owner via a mental link when it lands on their skin. 1 FP is used per high-detailed image or 5 minutes of medium-detail sequenced images.

Thursday, May 23, 2013

Companion: Quoma Pax:

Despite the dangers to casters of regular Quoma in large numbers, some will occasionally find the blue mutation variant known as Quoma Pax and tame them to become companions, as will others wanting an edge against magical opponents. Quoma Pax happen only one out of every one-thousand Quoma, making them extremely rare outside of area with a lot of constant low-level magical activity to drive up the Quoma population, or casters doing experiments on Quoma in order to try to breed them. They are the same size as regular Quoma and share their inability to pass through glass, iron, cobalt or nickel, but are unharmed by iron unlike the regular kind, and able to phase through almost anything but those four materials. They can withstand an overload, passing out instead for a period, but do not bloat up and multiply, instead laying foci crystals.

Companion: Quoma Pax: Unlike the traditional Quoma creature, Quoma Pax are blue instead of green, slower to drain magical energy individually, and unharmed by iron, even though they still can't phase through it. Additionally, they do not bloat up in size and split into additional Quoma Pax due to their mutation, but are able to lay a miniscule foci gem after they absorb 15 FP of magical energy that is capable of holding 10 FP of magical energy. They do not explode from being overloaded with a 3 FP magical attack, instead passing out for six rounds of combat or an hour, and then being immune to overloading for the remainder of the day. As such, some casters may intentionally overload their Quoma Pax, though this usually will make the Quoma Pax bit them in return once they awaken.

HP: 12 / EP: 2 / LP: 0 / SP: 3 / FP: 11
Reaction: 22 / Finesse: 13 / Intelligence: 3
Wisdom: 19 / Willpower: 18 / Strength: 6
Speed: 30 (38 feet per second, 15 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Lightning, Sand
Elemental Weaknesses: Fire, Metal, Bone

Common Drops: Powdered Quoma Pax, Miniscule Foci

Bite II (0 FP Each): 2 damage on success against armor-less targets.

Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Float (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Gnaw (1 FP Each): Chew through glass if it is less than 10 cubic inch thick at a rate of 1 inch per hour per Quoma Pax. If it is less than 1 cubic inch thick in total, they can use their mandibles to relocate it.

Hover (0 FP Each): Moving at half a character's current max speed, rounded up.

Loud Buzz (0 FP Each): Their fast paced charge when in flight that attracts other Quoma to feed on a large active magical source. If any are within 1/3 miles and sound is not dampened, more Quoma will come. This applies to regular Quoma as well as Quoma Pax.

Magic Drain II (2 FP): Drains up to 2 FP from an active focus point or active spell and grows larger.

Phase (0 FP Each): Passes through almost any non-magnetic materials other than glass. Cannot pass through iron, nickel or cobalt. On phasing through an individual or other creature, it only tickles unless they are using an active spell on their body, in which case it causes 1 damage as they pass through.

Companion: Honorable Falcon:

Honorable Falcons are the chief companion of many noble individuals as well as huntsmen and the like.  They are fast and great range attackers.

Companion: Honorable Falcon: Honorable Falcons are sometimes fierce, loyal and terrifying to see flying toward an individual from their perspective.  They are great companions to hunstmen, able to track prey for long distance and divebomb them.

HP: 29 / EP: 4 / LP: 0 / SP: 2 / FP: 19
Reaction: 16 / Finesse: 12 / Intelligence: 10
Wisdom: 11 / Willpower: 19 / Strength: 12
Speed: 24 (30 feet per second, 12 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Lightning, Blood
Elemental Weaknesses: Fire, Ice, Slime

Common Drops: Honorable Falcon Corpse, Honorable Falcon Skeleton

Dive Bomb (4 FP Each):  Moving at a character's current max speed + 2 (including any other temporary boosts), for a duration equal to two movement spaces, striking with 16 damage if landing a blow.

Flight (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Peck IV (0 FP Each): 4 damage on success against armor-less targets.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Slash VI (0 FP Each): 12 damage on success against armor-less targets.

Swift Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Wednesday, May 22, 2013

Companion: Delicate Butterfly:

Certain individuals are very lighthearted and thus prefer to avoid combat whenever possible. As such, they tend to choose companions more for enjoyment of their appearance or usefulness outside of combat. The Delicate Butterfly is one such companion.

Companion: Delicate Butterfly: The Delicate Butterfly is mostly for morale boosting, but also useful as a spy or a distraction. Depending on the breed they may be quite colorful or more bland. The more brightly colored and loud it is, the more likely it is to serve as a distraction, but also makes it harder to be unnoticed when listening in for information to later tell its owner. It may also carry minute potions to drop on foes so long as they are one-half pound or less.

HP: 8 / EP: 1 / LP: 0 / SP: 3 / FP: 19
Reaction: 16 / Finesse: 22 / Intelligence: 15
Wisdom: 19 / Willpower: 20 / Strength: 1/4
Speed: 40 (50 feet per second, 20 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Stone, Blood
Elemental Weaknesses: Fire, Ice, Sand

Common Drops: Delicate Butterfly Corpse, Delicate Butterfly Wings

Distraction (2 FP Each): The Delicate Butterfly floats around a target trying to keep just out of reach in order to distract the foe. It may even land on the target but will hurry off at the slightest attempt to grab it, going at its max speed + 2 (including any other temporary boosts) within two movement spaces.

Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Flutter (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Hover (0 FP Each): Moving at half a character's current max speed (including any other temporary boosts), for a duration equal to three movement spaces.

Repeat Message (1 FP Each): The Delicate Butterfly repeats imagery and sound of something that it has heard for its owner via a mental link when it lands on their skin.

Will Boost III (1 FP Each): For one turn or fifteen minutes, the Delicate Butterfly will attempt to inspire its owner and nearby allies in a radius of four movement squares, giving them a temporary +3 Willpower.

Companion: Skull of Secrets:

Like the Brain in a Jar, the Skull of Secrets contains the knowledge of its previous owner, only in this case it contains the bound afterimage, the specter of the owner. Arcane runes and ritual bring and bind the individual to it, making the apparition able to visualize as well as make the skull have the illusion of being on fire as it floats through the air. It doesn't move very fast, but does have the advantage of being able to cast verbal spells and teach the one that bound it knowledge. Usually a Skull of Secrets is passed down from one master spell caster to another, sometimes as part of a religious ritual, and sometimes even via inheritance of a deceased master caster to his or her apprentice via permission. Other times it may be forcibly done or stolen, in which case the Skull of Secrets will be more disagreeable in general, but unable to disobey a direct command from its new owner.

