TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0309
  Version 1.0 – November 2008
  ®
  Written by JASON “PK” LEVINE
  Edited by NIKOLA VRTIS
  Illustrated by ALEX FERNANDEZ and DAN SMITH
  TM
  TM
  
  INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . 3
  About GURPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Recommended GURPS Books . . . . . . . . . . . . . . . . . . . . . . . 3
  About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Ally Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Ally Point Value and Development. . . . . . . . . . . . . . . . . . . . 4
  1. DRUIDIC ALLIES. . . . . . . . . . . . . . . . . . . 5
  Ally Reaction Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  New Meta-Trait: Animal Ally. . . . . . . . . . . . . . . . . . . . . . . . . 5
  ANIMAL ALLIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Anaconda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Bear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Boar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Giant Eagle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Gorilla . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Great Cat (Panther) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Nature Spirits and Elementals . . . . . . . . . . . . . . . . . . . . . . . . 7
  Hound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Becoming the Beast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Insect Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Kangaroo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Kraken. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Shark. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Stallion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Wolverine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  2. HOLY ALLIES. . . . . . . . . . . . . . . . . . . . 12
  THE DIVINE SERVITOR. . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Divine Servitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Lenses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  DIVINE ELEMENTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Celestial Steeds and Holy Hounds . . . . . . . . . . . . . . . . . . . . 13
  Air . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Beauty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Chaos. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Death. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Deception . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Disease . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Earth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Redundant Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Good . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Life. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Nature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Peace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Travel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Water. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Wisdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Servitor of Caduceus: A Worked Example. . . . . . . . . . . . . . 19
  3. FAMILIARS. . . . . . . . . . . . . . . . . . . . . . 20
  Familiarizing Oneself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Energy Reserve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  COMMON FAMILIARS . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  ANIMALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Bat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  New Meta-Trait: Familiar . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Cat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Chimp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Dog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Hawk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Macaw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Owl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Rabbit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Rat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Tweaking Familiars. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Viper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  FANTASTIC CREATURES. . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Giant Spider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Hellhound. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Ice Weasel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Imp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Salamander. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Shoulder Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Sylph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Talus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Undine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  CONTENTS
  2
  CONTENTS
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Dungeon Fantasy, Allies, e23, and the names 
  of all  products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. 
  GURPS Dungeon Fantasy 5: Allies is copyright © 2008 by Steve Jackson Games Incorporated. All rights reserved.
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, 
  and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage 
  the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  e23 Manager ❚ STEVEN MARSH
  Page Design ❚ PHIL REED and
  JUSTIN DE WITT
  Managing Editor ❚ PHILIP REED
  Art Director ❚ WILL SCHOONOVER
  Production Artist ❚ NIKOLA VRTIS
  Indexer ❚ NIKOLA VRTIS
  Prepress Checker ❚ MONICA STEPHENS
  Marketing Director ❚ PAUL CHAPMAN
  Director of Sales ❚ ROSS JEPSON
  Errata Coordinator ❚ FADE MANLEY
  GURPS FAQ Maintainer ❚ –––––––
  VICKY “MOLOKH” KOLENKO
  
  Summonable Allies suit many powers: elemental powers
  that conjure elemental spirits, magical powers that bring forth
  familiars, nature powers that call on animals, divine and spirit
  powers that summon servitor spirits, and so on.
  – GURPS Powers
  One of the abilities available to practitioners of Druidic Arts
  and Holy Might (GURPS Dungeon Fantasy 1: Adventurers,
  p. 22) is that of summoning forth Allies. These conjured com-
  panions may fight alongside the dungeon-delver, scout into
  places where humans (and most nonhuman races) cannot, use
  their own innate abilities to help the team, and a myriad of
  other possibilities. This book provides dozens of potential
  Allies for clerics, druids, and holy warriors to call upon, with
  full statistics, rules, and advice for use.
  In addition, Dungeon Fantasy 5: Allies includes rules for
  familiars, magical creatures that can be acquired by any spell-
  caster. Familiars are rarely fearsome in combat and must
  sometimes be protected, but their true value is in the enhance-
  ments they provide to their owners.
  Like all Dungeon Fantasy books, what follows prioritizes
  fun and utility over realism. The animals within are unrealisti-
  cally strong, intelligent, and effective, and the servants of the
  gods usually have abilities more suited toward helping the
  party than to spreading their deity’s message. Just as in any set-
  ting, the GM must maintain a balance between treating each
  Ally as an individual with its own needs and goals and giving
  the player sufficient usefulness for the points spent. However,
  with dungeon fantasy, it’s best to err on the side of usefulness;
  in a hack-and-slash game, it’s reasonable for players to think of
  an Ally as yet another weapon or tool, albeit one with a life and
  mind of its own.
  RECOMMENDED
  GURPS BOOKS
  This book requires Dungeon Fantasy 1: Adventurers,
  which needs the Basic Set. Other Dungeon Fantasy volumes,
  GURPS Magic, and GURPS Powers are recommended, but
  not necessary, as the vital information in those supplements is
  repeated here.
  ABOUT THE
  AUTHOR
  Jason Levine, better known
  to most as “Reverend Pee Kitty,”
  has been a gamer for most of his
  life and a die-hard GURPS fan
  since the release of Third
  Edition.
  He enjoys making
  music, collecting Trans formers,
  and praying to “Bob” for eternal
  salvation through alien inter-
  vention. He maintains a GURPS
  fan-site at www.mygurps.com.
  ALLY
  STATISTICS
  The Ally statistics in this
  book are presented in an
  expanded version of the “mon-
  ster” format from Dungeon
  Fantasy 2: Dungeons (p. 21).
  Some are followed by lenses,
  which can alter the basic nature
  of the Ally. In all cases, the cost
  of the lens modifies the charac-
  ter point cost of the creature; if
  this changes the value as an Ally,
  the lens will mention this and
  provide the new cost.
  INTRODUCTION
  3
  About GURPS
  Steve Jackson Games is committed to full support of GURPS players. Our address
  is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include a self-addressed,
  stamped envelope (SASE) any time you write us! We can also be reached by e-mail:
  info@sjgames.com. Resources include:
  New supplements and adventures. GURPS continues to grow – see what’s new at
  www.sjgames.com/gurps.
  e23. Our e-publishing division offers GURPS adventures, play aids, and support in
  PDF form . . . digital copies of our books, plus exclusive material available only on
  e23! Just head over to e23.sjgames.com.
  Pyramid (www.sjgames.com/pyramid). Our monthly PDF magazine includes
  new rules and articles for GURPS, systemless locations, adventures, and much more.
  Look for each themed issue from e23!
  Internet. Visit us on the World Wide Web at www.sjgames.com for errata, updates,
  Q&A, and much more. To discuss GURPS with our staff and your fellow gamers, visit
  our forums at forums.sjgames.com. The web page for GURPS Dungeon Fantasy 5:
  Allies is at www.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy5.
  Bibliographies. Many of our books have extensive bibliographies, and we’re putting
  them online – with links to let you buy the resources that interest you! Go to each
  book’s web page and look for the “Bibliography” link.
  Errata. Everyone makes mistakes, including us – but we do our best to fix our
  errors. Up-to-date errata pages for all GURPS releases, including this book, are
   available on our website – see above.
  Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth
  Edition. Page references that begin with B refer to that book, not this one.
   INTRODUCTION
  
  ALLY POINT VALUE
  AND DEVELOPMENT
  An Ally’s point value is a percentage of the PC’s, which
  means that as a character gains experience, so do his Allies, so
  that their relative power level remains unchanged. For exam-
  ple, if a druid with a summonable anaconda (Built on 50%)
  and a cat familiar (Built on 25%) started as a 250-point char-
  acter and is now a 273-point character, his anaconda will have
  grown from 125 points to 136 while his cat will have similarly
  gone from 62 points to 68.
  These points are spent by the GM to improve the Ally. The
  player can make requests, particularly if he has spent signifi-
  cant in-game time teaching his Ally something, but the GM
  makes all final decisions. 
  These guidelines should be applied to any delver who
  acquires one of these Allies later in his career (or who starts off
  at a higher point total); the player should choose the specific
  Ally, and the GM should then spend points on the Ally as if it
  had grown with the PC since “the old 250-point days.” 
  Alternatively, for high point value games, the relative power
  level of the Ally can be recalculated. For example, in a 400-
  point dungeon fantasy game, the GM may want to just spend
  an extra 13 points on a druid’s bear and call it a “Built on 50%”
  Ally instead of a “Built on 75%” one, reducing the advantage’s
  cost for the PC.
  Attributes and Secondary
  Characteristics
  More ST or HP are sensible for most creatures, though a
  small animal or swarm usually should not have these raised
  more than a point. ST can be bought piecemeal – as HP+1,
  then Lifting ST 1, then replacing both with ST+1. Remember to
  factor any SM discount into point cost! Higher IQ is reason-
  able for divine servitors and familiars, but druidic animals
  should usually remain IQ 6. 
  Anyone can have more FP; remember that every +2 to a
  familiar’s FP requires the caster to buy one more level of
  Energy Reserve (see p. 20). A few points of Basic Speed or
  Move can be appropriate, though incredible speed is usually
  represented best by Enhanced Move. DX, HT, Will, and Per can
  be raised freely, though rarely do those other than divine servi-
  tors have HT 16+.
  Advantages
  Any leveled traits can be improved, normally to a maximum
  of twice their “natural” level. Any Ally with Flight can add a
  level or two of Enhanced Move (usually a half-level at a time).
  New traits can be added if the GM feels that actions in game
  have justified it; e.g., a chimp who has snuck past guards many
  times may gain Silence 1 as a means of retroactively explaining
  it. This should be limited to low-cost traits that do not funda-
  mentally change the Ally or (for divine servitors) traits that
  clearly fit its divine elements.
  Perks
  New perks are a fun, easy way for the GM to handwave a
  minor ability. For example, a bard-thief’s rat may learn Shtick
  (Can fit a set of lockpicks into its mouth) for the ultimate in
  hidden gear. This is a better way to describe certain types of
  training than skills – particularly anything focused on a sin-
  gle trick.
  Disadvantages
  Some disadvantages can be removed. In particular, any
  trait that represents a lack of understanding (e.g., Bestial,
  Clueless) can be bought off as the Ally spends more time
  around people and matures. The GM may eliminate other
  social or mental traits that seem appropriate, though any
  physical disadvantages should generally remain, unless magic
  or odd circumstances (“ . . . and as a side effect, the curse has
  turned Bobo’s paws into hands!”) could explain how a bear, for
  example, might lose its Bad Grip.
  Quirks
  While physical quirks should rarely be removed, most of
  the quirks in this book are mental traits that represent animal-
  istic tendencies. These can be bought off, for the same reasons
  similar disadvantages can. However, GMs may wish to add
  quirks to an Ally, as it develops its own personality throughout
  the game. (Druidic allies, who are conjured anew each time,
  are an exception to this.) If the quirk is genuinely limiting, to
  be fair, it should be balanced with another point spent on
  something else.
  Skills
  The majority of an Ally’s “earned” points will be spent on
  skills. Known skills can be improved, and new ones can be
  added. Any skill attempted at default a few times should usu-
  ally be added at the 1-point level. Any skill that sees heavy use
  during an adventure should be raised a level, if possible. Any
  specific training that the PC arranges (either personally, using
  Animal Handling or Teaching, or from a professional, for the
  usual training expenses – see Dungeon Fantasy 3: The Next
  Level, p. 43) will usually translate into skill.
  Divine Elements
  Specific to divine servitors. GMs may allow players to
  choose another element to represent their god or “double up”
  on an existing one. If so, it is up to the GM whether to save up
  the points to buy the new element all at once, or to add it one
  trait at a time. See Divine Elements (pp. 13-16).
  INTRODUCTION
  4
  The animals within are
  unrealistically strong, intelligent,
  and effective, and the servants of
  the gods usually have abilities more
  suited toward helping the party
  than to spreading their deity’s
  message. 
  
  DRUIDIC ALLIES
  5
  The fury of an animal may best represent nature, red in
  tooth and claw, and it is for this reason many druids learn one
  or more summoning rituals as part of their Druidic Arts
  (Adventurers, p. 22). The animals in this chapter cover a vari-
  ety of environments, styles, and point values. Each write-up
  includes the cost to purchase the Ally on a 12 or less or a 15 or
  less, assuming a 250-point game (see Ally Point Value and
  Development, pp. 3-4, to alter this assumption), and the
  description provides the specific build for the Ally advantage.
  Note that other frequencies of appearance may be available –
  if so (GM’s call), modify the cost of the advantage normally. A
  quick-and-dirty way to do this is to use the “12 or less” version
  as the base cost, then quarter it for “6 or less,” halve it for “9 or
  less,” and double it for “constantly available,” rounding up.
  For an explanation of the Shapeshifting line in the write-
  ups, see Becoming the Beast (p. 8).
  Due to the power modifier, the appearance roll to conjure
  the Ally takes the usual penalties if used in an unnatural envi-
  ronment. Treat a “constantly available” Ally as appearing on an
  18 or less before applying this penalty. Note that this replaces
  the suggestion to reduce the Ally’s point value by 10% per -1; if
  the Ally does show up, it will be at full strength.
  Example: Keltillos has Ally (Giant Eagle; Built on 50%; 12
  or less; PM, -10%; Summonable, +100%) [8] and Ally (Bear;
  Built on 75%; Constantly; PM, -10%; Summonable, +100%)
  [23]. In unspoiled nature, he can summon an eagle on a 12 or
  less and summon a bear without rolling. In a cut-stone dun-
  geon (-3 to druidic abilities), he must roll 9 or less for the eagle
  and 15 or less for the bear.
  A summoning ritual conjures a new animal each time, dis-
  tinct from those previously summoned. (The Ally still improves
  normally, representing the druid learning to call forth faster,
  stronger, etc., animals.) The GM makes a reaction roll on the
  Ally Reaction Table (see boxed text) for the beast when it
  arrives, applying the combined levels of Animal Friend and
  Power Investiture (Druidic) as a bonus. Alternatively, the druid
  may take a full turn to make an appropriate Animal Handing
  roll – the equivalent of an Influence roll (p. B359) – with a
  bonus equal to Power Investiture (Druidic), to establish con-
  trol over the creature. (In all cases, replace Power Investiture
  (Druidic) with Druidic Talent for non-spellcasting druids.)
  Note that if a “run away” result is not possible (e.g., because
  the group is cornered by monsters), the animal will fight to
  defend itself until it can break free. In all cases, the druid can
  try repeated Animal Handling rolls for a better reaction, at a
  cumulative -2 penalty.
  If the Ally dies, treat it as though the druid failed a sum-
  moning roll – he must wait 24 hours before conjuring
  another one.
  With the GM’s permission, players may specify that their
  druid summons the same creature each time. This eliminates
  the need for the reaction or Animal Handling roll, but if the
  Ally dies, it is much harder to replace; see the introduction
  Holy Allies (p. 12) for details.
  New Meta-Trait: Animal Ally
  -44 points
  You are a highly intelligent animal, though still wild and
  untamed. You can speak to other animals of your own kind
  and can understand (but not speak) your master’s primary lan-
  guage, though complicated concepts and subtleties are often
  lost on you.
  Animal Ally includes Bestial [-10]; Cannot Speak [-15];
  Native Language (Accented/None) [-4]; Speak with Animals
  (Specialized, Own Family, -60%) [10]; and Wealth (Dead
  Broke) [-25].
  CHAPTER ONE
  DRUIDIC ALLIES
  Ally Reaction Table
  Reaction Roll
  Skill Roll
  Result
  Very Bad or worse
  Critical failure
  Attacks the party.
  Bad
  Failure by 5+
  Makes a single attack on the druid, then runs away.
  Poor
  Failure by 1-4
  Runs away.
  Neutral
  Success by 0
  Doesn’t take orders, but stays with the party.
  Good
  Success by 1-4
  Takes orders; fights until seriously hurt.
  Very Good
  Success by 5+
  Takes any order; fights to the death.
  Excellent
  Critical success
  As above and high morale gives it +1 to all rolls!
  
