Building an Animal Follower
Attributes
Animal Followers have two High Attributes (6), two Average Attributes (4) and two low Attributes (2). Some of their Traits and training options might increase their Attributes.
Animal Followers have a base AV of 5 and base DR equal to their Endurance unless otherwise indicated by traits, and their initiative is determined using Bestiary rules.
Traits
Animal Followers have a Size trait, which determines how big they can be, and a movement trait, which determines their speed and how they interact with terrain.
Additionally, you can pick up to three additional traits for your animal follower (or four for a rare one) which grant it special senses or abilities.
Skills
Unless otherwise indicated, Animal Followers cannot normally have ranks in the following skills; Crafting, Datacrafting, Knowledge, Mechacraft, Medicine, Piloting and Profession. However, all other skills are specialized.
Unique Animal Followers
Sometimes, GMs will give Player Characters unique Animal Followers which may have abilities, rules, traits and training options not included in this section.
Follower Nature
Unlike other followers, Animal Followers are able to take on full turns until the GMs command when not directly commanded by their owners - or when the test to command them fails. To inform the way in which they should act when left to their own devices, each Follower will have a Nature made up of three of the items below, chosen by the GM based on the player’s design for their follower. The follower’s Nature is meant to represent the predispositions of an animal and should present challenges without directly penalizing the player who owns the follower.
Loyal; This follower will remain with the group and continue to fight alongside them even if their master is knocked unconscious or killed.
Social; Unless commanded otherwise, this follower will try to remain within 30 feet of an ally.
Protective; When attacking the enemy, this follower will prioritize enemies that are currently engaged with or have attacked their allies, starting with their master.
Defensive; When attacking the enemy, this follower will prioritize enemies that have previously attacked it or are engaged with it.
Flighty; After taking damage, the follower will prioritize moving away from the source of it.
Aloof; Whenever possible and unless commanded otherwise, the follower will try to move away from both allies and enemies.
Stealthy; Whenever possible, the follower will attempt to Hide or break the enemy Line of Sight. If Hiding, it will only move via Sneak Move or Sneak Run.
Predatory; Whenever commanded to attack, the follower will prioritize enemies that are badly injured, equipped only with ranged weapons, or engaged with multiple allies.
Aggressive; This companion will attack whenever possible and will always target the closest enemy.
Territorial; Whenever possible, this follower will prioritize attacking enemies that are within 30 feet of it or its master.
Curious; Whenever possible, this follower will attempt to manipulate, trigger or steal nearby objects, switches, doors, etc.
Wild; This Follower’s attacks deal +1D damage but Tests to command it are Difficulty 3 instead of Difficulty 2
Size Traits
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Your Animal Follower weights less than a pound and it is around the size of a rat or smaller.
Strength and Endurance must be Low Attributes.
Choose two Attributes to increase by 1; Dexterity, Insight, Intelligence, Charisma.
They gain Stealth(2)
Their Passive Evasion cannot be lower than 5.
While Hidden, the Animal Follower is considered Invisible.
They only have 1HP, no AV and no DR.
They take no damage from templates and blasts on a successful Evasion test.
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Your Animal Follower weights less than twenty pounds and it is around the size of a cat or smaller
Strength must be a Low Attribute.
They gain Stealth(2)
Choose two Attributes to increase by 1; Dexterity, Insight, Intelligence, Charisma.
Their Passive Evasion cannot be lower than 4.
They only have HP equal to their Endurance.
They take no damage from templates and blasts on a successful Evasion test.
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Medium animal followers are comparable to a human in size and weight up to 300 lbs.
Choose two Attributes to increase by 1; Strength, Endurance, Dexterity or Insight.
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Your Animal Follower weights up to 1000 lbs and is about the size of a horse.
Endurance must be a High Attribute.
Choose two Attributes to increase by 1; Strength, Endurance, Dexterity or Insight.
They occupy 10 a foot space as opposed to 5 foot space in combat
Their Passive Evasion cannot be higher than 4.
Movement Traits
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Walkers the same movement speed as a human.