Companion: Skull of Secrets: A Skull of Secrets typically tends to be a companion of a caster, or purchased from one. It is a great source of information from a deceased characters, its Intelligence, Wisdom and Willpower varying from one Skull of Secrets to another. Usually a character does not know the specific statistics of any other character or creature within the perspective of roleplay, and as such the renown and demonstrated knowledge are what adjusts the price of the Skull of Secrets and its usefulness. They tend to get nostalgic about the past, even delusional about making situations seem better than they are, or focusing on anger at the littlest thing, depending on whether they were in agreement with the binding or if it was forced upon them. Sometimes they may alternate between these two states if its current owner stole it after it was bound agreeably, or if its current owner is trying to help the Skull of Secret's spirit be put to rest if it was bound disagreeably. Due to their nature they have a lot of focus for a companion, but possibly less than when they were alive or in pure spirit form, because they have been bound to their skull after death.

HP: 12 / EP: 3 / LP: 0 / SP: 3 / FP: 35
Reaction: 1 / Finesse: 5 / Intelligence: (Varies, 18 average)
Wisdom: (Varies, 18 average) / Willpower: (Varies, 18 average) / Strength: 1
Speed: 2 (3 feet per second, 1 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Stone, Bone
Elemental Weaknesses: Fire, Ice, Sand

Common Drops: Skull of Secrets (owner deceased), Broken Skull

Magic Drain II (2 FP): Drains 2 FP from an opponent and feeds it to the one it is a companion to.

Focus Point (1 FP): Forms a link between itself and the one it is a companion to, expending one of its focus points to give it to its owner.

Control Body (3 FP): For the duration of 12 turns or 1 hour, a Skull of Secrets can control a headless body that previously had one as if that body were still alive by attaching itself to the body.

Extend Knowledge (2 FP): Temporarily pushes knowledge useful in a situation that it knows into the mind of its owner for fifteen minutes or three rounds of combat.

Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Float (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Hover (0 FP Each): Moving at half a character's current max speed, rounded up.

Teach (0 FP): Acts as a teacher of its level of knowledge to its owner, granting them the bonus of studying as if it had been an ordinary living teacher.

Skull Bomb (10 FP): A Skull of Secrets is hurtled either by flight or by its owner at a target where it explodes magical, dealing 24 damage before descending to the ground, unable to fly for the rest of a combat match or 3 hours, needing to be carried by its owner. It may, however, still talk and use any other non-movement ability it has enough FP remaining to utilize.

Use Sorcerer Ability (1FP + FP cost of ability): If a Skull of Secrets previously was within a sorcerer character's body, then it can use its magic abilities it knew in life that don't specify a physical body as being needed as if the skull still belonged to that living sorcerer.
Use Tinkerer Ability (1FP + FP cost of ability): If a Skull of Secrets previously was within a tinkerer character's body, then it can use its tinkerer abilities it knew in life that don't specify a physical body as being needed as if the skull still belonged to that living tinkerer.

Tuesday, May 21, 2013

Companion: Nosey Parrot:

Nosey Parrots are mostly for amusement and morale boosting, but also useful as a spy or a distraction.  Some are used as spies for their owners or for leaving messages to others, but the more colorful it is the harder it is for it to go unnoticed while spying.

Companion: Nosey Parrot:  Nosey Parrots are mostly for amusement and morale boosting, but also useful as a spy or a distraction.  Depending on the breed they may be quite colorful or more bland.  The more brightly colored and loud it is, the more likely it is to serve as a distraction, but also makes it harder to be unnoticed when listening in for information to later tell its owner.

HP: 11 / EP: 4 / LP: 0 / SP: 3 / FP: 11
Reaction: 16 / Finesse: 12 / Intelligence: 12
Wisdom: 19 / Willpower: 8 / Strength: 6
Speed: 20 (25 feet per second, 10 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Stone, Blood
Elemental Weaknesses: Fire, Ice, Slime

Common Drops: Nosey Parrot Corpse, Nosey Parrot Skeleton

Flight (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Peck II (0 FP Each): 2 damage on success against armor-less targets.

Repeat Message (1 FP Each): The Nosey Parrot repeats something intentionally that it has heard for its owner or as a distraction.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Slash (0 FP Each): 2 damage on success against armor-less targets.

Steal I (2 FP Each): Attempt to steal something hidden in a pocket or otherwise unguarded area with low skill.

Swift Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Will Boost (1 FP Each):  For one turn or fifteen minutes, the Nosey Parrot will attempt to amuse its owner and nearby allies in a radius of four movement squares, giving them a temporary +1 Willpower.

Companion: Clockwork Tin Soldier Golem

Some individuals use animal-designed clockwork companions because they're less complicated and easy to use. Others prefer more difficult to operate clockwork companions that are able to be trained for much more varied uses. The Clockwork Tin Soldier Golem is one such companion, a small humanoid-shaped clockwork that can carry a decent amount of weight for its twenty-inch height average, use weaponry, scout and lay down traps, among other abilities it can be taught. Like all Clockwork Golems, it can't be affected by surges of magic unless it is an attack, and even then at normal rate rather than with added effect. Some casters may use this to their advantage if purchasing many at a time, hiding their spell abilities behind a small platoon of them before unleashing a hidden explosion spell when one of the Clockwork Tin Soldier Golems is within range of a designated foe, or other interesting uses.

Companion:Clockwork Tin Soldier Golem: Much like the Copper Snapping Turtle Golem, the Clockwork Tin Soldier Golem is capable of useful purposes both in and out of combat. It is able to carry up to twenty pounds, scout ahead for its owner, lay down traps, and utilize weapons given it by its owner.

HP: 35 / EP: 19 / LP: 0 / SP: 1 / FP: 9
Reaction: 6 / Finesse: 18 / Intelligence: 4
Wisdom: 23 / Willpower: 20 / Strength: 10
Speed: 6 (8 feet per second, 4 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Fire, Metal, Bone
Elemental Weaknesses: Water, Lightning, Sand

Common Drops: Clockwork Golem Frame, Clockwork Gears, Clockwork Seal, Clockwork Springs, Clockwork Program Box

Arm Block (0 FP Each): +1 defense on success. -1 EP per use until EP is gone or recovered by rest or other means.

Charge (3 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Climb II (1 FP Each): Climb upward at 50% horizontal speed if a surface can be climbed without special equipment.