  Druids can summon extraordinary creatures to help them.
  This section describes a few of the more common companions.
  ANACONDA
  8 or 12 points
  A massive constrictor, this snake is five yards long and
  nearly two feet wide, with a vicious bite and a deadly squeeze.
  The anaconda is comfortable on both water and land, swim-
  ming as quickly as it can slither; if summoned underwater,
  assume it took a fresh, deep breath before appearing.
  Built on 125 points. Generally bought as Ally (Anaconda;
  Built on 50%; 12 or less; PM, -10%; Summonable, +100%) [8]
  or (15 or less) [12].
  Shapeshifting: 7 to cast, 3 to maintain; or 127 points.
  ST: 25 [60]*†
  HP: 25 [0]
  Speed: 6.00 [-10]
  DX: 14 [48]†
  Will: 12 [30]
  Move: 6 [0]
  IQ: 6 [-80]
  Per: 11 [25]
  HT: 12 [20]
  FP: 12 [0]
  SM: +2
  Dodge: 9
  Parry: n/a
  DR: 3 [15]
  Bite (14): 2d+1 impaling.
  Torso Grapple (16): No damage, but on further turns can
  squeeze (Choke or Strangle, p. B370) as ST 27. Treat this as
  a two-handed grapple.
  Neck Grapple (13): As above, but damage to neck is ¥1.5.
  Advantages: Amphibious [10]; Constriction Attack [15]; Dis-
  criminatory Taste [10]; Doesn’t Breathe (Oxygen Storage
  ¥200, -20%) [16]; Infravision [10]; Teeth (Fangs) [2]; Vibra-
  tion Sense (Universal, +50%) [15].
  Disadvantages: Animal Ally [-44]; Cold-Blooded (50°) [-5];
  Dull [-1]; Vermiform [-35].
  Skills: Stealth (A) DX+1 [4]-15; Survival (Swampland) (A)
  Per+1 [4]-12; Swimming (E) HT+3 [8]-15; Wrestling (A)
  DX+2 [8]-16.
  Class: Animal.
  * Cost reduced for Size (-20%).
  † Cost reduced for No Fine Manipulators (-40%).
  BEAR
  12 or 18 points
  A large, carnivorous grizzly bear, its fierce temperament
  makes it unafraid to back down from any fight. This bear can
  grab and hold things . . . poorly.
  Built on 187 points. Generally bought as Ally (Bear; Built on
  75%; 12 or less; PM, -10%; Summonable, +100%) [12] or (15 or
  less) [18].
  Shapeshifting: 10 to cast, 4 to maintain; or 183 points.
  ST: 27 [153]*
  HP: 27 [0]
  Speed: 6.00 [0]
  DX: 12 [40]
  Will: 13 [35]
  Move: 7 [5]
  IQ: 6 [-80]
  Per: 12 [30]
  HT: 12 [20]
  FP: 12 [0]
  SM: +1
  Dodge: 10
  Parry: 11
  DR: 3 [15]
  Bite (14): 3d+1 cutting.
  Claw (14): 3d+4 crushing.
  Torso Grapple (12): No damage, but on further turns can
  squeeze (Choke or Strangle, p. B370).
  Advantages: Claws (Blunt) [3]; Combat Reflexes [15]; Fearless-
  ness 5 [10]; Fur [1]; Teeth (Sharp) [1]; Temperature Toler-
  ance 4 [4].
  Disadvantages: Animal Ally [-44]; Bad Grip 1 [-5]; Bad Temper
  (12) [-10]; Ham-Fisted 2 [-10]; Quirk (Won’t carry a load)
  [-1]; Semi-Upright [-5].
  Skills: Brawling (A) DX+2 [4]-14; Survival (Woodlands) (A)
  Per+1 [4]-13; Swimming (E) HT+1 [2]-13.
  Class: Animal.
  * Cost reduced for Size (-10%).
  BOAR
  8 or 12 points
  This wild hog is vicious, tenacious, and huge. Any stress or
  injury requires a self-control roll to avoid berserking (p. B124);
  a successful Animal Handling (Swine) roll adds half the mar-
  gin of success (round down) to its self-control rolls to snap out
  of it. Boars often make use of Extra Effort (Mighty Blows)
  (p. B357).
  Built on 125 points. Generally bought as Ally (Boar; Built on
  50%; 12 or less; PM, -10%; Summonable, +100%) [8] or (15 or
  less) [12].
  Shapeshifting: 7 to cast, 3 to maintain; or 127 points.
  ST: 21 [55]*†
  HP: 26 [9]*
  Speed: 7.00 [5]
  DX: 13 [36]†
  Will: 15 [45]
  Move: 8 [5]
  IQ: 6 [-80]
  Per: 13 [35]
  HT: 14 [40]
  FP: 14 [0]
  SM: +1
  Dodge: 11
  Parry: n/a
  DR: 3 [15]
  Gore (16): 2d+4 impaling.
  Kick (14): 2d+2 crushing.
  Slam (16): 2d+2 crushing.
  Advantages: Acute Taste/Smell 3 [6]; Combat Reflexes [15];
  High Pain Threshold [10]; Impaling Striker (Tusks; Cannot
  Parry, -40%; Limited Arc, Front, -40%) [2]; Recovery [10];
  Unfazeable [15].
  Disadvantages: Animal Ally [-44]; Bad Temper (9) [-15];
  Berserk (9) [-15]; Quadruped [-35].
  Skills: Brawling (E) DX+3 [8]-16; Intimidation (A) Will [2]-15;
  Survival (Woodlands) (A) Per-1 [1]-12.
  Class: Animal.
  * Cost reduced for Size (-10%).
  † Cost reduced for No Fine Manipulators (-40%).
  ANIMAL ALLIES
  DRUIDIC ALLIES
  6
  
  GIANT EAGLE
  8 or 12 points
  An impressive specimen with a 12-foot wingspan, it can
  theoretically lift a small person into the air (BL 34), but eagles
  are not meant for carrying loads. Paced flying (p. B354) costs
  it FP equal to its encumbrance level (minimum 1) every
  minute, with a successful HT roll reducing this cost by 1. It
  makes an excellent scout, of course, and it can deliver air sup-
  port in the form of small packages or alchemical grenades.
  Built on 125 points. Generally bought as Ally (Giant Eagle;
  Built on 50%; 12 or less; PM, -10%; Summonable, +100%) [8]
  or (15 or less) [12].
  Shapeshifting: 7 to cast, 3 to maintain; or 127 points.
  ST: 13 [30]
  HP: 13 [0]
  Speed: 7.00 [10]
  DX: 14 [80]
  Will: 11 [25]
  Move (Ground): 3 [-20]
  IQ: 6 [-80]
  Per: 14 [40]
  Move (Air): 15/30 [2]
  HT: 12 [20]
  FP: 12 [0]
  SM: 0
  Dodge: 10
  Parry: 11
  DR: 1 [5]
  Bite (16): 1d large piercing.
  Claw (16): 1d cutting.
  Advantages: Acute Vision 4 [8]; Claws (Sharp) [5]; Enhanced
  Move 1 (Air) [20]; Flight (Winged, -25%) [30]; Teeth (Sharp
  Beak) [1].
  Disadvantages: Animal Ally [-44]; Foot Manipulators [-6]*;
  Ham-Fisted 2 [-10]; Quirk (Fatigues easily under loads) [-1].
  Skills: Aerobatics (H) DX-1 [2]-13; Brawling (E) DX+2 [4]-16;
  Flight (A) HT+1 [4]-13.
  Class: Giant Animal.
  * See Modifying Beings With One or Two Arms under Extra
  Arms (p. B53).
  GORILLA
  8 or 12 points
  The most human-like of all the animals here, the gorilla can
  even wield a weapon if the delver has one to spare. This tem-
  plate allows the animal to start with knowledge of one weapon
  of the player’s choice (determined when the Ally is purchased).
  Built on 125 points. Generally bought as Ally (Gorilla; Built
  on 50%; 12 or less; PM, -10%; Summonable, +100%) [8] or (15
  or less) [12].
  Shapeshifting: 7 to cast, 3 to maintain; or 127 points.
  ST: 17 [63]*
  HP: 17 [0]
  Speed: 6.00 [-5]
  DX: 13 [60]
  Will: 11 [25]
  Move: 7 [5]
  IQ: 6 [-80]
  Per: 11 [25]
  HT: 12 [20]
  FP: 12 [0]
  SM: +1
  Dodge: 9
  Parry: 10 (Brawling)
  DR: 2 [10]
  Bite (15): 1d+2 cutting.
  Punch (15): 2d+1 crushing.
  Torso Grapple (14): No damage, but on further turns can
  squeeze (Choke or Strangle, p. B370) as ST 22.
  Weapon (varies): Based on damage 1d+2/3d-1.
  Advantages: Arm ST 4 [20]; Brachiator [5]; Fur [1]; Teeth
  (Sharp) [1].
  Disadvantages: Animal Ally [-44].
  Skills: Brawling (E) DX+2 [4]-15; Climbing (A) DX+4 [8]-17†;
  Survival (Plains) (A) Per [2]-11; Wrestling (A) DX+1 [4]-14;
  one weapon skill, which will be either (E) DX [1]-13, (A)
  DX-1 [1]-12, or (H) DX-2 [1]-11, or Stealth (A) DX-1 [1]-12.
  Class: Animal.
  * Cost reduced for Size (-10%).
  † Includes +2 from Brachiator.
  GREAT CAT (PANTHER)
  12 or 18 points
  A large cat, either spotted or completely black, the panther
  is a silent stalker, blending into vegetation (if spotted) or shad-
  ows (if black). The panther is an excellent swimmer and
  climber and capable of jumping 11 yards. Other great cats can
  be represented with the lenses below.
  Built on 187 points. Generally bought as Ally (Panther;
  Built on 75%; 12 or less; PM, -10%; Summonable, +100%) [12]
  or (15 or less) [18].
  Shapeshifting: 10 to cast, 4 to maintain; or 183 points.
  ST: 17 [35]*†
  HP: 17 [0]
  Speed: 7.00 [10]
  DX: 14 [48]†
  Will: 11 [25]
  Move: 10/15 [15]
  IQ: 6 [-80]
  Per: 14 [40]
  HT: 12 [20]
  FP: 12 [0]
  SM: +1
  Dodge: 11
  Parry: n/a
  DR: 1 [5]
  Bite (16): 2d cutting.
  Claw (16): 1d+2 cutting.
  Nature Spirits 
  and Elementals
  Some druids do not summon animals, but instead
  call forth the very spirits of nature. To represent this,
  build the spirit as if it were a divine servitor (pp. 12-13)
  with the Natural lens and (optionally, for weaker spir-
  its) the Minor lens.
  Choose the elements (pp. 13-19) appropriately – a
  river totem might have Beauty, Nature, and Water,
  while a hawk spirit might be a Minor servitor with Air
  and Nature. The Nature element is custom-made for
  nature spirits and should be included unless there is a
  compelling reason not to do so.
  True elementals, on the other hand, are generally
  best represented as Minor divine servitors with a focus
  on the one element. For example, a fire elemental
  would add the Minor lens and take Fire (Doubled).
  More powerful elementals may leave off the Minor lens
  and take a third element – either Nature or another
  appropriate aspect.
  In all cases, the druid can use Religious Ritual
  (instead of Animal Handling) to sway the spirit into
  helping him.
  DRUIDIC ALLIES
  7
  
  Advantages: Catfall [10]; Claws (Sharp) [5]; Combat Reflexes
  [15]; Discriminatory Smell [15]; Enhanced Move 0.5
  (Ground) [10]; Flexibility [5]; Fur [1]; Limited Camouflage
  (Dense Vegetation or Shadows) [1]‡; Night Vision 9 [9]; Per-
  fect Balance [15]; Striking ST 2 (Bite only, -60%; No Fine
  Manipulators -40%; Size, -10%) [2]; Silence 4 [20]; Super
  Jump 1 [10]; Teeth (Sharp) [1]; Vibration Sense (Air) [10].
  Disadvantages: Animal Ally [-44]; Compulsive Behavior
  (Pouncing on small things that move suddenly) (12) [-10];
  Quadruped [-35].
  Skills: Brawling (E) DX+2 [4]-16; Climbing (A) DX+3 [8]-17§;
  Jumping (E) DX+2 [4]-16; Stealth (A) DX+2 [8]-16; Survival
  (Plains) Per-1 [1]-13; Swimming (E) HT+2 [4]-14.
  Class: Animal.
  * Cost reduced for Size (-10%).
  † Cost reduced for No Fine Manipulators (-40%).
  ‡ Gives +2 to Camouflage and Stealth when standing com-
  pletely still in the appropriate environment.
  § Includes +1 from Perfect Balance.
  Cheetah (Lens; +0 points)
  A slender cat capable of attaining over 70 mph (Move
  12/36). ST-2 [-10]; Move+2 [10]. Remove Limited Camouflage
  [-1] and Super Jump [-10]; and upgrade to Enhanced Move 1.5
  [20]. Adjust skills to Climbing-14 [-7], Stealth-15 [-4], and
  Swimming-13 [-2]; remove Jumping [-4]; and add Running (A)
  HT+2 [8]-14. Damage becomes 1d+2 cut (bite) and 1d+1 cut
  (claw).
  Lion (Lens; +0 points)
  A fearsome beast with a terrifying roar and powerful
  physique. ST+2 [10]; Will+2 [10]. Remove Limited Camouflage
  [-1], Enhanced Move [-10], and Super Jump [-10]; remove Bite
  Only limitation from Striking ST [3]; and add Penetrating
  Voice [1]. Remove Compulsive Behavior [10]; and add
  Congenial [-1] and Laziness [-10]. Adjust skills to Climbing-14
  [-7] and Swimming-12 [-3]; and add Intimidation (A) Will+2
  [8]-15. Damage becomes 2d+1 cut (bite or claw).
  Tiger (Lens; +0 points)
  The largest and strongest cat in existence, with a deadly
  bite; its Limited Camouflage is always for vegetation. ST+4
  [20]. Remove Super Jump [-10]; upgrade Teeth to (Fangs) [1];
  and add Striking ST 2 (No Fine Manipulators -40%; Size,
  -10%) [5]. Add the quirk “Somewhat lazy” [-1]. Adjust skills to
  Stealth-15 [-4] and Swimming-12 [-3]; and remove Climbing
  [-8]. Damage becomes 2d+3 imp (bite) and 2d+2 cut (claw).
  HOUND
  8 or 12 points
  This large dog could be a cross between a Wolfhound and a
  Great Dane, though the type can be selected by the player.
  Regardless of the choice, this hound features the best qualities
  of every breed; it’s a top-notch fighter, sprinter, defender,
  tracker, and watchdog. 
  Apart from buying these animals as Allies, some druids
  can turn into them as well. Because of this, each descrip-
  tion ends with a Shapeshifting line, which gives the energy
  cost to transform into the animal using the Shapeshifting
  spell, followed by the character point cost to buy this ani-
  mal as an Alternate Form. See The Next Level, p. 38, for
  more on the Alternate Form advantage and druids. In par-
  ticular, remember that a druid who knows multiple forms
  only pays full price for the most expensive one; all remain-
  ing forms are a flat 14 points apiece.
  Regardless of the method used to change form, the ani-
  mal’s statistics must be converted into a racial template
  (p. B260). To do so, first subtract 10 from each attribute to
  turn it into an attribute modifier; this may result in a nega-
  tive number. If any secondary characteristic has been
  raised or lowered from its base value, subtract the base
  value from the characteristic (again, this may be negative)
  and apply that as a secondary characteristic modifier. Then
  apply all of the animal’s advantages and disadvantages to
  the druid; if two traits conflict, the GM must decide which
  prevails. Finally, apply the animal’s skills and techniques,
  remembering that the shapeshifter will probably have dif-
  ferent attributes and thus different skill levels; if the druid
  and the animal both know the same skill, sum the points.
  Example: Smakraz the druid learns Shapeshifting (Kan-
  garoo), using the statistics on p. 9 When in the form of a
  kangaroo, he has ST+3, DX+2, IQ-4, HT+2, HP+4, Will+5,
  Per+6, and Move+5. He gains all of the kangaroo’s advan-
  tages, disadvantages, and skills. Since Smakraz and his
  kangaroo template both have Brawling (E) DX+2 [4], as a
  kangaroo he knows it at DX+3 [8], combining the points.
  Nonhuman Shapeshifters
  Delvers who already have a racial template will end up
  combining the two; see Stacking Templates (p. B261) for
  guidelines. This means that a half-ogre who shapeshifts
  into a bear will have ST 30+ while a pixie who does the
  same will have ST in the low 20s. This is as it should be. A
  problem can arise when a tiny adventurer shapeshifts into
  a weak animal, however, as the combined ST penalties may
  drop it below 0. This is never allowed.
  An easy way to prevent this is to simply forbid it. The
  GM is within his right to say that no character can assume
  a form that would take any attribute below 0. Alternatively,
  if the GM is willing to do the math, the attribute penalties
  can be lessened and the value of the template recalculated
  for the purposes of Shapeshifting energy cost or Alternate
  Form point cost. This will make it more expensive for a
  pixie to become a bat than for an orc to do the same thing
  . . . but as this is part of the point break for lower ST, it
  should not be an issue.
  Becoming the Beast
  DRUIDIC ALLIES
  8
  