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Gallopers walk 20 feet and run 80 feet.
They re-roll tests to vault over obstacles and cross difficult terrain.
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Swimmers move 20 feet and Run 40 feet.
Their speed is doubled while swimming.
They have Major Advantage on tests to swim.
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Climbers walk 20 feet and Run 60 feet.
They have Major Advantage on tests to Climb and Jump.
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Flyers walk 10 feet and Run 80 feet.
While Running, they ignore terrain and gain Stealth(+1).
While Running, they can move vertically and in the air, but must continue running every turn or start falling at the end of their turn.
They fall if they are knocked Prone or Out of the Fight.
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Floaters walk 30 feet and may not run.
They ignore terrain and may move in any direction, as well as hover in mid air.
They fall if they are knocked Prone or Out of the Fight.
Additional Traits
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The Follower gains two of the following;
Coldproof(2)
Fireproof(2)
Shockproof(2)
Chemproof(2)
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The follower automatically succeeds on tests to climb out of combat and can stand on vertical surfaces or upside down.
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The follower can breathe underwater and automatically suceeds on tests to swim up to Difficulty 2.
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Gain a Frost Breath attack with the following Profile;
Frost Breath; Attack: - / Damage: 5pts+7D / Range: 5ft / Ranged(5ft), Frost(2), Template(4)
All of the Follower’s melee attacks gain Frost(+2)
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The Follower gains the following reaction;
Defensive Curl; When the Follower takes damage, it can use a reaction to gain 1d6 temporary AV until the beginning of its next turn.
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Gain two Bite attacks with the following profile;
Quick Bite; Attack: Strength+Strike / Damage: (Strength+1)D / Range: 5ft / Grip, Knockdown(2).
Crushing Bite; Attack: Strength+Strike / Damage: 5pts+ (Strength+1)D / Range: 5ft / Grip, Knockdown(3). Unwieldy.
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Gain a Claw attack with the following Profile;
Slash; Attack: Strength or Dexterity + Strike / Damage: Strength(+1D) / Range: 5ft / Sever.
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The Follower can now take ranks in a single skill most animal followers cannot normally take.
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All of the Follower’s melee attacks gain Corrosion(+1) and Acid(+1)
The Follower gains Chemproof(+1)
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The Follower can see in the dark out to 60 feet and gains a +1 Modifier on Perception tests.
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The follower can emit high pitched sounds, bright lights or a dazzling visual display as a free action. It’s Distract actions gain one of the following casualties.
Stun(2)
Knockback(2)
Knockdown(2)
Blind(2)
Selected when you pick this trait.
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Gains the following action;
(2)Burrow; As long as the Follower is standing on natural soil that is not solid rock, they can burrow into it. While burrowing, the follower is slowed and cannot be seen or targeted by attacks, nor can they see or attack any targets. The follower can use this action again to emerge.
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Gain a Shock attack with the following Profile;
Shock; Attack: Dexterity + Aim, / Damage: 5D / Range: 10-20ft / Ranged(10-20ft), Shock(2), Conductor.
All of the Follower’s melee attacks gain Shock(+2)
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The Follower’s walking speed increases by 5 feet.
The Follower’s running speed increases by 10 feet.
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The follower can detect any movement within 20 feet of itself.
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The Follower gains Heat Detecting out to 60 feet and gains a +1 Modifier on Perception tests.
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Gain a Gore attack with the following Profile;
Gore; Attack: Strength or Dexterity + Strike / Damage: Strength(+1D) / Range: 5ft / Knockback(2), Knockdown(2).
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The Follower gains a +2 Modifier on Presence tests.
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The Follower gains a +2 Modifier on Perception and Investigation tests.
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Gain a Lashing attack with the following Profile;
Slash; Attack: Strength or Dexterity + Strike / Damage: Strength(+1D) / Range: 15ft / Grip.
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The Follower gains Stealth(+2) and a +1 Modifier on Sneak tests.
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The Follower can pick up or grab loose objects as a free action.