Club II (0 FP Each): 5 damage on success against armor-less targets. Uses two joined hands, a club, rock or improvised weapon as a club to strike an opponent.

Dig (1 FP Each): Digs one-sixth its body height in a single turn.

Hold (1 FP Each): Attempts to hold an opponent or a part of their opponent so as to prevent offensive attack from that part while it is held. While held, unless an opponent is able to stalemate the hold or break free, additional attacks may be dealt afterward either by the one holding or by fellow companions and allies of the one holding. Reflexes vs. reflexes to see if hold succeeds. Strength vs. Strength for resisting and breaking free of hold if succeeds.

Learn (2 FP): The owner may start to teach the Clockwork Tin Soldier Golem a natural or mechanoid ability. Each ability's learning rate and level depends on the level of the owner and the level of their connection to their Clockwork Tin Soldier Golem.

Kick 2 (0 FP Each): 2 damage on success against armor-less targets.

Punch 3 (0 FP Each): 3 damage on success against armor-less targets.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Set Trap (1FP minimum): A Clockwork Tin Soldier Golem is able to place a trap item that is demonstrated to it twice that needs 3FP or less to work.

Tackle and Choke III (0 FP): 6 damage on success against armor-less targets. Attempts to knock an opponent down and choke the life out of them.

Underwater Walk (0 FP): Technically, this golem does not and cannot swim. However, due to the seal that covers its mechanisms and overall design, it is very capable of walking into and under the water with the same speed it does on land, for the same duration of time it is able without being rewound or powered as it has on land. Those modified to run on steam power rather than winding alone are able to use the water they walk in for steam generation, the steam itself being pushed underneath the golem, speeding up its movement a little more in water than on land. This modification does, of course, make the golem more expensive if opted for.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Monday, May 20, 2013

Companion: Greedy Raven:

Someone once pointed out a raven and called it a crow. They were corrected by someone explaining that a raven has five pinions and a crow has six. After all, the difference between a raven and a crow is only a matter of a pinion. Pun intended, and there are other methods of determining the difference, but I digress. Either way, Ravens are larger than crows, and more intimidating. Many individuals associate ravens as being omens, thieves and filthy scavengers. Despite all the unfortunate associations some individuals have with ravens, they are quite intelligent, and very useful as a companion if properly trained.

Companion: Greedy Raven: Greedy Ravens are sometimes omens of trouble and able to bestow a bit of luck to their owner by giving them ample warning.  They make good companions to thieves, always loving shiny baubles both for their nests and in general to live around.  They are also associated with individuals casting magic such as wizards and witches at times, and a good reason they may have one is that they can use the Focus Point ability like the Stealthy Cat can.

HP: 9 / EP: 3 / LP: 1 / SP: 2 / FP: 12
Reaction: 17 / Finesse: 10 / Intelligence: 10
Wisdom: 12 / Willpower: 10 / Strength: 7
Speed: 18 (23 feet per second, 9 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Stone, Blood
Elemental Weaknesses: Fire, Ice, Slime

Common Drops: Greedy Raven Corpse, Greedy Raven Skeleton, Raven Feather

Bestow Luck (2 FP Each): Bestows a positive or negative luck point from its positive pool.

Flight (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Focus Point (1 FP Each): Reduces the focus needed by its owner by 1 FP per time this ability is used for magic-related abilities.

Peck III (0 FP Each): 3 damage on success against armor-less targets.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Slash (0 FP Each): 2 damage on success against armor-less targets.

Steal II (2 FP Each): Attempt to steal something hidden in a pocket or otherwise unguarded area with some skill.

Swift Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Companion: Curious Chimp:

The curious chimp met a man wearing a wide-brimmed tall hat as yellow as his clothes-wait, no, that's a different line of work. The Curious Chimp is a companion which, depending on how trained it is, may cause quite a bit of trouble for its owner, but at the same time, it has a high degree of natural abilities it can be taught, in addition to how easily it can climb and how agile and quick it can be. Some use Curious Chimps taught with sign-language--whether it is a true language or more gestures set by its owner--in order to have the chimps act as spies and relay information back to them. Others use them to distract others while pockets are picked, or have the Curious Chimp itself steal something directly while the owner stays away or serves as a distraction. Curious Chimps can't use wild magic, but if given a magic item they have seen demonstrated that utilizes less than 3 FP they might be able to utilize it properly.

Companion: Curious Chimp: The Curious Chimp is a very teachable companion capable of doing most low-focus abilities other bipedal species are capable of, if the owner uses ample time to train them in. Curious Chimps are fast, agile, and can climb easily, making it very handy to individuals using them for distractions or more shady purposes, as well as those that simply need them to reach areas they might be unable to access easily.

HP: 23 / EP: 9 / LP: 0 / SP: 3 / FP: 17
Reaction: 19 / Finesse: 12 / Intelligence: 11
Wisdom: 27 / Willpower: 17 / Strength: 13
Speed: 14 (18 feet per second, 7 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Stone, Blood
Elemental Weaknesses: Fire, Ice, Slime

Common Drops: Curious Chimp Corpse, Curious Chimp Skeleton, Curious Chimp Brain

Arm Block (0 FP Each): +1 defense on success. -1 EP per use until EP is gone or recovered by rest or other means.

Bite II (0 FP Each): 2 damage on success against armor-less targets.

Charge (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Climb IV (1 FP Each): Climb upward at 100% horizontal speed if a surface can be climbed without special equipment.

Club I (0 FP Each): 3 damage on success against armor-less targets. Uses two joined hands, a club, rock or improvised weapon as a club to strike an opponent.

Hold (1 FP Each): Attempts to hold an opponent or a part of their opponent so as to prevent offensive attack from that part while it is held. While held, unless an opponent is able to stalemate the hold or break free, additional attacks may be dealt afterward either by the one holding or by fellow companions and allies of the one holding. Reflexes vs. reflexes to see if hold succeeds. Strength vs. Strength for resisting and breaking free of hold if succeeds.

Leap (1 FP): The Curious Chimp leaps at a foe, allowing it to cross its running distance vertically as well as horizontally for one turn, trying to land on a foe.

Learn (2 FP): The owner may start to teach the Curious Chimp an ability. Each ability's learning rate and level depends on the level of the owner and the level of their connection to their Curious Chimp.

Kick I (0 FP Each): 1 damage on success against armor-less targets.

Punch I (0 FP Each): 1 damage on success against armor-less targets.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Steal II (2 FP Each): Attempt to steal something hidden in a pocket or otherwise unguarded area with some skill.

