Pets are creatures that have a particular attachment or bond with an adventurer. Magical creatures, called Familiars, are summoned, whereas mundane creatures, called Companions are usually raised or tamed by their owner. These creatures are loyal to their owners are usually present to assist with whatever endeavor the player is undertaking. If an adventurer dies their companion or familiar can go rogue, die from grief, or return from whence they came.
- To start, all players can have either one companion or familiar. This can be changed through items, devotions, higher levels of charisma, or earned through roleplay.
- Include the companion or familiar in your character's sheet, below inventory.
- Companions and familiars can be any non-playable species within the Almanac as well as 'standard fantasy beasts.' (i.e. unicorn, griffon, kelpie, etc)
- Companions and familiars can possess a single unique ability, regardless of their magical ability.
- Name your companion or familiar, provide beast art, as well as state what they have for a unique ability.
- Either a player character or companion/familiar can move during a single turn. The exceptions to this are if the player has a skill, buff, item, or something else to enable multiple actions for their character or companion/familiar.
These are typically beasts that have been domesticated by adventurers. Either by taming a wild creature, raising and training an infant creature, or purchasing one from a breeder. They are loyal to death and hate to be left behind. If your character has a companion, they will always be quick at their heels. These do not possess any magical ability.
- Companions have a set HP pool; it is the player's HP pool x3.
- Companions have access to all of the players base stats.
- Companions can be buffed with items and have access to the same inventory slots as their owner.
- Companions can die in battle.
Unusual creatures that require a Mage as their owner or pact-maker. Some magical companions are passed down family lines, such as sprites in a family workshop. Still others, such as non-sentient elementals, can be summoned. These creatures require a steady supply of mana and will abandon their pact if their owner/pact-maker mistreats them. Familiars have varying degrees of sentience and some can even hold conversation.
- Familiars can be 'summoned' at the start of each encounter by rolling a 1d20 + CHA.
- Familiars, on a botched roll (value of 1), will not be summoned during the encounter.
- Familiars, on a standard summon roll (2-19), have 0.5x the HP pool of their owner and base stats.
- Familiars, on a critical roll (natural or buffed 20) will have the standard HP pool of their owner and +1 to all stats.
- Familiars can only be buffed with magical items, such as trinkets, relics, or artifacts.
- Familiars will flee in battle before death, which will allow them to be resummoned later.