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Sorted A-ZMoves
Animal Companion Insert
The RangerInsert
A bond forged in wilderness, deeper than words can reach.
For Ranger: you are accompanied by a beast, with whom you have bonded deeply and communicate without words. Treat it as a follower.
Choose a type:
- Bird (falcon, eagle, owl, buzzard, magpie, etc.) — HP 5; Armor 1 (size); Damage d4 (hand). Pick 4 more tags: Improved damage die (d6); +4 HP; +1 armor (agility); attack-bird; fast; tiny; mimics; tireless; sharp-eyed.
- Critter (cat, fox, possum, raccoon, weasel, etc.) — HP 5; Armor 1 (size); Damage d4 (hand). Pick 5 more tags: +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, etc.) — HP 12; Armor 0; Damage d6 (hand). Pick 3 more: +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, etc.) — HP 8; Armor 0; Damage d8 (hand, grabby). Pick 3 more: +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, etc.) — HP 12; Armor 0; Damage d6+1 (hand, close). Pick 4 more: +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
Moves
Beast of Legend. Each time you take this, pick 1: They are exceptional (see Order Followers); They get +4 HP and +1 armor; They develop a unique ability or trait.
Loyal to the End. When your companion is at 0 HP, roll +0, with advantage if it holds Loyalty:
- 10+: it'll be fine once it regains any HP.
- 7-9: it gets the injured tag.
- 6-: it's injured and will die soon unless someone saves it.