Crafting
Fighting
Knowledge
Social
Utility

Strain
7
Worn Armor
2
Temp Armor
1
Fate Tokens
5
as
Subclasses
Descriptors
Accompanied - Animal Companion lvl 2: Your animal companion can (but doesn't have to) gain sentience, their personality is in line with their previous nature. Your animal companion gains 2 new abilities. Your animal companion can now speak aloud. You have advantage on checks to avoid being frightened while within long range of your animal companion. Once per [Scene] if you're within long range both of you can take a strain to have your companion Speak a phrase you know on a medium you have a conduit for. The same benefits and negatives from the previous tier of this ability still apply. If you complete the second project, to find a new companion, they jump straight to the second tier of this ability.
Accompanied - Animal Companion lvl 1: You gain an animal companion. You now have 3 actions during each turn during an action scene. You must take at least 1 of these actions, and your Companion must take at least 1 of these actions. You cannot take a strain for a 4th action. You can communicate feelings and simple ideas towards your Companion and they can do the same to you. Such as, run, I'm happy, defend them, hide, there's a fire. When you are within medium range of your animal companion and you take the move action, they can also take the move action in the same direction as an incidental.
Race Abilities
Class Abilities
Titles
Custom Abilities
No custom abilities.
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Immediate Want
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Long-term Fear
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5 / 8
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5 / 8
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