Familiars Familiars are unique, magical creatures that bind themselves with a character. They are intelligent and skillful and gain unique abilities as they develop. This bond unlocks the power of the familiar and enhances the power of the character but it also holds dangers, as the two creatures develop a connection that subjects them to mutual side effects such as pain and death.
Familiars & Powers Familiars advance using Skill Points. Their abilities are classified as Companion Legacies and are acquired by spending Skill Points from their master’s pool upon leveling up.
Properties All familiars share some basic properties. Some of them affect their masters as well.
Psychic Link: Master and Familiar can communicate telepathically at any time. Shared Presence: Master and Familiar perform their Actions on the same Turn. The Familiar is controlled by the Player as a second character. Shared Grit: Master and Familiar share the same amount of Grit and the same Grit Level. Any amount of Damage or effect inflicted will apply to both parties instantly. Shared Vision: Master and Familiar share the same vision. The character can see through the creature’s eyes at will. This allows the Master to target others through the creature’s eyes.
Firebird Firebirds are lesser versions of a Phoenix. They also originate from dead Amar who never rose to power and died early in their lives before reaching their full potential. Firebirds have powers that relate to Fire and Life.
Structure Threat (Very Low): 10/-/- Mobility (Exceptional): 12/7/3 Vigor (Low): 8/6/4 Perception (Medium): 10/8/6
Properties 2 Actions: Creature is entitled to 2 Actions per Round. Fire Immunity: Creature is immune to Fire Damage and Effects. Small-Sized: Creature is harder to hit with Ranged Attacks due to its size (-1 Grit Level). Improved Dodge: Creature’s Dodge maneuver requires 1 Action instead of 2.
FIREBIRD | |
Level | Ability |
0 | Firebolt |
1 | Light Heal |
2 | Firebeam |
3 | Healing Wind |
4 | Fireveil |
5 | Firebreath |
Firebolt Type: Action Risk: 1 Range: By Perception Radius: - Resistance: Reaction Effect: Fire Damage in Bolt form against a single target.
Light Heal Risk: 2 Type: Action Range: By Perception Radius: - Resistance: - Effect: Bolt that magically restores X Points of Grit (cannot surpass default Grit Levels).
Firebeam Risk: 3 Type: Action Range: By Perception Radius: - Resistance: Reaction Effect: Fire Damage in Bolt form that affects all characters in a straight line up to Range.
Healing Wind Risk: 4 Type: Action Range: By Perception Radius: 5 (Ring) Resistance: - Effect: Ring of energy that heals X Points of Grit to all allies in Radius.
Fireveil Risk: 5 Type: Reaction Range: By Perception Radius: 3 (Veil) Resistance: - Effect: Layer of energy that protects all characters in Radius against X Points of Fire Damage.
Firebreath Risk: 6 Type: Action Range: By Perception Radius: 5 (Cone) Resistance: Reaction Effect: Fire Damage in Cone form against multiple targets in Radius.
Skullar Skullars are supernatural creatures sustained by magic. Typically, they were individuals who endured a curse during their mortal lives and transformed into undead beings after death.
Structure Threat (Very Low): 10/-/- Mobility (Medium): 8/4/2 Vigor (N/A): - Perception (High): 12/10/8
Properties 2 Actions: Creature is entitled to 2 Actions per Round. Mental Immunity: Creature is immune to Core Damage and Effects. Poison Immunity: Creature is immune to Poison Damage and Effects. Tiny-Sized: Creature is harder to hit with Ranged Attacks due to its size (-2 Grit Levels). Improved Dodge: Creature’s Dodge maneuver requires 1 Action instead of 2.
SKULLAR | |
Level | Ability |
0 | Necrobolt |
1 | Drain |
2 | Necroblast |
3 | Curse |
4 | Litany |
5 | Curseblast |
Necrobolt Type: Action Risk: 1 Range: By Perception Radius: - Resistance: Vigor Effect: Magical Damage against a single target.