Tiny and Small followers can pick objects that weight up to 1 lb within 5 feet.
Medium and Large followers can pick objects that weight up to 5 lbs within 10 feet.
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Whenever the follower is hit or missed by an attack, it can use its reaction to disengage 10 feet.
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Gain a Dart attack with the following Profile;
Dart; Attack: Dexterity + Aim / Damage: 6D / Range: 15-40ft / Ranged(15-40), Sever.
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The Follower gains +2AV and Additional DR equal to its endurance attribute.
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Gain a Trample attack with the following Profile;
Trample; Attack: Strength + Strike / Damage: Strength(+1D) / Range: 5ft / Knockdown(X). Can be used in the middle of a movement action.
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You can select a Nature item to be part of your Follower’s Nature.
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All of the Follower’s melee attacks gain Poison(+2).
The Follower gains Chemproof(+1)
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Gain a Burning Breath attack with the following Profile;
Burning Breath; Attack: - / Damage: 5pts+7D / Range: 5ft / Ranged(5ft), Scorch(2), Template(4)
All of the Follower’s melee attacks gain Scorch(+2)
Animal Follower Training Options
Animals can take the following conventional PC trainings and gain an Attribute bonus for each training at Lv4; Light Armor Training(+1 Dex), Medium Armor Training(+1 End), Heavy Armor Training (+1 Str), Athlete (+1 Str), Bulk-up (+1 Str), Relentless (+1 Dex), Resilience (+1 End), Zone Defense (+1 Ins), Taunt (+1 Cha).
Additionally, Animals have a number of special training options listed below;
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Requires; Flyer or Floater.
Level 1
The follower can move 5 feet vertically without expending any movement for every 10 feet of horizontal movement they make.
Level 2
The follower gains an Advantage on Perception tests for every 50 feet of height they are above the ground.
Level 3
The Follower’s running speed increases by 20 feet.
The Follower can re-roll tests to avoid being knocked Prone and pick either result.
Level 4
The Follower gains +1 Dexterity.
The Follower has advantage on Athletics and Evasion tests.
Level 5
The Follower can take its time on a Run action to double its speed until the end of its turn.
The Follower’s charge maneuvers gain an Advantage and +1D damage for every 20 feet the follower moves before attacking.
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Requires; -
Level 1
The Follower and its master have Advantage on Willpower tests if they are within 10 feet of one another.
Level 2
The Follower and its master have Advantage on Evasion, Vitality and Fortitude tests if they are within 10 feet of one another.
Level 3
If the Follower and its Master are within 5 feet of one another, they are both immune to the Afraid and Berserk conditions.
Level 4
The Follower gains +1 Charisma.
The Stamina and AP cost of Pet Maneuvers are reduced by 1, to a minimum of 2 and 1 respectively.
Level 5
The Follower and its Master can re-roll tests to recover from wounds and stress and pick either result if they take a long rest within 10 feet of one another.
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Requires; Tiny, Small OR Natural Camouflage.
Level 1
The Follower gains Stealth(+1)
Level 2
The Follower is proficient at Larceny.
Level 3
The Follower’s Sneak attacks deal +1D Damage.
The Follower is not slowed while hidden.
Level 4
The Follower can use its Sneak Rank in place of its Athletics Rank to determine its running speed.
The Follower’s Sneak attacks deal an additional +1D Damage.
Level 5
The Follower can re-roll tests to hide or move silently but must take the second result.
The Follower’s Sneak attacks deal an additional +2D Damage.
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Requires; Small or Larger
Level 1
The Follower is proficient at one specific Ranged Weapon type of your choosing. This weapon can be changed over a long rest.
The Follower may fire this weapon type if they have the limbs required to do so or if fitted on a special harness, but cannot reload the weapon by themselves.
Level 2
The Follower has advantage on Aim tests.
Level 3
The Follower’s ranged attacks deal +1D damage.
Level 4
The Follower has an additional advantage on Aim tests.
The Follower is proficient at Ranged Combat Maneuvers but needs to be commanded to use them and they consume their master’s Stamina.
