Awakened
The tradition of enhancing animals with magic to make them powerful, trusted partners has been common for generations. The greatest heroes of myth and legend have equally great companions that followed them, saved them and died for them in their tales.
It is, therefore, perhaps, no shock that continuously introducing magic into animals has, after generations, started having interesting effects.
The Awakened appear as a normal animal of their species, although many are uncommonly large, odd colours or have strange, arcane marks in their fur or scales. but magic has increased their lifespan to one akin to most other mortal races and increased their intelligence to an impressive degree.
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All the animals listed are just examples, and the player is free to use any creature that might fit,
Statistics
The Awakened automatically gain the Natural Attack talent with 1d10+1 damage as standard. Additionally, they also get the Messaging Magic talent and broadcast automatically to everyone within 5m. However, Awakened cannot usually use weapons of any kind. Any gear should be acquired from the Companion Equipment section.
The Awakened also gain one of the following;
Large Feline (Lions, Tigers, Panthers, Jaguar, etc) - Add+2 to Natural Attack, +10% to Agility.
Small Feline (Cats, Ocelots, Pampas) - -1 to Damage, +10% to Stealth and +10% to Agility. They count as Small.
Large Canine (Dogs, Wolves) - +2 Damage, +10% Fellowship.
Small Canine (Foxes, Small dogs, dhole) - +10% Agility, +10% Fellowship. They count as Small.
Bird (Dove, Raven) - -2 Damage, Gain the ability to fly at half speed. They count as Small.
Equine (Horses, Zebra, Mule, Pony) - Agility counts as 2 higher for speed, +10% Physical Prowess.
Ursine (Bears, Panda) - +3 Damage, +10% Physical Prowess.
Reptilian (Lizards, Crocodiles) - +2 damage, +1 Armour.
Primate (Orangutan, Ape, Gorilla) - Gain one Warrior Talent and the ability to use weapons, and +10% Agility.
They also gain one of the following racial abilities;
Runic - Add +10% to Willpower.
Luminescent Markings - Shed light as a lamp at will.
Pygmy - Count as small, gaining +10% to Agility and taking a -1 on damage with physical attacks.
Fruitive - Add +10% to Stealth.
Dire - The creature becomes Large, gaining a reach of 2m with natural attacks and +2 to damage with physical attacks.
Amphibious - Breath water or air with equal aplomb.
Civic Minded - Gain +10% to Fellowship.
Heritage
Finally, the character selects one of the below abilities;
Druidic Companion - Gain the Animal Form talent, with the exception that you take form of a humanoid instead.
Familiar - Gain one Magic talent.
War Beast - Gain one Warrior talent.