  DRUIDIC ALLIES
  9
  It is loyal to its master, once it imprints upon him (a “takes
  orders” result or better on the Ally Reaction Table, p. 5). It will
  not abandon him or his friends in a dangerous situation, even
  if ordered to.
  Built on 125 points. Generally bought as Ally (Hound; Built
  on 50%; 12 or less; PM, -10%; Summonable, +100%) [8] or (15
  or less) [12].
  Shapeshifting: 7 to cast, 3 to maintain; or 127 points.
  ST: 13 [18]*
  HP: 15 [4]
  Speed: 7.00 [0]
  DX: 14 [48]*
  Will: 11 [25]
  Move: 8/12 [5]
  IQ: 6 [-80]
  Per: 14 [40]
  HT: 14 [40]
  FP: 14 [0]
  SM: 0
  Dodge: 11
  Parry: n/a
  DR: 1 [5]
  Bite (16): 1d+1 cutting.
  Claw (16): 1d crushing.
  Advantages: Acute Hearing 2 [4]; Acute Smell 2 [4]; Combat
  Reflexes [15]; Discriminatory Smell [15]; Enhanced Move
  0.5 (Ground) [10]; Fur [1]; High Pain Threshold [10]; Night
  Vision 5 [5]; Reduced Consumption 2 (Cast Iron Stomach,
  -50%) [2]; Striking ST 2 (Bite only, -60%) [4]; Teeth (Sharp)
  [1]; Ultrahearing [5]; Very Fit [15].
  Disadvantages: Animal Ally [-44]; Chummy [-5]; Gluttony (12)
  [-5]; Quadruped [-35]; Sense of Duty (Master and his
  friends) [-5].
  Skills: Brawling (E) DX+2 [4]-16; Hiking (A) HT [2]-14; Intim-
  idation (A) Will+2 [8]-13; Stealth (A) DX [2]-14; Survival
  (Plains) (A) Per [2]-14; Swimming (E) HT [1]-14; Tracking
  (A) Per+4 [2]-18†; Wrestling (A) DX [2]-14.
  Class: Animal.
  * Cost reduced for No Fine Manipulators (-40%).
  † Includes +4 from Discriminatory Smell.
  Timber Wolf (Lens; +62 points)
  The ancestor of the hound, this large predator (still SM 0,
  but just barely) is accustomed to taking down creatures even
  bigger than itself. This costs more as an Ally; it is usually
  bought as Ally (Timber Wolf; Built on 75%; 12 or less; PM,
  -10%; Summonable, +100%) [12] or (15 or less) [18]. Its
  shapeshifting cost is 10 to cast, 4 to maintain; or 183 points.
  The timber wolf has ST+4 [24]*; Will+2 [10]; DR+1 [5]. Add
  Penetrating Voice [1] and Temperature Tolerance 3 [3];
  upgrade Teeth to (Fangs) [1]. Remove Chummy [5], Gluttony
  [5], and Sense of Duty [5]. Adjust skills to Stealth-15 [2] and
  Swimming-15 [1]; change Survival specialty to Mountain.
  Damage becomes 2d imp (bite) and 1d+2 cr (claw).
  INSECT SWARM
  12 or 18 points
  A one-hex swarm of flying, biting insects, these are bought
  collectively as a single Ally. Note that in all cases, the statistics
  below are for the insects acting as a whole, not for any one
  member. Normal attacks against the swarm do only one point
  of damage, representing the death of a few dozen bugs.
  However, area attacks (i.e., those with Area Effect, Cone, or
  Explosion) do full damage. Swarms can replenish their num-
  bers; the Regeneration represents finding new members to add
  to the group, and only works in areas in which appropriate
  insects exist. Insect swarms excel at recon more than fighting
  – the colony can scatter to cover an area one mile across, then
  come back and report on its findings (assuming the druid can
  understand.)
  Built on 187 points. Generally bought as Ally (Insect
  Swarm; Built on 75%; 12 or less; PM, -10%; Summonable,
  +100%) [12] or (15 or less) [18].
  Shapeshifting: 10 to cast, 4 to maintain; or 183 points.
  ST: 2 [-80]
  HP: 12 [20]
  Speed: 6.00 [0]
  DX: 12 [40]
  Will: 10 [20]
  Move (Air): 12 [0]
  IQ: 6 [-80]
  Per: 10 [20]
  HT: 12 [20]
  FP: 12 [0]
  SM: 0
  Dodge: 9
  Parry: n/a
  DR: 0
  Sting (no roll): 1 point toxic damage. The swarm must “step”
  into close combat with the target and attack. The target can
  retreat or dodge and drop (p. B377) to move at least one
  yard away; if not, he automatically takes 1 point of damage
  unless wearing sealed armor. Subjects with natural DR (but
  not with the Tough Skin limitation) are safe only if they
  keep their eyes and mouth shut and plug their nose, ears,
  etc.
  Advantages: Flight [40]; Injury Tolerance (Damage Reduction
  2*; Accessibility, Not versus area attacks, -10%; Limited,
  Burning, corrosion, crushing, cutting, and toxic, -10%) [40];
  Injury Tolerance (Diffuse; Swarm†, +80%) [180]; Reduced
  Consumption 2 [4]; Regeneration (Regular; Accessibility,
  Only with insects around, -20%) [20]; Toxic Attack 1 point
  (Area Effect, 1 yard, +25%; Contact Agent, +150%; Cosmic,
  No die roll required, No active defense allowed, +400%;
  Melee Attack, C, No Parry, -35%) [7];
  Disadvantages: Animal Ally [-44]; Bad Grip 3 [-15]; Hide-
  bound [-5]; No Legs (Aerial) [0].
  Skills: None.
  Class: Animal.
  * Halves all damage taken from the specified sources. In
  this case, it reduces the damage to 1 point instead of 2.
  † You are a swarm of tiny creatures that can scatter with a
  Concentrate maneuver. Each creature flies at your normal
  Move. Your swarm must stay within a 1/2-mile radius circle to
  maintain coordination. While scattered, only area attacks can
  injure you, and only in proportion to the area they blanket (i.e.,
  if you’re scattered over 80 hexes and an explosion fills 30 of
  those hexes, you would take 3/8 damage from the attack). You
  have ST 0 and no ability to harm, move, or otherwise affect
  things while scattered, however.
  KANGAROO
  8 or 12 points
  This marsupial has built-in storage and very powerful legs.
  While this Ally may attract attention (and perhaps some mock-
  ing, at first), it’s also fast, versatile, and dangerous in a fight.
  The kangaroo can make a 25-yard broad jump or a six-yard
  high jump; double these values if it can get a running start.
  Built on 125 points. Generally bought as Ally (Kangaroo;
  Built on 50%; 12 or less; PM, -10%; Summonable, +100%) [8]
  or (15 or less) [12].
  Shapeshifting: 7 to cast, 3 to maintain; or 127 points.
  
  ST: 13 [30]
  HP: 17 [8]
  Speed: 6.00 [0]
  DX: 12 [40]
  Will: 11 [25]
  Move: 11/22 [25]
  IQ: 6 [-80]
  Per: 12 [30]
  HT: 12 [20]
  FP: 12 [0]
  SM: 0
  Dodge: 9
  Parry: n/a
  DR: 1 [5]
  Bite or Claw (14): 1d crushing.
  Kick (14): 2d+2 crushing.
  Advantages: Acute Hearing 2 [4]; Enhanced Move 1 (Ground)
  [20]; Fur [1]; Payload 6 (20 lbs.) [6]; Striking ST 8 (Kick
  only, -60%) [16]; Subsonic Hearing [5]; Super Jump 2 [20].
  Disadvantages: Animal Ally [-44]; Bad Grip 2 [-10]; Ham-
  Fisted 2 [-10]; Quirk (Edgy) [-1].
  Skills: Brawling (E) DX+2 [4]-14; Jumping (E) DX+2 [4]-14;
  Survival (Plains) (A) Per+1 [4]-13.
  Techniques: Kicking (Brawling)-14 [3].
  Class: Animal.
  KRAKEN
  8 or 12 points
  This powerful amphibious beast resembles the hypothetical
  offspring of a squid and an octopus. The kraken is a deadly
  opponent in the water; on land, it can barely move, but is still
  fearsome due to its six strong tentacles and beak-like jaws. It
  can reach up to two yards away when grappling or striking and
  can attack twice per turn.
  Built on 125 points. Generally bought as Ally (Kraken; Built
  on 50%; 12 or less; PM, -10%; Summonable, +100%) [8] or (15
  or less) [12].
  Shapeshifting: 7 to cast, 3 to maintain; or 127 points.
  ST: 21 [55]*†
  HP: 21 [0]
  Speed: 6.00 [0]
  DX: 12 [24]†
  Will: 12 [30]
  Move (Water): 6 [0]
  IQ: 6 [-80]
  Per: 10 [20]
  Move (Ground): 1 [0]
  HT: 12 [20]
  FP: 12 [0]
  SM: +1
  Dodge: 9
  Parry: 10
  DR: 2 [10]
  Strike (14): 2d+1 crushing.
  Torso Grapple (14‡): No damage, but on further turns can
  squeeze (Choke or Strangle, p. B370) as ST 18‡ or win a
  Quick Contest of ST 23‡ against the best of opponent’s ST,
  DX, Judo, or Wrestling to pull him to its mouth.
  Bite (14): 2d+1 cutting.
  Advantages: Double-Jointed [15]; Doesn’t Breathe (Gills, -50%)
  [10]; Extra Arms 4 [40]; Extra Attack 1 [25]; Stretching 3
  (Limited, Arms Only, -20%; Reduced Time 2, +40%) [22];
  Teeth (Sharp) [1].
  Disadvantages: Animal Ally [-44]; Dependency (Water; Daily)
  [-15]; No Fine Manipulators [-30]; No Legs (Semi-Aquatic)
  [0].
  Skills: Aquabatics (H) DX-1 [2]-11; Brawling (E) DX+1 [4]-14;
  Survival (Open Ocean) Per+1 [4]-11; Swimming (E) HT+2
  [4]-14; Wrestling (A) DX+2 [8]-14.
  Class: Animal.
  * Cost reduced for Size (-10%).
  † Cost reduced for No Fine Manipulators (-40%).
  ‡ Assumes two arms; +2 for each additional arm used.
  SHARK
  8 or 12 points
  A huge great white, this is the most dangerous creature in
  the ocean. While completely useless on land, it is the most
  powerful Ally that a seafaring druid can have.
  Built on 125 points. Generally bought as Ally (Shark; Built
  on 50%; 12 or less; PM, -10%; Summonable, +100%) [8] or (15
  or less) [12].
  Shapeshifting: 7 to cast, 3 to maintain; or 127 points.
  ST: 36 [78]*†
  HP: 36 [0]
  Speed: 7.00 [5]
  DX: 13 [36]†
  Will: 12 [30]
  Move (Water): 8/16 [5]
  IQ: 6 [-80]
  Per: 11 [25]
  HT: 14 [40]
  FP: 14 [0]
  SM: +3
  Dodge: 11
  Parry: n/a
  DR: 2 [10]
  Bite (15): 4d+2 cutting.
  Advantages: Combat Reflexes [15]; Discriminatory Taste [10];
  Doesn’t Breathe (Gills only) [0]; Enhanced Move 1 (Water)
  [20]; Pressure Support 2 [10]; Subsonic Hearing [5]; Teeth
  (Sharp) [1]; Vibration Sense (Water) [10].
  Disadvantages: Animal Ally [-44]; Bad Temper (9) [-15];
  Ichthyoid [-50].
  Skills: Aquabatics (H) DX-2 [1]-11; Brawling (E) DX+2 [4]-15;
  Intimidation (A) Will [2]-12; Mount (A) DX-1 [1]-12; Sur-
  vival (Open Ocean) (A) Per+1 [4]-12; Tracking (A) Per+4
  [2]-15‡.
  Class: Animal.
  * Cost reduced for Size (-30%).
  † Cost reduced for No Manipulators (-40%).
  ‡ Includes +4 from Discriminatory Taste (for underwater
  tracking).
  DRUIDIC ALLIES
  10
  The druid may summon the same creature every time,
  which eliminates the need for a reaction roll. However, the
  death of a faithful Ally is a significant event, and it could
  be months before the druid can find a replacement.
  
  STALLION
  8 or 12 points
  This noble horse is for those who wish to travel in style.
  Note that unless the entire party has horses (unlikely if they’re
  planning on spending a few days dungeon crawling), this will
  not improve the group’s movement rate over land. It will allow
  the delver to carry a lot more stuff without being slowed down,
  however, with a BL of 146 lbs. This is a fully trained warhorse,
  more than willing to fight with (or for) its master in battle . . .
  assuming a good roll on the Ally Reaction Table (p. 5), of
  course.
  Built on 125 points. Generally bought as Ally (Stallion; Built
  on 50%; 12 or less; PM, -10%; Summonable, +100%) [8] or (15
  or less) [12].
  Shapeshifting: 7 to cast, 3 to maintain; or 127 points.
  ST: 27 [85]*†
  HP: 27 [0]
  Speed: 6.00 [0]
  DX: 12 [24]†
  Will: 11 [25]
  Move: 8/24 [10]
  IQ: 6 [-80]
  Per: 12 [30]
  HT: 12 [20]
  FP: 12 [0]
  SM: +1
  Dodge: 10
  Parry: n/a
  DR: 1 [5]
  Bite (14): 1d+2 crushing.
  Kick (14): 3d+2 crushing.
  Advantages: Acute Hearing 2 [4]; Claws (Hooves) [3]; Combat
  Reflexes [15]; Enhanced Move 1.5 (Ground) [30]; Night
  Vision 3 [3]; Peripheral Vision [15]; Ultrahearing [5].
  Disadvantages: Animal Ally [-44]; Careful [-1]; Restricted Diet
  (Herbivore) [-10]; Quadruped [-35]; Weak Bite [-2].
  Skills: Brawling (E) DX+2 [4]-14; Intimidation (A) Will-1
  [2]-11; Mount (A) DX+2 [8]-14; Running (A) HT+1 [4]-13;
  Survival (Plains) (A) Per [2]-12.
  Techniques: Kicking (Brawling) (H) [3]-14.
  Class: Animal.
  * Cost reduced for Size (-10%).
  † Cost reduced for No Fine Manipulators (-40%).
  WOLVERINE
  4 or 6 points
  A small but remarkably fierce fighter, this animal
  is known for its utter fearlessness and ferocious
  temper. While the wolverine prefers to find carrion
  frozen in the snow, it’s quite capable of killing its
  own meals.
  Built on 62 points. Generally bought as Ally
  (Wolverine; Built on 25%; 12 or less; PM, -10%;
  Summonable, +100%) [4] or (15 or less) [6]. Unlike
  most Allies, however, wolverines are often sum-
  moned in packs rather than singly. The ability to
  summon a pack of five wolverines costs 19 (if on a
  12 or less) or 29 (if on a 15 or less) points. A pack of
  10 costs 23 (if on a 12 or less) or 35 (if on a 15 or
  less) points. A pack of 20 costs 31 (if on a 12 or less)
  or 46 (if on a 15 or less) points. Larger packs are not
  recommended. The druid may choose, when sum-
  moning, either to bring forth the entire pack or to
  leave some members in reserve in case of death.
  Shapeshifting: 3 to cast, 1 to maintain; or 70 points.
  ST: 11 [6]*
  HP: 11 [0]
  Speed: 6.00 [-10]
  DX: 12 [24]*
  Will: 13 [35]
  Move: 6 [0]
  IQ: 6 [-80]
  Per: 12 [30]
  HT: 14 [40]
  FP: 14 [0]
  SM: -1
  Dodge: 10
  Parry: n/a
  DR: 0
  Bite (14): 1d-1 cutting.
  Claw (14): 1d crushing.
  Advantages: Burrower [1]†; Claws (Blunt) [3]; Combat
  Reflexes [15]; Discriminatory Smell [15]; Flexibility [5]; Fur
  [1]; High Pain Threshold [10]; Musk [1]‡; Night Vision 4 [4];
  Peripheral Vision [15]; Reduced Consumption 2 (Cast Iron
  Stomach, -50%) [2]; Teeth (Sharp) [1]; Temperature Toler-
  ance 2 [2]; Terrain Adaptation (Snow) [5]; Unfazeable [15].
  Disadvantages: Animal Ally [-44]; Bad Temper (12) [-10];
  Overconfidence (12) [-5]; Quadruped [-35].
  Skills: Brawling (E) DX+2 [4]-14; Stealth (A) DX+2 [8]-14; Sur-
  vival (Woodlands) (A) Per [2]-12; Swimming (E) HT [1]-14;
  Tracking (A) Per+3 [1]-15§.
  Class: Animal.
  * Cost reduced for No Fine Manipulators (-40%).
  † Digs (p. B350) as though it had a pick and shovel.
  ‡ Can leave a foul scent that most normal animals avoid.
  § Includes +4 from Discriminatory Smell.
  Skunk (Lens; +0 points)
  The skunk is not as versatile or fearsome, but it can spray.
  If it wins a Quick Contest of DX (at -1 per yard of distance), the
  target is nauseous and smells horrible for five hours times the
  margin of failure! HT-2 [-20]; Will-3 [-15]; Basic Speed+0.5
  [10]. Remove Flexibility [-5], Musk [-1], Reduced Consumption
  [-2], Terrain Adaptation [-5], Unfazeable [-15], Bad Temper
  [10], and Overconfidence [5]. Add Affliction 1 (DX; Based on
  DX, Both rolls, +40%; Disadvantage, Bad Smell, +10%;
  Extended Duration, ¥300, +100%; Malediction 1, +100%;
  Nauseated, +30%) [38].
  DRUIDIC ALLIES
  11
  
  Even the most interventionist deity will rarely manifest on
  earth, instead trusting its clerics and holy warriors to “main-
  tain the faith” by doing what needs to be done – all in the god’s
  name. However, the powers that be have been known to send
  along a little help from up above (or down below, as the case
  may be.) These divine servitors, though powerful Allies, are
  low-ranking members in the celestial hierarchy – less “angels”
  and more like “the assistants that the angels sent to lend you
  a hand.”
  Divine servitors are built on 250 points. They are generally
  bought as Ally (Divine Servitor; Built on 100%; 12 or less; PM,
  -10%; Summonable, +100%) [19] or (15 or less) [29]. The GM
  may allow other frequencies of appearance: “6 or less” would
  cost 6 points; “9 or less” would cost 10 points; and “constantly
  available” would cost 38 points.
  Unlike druidic Allies (pp. 5-11), a cleric or holy warrior
  summons the same divine servitor every time. This removes
  any need for reaction rolls; the servitor knows the delver and is
  usually glad to assist. It has no equipment of its own, but it
  willingly uses any gear (including armor and weapons) lent to
  it, leaving the equipment behind when it disappears. The GM
  should come up with a name and some appropriate quirks for
  the servitor. The majority of its personality can be fleshed out
  over time, however, as it adventures with the party.
  The death of a servitor is a significant event, after which the
  cleric or holy warrior must convince his god to send a new Ally.
  Treat this as penance for Holy Might (Adventurers, p. 22) – it
  may take money, fasting, questing, etc. However, if the delver
  was directly responsible for the unnecessary death of the servi-
  tor (e.g., sending it on a suicide mission when other, reason-
  able alternatives existed), his god will not even allow him to
  begin this penance until 1d months have passed. The new Ally
  will be the same point value as the old one; the PC’s point value
  does not change.
  It is possible, though not really in keeping with the genre, to
  assume that the cleric or holy warrior summons a new divine
  servitor every time, much like a druid summons new animals.
  If allowed by the GM, use the rules on p. 5, substituting
  Religious Ritual skill for Animal Handling, and adjusting all
  power Talents appropriately.
  CHAPTER TWO
  HOLY ALLIES
  THE DIVINE SERVITOR
  This is a single template, which users of Holy (or Unholy)
  Might can further customize using lenses and elements. The
  various lenses that follow the template adjust the basic nature
  of the servitor – its physical and personal aspects. Unless spec-
  ified otherwise, any combination of lenses can be applied to
  the divine servitor template. Evil clerics and unholy warriors
  should always apply the Unholy lens, while the Natural lens is
  reserved for druids.
  The elements are tied to the nature of the deity who sent the
  servitor (i.e., the god whom the character worships); they come
  in “slots” of 50 points each. A normal divine servitor has room
  for three such slots. When buying a servitor as an Ally, the
  player should choose the three most important aspects of his
  god, and apply the corresponding elements. See Divine
  Elements (pp. 13-19) for details.
  Example: Scott is playing a cleric, Daerim, and Samantha is
  playing a holy warrior, Nimthis; each takes a divine servitor as
  an Ally. Neither has thought much about the deity their char-
  acters follow. Daerim has a lot of healing and negotiation abil-
  ities, though, so Scott decides that his god is Caduceus, god of
  peaceful rest, and chooses Good, Life, and Peace as his servi-
  tor’s three elements. Samantha, on the other hand, has built a
  real “combat monster” and decides that Nimthis serves Thwäk,
  the god of war. She chooses Good and War (Doubled) as her
  Ally’s three elements.
  DIVINE SERVITOR
  19 or 29 points
  ST: 12 [20]
  HP: 12 [0]
  Speed: 6.00 [0]
  DX: 12 [40]
  Will: 12 [0]
  Move: 6 [0]
  IQ: 12 [40]
  Per: 12 [0]
  HT: 12 [20]
  FP: 12 [0]
  SM: 0
  Dodge: 9
  Parry: n/a
  DR: 0
  Advantages: Three slots of elements [150]; Blessed* [10];
  Immunity to Metabolic Hazards [30].
  Disadvantages: The same -10 point disadvantage used as the
  moral code for Holy Might; Dependency (Sanctity; Very
  Common; Constantly) [-25]; Unnatural Features 1 [-1]†;
  Wealth (Dead Broke) [-25]; and five quirks to be determined
  by the GM [-5].
  Skills: Hidden Lore (Servitors of Good) (A) IQ [2]-12; Theology
  (H) IQ [4]-12.
  Class: Servitor of Good‡.
  * Player’s choice between standard divination or Heroic
  Feats; if unspecified, always assume the former.
  † Select something appropriate when acquiring this servi-
  tor. A holy servitor might have glowing eyes or a visible aura
  while an unholy one may have vestigial horns or a tail.
  ‡ A new class; subject to Banish.
  HOLY ALLIES
  12
  