Swim (1 FP): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim. Moves two-thirds its land speed while in water.

Tackle and Choke II (0 FP): 4 damage on success against armor-less targets. Attempts to knock an opponent down and choke the life out of them.

Use Magic Item (1FP minimum): A Curious Chimp is able to use a magic item that is demonstrated to it four times that needs 3FP or less to work.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Sunday, May 19, 2013

Companion: Stealthy Cat:

Cats have been in societies for millennium after millennium, sometimes as simple pets, sometimes worshiped and revered. While some cats have changed over the many years to become the Felinae species, others have remained as simpler animals, often pets and companions. Sometimes Felinae will attempt to uplift them or get upset at seeing them treated as pets, but others will recognize the cat is usually getting the better end of the deal, and some may even have them as pets themselves, meditating on all the things their primitive living-ancestors might be able to teach them about themselves and reality as a whole.

Companion: Stealthy Cat: Some characters are well suited to having Stealthy Cats as companions, using them to help find someone or something quietly, to show them where to walk to minimize noise, and in general use with magic and luck related abilities. Stealthy Cats are stubborn and individualistic at times and may sometimes not respond as desired (1 in 12 chance of not responding, 1 in 12 of responding negatively).

HP: 15 / EP: 5 / LP: 3 / SP: 4 / FP: 15
Reaction: 19 / Finesse: 12 / Intelligence: 11
Wisdom: 10 / Willpower: 19 / Strength: 8
Speed: 12 (15 feet per second, 6 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Ice, Sand
Elemental Weaknesses: Air, Metal, Blood

Common Drops: Cat Corpse, Cat Skeleton, Cats Eye.

Bestow Luck (2 FP Each): Bestows a positive or negative luck point from its positive pool.

Bite IV (0 FP Each): 4 damage on success against armor-less targets.

Charge (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Climb II (1 FP Each): Climb upward at 50% horizontal speed if a surface can be climbed without special equipment.

Focus Point (1 FP Each): Reduces the focus needed by its owner by 1 FP per time this ability is used for magic-related abilities.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Slash II (0 FP Each): 4 damage on success against armor-less targets.

Sneak IV (1 FP Each): Crosses an area at full speed without making a sound in the process.

Stalk IV (2 FP Each): Able to follow at half speed the scent or tracks of another character or creature without making a sound.

Swim (1 FP): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim. Moves two-thirds its land speed while in water.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Companion: Shifty Rat:

Rats spread parasites that carry disease with relative ease, they breed wildly, consume the waste of civilizations and can never be fully eliminated from any area that they have populated with absolute certainty. Before the Mutrant, as terrifying accentuation of these traits was described, but this time, a look at another side, that of the loyal Shifty Rat. Some people love companions that are cute and cuddly, others that are horrifying to their foes, others that are functional above all else, and others choose companions that strangely enough, fit all three. The Shifty Rat may have soft fur, but it is dreaded by most species and so, often overlooked due to the number of non-companion rats that an area might have. It is also very functional as a companion due to its ability to fit into very tight spaces, grasp items to carry to their owner, climb walls, swim and yes, serve as a tiny thief.

Companion: Shifty Rat: A semi-trained animal, the Shifty Rat is useful to all sorts of individuals as a companion, but especially those sneaking about as Rogues or utilizing their companion for otherwise shady tactics. A Shifty Rat is able to fit into any two-inch wide hole, climb and swim easily, making it useful for things such as opening some doors or locks from the other side, exploring piping and ducts systems, pick-pocketing and other assorted similar things. More often than not, Shifty Rats respond to training best when using a flute.

HP: 12 / EP: 5 / LP: 0 / SP: 1 / FP: 10
Reaction: 19 / Finesse: 12 / Intelligence: 5
Wisdom: 13 / Willpower: 18 / Strength: 7
Speed: 10 (13 feet per second, 5 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Stone, Blood
Elemental Weaknesses: Fire, Lightning, Bone

Common Drops: Rat Pelt, Rat Heart, Rat Skeleton

Bite III (0 FP Each): 3 damage on success against armor-less targets.

Charge (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Climb II (1 FP Each): Climb upward at 50% horizontal speed if a surface can be climbed without special equipment.

Dig II (1 FP Each): Digs one-third its body height in a single turn.

Gnaw II (1 FP Each): Chew through most materials in a matter of minutes. Anything of less than 5 hardness can be chewed through, scaling from 4 hardness taking an hour per cubic foot downward to 1 hardness at 15 minutes per cubic foot.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Slash I (0 FP Each): 2 damage on success against armor-less targets.

Steal II (2 FP Each): Attempt to steal something hidden in a pocket or otherwise unguarded area with some skill.

Swim (1 FP): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim. Moves two-thirds its land speed while in water.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Saturday, May 18, 2013

Companion: Restless Hand:

Certain times the bodies of the dead will come back to life due to ghosts or extra-dimensional creatures inhabiting the body in question. Sometimes multiple bodies will be manipulated by the same creature. Sometimes the creature is either so small or unintelligent enough to be incapable of manipulating more than one body part. Despite all of the potential choices of body parts to animate, the most common is the Restless Hand. A Restless Hand does not have any eyes, but can detect things by touch and sound, the vibrations being felt on its surface and understood by the spirit or creature inhabiting it. While they are not nearly as strong as a full body, due to their small size they are extremely fast and still capable of choking an individual, throwing a knife, turning door knobs, picking locks (if the torsion wrench is attached to a finger and the picks are attached to other fingers), casting single-hand spells, pick-pocketing and other such things. They do not feed, but need to be healed to keep from the hand dying a second time and being useless to the spirit or extra-dimensional creature utilizing it.

Companion: Restless Hand: This companion is a spirit or extra-dimensional creature that has taken control of a severed hand belonging to a corpse. Restless Hands are able at moving very fast, but aren't very strong. They can wear gloves or other hand armor if their owner gives it to them, but usually they are better off with the increased speed of being unarmored. Anything a single hand can do while attached can be done by a severed hand if it does not require anything else. They may also have other one-handed items attached to fingers for usefulness such as lock-picking tools.

HP: 12 / EP: 4 / LP: 0 / SP: 1 / FP: 14
Reaction: 17 / Finesse: 24 / Intelligence: 8
Wisdom: 6 / Willpower: 7 / Strength: 9
Speed: 16 (20 feet per second, 8 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Lightning, Blood
Elemental Weaknesses: Fire, Ice, Slime

Common Drops: Corpse Hand, Ectoplasma Drops

Charge (3 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Climb IV (1 FP Each): Climb upward at 100% horizontal speed if a surface can be climbed without special equipment.

