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Tamer | You have a pet. | |
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caret-right | Avoidance | Evade random encounters. |
Enterprises | Tamer School |
Utility | plus-circleA Good Boy: You have a pet that you've trained to act as your partner. Your pet follows you on adventures and helps you as best it can. plus-circlePet Stats: Your pet can be any creature whose level is half yours or less. You determine the allocation of your pet's combat ratings (Melee, Remote, and Whelm). As you level up, your pet will also slowly gain new levels from a combination of your ongoing training and its natural growth. Every time your pet levels up, you can pick any new ability for it without needing a keystone so long as the referee agrees it's appropriate. It might also be possible to increase a pet's size category as it gains levels, to represent it growing to maturity. Some sample pets suitable for starting 5th-level tamers are outlined below- you can pick one from the list or come up with your own with the referee's approval. minus-circleSimple: All pets must be creatures with the Simple weakness. This usually means animals, but the referee might allow you to have another sort of simple-minded creature for a pet (such as a slime, zombie, robot, spirit, plant monster or whatever). Pets can also have other weaknesses in addition to Simple, but must at least be Simple. minus-circlePikachu, Use Thunderbolt: You control your pet's actions, but in order to make them do things other than follow you around you first have to give them a command. You may issue a command to your pet as an action, and then your pet will attempt to accomplish the command to the best of their ability. If a command requires multiple rounds to accomplish, you don't need to re-issue the command; your pet can see it through on their own so long as you previously told them what you expect. All pets know two commands: Move and Sic. \\Move: Specify any point you can see or otherwise sense. Your pet moves to that point by whatever route seems best to them. You can also specify a target creature with the Move command; your pet will follow them until told otherwise. \\Sic: Specify a single creature. Your pet attacks them to the best of their ability, moving in closer, maneuvering for a better position, or otherwise switching tactics as needed. Your pet will continue to attack the chosen target until they have been defeated or you call them off as another action. plus-circleMasterless: If you are defeated or incapacitated, your pet will guard your body (fighting if necessary) until you wake up. If you get killed, your pet will either wander off heartbroken or follow your party members back to safety without providing any help (your choice). |
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Sidebar: Level 2 Starter Pets | ||
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Pet Type | Classes | Size |
Bird | Flyer: Aerials, Brawler Weaknesses: Simple (Survivor), Handless (Flyer) | 2 |
Big Cat (cub) | Brawler: Pounce, Shadow Weaknesses: Simple (Survivor), Handless (Brawler) | 4 |
Canine | Brawler, Survivor: Scent Weaknesses: Simple (Survivor), Handless (Sprinter) | 5 |
Light Horse | Trampler, Trampler: Full Throttle Weaknesses: Simple (Survivor), Handless (Sprinter) | 6 |
Monkey | Thrower, Acrobat Weaknesses: Simple (Survivor) | 3 |
Viper | Elusive, Poisoner Weaknesses: Simple (Survivor), Handless (Brawler) | 3 |
Utility | plus-circleBrush By: By reading the signs and keeping your eyes open, you can avoid encounters. When your party would normally run into a random encounter with another creature(s), you can immediately choose to negate it; you and the encounter simply pass by each other without them noticing you. minus-circleSupply Cost: Evading a random encounter costs 1 Supply/Mojo Catcher use. You must spend the Supply before any reaction checks are made. |
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Tamer School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. |
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