  Lenses
  The cost of these lenses modifies the point value of the
  servitor.
  Horrific (+0 points)
  The servitor looks like a twisted, demonic monster. Anyone
  seeing it for the first time must make a Fright Check; after that,
  the person assumes that the servitor is in league with The
  Devil, and reacts at -5 to the entire party. Add Terror (Always
  On, -20%) [24] and Appearance (Monstrous; Universal, +25%)
  [-25]. Remove Unnatural Features [1]. Cannot be combined
  with the Beauty element (p. 14).
  Minor (-63 points)
  The servitor is of much lower celestial rank than the one
  presented here, and is built on 187 points instead of 250.
  Because of this, it is generally bought as Ally (Divine Servitor;
  Built on 75%; 12 or less; PM, -10%; Summonable, +100%) [12]
  or (15 or less) [18]. HT-1 [-10]. Remove one element slot [-50].
  Adjust skills to Hidden Lore-11 [-1] and Theology-11 [-2].
  Natural (+0 points)
  The servitor is of the druidic persuasion – see Nature Spirits
  and Elementals (p. 7). Remove Blessed [-10], the Holy Might
  moral code [10], Dependency [25], and the five quirks [5]. Add
  Intolerance (Despoilers of my ecological niche) [-5], Sense of
  Duty (Nature) [-15], and Weakness (Unnatural environments;
  1d per 5 minutes; Variable, -40%) [-12]. Add Survival (choose
  an appropriate environment) (A) Per [2]-12. Change the
  Hidden Lore to (Elementals or Nature Spirits).
  The Weakness is tied to the penalties for druidic spells
  (Adventurers, p. 19). Instead of rolling the die, read the
  penalty as the number of HP lost every five minutes. For exam-
  ple, in a cut-stone dungeon, the servitor would lose 3 HP every
  five minutes.
  Cannot be combined with Unholy (below).
  Telepathic (+0 points)
  The servitor communicates with you mentally instead of
  being able to speak normally. Use the lens under New Meta-
  Trait: Familiar (p. 21).
  Unholy (+0 points)
  Replace Blessed with High Pain Threshold. Replace the
  Holy Might moral code with Social Stigma (Excommuni -
  cated). Change the Hidden Lore to (Demons) and the Class to
  Demon. Cannot be combined with Natural (above).
  Winged (+0 points)
  The servitor has large wings and can swoop through the air
  at twice its Basic Speed; its bones are hollow, however. Add
  Flight (Winged, -25%) [30] and Vulnerability (Crushing ¥2)
  [-30].
  Celestial Steeds
  and Holy Hounds
  There is a long-standing tradition of holy warriors
  (and, to some extent, clerics) being granted animal
  companions by their god instead of an actual quasi-
  angelic ally. Because of this, wielders of Holy Might (or
  Unholy Might) can buy the animals from Chapter 1 as
  Allies. However, the rules at the beginning of this chap-
  ter apply – the delver summons the same animal each
  time (no reaction roll needed) and must complete
  penance if it dies. The GM should feel free to flesh out
  the animal’s personality with quirks, much as for
  divine servitors, and use the points gained in this way
  to improve the animal (see Ally Point Value and Devel-
  opment, pp. 3-4).
  DIVINE ELEMENTS
  The following 22 elements can be thought of as descriptors
  for each deity, and by association, for their divine servitors. A
  servitor sent by a god of fire and war will be very different from
  one who serves a god of beauty and deception. Choose the
  three (two, for a Minor servitor) elements that best summarize
  what the deity governs.
  Each element includes a brief description, which mentions
  any synonymous domains, and two different packages. The
  first takes up a single “slot” and costs 50 points. The second
  (the “Doubled” package) is used when the deity has a very
  strong focus on a single aspect – this element package costs
  100 points and takes up two slots.
  Three elements – Good, Evil, and Nature – bear special
  mention. Good and Evil are diametrically opposed; no one
  should take both. In fact, every virtuous cleric and holy warrior
  must choose Good as one of their elements, while every vile
  cleric and unholy warrior must choose Evil. Doing otherwise
  requires GM’s permission, and will generally lead to a less
  fleshed-out servitor. Nature, on the other hand, is generally
  reserved for druids using these rules to build nature spirits
  (Nature Spirits and Elementals, p. 7). Wielders of Holy (or
  Unholy) Might usually avoid that element; players who their
  characters to worship a nature god should probably be playing
  druids! This is not an absolute restriction, however – a cleric is
  not technically prohibited from choosing Good, Nature, and a
  third element for his servitor.
  HOLY ALLIES
  13
  Divine servitors are the
  assistants that angels send 
  to lend you a hand.
  
  AIR
  Also appropriate for gods of birds, flight, sky, weather, and
  so on. Servitors can turn into air and (for 1 FP) exhale a gale
  (one yard wide by 20 yards long) to knock foes down – the blast
  can hit multiple opponents, if they’re standing in a reasonably
  straight line. Those with more focus can also stir up winds and
  dust to block vision, and manipulate currents with amazing
  precision. Note that this element is somewhat redundant with
  the Winged lens (p. 13), as both allow flight.
  Air
  Advantages: Alternate Form (Body of Air*, p. B262; Reduced
  Time 2, +40%) [27]; Crushing Attack 3d+1 (Cone, 1 yard,
  +60%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%;
  Increased 1/2D ¥10, +15%; No Blunt Trauma, -10%; No
  Wounding, -50%; Reduced Range 1/5, -20%) [19].
  Skills: Innate Attack (Breath) (E) DX+2 [4]-14.
  * Does not include Immunity to Metabolic Hazards, which
  the servitor already has. Takes three seconds to change.
  Air (Doubled)
  As above, plus:
  Advantages: Obscure 4 (Vision; Area Effect, 4 yards, +50%;
  Requires air, -5%) [12]; Telekinesis 8 (Requires air, -5%)
  [38].
  BEAUTY
  Also appropriate for gods of love, lust, reproduction, and so
  on. The servitor’s beauty is unearthly, enough to awe most peo-
  ple when they meet it. They may even be overwhelmed enough
  to do whatever the servitor asks of them.
  This is incompatible with the Horrific lens (p. 13).
  Beauty
  Advantages: Appearance (Transcendent; Universal, +25%)
  [25]; Awe (Always On, -20%) [24]*.
  Skills: Sex Appeal (A) HT+4 [1]-16†.
  * A variant on Terror from GURPS Powers (p. 84); those
  without Powers can treat this as Terror, with the reactions
  coming from worship and awe instead of fear.
  † Includes +5 from Appearance.
  Beauty (Doubled)
  As above, plus:
  Advantages: Charisma 4 [20]; Mind Control (Hearing- and
  Vision-Based, -40%) [30].
  CHAOS
  Also appropriate for gods of luck, randomness, or entropy.
  Chaos servitors can alter others’ dice rolls after the fact. They
  can also summon entropic clouds that appear within 10 yards
  and move around the battlefield randomly (roll 1d every turn,
  as for Scatter, p. B414) for 10 seconds; roll DX-4 to start the
  cloud in a particular spot.
  While chaos and order (p. 18) are often opposed, a deity of
  fate may comprise both elements; thus, they are not mutually
  exclusive like good and evil (see the Divine Elements introduc-
  tion, p. 13).
  Chaos
  Advantages: Corrosion Attack 1d (Area Effect, 2 yards, +50%;
  Drifting, +20%; Persistent, +40%; Reduced Range 1/10,
  -30%) [18]; Extraordinary Luck (Wishing, Others Only*,
  +0%) [30].
  Skills: Gambling (A) IQ [2]-12.
  * You can affect others’ rolls, but not your own. You must
  witness the action being rolled for.
  Chaos (Doubled)
  Advantages: Corrosion Attack 2d (Area Effect, 2 yards, +50%;
  Drifting, +20%; Persistent, +40%; Reduced Range 1/10,
  -30%) [36]; Ridiculous Luck (Wishing, Others Only*, +0%)
  [60].
  Skills: Gambling (A) IQ+1 [4]-13.
  * See above.
  DARKNESS
  Also appropriate for gods of night or shadow. The servitor
  can see in absolute darkness and can summon a shroud of
  night around itself. Some can even call forth clouds of shadow
  anywhere they can see, while helping their friends ignore the
  darkness.
  Darkness
  Advantages: Dark Vision (Color Vision, +20%) [30]; Obscure
  10 (Vision) [20].
  Darkness (Doubled)
  Advantages: Dark Vision (Affects Others 2*, +100%; Color
  Vision, +20%) [55]; Obscure 10 (Vision; Area Effect, 4 yards,
  +50%; Ranged, +50%; Variable, Area, +5%) [41].
  Skills: Innate Attack (Gaze) (E) DX+2 [4]-14.
  * You may share your Dark Vision with one or two other
  people; they must be in contact with you and willing.
  Let the darkness and utter gloom claim that day for its own. Let a
  black cloud overshadow it, and let the darkness terrify it. 
  – Job 3:5
  HOLY ALLIES
  14
  
  DEATH
  Also appropriate for gods of
  destruction or necromancy. By
  spending 1 FP, servitors can sap
  life force with a cold, glowing
  touch (and a Quick Contest of
  Will); those killed before they can
  heal this damage must roll 3d ver-
  sus the total damage taken or rise
  as zombies. The servitor can con-
  trol up to 20 of its zombies; any
  excess created will be free agents.
  Especially powerful zombies (e.g.,
  zombie dragons) count as multiple
  zombies for this total – GM’s judg-
  ment. Some death servitors can
  even speak with the dead and other spirits.
  Death is often opposed to Life (p. 17), but does not have to
  be. At the GM’s option, the advantage packages below may be
  swapped, with Death granting the ability to speak to spirits
  and Death (Doubled) adding the ability to raise zombies.
  Death
  Advantages: Allies (20 Zombies; Built on 25%; Constantly
  Available; Minion, +0%) [32]; Corpse-Smart* [1]; Domi-
  nance (Only if the victim dies, -50%; Victims rise as zom-
  bies, not servitors, and cannot infect others, +0%) [10];
  Toxic Attack 1d (Costs Fatigue, 1 FP, -5%; Malediction 1,
  +100%; Melee Attack, C, -30%) [7].
  * You can recognize undead as such on sight, barring glam-
  ours, illusions, etc. You will never mistake a zombie for a
  corpse or normal human.
  Death (Doubled)
  As above, plus:
  Advantages: Channeling (Aware*, +50%) [15]; Medium (Man-
  ifestation†, +100%; Universal‡, +50%) [25]; Spirit Empathy
  [10].
  * You are aware of the real world and can act normally
  while channeling.
  † The spirits you’re speaking with can manifest visibly for
  no cost.
  ‡ You do not have to share a language with the spirits.
  DECEPTION
  Also appropriate for gods of trickery, wits, or illusion. The
  servitor can create an illusion up to 10 yards away, which can
  occupy an area up to two yards across. This requires constant
  concentration. The illusion will fool all five mundane senses
  (other senses will detect it easily), though it has no substance –
  an illusionary chair will feel real to the touch, but anyone sitting
  on it will fall right through. If an onlooker inspects the illusion,
  the servitor must win a Quick Contest of Artist versus the higher
  of the viewer’s IQ or Per, or he notices something wrong with the
  deception. However, the illusion will not vanish if “disbelieved.”
  Some deception servitors can alter their personal form as well.
  Deception
  Advantages: Illusion* (Extended, Smell/Taste, Touch, +40%;
  Ranged, +40%; Reduced Range 1/10, -30%) [38].
  Skills: Artist (Illusion) (H) IQ+2 [12]-14.
  * GURPS Powers, p. 94; see text above for rules.
  Deception (Doubled)
  As above, plus:
  Advantages: Morph (Cosmetic, -50%) [50].
  DISEASE
  Also appropriate for gods of sickness or pestilence – and for
  some concepts of insects or vermin. Servitors can emit a cloud
  of disease; everyone within two yards must make a HT-2 roll or
  take 1d-1 damage. For the next five minutes, they must roll every
  10 seconds or take damage again – it stops once they resist. Until
  they do, anyone who touches them must roll to avoid catching
  it. Servitors can also cure most illnesses – but not one that they
  personally created! More focused servitors can even turn into an
  airborne disease and take their victims over.
  Disease
  Advantages: Healing (Accessibility, Not own disease, -10%;
  Disease Only, -40%; Faith Healing, +20%; Takes Extra Time,
  2 seconds, -10%) [18]; Toxic Attack 1d-1 (Area Effect, 2
  yards, +50%; Contact Agent, +150%; Cyclic, 31 Cycles, 10
  Seconds, Highly Contagious, +800%; Emanation, -20%;
  Resistible, HT-2, -20%) [32].
  Disease (Doubled)
  As above, plus:
  Advantages: Alternate Form (Body of Disease*; Reduced Time
  2, +40%) [50].
  * As Body of Air (p. B262) but replacing Immunity to
  Metabolic Hazards [-30] with Permeation (Flesh; No
  Signature, +20%) [6] and Possession (Accessibility, Those not
  immune to disease, -10%; No Memory Access, -10%; Parasitic,
  -60%) [20]. Takes three seconds to change.
  HOLY ALLIES
  15
  
  EARTH
  Also appropriate for gods of the land (in a geological sense),
  hills, mountains, and those who live underground. Earth servi-
  tors look humanoid, but they are made of rock and sand.
  Attacks to their vitals or brain are treated as torso or face hits
  (respectively), and they laugh off most arrows. Some can even
  (for 1 FP) cause the earth itself to rise up and engulf their foes.
  Earth
  Advantages: DR 2 [10]; Injury Tolerance (Homogenous) [40].
  Earth (Doubled)
  Advantages: Binding 16 (Costs Fatigue, 1 FP, -5%; Engulfing,
  +60%; Environmental, Victim must be touching ground,
  -20%) [44].
  Skills: Geology (H) IQ-1 [2]-11; Innate Attack (Gaze) (E) DX+2
  [4]-14.
  EVIL
  Also appropriate for gods of corruption, cruelty, or
  demons. Unlike many elements, evil is defined as much by its
  disadvantages as by its benefits – which mainly serve to round
  out the hellspawn’s attributes and skills. A truly evil servitor,
  however, is not only harder to put down, but can call upon
  the will of its dark lord.
  See the Divine Elements introduction (p. 13) for more on
  this package.
  Evil
  Attributes: ST+3 [30].
  Secondary Characteristics: Will+1 [5].
  Disadvantages: Bully (12) [-10]; Intolerance (Followers of
  Good) [-5].
  Skills: Brawling (E) DX+2 [4]-14; Interrogation (A) IQ
  [2]-12; Intimidation (A) Will+1 [4]-13; Poisons (H) IQ
  [4]-12; 12 points spent on a Melee Weapon skill, or Shield
  (E) DX+2 [4]-14 and 8 points spent on a Melee Weapon
  skill; and one of Crossbow (E) DX+2 [4]-14, Sling (H) DX
  [4]-12, Throwing (A) DX+1 [4]-13, or Thrown Weapon
  (Axe/Mace, Knife, or Spear) (E) DX+2 [4]-14.
  Evil (Doubled)
  As above, plus:
  Attributes: HT+4 [40].
  Advantages: DR 2 [10]; Patron (Evil Deity; 6 or less; Highly
  Accessible, +50%; Minimal Intervention, -50%; Special
  Abilities, +100%) [30].
  Disadvantages: Bloodlust (12) [-10]; Callous [-5]; Sadism (12)
  [-15].
  FEAR
  Though sometimes considered evil, many gods – even rela-
  tively peaceful ones – expect their people to fear them. The servi-
  tor can terrify any foe who sees it (a Fright Check at either -1 or
  -5), while leaving its allies alone. This is somewhat redundant
  with the abilities granted by the Horrific lens (p. 13);
  adding this element gives the horrifying servitor a sec-
  ond chance to scare people, as well as being under con-
  scious control.
  Fear
  Advantages: Terror (-1 to Fright Checks) (Selective
  Effect, +20%) [48].
  Skills: Psychology (Fears*) (A) IQ [2]-12.
  * An optional specialty (p. B169).
  Fear (Doubled)
  Advantages: Terror (-5 to Fright Checks) (Selective
  Effect, +20%) [96].
  Skills: Psychology (Fears*) (A) IQ [4]-13.
  * An optional specialty (p. B169).
  FIRE
  Also appropriate for gods of destruction or retribution; for
  gods of lightning, just change all “fire” references to “light-
  ning.” Servitors throw exploding fireballs or turn into flames;
  some are even hot enough to burn away incoming projectiles.
  Each fireball costs 1 FP.
  Fire
  Advantages: Alternate Form (Enhanced Body of Fire*;
  Reduced Time 2, +40%) [31]; Burning Attack 2d (Costs
  Fatigue, 1 FP, -5%; Explosion 1, +50%) [15].
  Skills: Innate Attack (Projectile) (E) DX+2 [4]-14.
  * As per p. B262, but removing Immunity to Metabolic
  Hazards [-30]; raising the Burning Attack to 2d [5]; and raising
  the DR versus fire to 20 [30]. Takes three seconds to change.
  Fire (Doubled)
  Advantages: Alternate Form (Superior Body of Fire*; Reduced
  Time 2, +40%) [64]; Burning Attack 3d (Costs Fatigue, 1 FP,
  -5%; Explosion 1, +50%) [22]; Infravision [10].
  Skills: Innate Attack (Projectile) (E) DX+2 [4]-14.
  HOLY ALLIES
  16
  Redundant Skills
  It is possible to build a servitor whose elements contain over-
  lapping skills. For example, a servitor who grows in power enough
  to have Darkness (Doubled) and Earth (Doubled) would gain
  Innate Attack (Gaze) (A) DX+2 [4]-14 from both. In such a case,
  simply sum the points to determine the new skill level; e.g., the
  example servitor would have Innate Attack (Gaze) (A) DX+3
  [8]-15. If the total is not quite enough to raise the skill level, leave
  it; the GM should spend future bonus character points on that
  skill first. See Ally Point Value and Development (pp. 3-4) for more.
  Note that different specialties are different skills. A servitor of
  Air and Fire will have both Innate Attack (Breath) and Innate
  Attack (Projectile); these do not interact in any meaningful way
  other than defaulting to each other. GMs willing to do the work
  may recalculate the costs as per Improving Skills from Default
  (p. B173), spending the difference on other appropriate skills.
  