Drain Risk: 2 Type: Action Range: By Perception Radius: - Resistance: Vigor Effect: Drain Grit for a whole battle.
Necroblast Risk: 3 Type: Action Range: By Perception Radius: 3 (Field) Resistance: Vigor Effect: Magical Damage against multiple targets in Field area.
Hex Risk: 4 Type: Action Range: By Perception Radius: - Resistance: Vigor Effect: Causes Weakness to a single target for the current Round.
Litany Risk: 5 Type: Action Range: By Perception Radius: - Resistance: Vigor Effect: Reduces a target’s Threat to Very Low for a whole battle.
Curseblast Risk: 6 Type: Action Range: By Perception Radius: 3 (Field) Resistance: Vigor Effect: Causes Weakness to multiple targets in a Field area for the current Round.
Gorrak Gorraks are apelike magical creatures with supernatural strength. They develop significant fighting abilities.
Structure Threat (High): 30/20/10 Mobility (Medium): 8/4/2 Vigor (Medium): 10/8/6 Perception (Medium): 10/8/6
Properties 2 Actions: Creature is entitled to 2 Actions per Round. Mental Immunity: Creature is immune to Core Damage and Effects. Improved Dodge: Creature’s Dodge maneuver requires 1 Action instead of 2.
GORRAK | |
Level | Ability |
0 | Gorrak’s Leap |
1 | Gorrak’s Push |
2 | Gorrak’s Knock |
3 | Gorrak’s Charge |
4 | Gorrak’s Roar |
5 | Gorrak’s Skill |
Gorrak’s Leap Type: Action Risk: 1 Range: Self Effect: Long Jump action based on Mobility Points.
Gorrak’s Push Type: Action Risk: 2 Range: 1 Effect: Damage and Bash effect (1 Tile) up to Large Creatures.
Gorrak’s Knock Type: Action Risk: 3 Range: 1 Effect: Damage and Knockdown effect up to Large Creatures.
Gorrak’s Charge Type: Action (Mobile) Risk: 4 Range: 1 Effect: Full Movement & Attack.
Gorrak’s Roar Type: Action Risk: 5 Range: 1 Effect: Melee Attack & Fear upon Critical to a single target.
Gorrak’s Skill Type: Active Risk: - Range: - Effect: Gorrak becomes proficient with a weapon skill (Light Melee, Heavy Melee, Throwables, Improvised Weapons or Archery).
Sprite Sprites are small creatures with miraculous properties. They are very attuned with nature and have innate magic and wisdom.
Structure Threat (Very Low): 10/-/- Mobility (Legendary): 14/8/4 Vigor (Very Low): 10/-/- Perception (High): 12/10/8
Properties 2 Actions: Creature is entitled to 2 Actions per Round. Mental Immunity: Creature is immune to Core Damage and Effects. Tiny-Sized: Creature is harder to hit with Ranged Attacks due to its size (-2 Grit Levels). Improved Dodge: Creature’s Dodge maneuver requires 1 Action instead of 2.
SPRITE | |
Level | Ability |
0 | Cure |
1 | Light |
2 | Luck |
3 | Shield |
4 | Invisibility |
5 | Blindness |
Cure Type: Action Risk: 1 Range: By Perception Radius: - Resistance: - Effect: Cures Poison, Fear, Confusion, Bleeding, Berserk effects.
Light Risk: 2 Type: Action (Active) Range: By Perception Radius: 5 (Field) Resistance: - Effect: Illuminates an area.
Luck Risk: 3 Type: Action Range: By Perception Radius: - Resistance: - Effect: Adds a Reroll to an ally for the current Round.
Shield Risk: 4 Type: Action (Active) Range: By Perception Radius: - Resistance: - Effect: Adds a bonus of 5 Absorption & 1 Critical Resistance to a target.
Invisibility Risk: 5 Type: Action (Active) Range: By Perception Radius: - Resistance: - Effect: Makes a target Invisible.
Blindness Risk: 6 Type: Action (Active) Range: By Perception Resistance: Vigor Effect: Keeps a target Blinded.