Insert: Animal Companion
You are accompanied by a beast of uncommon loyalty and cleverness. Treat it as a follower.
Type (pick 1)
Bird (falcon, eagle, owl, buzzard, magpie, ...)
- HP 5; Armor 1 (size); Damage d4 (hand)
- Pick 4 more options: improved damage die (d6) / +4 HP / +1 armor (agility) / attack-bird / cautious / clever / fast / mimic / sharp-eyed / stealthy / thieving / tiny / tireless
Critter (cat, fox, possum, raccoon, weasel, ...)
- HP 5; Armor 1 (size); Damage d4 (hand)
- Pick 5 more options: +4 HP / +1 armor (agility) / agile / adorable / annoying / burrowing / cautious / clever / climber / dextrous / keen-eared / keen-eyed / keen-nosed / quick / stealthy / stinky / tiny / thieving
Brute (bear, boar, wolverine, aurochs, drake, ...)
- HP 12; Armor 0; Damage d6 (hand)
- Pick 3 more options: +1 armor (hide, scales, etc.) / damage is +2 damage, forceful / damage is messy, 1 piercing / large (+4 HP, +1 damage, +close) / easy-going / fearless / gluttonous / keen-nosed / powerful / protective / quick / terrifying / tough
Predator (hound, wolf, cougar, drake, ...)
- HP 8; Armor 0; Damage d8 (hand, grabby)
- Pick 3 more options: +4 HP / +1 armor (hide) / damage is messy, 1 piercing / agile / climber / clever / enduring / fast / fierce / keen-eared / keen-eyed / pack-hunter / keen-nosed / patient / powerful / stealthy / terrifying
Steed (horse, mule, ...)
- HP 12; Armor 0; Damage d6+1 (hand, close)
- Pick 4 more options: +4 HP / +1 armor (hide) / damage is +2 damage, forceful / aggressive / agile / beautiful / calm / clever / hardy / keen-nosed / large / powerful / swift
Instinct (pick 1)
- To bully and threaten
- To make mischief
- To fill its belly
- To startle and panic
- To get distracted
- To run rampant
- To give chase
Cost (pick 1)
- Play, grooming, training, affection
- Time off on its own, free to roam
- Cozy quarters, comfort, ample food
Loyalty: ☐☐☐
Follower rules
Order Followers
When you direct your companion to do something that would trigger a player move, and they do it, they trigger the move. If the move involves rolling, you roll for them, and…
- … if they have a relevant tag and are exceptional, roll with advantage.
- … if any of their tags would get in the way, roll with disadvantage.
When your companion is without orders or acts on its own initiative, the GM says what it does and how it goes.
Strengthen Your Bond
When you pay your companion's cost, and you haven't done so recently, they hold +1 Loyalty (max 3).
Spend your companion's Loyalty 1-for-1 to have them:
- Overcome their fear to do as you say.
- Resist acting on their instinct / tags / traits.
- Do something they don't want to do (as long as it's not abhorrent or suicidal).
Loyal to the End
When your companion is at 0 HP, roll — with advantage if it holds Loyalty.
- On a success with a 6, it'll be fine once it regains any HP.
- On a success with no six, it gets the injured tag.
- On a bust, it's injured and will die soon unless someone saves it.