  * As per p. B262, but removing Immunity to Metabolic
  Hazards [-30]; raising the Burning Attack to 4d [16]; and
  replacing the DR with DR 20 (Limited, Heat/Fire or Ranged
  Projectiles, -15%) [55]. Takes three seconds to change.
  GOOD
  Also appropriate for gods of justice or righteousness. As for
  Evil (p. 16), this element adds appropriate disadvantages while
  fleshing out the servitor with other traits. Note that the bonus
  to IQ and DX has already been calculated into the skill levels
  below; add +1 to all skills granted from other elements (+2 for
  Will-based skills).
  See the Divine Elements introduction (p. 13) for more on
  this package.
  Good
  Attributes: DX+1 [20]; IQ+1 [20]; HT+1 [10].
  Secondary Characteristics: Will+1 [5]; Basic Speed-0.5 [-10].
  Disadvantages: Intolerance (Evil religions) [-5]; Vow (Place
  the will of my deity above my own needs) [-10].
  Skills: Esoteric Medicine (Holy)-13 [4]; Religious Ritual-13 [4];
  8 points spent on a Melee Weapon skill, or Shield (E) DX+2
  [4]-15 and 4 points spent on a Melee Weapon skill; and one
  of Crossbow (E) DX+2 [4]-15, Sling (H) DX [4]-13, Throw-
  ing (A) DX+1 [4]-14, or Thrown Weapon (Axe/Mace, Knife,
  or Spear) (E) DX+2 [4]-15.
  Good (Doubled)
  As above, plus:
  Attributes: ST+3 [30].
  Advantages: DR 1 [5]; Patron (Good Deity; 6 or less; Highly
  Accessible, +50%; Minimal Intervention, -50%; Special
  Abilities, +100%) [30].
  Disadvantages: Charitable (12) [-15].
  LIFE
  Also appropriate for gods of birth, compassion, growth, or
  healing. The servitor can identify and heal other’s injuries and
  illnesses; some are also aware of all life around them.
  This is rarely combined with disease (p. 15); if it is, replace
  both Healing advantages with Healing (Accessibility, Not own
  disease, -10%; Faith Healing, +20%; Ranged, +40%; Reduced
  Fatigue Cost 3, +60%; Reliable 2, +10%) [66]. (Reliable lets the
  servitor roll at IQ+2 instead of IQ to heal.)
  Life
  Advantages: Healing (Faith Healing, +20%; Ranged, +40%)
  [48].
  Skills: Diagnosis (H) IQ-1 [2]-11.
  Life (Doubled)
  As above, plus:
  Advantages: Detect Life [30]; Empathy [15]; Metabolism Con-
  trol 1 [5].
  LIGHT
  Also appropriate for gods of daytime, the sun, or the unveil-
  ing of secrets. The servitor can spend 1 FP and make an IQ roll
  to summon light within 20 yards (eliminating all darkness
  penalties in up to a 10-yard radius for up to one minute), can
  see in all spectrums of light, and is never fooled by opponents
  warping light to become invisible. With sufficient focus (and 1
  FP), it can flash an eight-yard radius, forcing everyone to make
  a HT roll to avoid being stunned and temporarily blinded.
  Light
  Advantages: Create Visible Light 1* (Accessibility, Limited to
  lighting a 10-yard radius for one minute, -40%; Ranged,
  +40%; Reduced Fatigue Cost 1, +20%; Reduced Range 1/5,
  -20%) [10]; Hyperspectral Vision [25]; See Invisible [15].
  * GURPS Powers, p. 92; see text above for rules.
  Light (Doubled)
  As above, plus:
  Advantages: Affliction 1 (HT; Area Effect, 8 yards, +150%;
  Costs Fatigue, 1 FP, -5%; Disadvantage, Blindness, +50%;
  Stunning, +10%; Vision-Based, +150%) [46].
  Skills: Innate Attack (Gaze) (E) DX+2 [4]-14.
  NATURE
  This element is mainly intended for nature spirits, in com-
  bination with the Natural lens (p. 13 It may suit other deities
  of animals or plants, however; see the Divine Elements intro-
  duction (p. 13) for more. Servitors gain useful skills, as well as
  becoming more in touch with nature.
  Nature
  Attributes: HT+2 [20].
  Secondary Characteristics: Per+2 [10]; Basic Speed-0.5 [-10].
  Advantages: Animal Empathy [5]; Plant Empathy [5].
  Skills: Naturalist (H) IQ+3 [16]-15; 4 points spent on a single
  Melee Weapon skill, Bow, Shield, Sling, or Throwing or 2
  points each spent on two such skills.
  Nature (Doubled)
  As above, plus:
  Attributes: ST+1 [10].
  Advantages: Speak with Animals [25]; Speak with Plants [15].
  May God grant you always . . .
  a sunbeam to warm you, 
  a moonbeam to charm you, 
  a sheltering angel 
  so nothing can harm you.
  – Irish Blessing
  HOLY ALLIES
  17
  
  ORDER
  Also appropriate for gods of destiny, fearlessness, logic, or
  fate. Servitors can be calm and logical in any situation, even
  bestowing their rationality onto others. Some can even read
  the patterns that make up reality, and use said patterns to
  shield their mind.
  See Chaos (p. 14) for additional notes.
  Order
  Advantages: Common Sense [10]; Indomitable [15]; Unfaze-
  able [15]; Visualization [10].
  Order (Doubled)
  As above, plus:
  Advantages: Intuition [15]; Oracle [15]; Mind Shield 5 [20].
  PEACE
  Also appropriate for gods of defense, mercy, or protection.
  A peace servitor bestows inherent protection (DR +3) to any
  friends within two yards and can order a foe to stand down; if
  the subject succeeds at a Will roll, he is immune for one hour.
  If he fails, however, he is stunned and will not initiate hostili-
  ties; he may still guard a door and take other defensive actions,
  and he may respond in kind if attacked. The servitor will not
  allow the party to rely on this to make unfair attacks – if they
  do, it will refuse to use this ability again.
  Doubling this element makes the servitor a negotiator and
  a shield-bearer as well. It can defend itself or others with
  Block-17 and can make multiple blocks per turn, at a gradually
  increasing penalty; it has an effective Block of 17, then 14, then
  12, then 9, then 7, then 4. (Note that these values will go up if
  another element, or later experience, raises the servitor’s DX.)
  If Peace (Doubled) is somehow combined with War
  (Doubled) – an unusual combination, to be sure! – replace the
  redundant Weapon Master here with +3 to Diplomacy.
  Peace
  Advantages: Affliction 1 (Will; Based on Will, +20%; Disadvan-
  tage, Pacifism (Self-Defense Only), +15%; Hearing-Based,
  +150%; One try per subject per hour, -10%; Stunning,
  +10%) [29]; DR 3 (Affects Others, +50%; Area Effect, 2
  yards, +50%; Force Field, +20%; Selective Area, +20%) [36].
  Disadvantages: Pacifism (Self-Defense Only) [-15].
  Peace (Doubled)
  As above, plus:
  Advantages: Enhanced Block 3 (Shield) [15]; Shield-Wall
  Training* [1]; Signature Gear (Fine Large Shield, DB 3, 19
  lbs.) [2]; Weapon Master (Shield; Only to reduce penalties
  for multiple blocks, -40%) [12].
  Skills: Diplomacy (H) IQ [4]-12; Shield (E) DX+5 [16]-17.
  * Servitor attacks at no penalty for a large shield and may
  block attacks aimed at someone beside it.
  TRAVEL
  Also appropriate for gods of movement, the land (in a geo-
  graphical sense, not a geological one), or speed. After an hour
  of prayer and a successful Will roll, the servitor can grant
  increased speed to the party. This requires everyone to be
  within four yards and to succeed at a HT roll; add the amount
  the servitor made its Will roll by, but subtract the distance (in
  yards) between the party member and the servitor. Success
  raises everyone’s top speed to 1.5¥ their normal Move, cutting
  travel time to 2/3 normal (e.g., a 40-day journey would take
  only 27 days).
  If this element is doubled, the servitor can raise top speed
  to 2¥ normal Move (which halves travel time). More impor-
  tantly, it has an encyclopedic knowledge of where places are;
  this excludes unmapped dungeons or buildings, hidden
  fortresses, etc.
  Travel
  Advantages: Affliction 1 (HT; Area Effect, 4 yards, -50%;
  Advantage, Enhanced Move 0.5 (Ground), +100%; Emana-
  tion, -20%; Extended Duration, Permanent while servitor
  alive and summoned, +150%; Malediction 1, +100%; Prepa-
  ration Required, 1 hour, -50%; Selective Area, +20%) [50].
  Travel (Doubled)
  Advantages: Affliction 1 (HT; Area Effect, 4 yards, +150%;
  Advantage, Enhanced Move 1 (Ground), +200%; Emana-
  tion, -20%; Extended Duration, Permanent while servitor
  alive and summoned, +150%; Malediction 1, +100%; Prepa-
  ration Required, 1 hour, -50%; Selective Area, +20%) [60].
  Skills: Map! IQ+1 [36]-13*; Navigation (Land) (H) IQ [4]-12.
  * A wildcard skill (p. B175).
  WAR
  Also appropriate for gods of hunting or violence. Servitors
  are highly capable fighting machines, although the delver sum-
  moning them will have to carry around arms and armor for
  them to use.
  HOLY ALLIES
  18
  
  War
  Advantages: Combat Reflexes [15]; DR 2 [10]; High Pain
  Threshold* [10].
  Skills: Fast-Draw (any) (E) DX+1 [1]-13†; Tactics (H) IQ-1
  [2]-11; and 4 points each spent on three different unarmed
  combat or weapon skills [12].
  * Unholy (p. 13) servitors already have this; they add
  Recovery instead.
  † Includes +1 for Combat Reflexes.
  War (Doubled)
  As above, plus:
  Advantages: Weapon Master (All) [45].
  Skills: Strategy (H) IQ-2 [1]-10; and one additional unarmed
  combat or weapon skill or +1 to an existing choice [4].
  WATER
  Also appropriate for gods of rivers or the sea. Servitors
  may move, breathe, and speak freely in the water, and they
  can shoot (for 1 FP) a thin, powerful jet of water that cuts
  into whatever it hits. Some servitors can even turn into liquid
  for up to half an hour, though unlike the Body of Water meta-
  trait (p. B262), they cannot affect the real world while so
  transformed.
  Water
  Advantages: Amphibious [10]; Cutting Attack 1d (Costs
  Fatigue, 1 FP, -5%; Jet, +0%) [7]; Doesn’t Breathe (Gills,
  -50%) [10]; Pressure Support 2 [10]; Speak Underwater
  (Interface Crossing, +50%) [8].
  Skills: Innate Attack (Beam) (E) DX+2 [4]-14; Swimming (E)
  HT [1]-12.
  Water (Doubled)
  As above, plus:
  Advantages: Injury Tolerance (Diffuse; Infiltration*, +40%;
  Maximum Duration, 30 minutes, -25%; Switchable, +10%;
  Temporary Disadvantage, ST 0 (HP unchanged), -75%)
  [50].
  * Servitor can pour under cracks, through grates, etc. Takes
  one second to change.
  WISDOM
  Also appropriate for gods of knowledge or potential. Twice
  per session (or four times per session, if doubled), the servitor
  can attempt a roll against any IQ-, Per-, or Will-based skill, with
  the exception of spells and skills restricted to those with cer-
  tain powers (Adventurers, p. 21). The effective skill level is the
  controlling attribute (e.g., Alchemy is an IQ/VH skill, so the
  servitor would roll against IQ to temporarily “know” Alchemy).
  Remember to factor the IQ bonus from this element into
  the skills granted from other elements!
  Wisdom
  Attributes: IQ+1 [20].
  Advantages: Wild Talent 2 (Cannot access “special” skills, -5%;
  Focused, Mental, -20%) [30].
  Wisdom (Doubled)
  Attributes: IQ+2 [40].
  Advantages: Wild Talent 4 (Cannot access “special” skills, -5%;
  Focused, Mental, -20%) [60].
  Daerim (from the example on p. 12) is a cleric of
  Caduceus, God of Peaceful Rest. As one of his Holy Might
  abilities, he takes a divine servitor on a 12 or less, for 19
  points. Caduceus’ elements are Good, Life, and Peace.
  Good requires some skill choices – since Daerim is forbid-
  den from using edged weapons, he and the GM decide on
  Staff and Throwing as the servitor’s combat skills. The final
  servitor looks like the following.
  ST: 12 [20]
  HP: 12 [0]
  Speed: 6.00 [-10]
  DX: 13 [60]
  Will: 14 [5]
  Move: 6 [0]
  IQ: 13 [60]
  Per: 13 [0]
  HT: 13 [30]
  FP: 13 [0]
  SM: 0
  Dodge: 9
  Parry: 12 (Staff)
  DR: 3
  Advantages: Affliction 1 (Will; Based on Will, +20%; Disad-
  vantage, Pacifism (Self-Defense Only), +15%; Hearing-
  Based, +150%; One try per subject per hour, -10%;
  Stunning, +10%) [29]; Blessed [10]; DR 3 (Affects Others,
  +50%; Area Effect, 2 yards, +50%; Force Field, +20%;
  Selective Area, +20%) [36]; Healing (Faith Healing,
  +20%; Ranged, +40%) [48]; Immunity to Metabolic
  Hazards [30].
  Disadvantages: Dependency (Sanctity; Very Common;
  Constantly) [-25]; Intolerance (Evil Religions) [-5]; Paci-
  fism (Self-Defense Only) [-15]; Unnatural Features 1
  (Animated snake tattoos on the neck and arms) [-1];
  Vow (No edged weapons) [-10]; Vow (Place the will of
  Caduceus above my own needs) [-10]; Wealth (Dead
  Broke) [-25].
  Quirks: Likes serpents; Somewhat patronizing; Three
  more to be determined later by the GM. [-5].
  Skills: Diagnosis (H) IQ-1 [2]-12; Esoteric Medicine (Holy)
  (H) Per [4]-13; Hidden Lore (Servitors of Good) (A) IQ
  [2]-13; Religious Ritual (H) IQ [4]-13; Staff (A) DX+2
  [8]-15; Theology (H) IQ [4]-13; Throwing (A) DX+1
  [4]-14
  Class: Servitor of Good.
  Servitor of Caduceus: A Worked Example
  HOLY ALLIES
  19
  
  Where would a witch be without her trusty black cat?
  Probably more rested and less covered in fur . . . but this is fan-
  tasy! Not only are familiars useful spies and scouts (not to
  mention great kidnapping victims for the GM to mount a plot
  hook on), but they empower their master with cool, useful abil-
  ities, making familiars a very versatile power-up.
  FAMILIARIZING ONESELF
  Any spellcaster who does not already have a familiar (or
  whose familiar has died) may summon one – the ritual to do
  so is known to bards, clerics, druids, and wizards alike. It is
  not a separate skill and requires no roll. The caster ventures
  out into the wilderness for 1d weeks and returns with a 
  companion.
  In game terms, a familiar is a meta-trait (see p. 21) that any
  spellcaster can purchase. None of its components take a power
  modifier; the bond between a caster and his familiar is deep
  and personal. A character may have only one familiar, though
  this in addition to any other Allies (whether mundane or part
  of a power). The meta-trait comprises two parts, the familiar
  itself and the traits it grants.
  The Familiar
  Each familiar is an Ally built on 62 points. It will be bought
  as Ally ([Type]; Built on 25%; Constantly Available; Special
  Abilities, +50%; Summonable, +100%; Sympathy, -25%) [9].
  The descriptions below shorten this to just Ally ([Type]) [9].
  This assumes a 250-point dungeon-delver; see Ally Point Value
  and Development (pp. 3-4) to adjust.
  In addition to the cost of the familiar as an Ally, the master
  will always have a Special Rapport [5] with it. The two are
  linked by a powerful psychic bond; each is aware of the other’s
  status and becomes badly injured if the other is killed.
  Granted Traits
  These are advantages with the -40% limitation Granted by
  Familiar (p. B38), or “GBF” for short. A familiar of the given
  type automatically grants the spellcaster these abilities as long
  as it is summoned and nearby. The definition of “nearby” is up
  to the GM, but as a guideline, the familiar should be able to
  freely reach its master in a minute or less. This means that a
  captured or unconscious familiar, or one more than (60¥Move)
  yards away from its master, immediately stops providing its
  special abilities.
  All familiars grant Energy Reserve (see boxed text) equal to
  half their FP, rounded down, with the special Drains Familiar
  limitation. This allows the spellcaster to draw upon his Ally’s
  personal energy pool to power his spells. Raising the animal’s
  personal FP automatically increases the ER available to its
  master; this must be paid for normally. If the caster knows
  more than one type of magic (e.g., a cleric-druid), he must
  specify which type of ER the familiar provides – e.g., a druidic
  familiar cannot be used to power clerical spells.
  CHAPTER THREE
  FAMILIARS
  This advantage appears on p. 39 of The Next Level, but
  appears here (with a new limitation) for those who do not
  own that book.
  Energy Reserve
  3 points/level
  Each level of Energy Reserve (ER) gives 1 FP that you
  can only spend to cast spells of one type; clerical with ER
  (Holy), druidic with ER (Druidic), or wizardly – including
  Bard spells – with ER (Magical). You can’t otherwise expend
  ER as FP, and external events that drain FP never deplete
  ER. Your ER recharges independently from your FP.
  New Special Limitation
  Drains Familiar: Your ER draws upon the energy of
  your familiar. In addition to the effects of the Granted by
  Familiar limitation, every point of ER that you use drains
  1 FP from your familiar. This ER recharges at the same
  rate that your familiar recovers FP; this means your ER
  does not recover while your familiar is unable to rest! -50%
  Energy Reserve
  It is a consolation to the
  wretched to have companions 
  in misery.
  – Publilius Syrus
  FAMILIARS
  20
  