Level 5
The Follower’s ranged attacks deal an additional +1D damage.
The Follower’s missed ranged attacks do not threaten allies.
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Requires; Bite
Level 1
Melee attacks against Prone targets gain Sever.
Level 2
Melee attacks gain Knockdown(+1).
Level 3
Melee attacks against Prone targets gain +1D damage.
The companion can disengage as no action after knocking a target Prone.
Level 4
2 AP Attacks against Prone targets gain +5pts of damage.
The Follower has Advantage on Skill checks against Prone targets.
Level 5
2 AP attacks against Prone Targets gains Coup de Grace(+2)
When attacking a Prone target, attacks with the Grip quality can both deal damage AND grip.
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Requires; Medium or Larger.
Level 1
The Follower gains +2DR
Level 2
The Follower can reposition as a free action.
Level 3
The Follower can be commanded to use Basic maneuvers but they consume their Master’s stamina.
The Follower gains +1 AV
Level 4
When an ally within 5 feet of the follower is hit with an attack, the Follower can use its reaction to have the attack hit it instead.
When the Follower is hit by an attack within 5 feet of its master, its Master can use their reaction to have the attack hit them instead.
The Follower can take one additional Wound.
Level 5
The Follower and its master gain +2AV when within 5 feet of one another. This AV does not degrade but does not stack with Shields.
The Follower gains +1 Endurance and +1 Strength.
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Requires; - Small or larger.
Level 1
The Follower’s melee attacks gain Sever against Flanked targets.
Level 2
Enemies engaged by one of the Follower’s allies cannot make Attacks of Opportunity against the Follower.
Level 3
The Follower has Major Advantage on attacks against Flanked enemies as opposed to Advantage.
The Follower’s attacks deal +1D damage against Flanked Targets.
Level 4
Allies gain Major Advantage on attacks against enemies Flanked by the Follower as opposed to Advantage.
Level 5
Allies’ attacks deal +1D damage against enemies Flanked by the Follower.
The Follower gains +1 Dexterity
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Requires; Medium or larger.
Level 1
The Follower has advantage on Distract actions.
Level 2
If the Follower successfully distracts a target engaged with an ally, the ally gains Encouragement as well.
Level 3
Distract actions gain Fear(2)
Follower gains Advantage on Presence, Performance and Deception tests.
Level 4
If the Follower uses a Distract action against a target within 5 feet of itself, the Distract action also gains Stun(3)
Distract actions gain Fear(+1)
Level 5
The Follower’s Distract actions now have a range of 120 feet.
As a 2 AP action, the Follower can use a distract action against all targets in range.
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Requires; Electric
Level 1
The Follower gains Shockproof(+1)
Level 2
The Follower has advantage on ranged attacks.
Level 3
The Follower’s Shock attack gainst +10 ft maximum range.
The Follower’s Shock attack deals +1D damage.
Level 4
The Follower can now Overcharge its Shock attack, which doubles its maximum range, grants +1D damage and Shock(+1).
The Follower can now Overcharge its Melee attacks, which grants them Shock(+1).
On a double on the overcharge test, the follower gains Exhaustion(+1) instead of rolling equipment damage.
Level 5
Every time the Follower makes an Overcharged attack, all targets within 10 feet take 1 point of Shock damage.
If the follower is hit with an attack that deals Shock damage, they gain temporary DR equal to that Shock damage which lasts until the end of their next turn.
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Requires; Small and larger or Claws.
Level 1
The Follower gains Advantage on attacks while flanked.
Level 2
The Follower can use its reaction to make a melee attack against a target in range when it is hit by a melee attack.
Level 3
The Follower’s Melee attacks deal +1D Damage while Flanked.
The Follower has advantage on Vitality, Fortitude and Willpower tests.
Level 4
The Follower gains a second reaction until the end of its next turn when engaged by three or more enemies.
The Follower regains 1d3 DR at the beginning of its turn if engaged by three or more enemies.
Level 5
The Follower gains +1AP on its turn, to a maximum of 4, when engaged by three or more enemies.
