Companion Edges Companion Edges are for those characters with Arcane Backgrounds or the Professional Edges of Chemist or Demonologist. Details for each Arcane Companion are listed below. To gain a Companion, the character must meet the necessary prerequisites and take the appropriate Arcane Companion Edge. Each Arcane Companion possesses certain common elements: If banished/destroyed/killed, unlike typical allies, they are not permanently gone. They are being rebuilt, resummoned, regrown, repaired, or replaced. As such, the Arcane Companion does not return until the character levels up. A character may never have more than one Arcane Companion. Arcane Companions are Wild Cards. Arcane Companions have no bennies, but their master may spend bennies on their behalf. Arcane Companions advance as detailed under Companion Improvements (following). Arcane Companion (Clockwork Companion) Requirements: Novice, Arcane Background (Inventor), Gearcraft d8+, Repair d8+ Built of scrap metals and acquired parts, clockworks are complex proof of the inventor’s craft. They have a limited intellect and no creative processes, responding to the direction of their creators precisely. They tend to be between five and six feet in height and are modeled after men, regardless of their creator’s native race, and weigh between 150 and 180 pounds. When one speaks, it has the rough, grating voice of gears grinding into one another, so there is no mistaking it for what it is. Attempts at mass production have long been abandoned as each one must be carefully maintained and supervised, making the prospect less than attractive with the abundance of Overwrought available. Clockwork Companion Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d6, Notice d6, Shooting d6, Pace: 6; Parry: 5; Toughness: 7 Gear: As given Special Abilities: • Brawny: Clockworks are capable of carrying loads 8x their Strength • Construct: +2 to recover from being Shaken; no additional damage from called shots; piercing attacks do half damage; constructs do not suffer from poison or disease • Fearless: Clockworks are immune to Fear and Intimidation. • Modifiable: May be improved by an Inventor with the Tinkerer/Master Tinkerer Edges with a -2 roll rather than the normal -4. • Weakness: Wounds do not heal naturally and must be repaired. Each wound takes a Repair roll and 1d6 hours. Arcane Companion (Demon Servant) Requirements: Novice, Professional Edge (Demonologist), Knowledge (Rune Lore) d8+, Runecraft d8+Through a long, exhausting ritual, a demonologist may summon forth a special servant to do his bidding. Not as specialized or advanced as some they may summon or bind for shorter missions, these demon servants come forth to serve and learn. Lean and gaunt, a demon servant otherwise appears as a normal member of its summoner’s race, its gender determined at the time of summoning. Some say they are the damned souls of past summoners, but no one knows for sure and their memories about such things are clouded. They recall going through a dark tunnel, but little more. Demon Servant Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d6, Notice d6, Shooting d6 Pace: 6; Parry: 5; Toughness: 6 Gear: As given Special Abilities: • Chaos Creature: At the start of each adventure, its master may assign it one demonic ability of his choice equal to his Rank or less. • Demonic: Half-damage from non-magical attacks; Immunity to disease and poison; Dark Vision; No additional damage from called shots; All attacks are Runic; Speaks all tongues. • Weakness: May be banished following normal demon banishing rules.