  The following descriptions cover the most common famil-
  iars in a Dungeon Fantasy world. The templates and traits can
  be fit to new familiars as well, gen-
  erally with minimal adjustments.
  Examples: Edgar wants a large
  raven as his familiar; the GM uses
  the Hawk statistics as-is, just
  changing the description of the
  animal. Ricky wants a ferret famil-
  iar; the GM uses the Cat statistics,
  removing Laziness and Climbing
  from the animal’s template and
  adding Impulsiveness (12) and
  Musk (from Wolverine, p. 11).
  The cost listed is the minimum,
  covering the familiar itself as well
  as the most basic package of
  granted traits. (The GM can adjust
  this list as he sees fit, of course.)
  This is followed by the template for
  the animal, and then by a list of
  further traits. These are additional
  advantages that the spellcaster can
  add, either when acquiring the
  familiar or later on.
  Druids may wish to shapeshift
  into these animal forms. To do so
  via the Shapeshifting spell costs 3
  energy to cast, 1 to maintain. As an
  Alternate Form, any one template costs 70 points – see Animal
  Allies (pp. 3-4) for details.
  ANIMALS
  These familiars are somewhat sturdier and far more intelli-
  gent than their mundane brethren, but they are otherwise nor-
  mal animals. They are unlikely to attract much attention unless
  they make it obvious that they are more than a mere pet.
  BAT
  37 points
  Capable of flight during day or night, a bat definitely prefers
  sleeping when the sun is out. This bat is worthless in a fight,
  but it has hands that can perform fine manipulation.
  Bat Familiar: Ally (Bat) [9]; ER 6 (Drains Familiar, -50%)
  [9]; Flight (Controlled Gliding, -45%; GBF, -40%) [8]; Sonar
  (Accessibility, Not in water, -30%*; GBF, -40%) [6]; Special
  Rapport (Familiar) [5]. 37 points.
  Bat Template
  ST: 2 [-80]
  HP: 7 [10]
  Speed: 6.00 [0]
  DX: 12 [40]
  Will: 10 [0]
  Move (Air): 12/24 [0]
  IQ: 10 [0]
  Per: 12 [10]
  Move (Ground): 2 [-20]
  HT: 12 [20]
  FP: 12 [0]
  SM: -5
  Dodge: 9
  Parry: n/a
  DR: 0
  Bite or Claw (12): 1d-7 crushing.
  Advantages: Dark Vision [25]; Enhanced Move 1 (Air) [20];
  Flight (Winged, -25%) [30]; Fur [1]; Sonar (Accessibility,
  Not in water, -30%*) [14].
  Disadvantages: Familiar [-22]; Foot Manipulators† [-6].
  Skills: Aerobatics (H) DX [4]-12; Flight (A) HT+2 [8]-14; Sur-
  vival (Mountain) (A) Per+1 [4]-13; Stealth (A) DX+1 [4]-13.
  Class: Animal.
  * Worth more than usual due to the comparative usefulness
  in air versus water.
  † See Modifying Beings With One or Two Arms under Extra
  Arms (p. B53).
  Further Traits
  Masters of a bat familiar can buy Enhanced Move (Air;
  GBF, -40%) [12/level] – but only to reduce deceleration; Night
  Vision 3 (GBF, -40%) [2], 5 [3], or 8 [5], or Dark Vision (GBF,
  -40%) [15]; Ultrahearing (GBF, -40%) [3] or Ultrasonic Speech
  (GBF, -40%) [6]; and Vampiric Bite (GBF, -40%) [18 + 3/level].
  COMMON FAMILIARS
  New Meta-Trait: Familiar
  -22 points
  You are an animal (or equivalent) companion to a spellcaster. Although fully sapi-
  ent (and sometimes more intelligent than other members of the party), you still pos-
  sess the instincts and behavior patterns of any other member of your species. You
  are fully literate and conversant, both among your own kind and with your master’s
  tongue.
  Familiar includes Bestial [-10]; Sense of Duty (Master) [-2]; Speak with Animals
  (Specialized, Own Family, -60%) [10]; Special Rapport (Master) [5]; and Wealth
  (Dead Broke) [-25].
  Lens
  Telepathic (+0 points): This is an optional lens for any familiar. You cannot speak
  the language of humans, though you understand it well enough. Instead, you can
  project your thoughts directly into your master’s mind, from up to 100 miles away;
  if this sending fails, you will realize it. Your master must possess a similar ability (or
  spell) to do the same, or he can just speak to you normally. Add Avatar* [1]; Cannot
  Speak [-15]; Mindlink (Master) [5]; Telesend (Accessibility, Master only, -80%; Can
  tell if sending is successful, +10%) [9].
  * Your mental communication is accompanied by a clear mental image of who
  you are. Others cannot fake this image, making it a quick and secure means of
  identification.
  FAMILIARS
  21
  
  CAT
  38 points
  Though independent and averse to work, a cat will stick by
  its master once they’ve bonded.
  Cat Familiar: Ally (Cat) [9]; Catfall (GBF, -40%) [6];
  Enhanced Dodge 1 (GBF, -40%) [9]; ER 6 (Drains Familiar,
  -50%) [9]; Special Rapport (Familiar) [5]. 38 points.
  Cat Template
  ST: 4 [-60]
  HP: 9 [10]
  Speed: 6.00 [-10]
  DX: 14 [48]*
  Will: 11 [5]
  Move: 10 [20]
  IQ: 10 [0]
  Per: 12 [10]
  HT: 12 [20]
  FP: 12 [0]
  SM: -3
  Dodge: 10
  Parry: n/a
  DR: 0
  Bite or Claw (16): 1d-5 cutting.
  Advantages: Catfall [10]; Claws (Sharp) [5]; Combat Reflexes
  [15]; Flexibility [5]; Fur [1]; Night Vision 8 [8]; Perfect Bal-
  ance [15]; Teeth (Sharp) [1]; Vibration Sense (Air) [10].
  Disadvantages: Familiar [-22]; Laziness [-10]; Quadruped
  [-35].
  Skills: Acrobatics (H) DX [2]-14†; Brawling (E) DX+2 [4]-16;
  Climbing (A) DX+3 [1]-17†‡; Escape (H) DX+1 [1]-15‡;
  Jumping (E) DX+1 [2]-15; Stealth (A) DX+1 [4]-15; Urban
  Survival (A) Per [2]-12.
  Class: Animal.
  * Cost reduced for No Fine Manipulators (-40%).
  † Includes +1 from Perfect Balance.
  ‡ Includes +3 from Flexibility.
  Further Traits
  Masters of a cat familiar can buy Combat Reflexes (GBF,
  -40%) [9]; Enhanced Dodge 2 (GBF, -40%) [9]; Flexibility (GBF,
  -40%) [3] or Double-Jointed (GBF, -40%) [9]; Luck (GBF, -40%)
  [9]; Night Vision 3 (GBF, -40%) [2], 5 [3], or 8 [5]; Silence 1-4
  (GBF, -40%) [3/level]; and Vibration Sense (Air; GBF, -40%) [6].
  CHIMP
  32 points
  A small chimpanzee, orangutan, or similar primate. A
  chimp’s limbs are very versatile; it can use its feet as hands, or
  walk on all fours if a leg is injured. For a monkey familiar,
  lower ST to 7, raise DX to 13, delete Arm ST, and add Extra
  Arm (Tail) [10]; its point value is unchanged.
  Chimp Familiar: Ally (Chimp) [9]; Brachiator (GBF, -40%)
  [3]; ER 6 (Drains Familiar, -50%) [9]; Extra Arms 2 (Foot Manip-
  ulators, -30%; GBF, -40%; Short, -50%) [4]; Extra Legs (Four
  Legs; GBF, -40%; Temporary Disadvantage, No Fine Manipula-
  tors, -30%) [2]; Special Rapport (Familiar) [5]. 32 points.
  Chimp Template
  ST: 9 [-10]
  HP: 12 [6]
  Speed: 6.00 [0]
  DX: 12 [40]
  Will: 10 [0]
  Move: 6 [0]
  IQ: 10 [0]
  Per: 11 [5]
  HT: 12 [20]
  FP: 12 [0]
  SM: 0
  Dodge: 9
  Parry: n/a
  DR: 0
  Bite (14): 1d-2 cutting.
  Fist (14): 1d-1 crushing.
  Weapon (varies): Based on damage 1d-1/1d+1.
  Advantages: Arm ST 2 [10]; Brachiator [5]; Extra Arms 2 (Foot
  Manipulators, -30%; Short, -50%) [4]; Extra Legs (Four
  Legs; Temporary Disadvantage, No Fine Manipulators,
  -30%) [4]; Fur [1]; Teeth (Sharp) [1].
  Disadvantages: Curious (15) [-2]; Familiar [-22]; Short Atten-
  tion Span (12) [-10].
  Skills: Brawling (E) DX+2 [4]-14; Climbing (A) DX+2 [2]-14*;
  Stealth (A) DX-1 [1]-11; Survival (Jungle) (A) Per-1 [1]-10;
  and 2 points in a weapon skill of the master’s choice.
  Class: Animal.
  * Includes +2 for Brachiator.
  Further Traits
  Masters of a chimp familiar can buy Arm DX +1 (GBF,
  -40%) [10], +2 [20], or +3 [29]; Arm ST 1-6 (GBF, -40%)
  [3/level]; High Manual Dexterity (GBF, -40%) [3/level]; Perfect
  Balance (GBF, -40%) [9]; and Super Climbing 1-4 (GBF, -40%)
  [2/level].
  DOG
  33 points
  A smaller breed than the hound (pp. 8-9), it is primarily use-
  ful as a tracker, though it can hold its own in a fight against an
  average person.
  Dog Familiar: Ally (Dog) [9]; Discriminatory Smell (GBF,
  -40%) [9]; ER 6 (Drains Familiar, -50%) [9]; Reduced
  Consumption 2 (Cast Iron Stomach, -50%; GBF, -40%) [1];
  Special Rapport (Familiar) [5]. 33 points.
  Dog Template
  ST: 10 [0]
  HP: 13 [6]
  Speed: 6.00 [0]
  DX: 12 [24]*
  Will: 11 [5]
  Move: 6/9 [0]
  IQ: 10 [0]
  Per: 14 [20]
  HT: 12 [20]
  FP: 12 [0]
  SM: 0
  Dodge: 9
  Parry: n/a
  DR: 0
  Bite (14): 1d-2 cutting.
  Claw (14): 1d-1 crushing.
  Advantages: Claws (Blunt) [3]; Discriminatory Smell [15];
  Enhanced Move 0.5 (Ground) [10]; Fur [1]; Night Vision 5
  [5]; Reduced Consumption 2 (Cast Iron Stomach, -50%) [2];
  Teeth (Sharp) [1]; Ultrahearing [5].
  Disadvantages: Chummy [-5]; Familiar [-22]; Gluttony (12)
  [-5]; Quadruped [-35].
  Skills: Brawling (E) DX+2 [4]-14; Stealth (A) DX [2]-12; Sur-
  vival (Plains) (A) Per-1 [1]-13; Swimming (E) HT [1]-12;
  Tracking (A) Per+4 [2]-18†; Wrestling (A) DX [2]-12.
  Class: Animal.
  * Cost reduced for No Fine Manipulators (-40%).
  † Includes +4 from Discriminatory Smell.
  FAMILIARS
  22
  
  Further Traits
  Masters of a dog familiar can buy High Pain Threshold
  (GBF, -40%) [6]; Indomitable (GBF, -40%) [9]; Night Vision 3
  (GBF, -40%) [2] or 5 [3]; Single-Minded (GBF, -40%) [3]; and
  Ultrahearing (GBF, -40%) [3].
  HAWK
  34 points
  This fast and fierce bird of prey, if forced into combat with
  larger opponents, will All-Out Attack (Strong) by swooping in,
  clawing, then flying out of reach.
  Hawk Familiar: Ally (Hawk) [9]; ER 6 (Drains Familiar,
  -50%) [9]; Flight (Controlled Gliding, -45%; GBF, -40%) [8];
  Special Rapport (Familiar) [5]; Telescopic Vision 1 (GBF,
  -40%) [3]. 34 points.
  Hawk Template
  ST: 3 [-70]
  HP: 8 [10]
  Speed: 7.00 [10]
  DX: 14 [48]*
  Will: 10 [0]
  Move (Air): 15/30 [2]
  IQ: 10 [0]
  Per: 14 [20]
  Move (Ground): 3 [-20]
  HT: 12 [20]
  FP: 12 [0]
  SM: -4
  Dodge: 10
  Parry: n/a
  DR: 0
  Bite (16): 1d-5 large piercing.
  Claw (14): 1d-4 cutting.
  Advantages: Claws (Sharp) [5]; Enhanced Move 1 (Air) [20];
  Flight (Winged, -25%) [30]; Teeth (Sharp Beak) [1]; Tele-
  scopic Vision 5 [25].
  Disadvantages: Familiar [-22]; No Fine Manipulators [-30].
  Skills: Aerobatics (H) DX-1 [2]-13; Brawling (E) DX+2 [4]-16;
  Flight (A) HT+1 [4]-13; Observation (A) Per [2]-14; Survival
  (Woodlands) (A) Per-1 [1]-13.
  Class: Animal.
  * Cost reduced for No Fine Manipulators (-40%).
  Further Traits
  Masters of a hawk familiar can buy 3D Spatial Sense (GBF,
  -40%) [6]; Enhanced Move (Air; GBF, -40%) [12/level] – but
  only to reduce deceleration; Hyperspectral Vision (GBF, -40%)
  [15] or Ultravision (GBF, -40%) [3]; and further levels of
  Telescopic Vision (GBF, -40%) [3/level].
  MACAW
  31 points
  A brightly colored parrot. Macaws cannot take the
  Telepathic lens (New Meta-Trait: Familiar, p. 21) – even a mun-
  dane parrot is capable of speech – but it can add the relevant
  advantages later with earned points.
  Macaw Familiar: Ally (Macaw) [9]; ER 6 (Drains Familiar,
  -50%) [9]; Mimicry (GBF, -40%) [6]; Photographic Memory
  (GBF, -40%; Voices only, -80%) [2]; Special Rapport (Familiar)
  [5]. 31 points.
  Macaw Template
  ST: 3 [-70]
  HP: 8 [10]
  Speed: 6.00 [0]
  DX: 12 [40]
  Will: 12 [10]
  Move (Air): 12/18 [0]
  IQ: 10 [0]
  Per: 12 [10]
  Move (Ground): 4 [-10]
  HT: 12 [20]
  FP: 12 [0]
  SM: -3
  Dodge: 9
  Parry: n/a
  DR: 0
  Bite (14): 1d-3 cutting.
  Claw (12): 1d-4 cutting.
  Advantages: Claws (Sharp) [5]; Discriminatory Hearing [15];
  Enhanced Move 0.5 (Air) [10]; Flight (Winged, -25%) [30];
  Mimicry [10]; Photographic Memory (Voices only, -80%)
  [2]; Striking ST 4 (Bite only, -60%) [8]; Teeth (Sharp) [1].
  Disadvantages: Familiar [-22]; One Arm (Tongue; No Physical
  Attack*; Short*) [-30].
  Skills: Acting (A) IQ+1 [4]-11; Aerobatics (H) DX [4]-12;
  Brawling (E) DX+2 [4]-14; Fast-Talk (A) IQ+1 [4]-11; Filch
  (A) IQ-1 [1]-11; Flight (A) HT [2]-12; Survival (Jungle) (A)
  Per+1 [4]-13.
  Class: Animal.
  * See Modifying Beings With One or Two Arms under Extra
  Arms (p. B53).
  Further Traits
  Masters of a macaw familiar can buy Discriminatory
  Hearing (GBF, -40%) [9]; Extra Arm 1 (Tongue; GBF, -40%; No
  Physical Attack, -50%; Short, -50%) [2]; Flight (Controlled
  Gliding, -45%; GBF, -40%) [8]; and Smooth Operator 1-4 (GBF,
  -40%) [9/level].
  OWL
  38 points
  A nocturnal predator, swift and silent, this bird has excel-
  lent senses and a head that it can rotate almost in a full circle.
  Owl Familiar: 360º Vision (GBF, -40%) [15]; Ally (Owl) [9];
  ER 6 (Drains Familiar, -50%) [9]; Special Rapport (Familiar)
  [5]. 38 points.
  Owl Template
  ST: 3 [-70]
  HP: 8 [10]
  Speed: 6.00 [0]
  DX: 12 [24]*
  Will: 12 [10]
  Move (Air): 12/24 [0]
  IQ: 10 [0]
  Per: 12 [10]
  Move (Ground): 2 [-20]
  HT: 12 [20]
  FP: 12 [0]
  SM: -4
  Dodge: 9
  Parry: n/a
  DR: 0
  FAMILIARS
  23
  
