Companion Edges
Companion Edges are for those characters with Arcane
Backgrounds or the Professional Edges of Chemist or
Demonologist. Details for each Arcane Companion are
listed below. To gain a Companion, the character must
meet the necessary prerequisites and take the appropriate
Arcane Companion Edge.
Each Arcane Companion possesses certain common
elements:
If banished/destroyed/killed, unlike typical allies,
they are not permanently gone. They are being rebuilt,
resummoned, regrown, repaired, or replaced. As such,
the Arcane Companion does not return until the character
levels up. A character may never have more than one
Arcane Companion.
Arcane Companions are Wild Cards. Arcane
Companions have no bennies, but their master may
spend bennies on their behalf.
Arcane Companions advance as detailed under
Companion Improvements (following).
Arcane Companion (Clockwork Companion)
Requirements: Novice, Arcane Background
(Inventor), Gearcraft d8+, Repair d8+
Built of scrap metals and acquired parts, clockworks
are complex proof of the inventor’s craft. They have a
limited intellect and no creative processes, responding to
the direction of their creators precisely. They tend to be
between five and six feet in height and are modeled after
men, regardless of their creator’s native race, and weigh
between 150 and 180 pounds. When one speaks, it has
the rough, grating voice of gears grinding into one another,
so there is no mistaking it for what it is. Attempts
at mass production have long been abandoned as each
one must be carefully maintained and supervised, making
the prospect less than attractive with the abundance
of Overwrought available.
Clockwork Companion
Attributes: Agility d6, Smarts d4, Spirit d6, Strength
d8, Vigor d8
Skills: Fighting d6, Notice d6, Shooting d6,
Pace: 6; Parry: 5; Toughness: 7
Gear: As given
Special Abilities:
• Brawny: Clockworks are capable of carrying loads
8x their Strength
• Construct: +2 to recover from being Shaken;
no additional damage from called shots; piercing
attacks do half damage; constructs do not suffer
from poison or disease
• Fearless: Clockworks are immune to Fear and
Intimidation.
• Modifiable: May be improved by an Inventor with
the Tinkerer/Master Tinkerer Edges with a -2 roll
rather than the normal -4.
• Weakness: Wounds do not heal naturally and must
be repaired. Each wound takes a Repair roll and
1d6 hours.
Arcane Companion (Demon Servant)
Requirements: Novice, Professional Edge
(Demonologist), Knowledge (Rune Lore) d8+, Runecraft
d8+Through a long, exhausting ritual, a demonologist
may summon forth a special servant to do his bidding.
Not as specialized or advanced as some they may summon
or bind for shorter missions, these demon servants
come forth to serve and learn. Lean and gaunt, a demon
servant otherwise appears as a normal member of
its summoner’s race, its gender determined at the time
of summoning. Some say they are the damned souls of
past summoners, but no one knows for sure and their
memories about such things are clouded. They recall going
through a dark tunnel, but little more.
Demon Servant
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Shooting d6
Pace: 6; Parry: 5; Toughness: 6
Gear: As given
Special Abilities:
• Chaos Creature: At the start of each adventure,
its master may assign it one demonic ability of his
choice equal to his Rank or less.
• Demonic: Half-damage from non-magical attacks;
Immunity to disease and poison; Dark Vision; No
additional damage from called shots; All attacks are
Runic; Speaks all tongues.
• Weakness: May be banished following normal
demon banishing rules.