Dig III (1 FP Each): Digs two-thirds its body height in a single turn.

Leap (1 FP): The Restless Hand leaps at a foe, allowing it to cross its running distance vertically as well as horizontally for one turn, trying to land on a foe.

One-Handed (3 FP): The Restless Hand uses an ability its race is capable of doing with a single hand, an ability any character can perform, or any that its owner is capable of doing with one hand.

Punch I (0 FP Each): 1 damage on success against armor-less targets.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Tackle and Choke I (0 FP): 2 damage on success against armor-less targets. Attempts to knock an opponent down and choke the life out of them.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Companion: Mykra Spider:

Sometimes mutants are hideous and terrifying.  Sometimes they are to be pitied and rather harmless.  The Mykra Spider does not belong to the latter category.  These mutant spiders are the result of multiple spider species crossbreeding in polluted land for a long time, slowly becoming what they are today.  Some think that they were the result of intentional breeding for biological warfare, but this has never been conclusively proven.  Mature Female Mykra Spiders are about two inches from fang to spinnerets, but with their legs outstretched they are about four inches in radius.  Female Mykra Spiders have red horns on their back pointing out six directions, a mostly black body with a pair of blue stripes on the back.  The males are half the size and lack the red horns.  Both produce silk used in webs that are capable of holding a quarter pound per three inch long strand, making weaving them not only good for silk clothing for comfort, but also for strong rope and armor layering.  Mykra Spiders also have quarter inch fangs on the tips of their jaws capable of injecting their venom.  The venom the males inject is hallucinogenic for twelve hours on those without resistance and after six hours causes vomiting and diarrhea for the remainder of its duration.  The female, however, has necrotizing venom that causes deep gashes and starts rotting out the victim at a rate of 5 HP per turn or fifteen minutes uncured, and it only needs a few drops of its venom to cause this effect, making it difficulty for characters and creatures to build up an immunity to it.  Additionally, the Mykra will typically make nests in small tubes filled with strands of its web to keep predators out, and jump on smaller predators from above to protect their nest.  Despite how dangerous the Mykra Spiders are, they are mostly vegetarian, eating moist fruits and tomatoes, but they will also eat ants, other spiders, aphids, bees and any small predators they trap in order to keep larger predators from coming around the area.  They can be trained as pets without much difficulty if one is cautious and non-threatening, or if one gets some of the eggs away from the parents and survives long enough to start raising them.  Mykra Spiders cannot swim, however, and as such will desperately try to avoid quick-moving water if they are able.

Companion: Mykra Spider:  Mature Female Mykra Spiders are about two inches from fang to spinnerets, but with their legs outstretched they are about four inches in radius.  Female Mykra Spiders have red horns on their back pointing out six directions, a mostly black body with a pair of blue stripes on the back.  The males are half the size and lack the red horns.  Mykra spiders are very good pets as they don't usually bite their owners, but they are very protective of their nests and those that take care of them, making them very dangerous to their owner's foes.  They are, however, mostly vegetarian.

HP: 20 /  EP: 5 / LP: 0 / SP: 1 / FP: 19
Reaction: 19 / Finesse: 18 / Intelligence: 10
Wisdom: 5 / Willpower: 5 / Strength: 5
Speed: 12 (15 feet per second, 6 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Stone, Slime
Elemental Weaknesses: Water, Lightning, Bone


Common Drops: Mykra Spider Corpse, Mykra Spider Fang, Male Mykra Spider Venom, Female Mykra Spider Venom, Mykra Spider Silk.

Bite II (0 FP Each): 2 damage on success against armor-less targets.  Deals Male Mykra Spider Venom or Female Mykra Spider Venom depending on gender of the pet.  Female deals 5 damage per turn or fifteen minutes if uncured.  Male deals 1 hour (20 turns) of hallucinogenic effect and the last half hour (last 10 turns) with also vomiting and diarrhea.

Charge (3 FP Each):  Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Climb IV (1 FP Each):  Climb upward at 100% horizontal speed if a surface can be climbed without special equipment.

Dig II (1 FP Each):  Digs one-third its body height in a single turn.

Leap (1 FP):  The Mykra Spider leaps at a foe, allowing it to cross its running distance vertically as well as horizontally for one turn, trying to land on a foe.

Run (1 FP Each):  Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Walk (0 FP Each):  Moving at half a character's current max speed, rounded up.

Weave Web (1 FP Each): Sprays its web out  in order to lay traps out of webbing, or straight strands for making silk for its owner.

Web Attack (3 FP Each):  Sprays its web at what appears to be a foe's face,  at a distance of 3 feet horizontally and vertically in a radius of 5 inches when fully spread out at or on the foe.

Friday, May 17, 2013

Companion: The EnigmaCube:

Certain companions benefit greatly from areas heavy with magical energy.  Others, such as The EnigmaCube, do not.  The EnigmaCube is a technological advancement that is very useful to characters that live and explore areas low in wild magic, but magical surges will cause it to fall from its flight.  Thankfully due to its design it will reboot itself after fifteen minutes or three turns if it doesn't encounter another surge during reboot, but while in reboot mode it is unable to do anything useful.  The EnigmaCube is about four inches by four inches by four inches, and very useful to Tinkerers and other characters using a lot of technology.  The EnigmaCube was originally built by the Elion Corporation for the enjoyment of its CEO's daughter.  After seeing some of the potential that it had newer versions were released into the general populace for sale and it surged across the city of its inception and further beyond, even across the universe and some even say across dimensions and realities.  They are sometimes found by individuals that have no idea of their potential and how to activate them, and as such the price ranges drastically depending on the value placed on them.  Those that know what they can do are often from societies where the market is over-saturated with them, whereas ones that don't know all of what it can do may hold less value on it for its accessed functions and more on its physical appearance.  The EnigmaCube has a multitude of different functions, some accessed by merely touching it, others by voice, and still others by wireless connection.

