Viewing Effect - Companion Creature
Get a sidekick!

Create a Companion Creature Power

Description

You have a companion who travels with you and can aid you in your adventures. This creature is loyal to you, and will do what you say. Furthermore, you have a knack of finding each other. Your companion is not obviously supernatural unless the Supernatural Drawback is taken.

Eratta

If for any reason your Power is severed, you will lose your sense of the companion as well as the ability to command it. If the Power is subsequently restored for any reason, you regain your bond with your companion just as it was prior to losing the power.

System

To create your companion, use a similar procedure to creating a new Character. Instead of 150 Experience, you may spend no more than 64. You may not take Assets or Liabilities. Companion creatures have one Limit. You may spend any experience you earn on your companion's stats, if desired.

Regardless of your chosen Attributes and Abilities, the Actions available to any creature depend on the creature itself. For example, an elephant will not be able to make much use of the Stealth Ability.

Companion creatures cannot use tools or human technology.

Companions are capable of general communication skills and know one language. Your companion is controlled by the GM but generally will listen to what you have to say and follow your commands as best as it can interpret them.

Any roll to locate your companion (or vice-versa) is rolled at -2 Difficulty.

Enhancements

Man's Best Friend (You, rather than the GM, have control over your companion's actions.)

Leader of the Pack (Your companion attracts a pack. It gains 1 follower per application of this Enhancement. Followers are not affected by this Power's other Enhancements.)
For swarming creatures (such as rats), this merit will grant a group of followers per application, GM's discretion. Think proportionately to adding 1 wolf to a wolf pack.

Tool-User (Your companion has developed fine motor skills, and is able to manipulate items as if they had human hands,)

Resilient (Your companion has an extra Body level.)

Mystical Creature (You may use your Gifts to grant Powers to your companion instead of yourself.)

Improved (Your companion creature receives a one-time infusion of 18 Exp.)

Channel (You may use your companion as a locus through which to channel your Powers. Range and other relevant systems apply as if your pet was casting the Power.)
Using a Power through your companion consumes your Action but does not affect theirs.

Inseparable (You and your companion creature always have a sense of the direction and distance of the other.)

Flight (Your companion may fly at normal movement speed.)

Savage Attack (Your companion creature has a type of Attack which is particularly brutal. They gain +3 dice to this Attack roll. This attack must be mundane and make sense for the type of companion.)
Dice bonuses to the same pool from multiple sources do not stack.

Technologically Inclined (Your companion has a general understanding of Human culture and technology, and can reason appropriately.)

Mystic Fangs (Your Companion attacks at +2 Difficulty, but does damage to Mind and ignores non-supernatural Armor.)

An Asset to the Team (When creating your companion, you may take Assets and Liabilities. See errata for restrictions.)
The inhuman-ness of your companion is already accounted for in the balance of this Power. Therefore, you cannot take Liabilities related to your companion being inhuman (e.g. Outsider, No Hands, etc).

Human (Your companion is (or effectively is) a human. They have citizenship in one country and can live comfortably in modern society.)
If you take this, you may take Liabilities as normal with the "An Asset to the Team" Enhancement.

Drawbacks

Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Supernatural (This Power causes a mutation (passive) or an effect (active) that marks it or its owner as a supernatural being.)
Friendly (Your companion is incapable of combat.)
Trickster (Your companion often misleads you or plays tricks on you.)
Sympathy Pains (You adopt your companion's wound Penalty if it is higher than your own, and vice-versa.)
Shared Fate (Whenever your Companion suffers an Injury, you suffer a one-point Injury.)
Rampage (When engaged in combat, your companion must roll Mind to distinguish between friend and foe.)
Unique Connection (Your companion cannot communicate with or understand anyone other than you.)
Sentient Item (Your companion creature is incapable of self-locomotion or taking physical Actions. They may still communicate and sense the world as normal.)
Growl (Your companion cannot speak or communicate to yourself or others. However, it still understands a single language.)
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Example Powers