  Bite (14): 1d-5 large piercing.
  Claw (12): 1d-4 cutting.
  Advantages: 360º Vision [25]; Claws (Sharp) [5]; Enhanced
  Move 1 (Air) [20]; Flight (Winged, -25%) [30]; Night Vision
  9 [9]; Parabolic Hearing 3 [12]; Silence 2 [10]; Teeth (Sharp
  Beak) [1].
  Disadvantages: Familiar [-22]; No Fine Manipulators [-30].
  Skills: Aerobatics (H) DX-1 [2]-11; Brawling (E) DX+2 [4]-14;
  Flight (A) HT+1 [4]-13; Observation (A) Per+1 [4]-13; Sur-
  vival (Woodlands) (A) Per+1 [4]-13.
  Class: Animal.
  * Cost reduced for No Fine Manipulators (-40%).
  Further Traits
  Masters of an owl familiar can buy Common Sense (GBF,
  -40%) [6]; Flight (Controlled Gliding, -45%, GBF, -40%) [8];
  Night Vision 3 (GBF, -40%) [2], 5 [3], or 8 [5], or Dark Vision
  (GBF, -40%) [15]; Parabolic Hearing 1 (GBF, -40%) [3], 2 [5], 3
  [8], 4 [10], or 5 [12]; and Silence 1 (GBF, -40%) [3] or 2 [6].
  Those who buy Flight can also add Enhanced Move (Air; GBF,
  -40%) [12/level], but only to reduce deceleration.
  RABBIT
  34 points
  Though not a fighter, the rabbit is excellent at fast recon
  and provides a wealth of useful abilities. With GM’s permis-
  sion, Cowardice (15) can be substituted for the Phobia.
  Rabbit Familiar: Acute Taste and Smell 4 (GBF, -40%) [5];
  Ally (Rabbit) [9]; ER 6 (Drains Familiar, -50%) [9]; Special
  Rapport (Familiar) [5]; Super Jump 1 (GBF, -40%) [6]. 34
  points.
  Rabbit Template
  ST: 3 [-70]
  HP: 8 [10]
  Speed: 7.00 [15]
  DX: 13 [36]*
  Will: 10 [0]
  Move: 10/15 [15]
  IQ: 10 [0]
  Per: 13 [15]
  HT: 12 [20]
  FP: 12 [0]
  SM: -4
  Dodge: 10
  Parry: n/a
  DR: 0
  Bite or Claw (13): 1d-6 cutting.
  Advantages: Acute Taste and Smell 4 [8]; Danger Sense [15];
  Enhanced Move 0.5 (Ground) [10]; Fur [1]; Parabolic Hear-
  ing 3 [12]; Peripheral Vision [15]; Teeth (Sharp) [1]; Super
  Jump 1 [10]; Subsonic Hearing [5].
  Disadvantages: Familiar [-22]; Night Blindness [-10]; Phobia
  (Loud Noises) (15) [-5]; Quadruped [-35].
  Skills: Camouflage (E) IQ+2 [4]-12; Jumping (E) DX+1 [2]-14;
  Running (A) HT+1 [4]-13; Stealth (A) DX+1 [4]-14; Survival
  (Plains) (A) Per-1 [1]-12; Tracking (A) Per-1 [1]-12.
  Class: Animal.
  * Cost reduced for No Fine Manipulators (-40%).
  Further Traits
  Masters of a rabbit familiar can buy Danger Sense (GBF,
  -40%) [9]; Enhanced Move 0.5 (Ground; GBF, -40%) [6] or 1
  [12]; Parabolic Hearing 1 (GBF, -40%) [3], 2 [5], 3 [8], 4 [10],
  or 5 [12]; Peripheral Vision (GBF, -40%) [9]; Super Jump
  2 or 3 (GBF, -40%) [6/level]; and Subsonic Hearing
  (GBF, -40%) [3].
  RAT
  33 points
  A small spy with unnaturally dexterous paws and
  sharp teeth, rats can subsist on almost anything, with
  few ill effects.
  Rat Familiar: Ally (Rat) [9]; ER 6 (Drains Familiar,
  -50%) [9]; Reduced Consumption 2 (Cast Iron Stomach,
  -50%; GBF, -40%) [1]; Resistant to Metabolic Hazards
  +8 (GBF, -40%) [9]; Special Rapport (Familiar) [5]. 33
  points.
  Rat Template
  ST: 1 [-90]
  HP: 6 [10]
  Speed: 6.00 [-10]
  DX: 12 [40]
  Will: 12 [10]
  Move: 6 [0]
  IQ: 10 [0]
  Per: 12 [10]
  HT: 14 [40]
  FP: 12 [-6]
  SM: -7
  Dodge: 10
  Parry: n/a
  DR: 0
  Bite (14): 1d-6 cutting.
  Claw (14): 1d-5 crushing.
  Advantages: Claws (Blunt) [3]; Combat Reflexes [15]; Filter
  Lungs [5]; Flexibility [5]; Fur [1]; Reduced Consumption 3
  (Cast Iron Stomach, -50%) [3]; Resistant to Metabolic Haz-
  ards +8 [15]; Silence 2 [10]; Universal Digestion [5].
  Disadvantages: Familiar [-22]; Semi-Upright [-5].
  Skills: Acrobatics (H) DX-2 [1]-10; Brawling (E) DX+2 [4]-14;
  Climbing (A) DX+3 [2]-15*; Escape (H) DX+2 [2]-14*;
  Scrounging (E) Per+1 [2]-13; Stealth (A) DX+2 [8]-14;
  Urban Survival (A) Per+1 [4]-13.
  Class: Animal.
  * Includes +3 for Flexibility.
  Tweaking Familiars
  The following lenses modify the familiar’s cost to the caster.
  They have no effect on the familiar’s racial template. The two
  “Shared” lenses have a range of about 100 miles.
  Nonsummonable (-4 points): You cannot dismiss and resum-
  mon your familiar – it is always present, though it may hide in
  a pocket, etc. Remove the Summonable enhancement from Ally.
  Shared Sight (+20 points or +15 if combined with Shared
  Thoughts): You can see through your familiar’s eyes. Add Mind
  Reading (Accessibility, Familiar Only, -80%; Long Range 1,
  +50%; Sensory Only, -20%) [15]. Also add Mindlink (Familiar)
  [5] if Shared Thoughts (below) is not taken.
  Shared Thoughts (+15 points): You can send your thoughts
  to your familiar; this is the counterpart to the Telepathic lens –
  see New Meta-Trait: Familiar (p. 21) for details. Add Avatar [1];
  Mindlink (Familiar) [5]; and Telesend (Accessibility, Familiar
  only, -80%; Can tell if sending is successful, +10%) [9].
  FAMILIARS
  24
  
  FANTASTIC CREATURES
  These familiars have abilities that no normal animal can,
  which makes them very attractive to many spellcasters. Some
  GMs may be tempted to charge an Unusual Background for
  such a familiar . . . but this is rarely necessary. The large
  amount of attention that these beings will attract is drawback
  enough.
  All of these animals, with the exception of the giant spider,
  are highly magical and require mana to survive. This does not
  change if they are bound to a cleric or druid; in such a case, the
  master must worry both about the level of sanctity or
  unspoiled nature for himself, and the level of mana for his
  familiar.
  GIANT SPIDER
  35 points
  This large spider is 3’ by 4’ including the legs, with a 1’ by 2’
  body. Its legs are not strong enough to hurt anyone and are not
  good manipulators on their own, but each pair of front legs can
  do the work of a normal arm.
  Giant Spider Familiar: Ally (Giant Spider) [9]; Clinging
  (GBF, -40%) [12]; ER 6 (Drains Familiar, -50%) [9]; Special
  Rapport (Familiar) [5]. 35 points.
  Giant Spider Template
  ST: 5 [-50]
  HP: 9 [8]
  Speed: 6.00 [0]
  DX: 12 [40]
  Will: 10 [0]
  Move: 6 [0]
  IQ: 10 [0]
  Per: 10 [0]
  HT: 12 [20]
  FP: 12 [0]
  SM: -1
  Dodge: 9
  Parry: n/a
  DR: 1 [5]
  Bite (14): 1d-4 impaling.
  Silk (14): No damage (see Binding, p. B40). Range 10; no
  range penalties.
  Advantages: Ambidexterity [5]; Binding 5 (Engulfing, +60%;
  Jet, +0%) [16]; Clinging [20]; Extra Legs (Eight Legs; Can-
  not Kick, -50%) [8]; Super Climbing 3 [9]; Teeth (Fangs) [2].
  Disadvantages: Familiar [-22]; No Physical Attack (Arms)
  [-10]*; Semi-Upright [-5].
  Features: Four front legs count as a single pair of arms for
  manipulation purposes.
  Skills: Brawling (E) DX+2 [4]-14; Innate Attack (Projectile) (E)
  DX+2 [4]-14; Stealth (A) DX+1 [4]-13; Survival (Woodlands)
  (A) Per+1 [4]-11.
  Class: Giant Animal.
  * See Modifying Beings With One or Two Arms under Extra
  Arms (p. B53).
  Further Traits
  Masters of a giant spider familiar can buy Ambidextrous
  (GBF, -40%) [3]; Binding 5 (Costs Fatigue, 1 FP, -5%;
  Engulfing, +60%; GBF, -40%; Jet, +0%) [12], 8 [19], 10 [23], 13
  [30], or 15 [35]; DR 1 (GBF, -40%) [3]; and Super-Climbing 1-4
  (GBF, -40%) [2/level].
  Further Traits
  Masters of a rat familiar can buy Filter Lungs (GBF, -40%)
  [3]; Flexibility (GBF, -40%) [3]; Silence 1-4 (GBF, -40%) [3/level];
  Super Climbing 1-4 (GBF, -40%) [2/level]; Teeth (Sharp; GBF,
  -40%) [1]; and Universal Digestion (GBF, -40%) [3].
  VIPER
  33 points
  A 4’ to 6’ poisonous snake, a viper’s venom can be deadly,
  but its fangs are unable to penetrate most armor.
  Viper Familiar: Ally (Viper) [9]; ER 6 (Drains Familiar, -50%)
  [9]; Special Rapport (Familiar) [5]; Teeth (Fangs; GBF, -40%)
  [2]; Toxic Attack 1d (Cyclic, 7 cycles, 10 seconds, +150%;
  Follow-Up, Fangs, +0%; GBF, -40%; Resistible, HT-4, -10%) [8].
  33 points.
  Viper Template
  ST: 5 [-50]
  HP: 10 [10]
  Speed: 6.00 [-5]
  DX: 13 [36]*
  Will: 11 [5]
  Move: 6 [0]
  IQ: 10 [0]
  Per: 11 [5]
  HT: 12 [20]
  FP: 12 [0]
  SM: -2
  Dodge: 10
  Parry: n/a
  DR: 0
  Bite (15): 1d-4 impaling. Often done as a Deceptive Attack! If
  any damage penetrates DR, the subject must roll HT-4 or
  take 1d toxic damage. This repeats every 10 seconds for one
  minute or until the subject successfully resists.
  Advantages: Combat Reflexes [15]; Discriminatory Smell [15];
  Infravision [10]; Nictitating Membrane 1 [1]; Reduced Con-
  sumption 3 [6]; Silence 4 [20]; Teeth (Fangs) [2]; Toxic
  Attack 1d (Cyclic, 7 cycles, 10 seconds, +150%; Follow-Up,
  Fangs, +0%; Resistible, HT-4, -10%) [10]; Vibration Sense
  (Air; Senses vibrations through the ground, -20%) [8].
  Disadvantages: Cold-Blooded (50°) [-5]; Familiar [-22]; Vermi-
  form [-35].
  Skills: Brawling (E) DX+2 [4]-15; Escape (H) DX+3 [1]-16†;
  Stealth (A) DX+1 [4]-14; Survival (Plains) (A) Per [2]-11;
  Swimming (E) HT+2 [4]-14; Tracking (A) Per+3 [1]-14‡.
  Class: Animal.
  * Cost reduced for No Fine Manipulators (-40%).
  † Includes +5 for Double-Jointed (in Vermiform meta-trait).
  ‡ Includes +4 for Discriminatory Smell.
  Further Traits
  Masters of a viper familiar can buy Discriminatory Smell
  (GBF, -40%; Nuisance Effect, Must flick tongue repeatedly,
  -5%) [9]; Infravision (GBF, -40%) [6]; Nictitating Membrane 1
  (GBF, -40%) [1], 3 [2], or 5 [3]; Resistant to Poison +3 (GBF,
  -40%) [3] or +8 [5]; Silence 1-6 (GBF, -40%) [3/level]; and
  Vibration Sense (Air; GBF, -40%; Senses vibration through the
  ground, -20%) [4].
  FAMILIARS
  25
  
  HELLHOUND
  31 points
  This demon in dog form is resistant to heat and fire, capa-
  ble of exhaling gouts of flame. This is not an appropriate famil-
  iar for most clerics or druids! Spellcasters with a hellhound
  familiar should get used to hiding it, lest holy warriors attack
  it on sight.
  Hellhound Familiar: Ally (Hellhound) [9]; Burning Attack
  1d (Costs Fatigue, 1 FP, -5%; GBF, -40%; Jet, +0%; Variable,
  +5%) [3]; DR 5 (GBF, -40%; Limited, Heat/Fire, -40%) [5]; ER
  6 (Drains Familiar, -50%) [9]; Special Rapport (Familiar) [5].
  31 points.
  Hellhound Template
  ST: 11 [6]*
  HP: 13 [4]
  Speed: 6.00 [0]
  DX: 12 [24]*
  Will: 11 [5]
  Move: 6/9 [0]
  IQ: 10 [0]
  Per: 11 [5]
  HT: 12 [20]
  FP: 12 [0]
  SM: 0
  Dodge: 9
  Parry: n/a
  DR: 1 [5]
  Bite (14): 1d-1 cutting.
  Kick (14): 1d crushing.
  Fire Breath (14): 1d burning. Range 5/10; no range penalties.
  Costs 1 FP.
  Advantages: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Jet,
  +0%; Variable, +5%) [5]; Claws (Blunt) [3]; DR 10 (Limited,
  Heat/Fire, -40%) [30]; Enhanced Move 0.5 (Ground) [10];
  Immunity to Metabolic Hazards [30]; Teeth (Sharp) [1].
  Disadvantages: Dependency (Mana; Constantly) [-25]; Famil-
  iar [-22]; Social Stigma (Infernal) [-15]†; Quadruped [-35].
  Skills: Brawling (E) DX+2 [4]-14; Innate Attack (Breath) (E)
  DX+2 [4]-14; Stealth (A) DX-1 [1]-11; Tracking (A) Per
  [2]-11.
  Class: Demon.
  * Cost reduced for No Fine Manipulators (-40%).
  † -2 to reaction rolls and social skill rolls – for the hell-
  hound and its master when the familiar is present. Also, non-
  evil clerics are at -3 to cast beneficial (e.g., healing) spells on
  the hellhound.
  Further Traits
  Masters of a hellhound familiar can buy Hooves (GBF, -40%)
  [2]; Resistant to Good Supernatural Powers +3 (GBF, -40%) [3]
  or +8 [5]; Resistant to Metabolic Hazards +3 (GBF, -40%) [6]
  or +8 [9]; or Temperature Tolerance 3 (Heat; GBF, -40%) [2], 5
  [3], 8 [5], or 10 [6]. They may also raise their Burning Attack
  to 2d [3] or 3d [6] and add additional DR versus Heat/Fire, up
  to 20 levels total [1/level].
  ICE WEASEL
  33 points
  This white-furred weasel with blue highlights and ice-cold
  blood is adapted for arctic survival. The ice weasel can nibble
  with just its front teeth or open wider to bite with its full set; if
  the latter breaks the skin, the glands in the weasel’s mouth can
  chill the victim to the bone.
  Ice Weasel Familiar: Ally (Ice Weasel) [9]; DR 5 (GBF, -40%;
  Limited, Cold/Ice, -40%) [5]; ER 6 (Drains Familiar, -50%) [9];
  Special Rapport (Familiar) [5]; Temperature Tolerance 3 (Cold;
  GBF, -40%) [2]; Terrain Adaptation (Ice/Snow; GBF, -40%) [3].
  33 points.
  Ice Weasel Template
  ST: 5 [-50]
  HP: 10 [10]
  Speed: 6.00 [-5]
  DX: 13 [36]*
  Will: 12 [10]
  Move: 6 [0]
  IQ: 10 [0]
  Per: 12 [10]
  HT: 12 [20]
  FP: 12 [0]
  SM: -4
  Dodge: 9
  Parry: n/a
  DR: 0
  Claw (15): 1d-3 crushing.
  Full Bite (15): 1d(3) cutting. If this gets through DR, subject
  must make a HT roll (at -1 per 2 points of penetrating dam-
  age) or be paralyzed for (20-HT) minutes, minimum 1. Costs
  1 FP.
  Partial Bite (15): 1d-4 cutting.
  Advantages: Claws (Blunt) [3]; Cutting Attack 1d (Armor Divi-
  sor (3), +100%; Costs Fatigue, 1 FP, -5%; Melee Attack, C,
  No Parry, -35%; Side Effect, Paralysis, +200%) [26]; Double-
  Jointed [15]; DR 10 (Limited, Cold/Ice, -40%) [30]; Fur [1];
  Limited Camouflage (Snow) [1]†; Teeth (Sharp) [1]; Tem-
  perature Tolerance 8 (Cold) [8]; Terrain Adaptation
  (Ice/Snow) [5].
  Disadvantages: Compulsive Behavior (Playfulness) (15) [-2];
  Dependency (Mana; Constantly) [-25]; Familiar [-22]; Vul-
  nerability (Heat/Fire ¥2) [-30].
  Skills: Brawling (E) DX+2 [4]-15; Camouflage (E) IQ+2 [4]-12;
  Stealth (A) DX+1 [4]-14; Survival (Arctic) (A) Per+1 [4]-13;
  Swimming (E) HT+2 [4]-14.
  Class: Dire Animal.
  * Cost reduced for No Fine Manipulators (-40%).
  † Gives +2 to Camouflage and Stealth when standing com-
  pletely still in snow.
  Further Traits
  Masters of an ice weasel familiar can buy Flexibility (GBF,
  -40%) [3] or Double-Jointed (GBF, -40%) [9] and Teeth (Sharp;
  GBF, -40%) [1]. They can also add additional DR versus
  Cold/Ice, up to 20 levels total [1/level] and raise their
  Temperature Tolerance to 5 [1], 8 [3], or 10 [4].
  If the master takes Teeth, he can also get the ice weasel’s
  bite, as Cutting Attack 1d-2 (Armor Divisor (3), +100%; Costs
  Fatigue, 1 FP, -5%; GBF, -40%; Melee Attack, C, No Parry, -35%;
  Side Effect, Paralysis, +200%) [10], 1d-1 [16], 1d [23], 1d+1
  [32], 1d+2 [39], or 2d [45].
  IMP
  43 points
  An imp is a small (2’ tall), winged, humanoid demon.
  While loyal to its master, an imp has some compulsive
  behaviors that can get it into trouble, even if ordered to keep
  a low profile. Fortunately, it can turn invisible (leaving its
  shadow), but this requires effort (1 FP/minute) and constant
  concentration.
  FAMILIARS
  26
  