Companion: The EnigmaCube:  The EnigmaCube is a fascinating companion best suited for area of low wild magic, usually belonging to Tinkerers and other technologically adept characters.  It was originally designed as a toy, but its potential was realized later and mass marketing has seeded it across the universe and beyond.  Every function is available to The EnigmaCube can be unlocked if it is undamaged, but the level of unlocking depends on the knowledge of the companion.   Additionally, what functions and knowledge are added into it are depending on its previous owner, as it resets itself to remove anything from two owners ago, keeping only what its previous owner and current one has added to its knowledge.  The EnigmaCube recharges via an extra-dimensional relay link and as such will only run out of power so long as wild magic is surging every fifteen minutes or less for an excess of a year, preventing it from forming the link and draining its battery entirely.  It does not do well against getting dirt or sand into it, and it does not operate efficiently against ice attacks and cold weather, though it will not short-circuit from water.
 
HP: 40 /  EP: 10 / LP: 0 / SP: 3 / FP: 32Reaction: 14 / Finesse: 13 / Intelligence: 20
Wisdom: 20 / Willpower: 5 / Strength: 10
Speed: 18 (23 feet per second, 9 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Metal, Bone
Elemental Weaknesses: Earth, Ice, Sand

Common Drops: The EnigmaCube (functional), The EnigmaCube (severely damaged), Microcircuitry, Scrap Metal, Elion Power Core, Nanite Capsule, The EnigmaCube Processor Unit, The EnigmaCube Memory Unit.

Crash (0 FP):  The EnigmaCube hurtles its structure into a foe of its owner, dealing 6 damage to unarmored enemies.
 
Distraction (2 FP):  The EnigmaCube emits a faint hum and puts forth a shifting pattern of colored light on all of its surfaces that distracts those with that have a Willpower less than 15.  Requires Elion Corporation Knowledge II or The EnigmaCube Knowledge I to access and using vocal command to initially unlock it.

Extra-Dimensional Storage (5 FP): One of The EnigmaCube's panels opens to reveal a hollow space with a field of stars in it.  A character that reaches into it will find that it acts as an extra-dimensional storage, carrying up to fifty pounds, though the character reaching in will only be able to find what they are seeking by touch, so it is not recommended to put anything sharp or volatile into it.  Additionally, it is devoid of any air, so it is not recommended to put anything living into it.  Requires Elion Corporation Knowledge V or The EnigmaCube Knowledge III to access and using wireless to initially unlock it.

Extend Knowledge (2 FP): Temporarily pushes knowledge useful in a situation that it knows into the mind of its owner for fifteen minutes or three rounds of combat.
 
Flight (1 FP Each):  Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Float (2 FP Each):  Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.
 
Healing Cloud (6 FP Each):  The EnigmaCube releases a cloud of nanites that heals its owner or those designated by 30 HP.  Requires Elion Corporation Knowledge II or The EnigmaCube Knowledge I to access and using vocal command to initially unlock it.  Requires The EnigmaCube still has a nanite capsule remaining (initially comes with 3 inside it, may have some used before its owner gets it.  Its owner can do a check on how many it has if they have The EnigmaCube Knowledge II or Elion Corporation Knowledge III.)
 
Hover (0 FP Each):  Moving at half a character's current max speed, rounded up.
 
Illumination (1 FP Each):  For a period of 15 minutes, produces enough light to brighten a radius of 20 feet to daylight levels and steadily dropping off after that at a rate of -3 illumination per 5 feet.  Requires Elion Corporation Knowledge I or The EnigmaCube Knowledge I to access and using touch command to initially unlock it.
 
Impale (1 FP Each):  The EnigmaCube has spikes come from its sides, hurtling itself at its owner's foe, dealing 9 damage to unarmored enemies.  Requires Elion Corporation Knowledge I or The EnigmaCube Knowledge I to access and using vocal command to initially unlock it.
 
Laser (5 FP Each):  The EnigmaCube has a side open to produce a laser beam.  This cutting beam is capable of cutting through low-reflective and low-refractive materials at a pace of 1 foot cubed per minute.  It may also deal 10 damage to unarmored enemies.  Requires Elion Corporation Knowledge IV or The EnigmaCube Knowledge IV to access and using wireless to initially unlock it.
 
Photon Burst (10 FP Each):  The EnigmaCube has a side open to produce a burst of light and heat that explodes on contact with solid matter.  This burst is capable of making a 5 cubic foot crater on impact against anything with a hardness less than 10 that is not shielded through non-physical means.  It may also deal 20 damage to unarmored enemies.  Requires Elion Corporation Knowledge V or The EnigmaCube Knowledge V to access and using wireless to initially unlock it.

Teach (0 FP): Acts as a teacher of its level of knowledge to its owner, granting them the bonus of studying as if it had been an ordinary living teacher.

Companion: Brain in a Jar:

Usually when a character has a companion, it's a loved one, a loyal pet, or a machine of some sort.  While the Brain in a Jar may be a loved one on some occasions, it is more often than not an intelligent foe defeated by the character, or one purchased of interest to the character.  A Brain in a Jar can be outfitted to share its wisdom, witticism, scorn or other fun roleplaying conversations depending on its relationship to the character, but more importantly, it can't fight or flee its owner.  A psion might use a Brain in a Jar for added brainpower for psionic abilities, or to serve as a distraction or other purposes.  A wizard or sorceror might keep one that can tell them the spells it had once learned in before death, an acolyte to learn where its heresy against their chosen deity was being done, and so forth.  Brain in a Jar companions aren't very good in combat unless paired with a character with some mental abilities or used just for their knowledge.  A Brain in a Jar typically is just carried along with a character's other belongings, strapped to their side, but sometimes they may be floated alongside a character if they use an ability to make their movement possible, or if the brain belonged to a character once having such abilities, or a Brain in a Jar may be put into a saddlebag or other container that a mount or other companion might carry.

Companion: Brain in a Jar:  A Brain in a Jar is a great companion for a psion, character with other mental abilities, or just one seeking to learn information from a deceased character.  Depending on the species and individual characteristics of the individual the brain originally belonged to, the Intelligence, Wisdom and Willpower will vary drastically.  Usually a character does not know the specific statistics of any other character or creature within the perspective of roleplay, and as such the renown and demonstrated knowledge are what adjusts the price of the Brain in a Jar and its usefulness.  They usually are either very disgruntled with their state and quite mad, or knowing very little of the situation outside of their direct knowledge and therefore calm but also insane.  Few are able to retain their sanity without sensory input beyond the auditory one built into their jar, and the few that do usually have a strong mental bond with the one they are a companion to.  Brain in a Jar companions cannot use an abilities requiring a physical body, but ones that can work mentally or by voice are able to be used.  Due to having little else to do, they usually have a lot of focus.