If the Follower is knocked Out of the Fight by damage from an attack, they can make an Endurance(Vitality) test where the difficulty is 1 plus an aditional 1 for every 5 points of damage dealt by the attack. On a success, they are reduced to 1 HP instead.
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Requires; Volcanic
Level 1
The Follower gains Fireproof(+1)
Level 2
The Follower has advantage on melee attacks.
Level 3
The Evasion Difficulty of the follower’s Burning Breath attack increases to 3.
The Follower’s Burning Breath attack deals +1D damage.
Level 4
The Follower’s Burning Breath attack gains Template(+2) and Scorch(+2)
The Follower gains Coldproof(+2)
Level 5
When the Follower uses its Burning Breath attack, it leaves Scorched Ground behind. The scorched ground occupies any space targeted by the attack for 2 rounds. It is difficult terrain and characters moving over the area take 1 point of scorch damage for every 5 feet they cross. If a character ends their turn in Scorched Ground they take 1d6 additional points of Scorch damage.
The Follower and its Master are immune to its own Scorched Ground
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Requires; Arctic
Level 1
The Follower gains Coldproof(+1)
Level 2
The Follower has advantage on melee attacks.
Level 3
The Evasion Difficulty of the follower’s Frost Breath attack increases to 3.
The Follower’s Frost Breath attack deals +1D damage.
Level 4
The Follower’s Frost Breath attack gains Template(+2) and Frost(+2)
The Follower gains Fireproof(+2)
Level 5
When the Follower uses its Frost Breath attack, all targets within 10 feet of it are hit with Frost(2).
The Follower’s attacks deal +2D damage to Slowed or Immobilized targets.
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Requires; -
Level 1
When taking their time, the Follower can re-roll Survival and Perception tests to track humans and aliens they have met before and pick either result.
Level 2
The Follower has advantage on Perception, Investigation and Survival tests.
Allies within 10 feet of the Follower can re-roll their initiative tests on the first round of a combat encounter and pick either result.
Level 3
The Range of the Follower’s Ground Sense, Heat Sense and Dark Vision traits is doubled. If the Follower has none of those traits, they gain one instead.
When the Follower Helps with Survival, Perception or Investigation tests, they grant Major Advantage instead of Advantage.
Level 4
The Follower gains +1 Insight.
When taking their time, the Follower can re-roll Survival or Perception tests and pick either result.
Level 5
The Follower is immune to the Flanked condition.
When ambushed or surprised, the Follower may still act in the first round of combat.
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Requires; -
Level 1
The Follower’s Carrying Capacity is increased by 25%, to a minimum of 1 additional lb.
Level 2
The Follower can use Pick Up Actions as free actions.
The Follower’s Carrying Capacity further increases by 25%, to a minimum of 1 additional lb.
Level 3
The Follower can hand an object it is holding to another character as a free action.
Whenever the Follower uses a Run action, they gain Stealth(+2) until the beginning of their next turn.
Level 4
The Follower gains +1 Dexterity.
The Follower has advantage on Athletics and Fortitude tests.
Level 5
The Follower’s Carrying Capacity further increases by 50%, to a minimum of 2 additional lb.
The Follower gains +1 Strength
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Requires; Clever or Intelligence 4 or higher
Level 1
Select one type of Expendable item, the follower can use that item type when commanded.
Level 2
The Follower has advantage on Diplomacy, Deception, Performance and Presence tests.
The Follower’s Distract actions can target one additional enemy.
Level 3
Select one type of Tool, as long as the follower has the required limbs, they are proficient with and can use that tool when commanded.
When the Follower Helps with Diplomacy, Presence, Deception and Performance tests, they grant Major Advantage instead of Advantage.
Level 4
The Follower gains +1 Charisma and Intelligence.
The Follower’s Encourage actions can target one additional ally.
Level 5
As long as they have the required limbs to do so, the Follower can use any Expendable items when commanded to.
Select one type of Expendable item and one type of tool, the follower is proficient with them and can use them even when not commanded to do so.