Animal Companion (Sabre-Tooth Cat) α

• Prereq: requires Living Land ; Charisma 8+

The great tigers of the Living Land are fearsome predators capable of taking down all but the largest dinosaurs. A smaller breed exists that seem far more interested in traveling with humans and edeinos — and less interested in eating them.

This Perk grants the hero a sabre-tooth cat as a companion. It is as intelligent as the most welltrained dog so it can follow basic commands, such as attacking a foe it’s pointed at, protecting a person or area, or going to or waiting at a familiar place the character has marked for it.

The player controls the cat. The Game Master should only take over if the pet becomes confused, abused, or is off on its own.

The beast does not have Possibilities of its own, but the character can spend his Possibilities (and Destiny cards) for the creature even if they are separated.

If the cat is Defeated, it should be considered Incapacitated instead of slain. It returns at the start of the next act. If it’s truly and undeniably killed, the character must visit the Living Land and spend several nights in the jungle to bond with a new companion.

Sabre-Tooth Cat

Cosm: Living Land

Attributes: Charisma 7, Dexterity 10, Mind 5, Spirit 8, Strength 7

Skills: Dodge 12, Find 7, Intimidation 9, Maneuver 11, Stealth 13, Survival 7, Unarmed Combat 11

Move: 14; Tough: 7; Shock: 8; Wounds: 2

Possibilities: Never

Special Abilities:

  • Bite/Claws: Strength +2 (9)

Savagery

Denizens of the Living Land, both the edeinos and those who have transformed to it, can embrace the Law of Savagery to gain a number of powerful abilities.

The Living Land exemplifies the idea of primitive adventure. Characters who journey through the cosm often learn to embrace the nature of such a place.


From Core Rules