 
HP: 10 /  EP: 4 / LP: 0 / SP: 2 / FP: 32
Reaction: 1 / Finesse: 5 / Intelligence: (Varies, 20 average)
Wisdom: (Varies, 20 average) / Willpower: (Varies, 20 average) / Strength: 1
Speed: 0 (0 feet per second, 0 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Water, Lightning, Blood
Elemental Weaknesses: Fire, Metal, Sand

Common Drops:  Brain in a Jar (owner deceased), Broken Jar, Deceased Brain in a Jar

Brain Drain (2 FP): Drains 1 FP from an opponent and feeds it to the one it is a companion to.

Brain Sync (1 FP): Forms a link between itself and the one it is a companion to, expending one of its focus points to give it to its owner.
 
Control Body (3 FP):  For the duration of 12 turns or 1 hour, a Brain in a Jar can control a brainless body that previously had one as if that body were still alive by attaching its jar to the body.

Extend Knowledge (2 FP): Temporarily pushes knowledge useful in a situation that it knows into the mind of its owner for fifteen minutes or three rounds of combat.

Teach (0 FP): Acts as a teacher of its level of knowledge to its owner, granting them the bonus of studying as if it had been an ordinary living teacher.

Use Sorcerer Ability (1FP + FP cost of ability):  If a Brain in a Jar previously was within a sorcerer character's body, then it can use its magic abilities it knew in life that don't specify a physical body as being needed as if the brain still belonged to that living sorcerer.
 
Use Psionic Ability (1FP + FP cost of ability):  If a Brain in a Jar previously was within a psionic character's body, then it can use its psionic abilities it knew in life that don't specify a physical body as being needed as if the brain still belonged to that living psion.
 
Use Tinkerer Ability (1FP + FP cost of ability):  If a Brain in a Jar previously was within a tinkerer character's body, then it can use its tinkerer abilities it knew in life that don't specify a physical body as being needed as if the brain still belonged to that living tinkerer.

Wednesday, May 15, 2013

Companion: Copper Clockwork Snapping Turtle Golem

Sometimes having an organic companion can provide a warm emotional attachment, such as one has for a pet.  Other times it is more of a bother, having to clean up after their waste, feed them, keep them at the right temperature and other problems.  Some shy away from such problems, instead opting to go for inorganic companions.  As clockwork creations are one of the easiest to manage for one less versed in how to create the golems themselves, they are extraordinarily popular.  Many areas have individuals and even industries popping up to fill the demand for clockwork golems, most specializing in a particular type.  The Clockwork Turtle Golem is one such type, and while it may be slower, it does have its uses: 1) Clockwork Turtle Golems are very durable, regardless of the style.  2) Clockwork Turtle Golems can carry a great amount of weight as compared to their size without slowing down further than their normal movement.  3) Clockwork Turtle Golems are good for carrying heavy weapons, cauldrons or other heavy things that ordinarily one might leave when entering a catacombs which can be very useful between rounds of combat or even during them.  4) Clockwork Golems of all types aren't affected by surges of magic unless it is an attack, and even then at normal rate rather than with added effect.  This is extremely useful for many different purposes for casters that want a companion that is easy to control without needing to worry about cleaning up after them.  One such popular purpose for casters and those who purchase magical items for use is to have a portable return portal if they are willing to pay for its expense.  One of the downsides of clockwork golems in general is that as lower technological robots, they are rarely very intelligent and need precise ways of being given commands in order to follow orders.  Some choose to use a very popular method which is the playing of a specific instrument at certain pitches and patterns for specific commands.  Casters may utilize certain light generated spells or sound spells.  Others may pay for having their specific voice keyed to the clockwork golem but may have difficulty when feeling ill or otherwise speaking differently.  As well, some may other methods, though the cost of having one specialized to them may increase.  The price largely depends on the cost of materials, the time needed to construct one, and the skill needed to create it to either the owner's specifications or mass produce them.  Below is the stats for the most commonly sold Clockwork Turtle Golem, based off of the common snapping turtle in design, the Copper Snapping Turtle Golem:

Companion: Copper Snapping Turtle Golem: A small clockwork golem designed to appear like a common snapping turtle, approximately twenty inches across.  Due to their speed, few use them offensively in combat directly against quick foes but if within range they do have powerful jaws, and at a more ranged distance, their owners may attach weaponry and other things of use during combat.  They are very durable and can carry about sixty pounds without slowing down further than their normal movement.  They also are extremely stable for when using weaponry or other devices that have a strong recoil effect.  They are unaffected by magic surges unless it is a direct attack and then at normal damage unless it is a weakness.  Common uses for Copper Snapping Turtle Golems are carrying heavy weapons, treasure, cauldrons for alchemy between rounds of combat or even during it, carrying large canisters of air while exploring underwater and other similar purposes.


HP: 60 /  EP: 24 / LP: 0 / SP: 1 / FP: 12
Reaction: 5 / Finesse: 19 / Intelligence: 3  

Wisdom: 25 / Willpower: 24 / Strength: 30
Speed: 4 (4 feet per second, 2 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Fire, Metal, Bone
Elemental Weaknesses: Earth, Lightning, Slime


Common Drops:  Clockwork Golem Frame, Clockwork Gears, Clockwork Seal, Clockwork Springs, Clockwork Program Box

Bite VII (0 FP Each): 7 damage on success against armor-less targets.

Charge (3 FP Each):  Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Dig II (1 FP Each):  Digs one-third its body height in a single turn.

Gnaw V (1 FP Each):  Chew through most materials in a matter of minutes.  Anything of less than 13 hardness can be chewed through, scaling from 12 hardness taking an hour per cubic foot downward to 1 hardness at 5 minutes per cubic foot.

Run (1 FP Each):  Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Slash (0 FP Each):  2 damage on success against armor-less targets.

Underwater Walk (0 FP): Technically, much like the common snapping turtle which this golem is based off of, this golem does not and cannot swim.  However, due to the seal that covers its mechanisms and overall design, it is very capable of walking into and under the water with the same speed it does on land, for the same duration of time it is able without being rewound or powered as it has on land.  Those modified to run on steam power rather than winding alone are able to use the water they walk in for steam generation, the steam itself being pushed underneath the golem, speeding up its movement a little more in water than on land.  This modification does, of course, make the golem more expensive if opted for.

Walk (0 FP Each):  Moving at half a character's current max speed, rounded up. 

Companion: Trusty Hound:

Individuals that adventure frequently may find themselves in need of a loyal companion by their side.  While there are a multitude of different potential companions, animal and otherwise, many choose a trusty hound.  There are many reasons for this choice:  1) Trusty Hounds can usually move as fast if not faster than their owners.  2) Trusty hounds have powerful jaws for biting foes.  3) Trusty hounds have a good sense of smell for improving tracking abilities.  4) Trusty hounds are able to dig at moderately decent pace.  5) Trusty hounds don't need a lot in return for their loyalty.  One problem with having a Trusty Hound as a companion is that they rely more on speed over defense, and as such cannot offer much in the way of defense.  If another character or beast kills a Trusty Hound, there isn't much reward for it, but it may be devastating to the owner if they have formed an attachment to them.  Thankfully, Trusty Hounds are raised by many individuals and as such can be purchased or received as a gift from characters with great ease.  The price for getting one ranges from nothing to a moderately expensive price depending on the breed.  Though few have any significant effect on combat differences, some may be more effective in negotiations, intimidation and other roleplay reasons.  For now though, the average Trusty Hound's entry:

Companion: Trusty Hound:   A Trusty Hound is a canine companion that is quick and useful for offensive combat, tracking, digging and other roleplay purposes.  There are many different breeds of Trusty Hounds, but few have significant differences in combat, and as such will be examined at a later point.

HP: 30 /  EP: 4 / LP: 0 / SP: 1 / FP: 12
Reaction: 13 / Finesse: 11 / Intelligence: 2
Wisdom: 15 / Willpower: 19 / Strength: 5
Speed: 18 (23 feet per second, 9 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Ice, Blood
Elemental Weaknesses: Air, Lightning, Slime


Common Drops:  Trusty Hound Skeleton, Trusty Hound Carcass.

Bite IV (0 FP Each): 4 damage on success against armor-less targets.

Charge (2 FP Each):  Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Dig II (1 FP Each):  Digs one-third its body height in a single turn.

Gnaw II (1 FP Each):  Chew through most materials in a matter of minutes.  Anything of less than 6 hardness can be chewed through, scaling from 5 hardness taking an hour per cubic foot downward to 1 hardness at 20 minutes per cubic foot.

Bark (0 FP Each): Creates a loud bark to serve as a distraction or to signal that the Trusty Hound has found something of interest.

Run (1 FP Each):  Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Slash (0 FP Each):  2 damage on success against armor-less targets.

Swim (1 FP): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim.  Moves two-thirds its land speed while in water.

Walk (0 FP Each):  Moving at half a character's current max speed, rounded up.

Tuesday, May 14, 2013

System Mechanics: Allies, Mercenaries and Companions

In Myths and Legends, as in real life, sometimes one character on their own, or even a group of characters on its own will find itself over its head when facing foes or other challenges beyond the current ability to succeed without great sacrifice.  In some cases, such sacrifice is needed not only for character development, but as part of the mechanics of the game in order to boost another aspect.  A character that spends every moment of their life studying books to expand their knowledge sacrifices time spent socializing and gaining new contacts and potential friendships.  A character that spends a little bit of time doing everything they can learn to refine may slowly become a master of many trades, but at a much slower rate than one that devotes themselves to one, or two, or a handful instead.  This is not to say that a character cannot learn every scrap of knowledge and skill they are seeking if they apply themselves, but merely that without balance to some degree they will find themselves better suited to particular tasks in the game rather than a larger broad pallet of experiences.  Sometimes a caster may find they know nothing of animal taming and therefore waste focus incapacitating or slaying a foe's guardian pets and making a noise loud enough to signal their approach, whereas one that learns sleeping spells or a spell to create a bubble of noise dampening may cast other spells without worry.  A psion that slots completely toward telekinesis may find themselves capable of moving anything, but a sudden attack from their blind-spot without some manner of empathy, telepathy or defensive aura would mean that they would be still highly vulnerable to strategic attacks.  The caster may ally with the psion and find themselves both able to tear apart a fortress to get to a foe, but having along burdener as a meat-shield or a tinkerer to send forth an army of small machines to carry their bounty, or a rogue to slip in an assassinate their foe or get them inside quietly fast is of great benefit.  Perhaps if the foe is killed quickly then the treasure room could be secured quickly, having all of it ferried out via a multitude of different ways that leaves the terrors unaware their master is dead still guarding it to prevent other groups from trying to steal it while they aren't yet done transferring all of it.  Having all of them is of even greater strategic power, as well as other possible combinations.  But what to do if playing either version of the game, but not enough players are at the table to fill all the roles?  Therein lies a large system mechanic of MaL.

Allies are other characters that will team up with an individual or group for only certain goals, such as recovering a lost treasure to get a small portion including a lost family heirloom, or to slay a monster that devastated their crops during an already miserable year.  In the paper version they may be either other characters controlled by the players that are pregenerated by the GM for such circumstances, pregenerated and run by the GM, run by the players as part of an independent gaming session within the same setting by the same GM, or ones given as examples from the books and other MaL sources of core and expanded roleplay guides.  Allies in the PC version could also be multiplayer players seeking aid for just one line of quest, or other players not on frequently enough in coincidence with the rest of a group, or even computer-generated NPCs.  Either way, their gameplay would be the same as any normal player, save that they join with an individual or a group for a limited time for mutual benefit.

Mercenaries are very similar to allies, being alike in all but two aspects:  1) Mercenaries are usually in it solely for the money or other reward offered for their services.  2) Mercenaries are also a potential danger to have along if they are massively more powerful than a character as they can sometimes claim more reward or payment with intimidation and get it due to having the power to back up their demands.  Some mercenaries are parts of organizations that limit this second problem in general, but the vast majority are either freelancers or part of an organization that doesn't care as long as it gets its money and any potential naysayers are silenced out of the public eye.  There are many different types of mercenaries for different purposes, and characters may themselves become mercenaries for jobs if they so wish.  Assassins, thieves, henchmen, stooges, laboratory assistants, understudies and paid apprentices can all be mercenaries if they are in it for the money and improving their skills more than anything else.

Companions are almost allies in some regards, but yet on a different level of interaction.  A companion is an individual character, machine, pet, or other follower that aids a character on its journeys over a prolonged period of time, mostly basking in the adoration of the character they are a companion to.  An unpaid or lowly apprentice can be a companion if they are in it more to learn than being paid, and very loyal to the one they are learning under.  Spouses can also be companions, as can family pets or familiars.  Machinery of all manner of mobile assistance possibility can be companions if they are viewed with affection like a pet.  Companions may stay at home and guard it, or invest funds, or go along on journeys and potentially serve as both an offensive and defensive aid.