  Imp Familiar: Ally (Imp) [9]; ER 6 (Drains Familiar, -50%)
  [9]; Invisibility (Can Carry Objects, Light Encumbrance, +20%;
  Costs Fatigue, 1 FP, -5%; GBF, -40%; Requires concentration,
  -15%; Visible Shadow, -10%) [20]; Special Rapport (Familiar)
  [5]. 43 points.
  Imp Template
  ST: 7 [-30]
  HP: 11 [8]
  Speed: 6.00 [0]
  DX: 12 [40]
  Will: 10 [0]
  Move (Ground): 6 [0]
  IQ: 10 [0]
  Per: 11 [5]
  Move (Air): 12 [0]
  HT: 12 [20]
  FP: 12 [0]
  SM: 0
  Dodge: 9
  Parry: n/a
  DR: 0
  Bite or Punch (14): 1d-3 crushing.
  Advantages: Flight (Winged, -25%) [30]; Immunity to Meta-
  bolic Hazards [30]; Invisibility (Can Carry Objects, Light
  Encumbrance, +20%; Costs Fatigue, 1 FP, -5%; Requires
  concentration, -15%; Visible Shadow, -10%) [36]
  Disadvantages: Dependency (Mana; Constantly) [-25]; Famil-
  iar [-22]; Impulsiveness (12) [-10]; Social Stigma (Infernal)
  [-15]*; Trickster (12) [-15].
  Skills: Brawling (E) DX+2 [4]-14; Escape (H) DX-1 [2]-11;
  Stealth (A) DX+1 [4]-13.
  Class: Demon.
  * See the second note under Hellhound (p. 26).
  Further Traits
  Masters of an imp familiar can buy Flight (Controlled
  Gliding, -45%, GBF, -40%) [8]; Resistant to Good Supernatural
  Powers +3 (GBF, -40%) [3] or +8 [5]; and Resistant to
  Metabolic Hazards +3 (GBF, -40%) [6] or +8 [9]. Those who
  buy Flight can also add Enhanced Move (Air; GBF, -40%)
  [12/level], but only to reduce deceleration.
  SALAMANDER
  36 points
  This minor fire elemental has the form of a 2’ long lizard.
  The salamander is wreathed in constant flames, but it can
  choose who and what it burns.
  Salamander Familiar: Ally (Salamander) [9]; Burning Attack
  2d (Aura, +80%; GBF, -40%; Melee Attack, C, -30%; Selective
  Effect, +20%) [13]; ER 6 (Drains Familiar, -50%) [9]; Special
  Rapport (Familiar) [5]. 36 points.
  Salamander Template
  ST: 5 [-50]
  HP: 10 [10]
  Speed: 6.00 [0]
  DX: 12 [24]*
  Will: 12 [10]
  Move: 6 [0]
  IQ: 10 [0]
  Per: 11 [5]
  HT: 12 [20]
  FP: 12 [0]
  SM: -3
  Dodge: 9
  Parry: n/a
  DR: 0
  Bite or Claw (14): 1d-4 cutting, plus damage from the aura,
  below.
  Flaming Aura (n/a): 2d burning. Damages anyone who
  touches the salamander, or vice-versa.
  Advantages: Burning Attack 2d (Always On, -10%; Aura,
  +80%; Melee Attack, C, -30%; Selective Effect, +20%) [16];
  Claws (Sharp) [5]; Doesn’t Breathe (Oxygen Combustion
  -50%) [10]; DR 20 (Limited, Heat/Fire, -40%) [60]; Immu-
  nity to Metabolic Hazards [30]; Injury Tolerance (Homoge-
  nous) [40]; Teeth (Sharp) [1].
  Disadvantages: Dependency (Mana; Constantly) [-25]; Famil-
  iar [-22]; Pyromania (12) [-5]; Quadruped [-35]; Weakness
  (Immersion in water; 1d per minute) [-40].
  Skills: Brawling (E) DX+2 [4]-14; Hobby Skill (Firestarting)
  (E) IQ+1 [2]-11; Intimidation (A) Will [2]-12.
  Class: Elemental.
  * Cost reduced for No Fine Manipulators (-40%).
  Further Traits
  Masters of a salamander familiar can buy Doesn’t Breathe
  (GBF, -40%; Oxygen Combustion, -50%) [4]; DR 1-20 (GBF,
  -40%; Limited, Heat/Fire, -40%) [1/level]; and Temperature
  Tolerance 3 (Heat; GBF, -40%) [2], 5 [3], 8 [5], or 10 [6].
  Wizards (and other mages) may also buy up to three levels of
  Magery (GBF, -40%; One College, Fire, -40%) [2/level].
  SHOULDER DRAGON
  31 points
  A small dragon, about the size of a house cat, with irides-
  cent scales, this creature has the ability to breathe a “happy
  gas” at short range. Shoulder dragons cannot cast spells, but
  they are highly attuned to magic and can easily detect the
  effects of spells (including magic items).
  Shoulder Dragon Familiar: Ally (Shoulder Dragon) [9];
  Flight (Controlled Gliding, -45%; GBF, -40%) [8]; ER 6 (Drains
  Familiar, -50%) [9]; Special Rapport (Familiar) [5]. 31 points.
  FAMILIARS
  27
  
  Shoulder Dragon Template
  ST: 5 [-50]
  HP: 10 [10]
  Speed: 6.00 [0]
  DX: 12 [24]*
  Will: 12 [10]
  Move (Ground): 6 [0]
  IQ: 10 [0]
  Per: 13 [15]
  Move (Air): 12/24 [0]
  HT: 12 [20]
  FP: 12 [0]
  SM: -4
  Dodge: 9
  Parry: n/a
  DR: 1 [5]
  Bite (14): 1d-4 cutting.
  Claw (14): 1d-3 crushing.
  Breath Weapon (14): Subject is stunned if he fails a HT roll;
  he may roll HT every second to recover. Victims who do not
  breathe (or are holding their breath) are immune. Range
  5/10; no range penalties.
  Advantages: Affliction 1 (HT; Jet, +0%; Respiratory Agent,
  +50%) [15]; Appearance (Attractive; Universal, +25%) [5];
  Claws (Blunt) [3]; Detect (Magic) [10]; Enhanced Move 1
  (Air) [20]; Flight (Winged, -25%) [30]; Sensitive [5]; Spirit
  Empathy (Specialized, Faerie, -50%) [5]; Teeth (Sharp) [1].
  Disadvantages: Dependency (Mana; Constantly) [-25]; Famil-
  iar [-22]; Quadruped [-35].
  Skills: Aerobatics (H) DX [4]-12; Brawling (E) DX+2 [4]-14;
  Innate Attack (Breath) (E) DX+2 [4]-14; Stealth (A) DX+1
  [4]-13.
  Class: Faerie.
  * Cost reduced for No Fine Manipulators (-40%).
  Further Traits
  Masters of a shoulder dragon familiar can buy Affliction 1
  (HT; GBF, -40%; Jet, +0%; Respiratory Agent, +50%) [11];
  Detect (Magic; GBF, -40%) [6]; DR 1-2 (GBF, -40%) [3/level];
  Enhanced Move (Air; GBF, -40%) [12/level] – but only to reduce
  deceleration; Sensitive (GBF, -40%) [3] or Empathy (GBF,
  -40%) [9]; and Spirit Empathy (GBF, -40%; Specialized, Faerie,
  -50%) [2].
  SYLPH
  33 points
  This minor air elemental has the form of a 2’ tall funnel
  cloud. It can manipulate objects up to 10 yards away using
  swirling air currents.
  Slyph Familiar: Ally (Sylph) [9]; ER 6 (Drains Familiar,
  -50%) [9]; Special Rapport (Familiar) [5]; Telekinesis 5 (GBF,
  -40%; Visible, -20%) [10].
  Sylph Template
  ST: 0 [-100]
  HP: 10 [20]
  Speed: 6.00 [0]
  DX: 12 [24]*
  Will: 11 [5]
  Move (Air): 12 [0]
  IQ: 10 [0]
  Per: 12 [10]
  Move (Ground): 0 [0]
  HT: 12 [20]
  FP: 12 [0]
  SM: -3
  Dodge: 9
  Parry: n/a
  DR: 0
  Air Current “Punch” (12): 1d-5 crushing. Range 10; no range
  penalties.
  Advantages: Flight (Lighter Than Air, -10%) [36]; Immunity to
  Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100];
  Telekinesis 5 (Visible, -20%) [20].
  Disadvantages: Dependency (Mana; Constantly) [-25]; Famil-
  iar [-22]; No Legs (Aerial) [0]; No Manipulators [-50]; Vul-
  nerability (Vacuum attacks ¥2) [-10].
  Skills: Aerobatics (H) DX-1 [2]-11; Stealth (A) DX [2]-12.
  Class: Elemental.
  * Cost reduced for No Fine Manipulators (-40%).
  Further Traits
  Masters of a sylph familiar can buy Alternate Form (Body
  of Air; GBF, -40%) [42]; Breath Holding 2 (GBF, -40%) [3], 3
  [4], 4 [5], or 5 [6] or Doesn’t Breathe (GBF, -40%; Oxygen
  Absorption, -25%) [7]; Filter Lungs (GBF, -40%) [3]; Flight
  (GBF, -40%; Lighter Than Air, -10%) [20]; and Sealed (GBF,
  -40%) [9].
  Masters may add additional levels of Telekinesis as well, up
  to 15 levels total [2/level]. Wizards (and other mages) may also
  buy up to three levels of Magery (GBF, -40%; One College, Air,
  -40%) [2/level].
  TALUS
  34 points
  This minor earth elemental has the form of a small, lumber-
  ing, vaguely humanoid pile of animated rocks. Though only
  about 2’ tall, a talus is remarkably strong.
  Talus Familiar: Ally (Talus) [9]; DR 2 (GBF, -40%) [6]; ER 6
  (Drains Familiar, -50%) [9]; Special Rapport (Familiar) [5];
  ST+1* (GBF, -40%) [5]. 34 points.
  Talus Template
  ST: 13 [18]†
  HP: 15 [4]
  Speed: 5.00 [-20]
  DX: 12 [24]†
  Will: 11 [5]
  Move: 5 [0]
  IQ: 10 [0]
  Per: 10 [0]
  HT: 12 [20]
  FP: 12 [0]
  SM: -3
  Dodge: 8
  Parry: n/a
  DR: 5 [25]
  Punch (14): 1d+1 crushing.
  Advantages: Doesn’t Breathe [20]; Immunity to Metabolic
  Hazards [30]; Injury Tolerance (Homogenous) [40]; Strik-
  ing Surface [1]‡.
  There are three schoolmasters for everybody that will employ them –
  the senses, intelligent companions, and books.
  – Henry Ward Beecher
  FAMILIARS
  28
  
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  FAMILIARS
  29
  Disadvantages: Dependency (Mana; Constantly) [-25]; Famil-
  iar [-22]; No Fine Manipulators [-30]; Vulnerability (Attacks
  with armor divisors ¥2) [-30]; Weak Bite [-2].
  Skills: Brawling (E) DX+2 [4]-14.
  Class: Elemental.
  † Cost reduced for No Fine Manipulators (-40%).
  ‡ Punches are as if with brass knuckles; +1 damage.
  Further Traits
  Masters of a talus familiar can buy High Pain Threshold
  (GBF, -40%) [6]; Injury Tolerance (Homogenous; GBF, -40%)
  [24]; Lifting ST 1-4 (GBF, -40%) [2/level]; Single-Minded (GBF,
  -40%) [3]; and Striking ST 1-4 (GBF, -40%) [3/level].
  Masters may add additional DR as well, up to 5 levels total
  [3/level], and they may increase their ST bonus to +2* [5], +3*
  [10], +4* [15], or +5* [19]. Wizards (and other mages) may also
  buy up to three levels of Magery (GBF, -40%; One College,
  Earth, -40%) [2/level].
  * This ST does not increase HP, and thus has a base cost of
  8 points/level.
  UNDINE
  33 points
  This minor water elemental has the form of a 2’ feminine
  humanoid. An undine is made of “solid” water – it can only
  flow through inch-wide (or larger) cracks and is vulnerable to
  normal attacks (though arrows and similar attacks blow
  through with minimal damage).
  Undine Familiar: Ally (Undine) [9]; Amphibious (GBF,
  -40%) [6]; Doesn’t Breathe (GBF, -40%; Gills, -50%) [4]; ER 6
  (Drains Familiar, -50%) [9]; Special Rapport (Familiar) [5]. 33
  points.
  Undine Template
  ST: 5 [-50]
  HP: 10 [10]
  Speed: 6.00 [0]
  DX: 12 [40]
  Will: 10 [0]
  Move: 6 [0]
  IQ: 10 [0]
  Per: 11 [5]
  HT: 12 [20]
  FP: 12 [0]
  SM: -3
  Dodge: 9
  Parry: n/a
  DR: 0
  Bite or Punch (12): 1d-5 crushing.
  Advantages: Amphibious [10]; Doesn’t Breathe [20]; Immunity
  to Metabolic Hazards [30]; Injury Tolerance (Homogenous)
  [40]; Pressure Support 2 [10].
  Disadvantages: Dependency (Mana; Constantly) [-25]; Famil-
  iar [-22]; Invertebrate [-20]; Vulnerability (Dehydration
  attacks ¥2) [-10].
  Skills: Stealth (A) DX [2]-12; Swimming (E) HT+1 [2]-13.
  Class: Elemental.
  Further Traits
  Masters of an undine familiar can buy Enhanced Move 0.5
  (Water; GBF, -40%) [6] or 1 [12]; Pressure Support 1 (GBF,
  -40%) [3] or 2 [6]; Sealed (GBF, -40%) [9]; Speak Underwater
  (GBF, -40%) [3]; and Walk on Liquid (GBF, -40%) [9]. Wizards
  (and other mages) may also buy up to three levels of Magery
  (GBF, -40%; One College, Water, -40%) [2/level].
  
  INDEX
  30
  Advantages, developing, 4.
  Air element, 14.
  Allies, animals, 6-11; death of, 5, 12, 20;
  druidic, 5-11; holy, 12-19.
  Ally advantage cost, 5, 12, 20; see also
  specific animal allies and specific
  familiars.
  Ally point value and development, 4.
  Ally reactions, 5; table, 5.
  Ally statistics, 3
  Alternate Form advantage, 8, 21; see also
  Animal Allies.
  Anaconda Allies, 6.
  Animal, Allies, 6-11; familiars, 21-25.
  Animal Ally meta-trait, 5.
  Animal Handling skill, 4, 5.
  Appearance roll, 5.
  Attributes, 4.
  Aware enhancement, 15.
  Awe advantage, 14.
  Bat familiars, 21.
  Bear Allies, 6.
  Beauty element, 14.
  Boar Allies, 6.
  Body of Disease Alternate Form, 15.
  Burrower perk, 11.
  Camouflage advantage, limited, 8, 26.
  Cat, Allies, 7; familiars, 22.
  Celestial steeds, 13.
  Channeling enhancements, new, 15.
  Chaos element, 14.
  Cheetah lens, 8.
  Chimp familiars, 22.
  Class of character, new, 12.
  Converting stats to racial templates, 8.
  Corpse-Smart perk, 15.
  Create Visible Light advantage, 17.
  Darkness element, 14.
  Death element, 15.
  Deception element, 15.
  Disadvantages, developing, 4.
  Disease element, 15.
  Divine elements, 13-19; cost, 13;
  developing, 4.
  Divine servitors, example, 19; template,
  12-13.
  Dog familiars, 22-23.
  Drains Familiar limitation, 20.
  Druidic Allies, 5-11.
  Eagle Allies, giant, 7.
  Earth element, 16.
  Elemental Allies, 7.
  Elements, see Divine Elements and specific
  elements.
  Energy Reserve advantage, 20.
  Enhancements, new, 14, 15, 19.
  Evil element, 16.
  Familiar meta-trait, 21.
  Familiars, adapting templates, 21;
  common, 21-29; traits granted 
  by, 20; see also specific familiars.
  Fantastic creatures, 25-29.
  Fear element, 16.
  Ferret familiars, 21.
  Fire element, 16-17.
  Getting a familiar, 20.
  Giant, eagles, 7; spiders, 25.
  Good element, 17.
  Gorilla Allies, 7.
  Granted by Familiar limitation, 20.
  Granted traits from familiars, 20.
  Great cat Allies, 7-8.
  GURPS Basic Set, 3; Dungeon 
  Fantasy, 3, 21; Dungeon Fantasy 1:
  Adventurers, 3, 5, 12, 13, 19; Dungeon
  Fantasy 2: Dungeons, 3; Dungeon
  Fantasy 3: The Next Level, 4, 8, 20;
  Magic, 4; Powers, 3, 14, 15, 17.
  Hawk familiars, 23.
  Hellhound familiars, 26.
  Holy Allies, 12-19.
  Holy hounds, 13.
  Holy Might, 3, 12.
  Horrific lens, 13.
  Hounds, Allies, 8-9; holy, 13.
  Ice Weasel familiars, 26.
  Illusion advantage, 15.
  Imp familiars, 26-27.
  Infiltration enhancement, 19.
  Injury Tolerance advantage for swarms, 9.
  Insect swarm Allies, 9.
  Kangaroo Allies, 9-10.
  Kraken Allies, 10.
  Lenses, 8, 9, 11, 13, 21, 24.
  Life element, 17.
  Light element, 17.
  Limited Camouflage advantage, 8, 26.
  Lion lens, 8.
  Macaw familiars, 23.
  Manifestation enhancement, 15.
  Medium enhancements, new, 15.
  Meta-traits, new, 5, 21.
  Minor lens, 13.
  Monkey familiars, 22.
  Musk perk, 11.
  Natural lens, 13.
  Nature element, 17.
  Nature spirit Allies, 7.
  Nonhuman shapeshifters, 8.
  Nonsummonable lens, 24.
  Orangutan familiars, 22.
  Order element, 18.
  Others enhancement, 14.
  Others Only enhancement, 14.
  Owl familiars, 23-24.
  Panther Allies, 7-8.
  Parrot familiars, 23.
  Peace element, 18.
  Perks, developing, 4.
  Quirks, developing, 4.
  Rabbit familiars, 24.
  Racial templates, conversion to, 8.
  Rat familiars, 24-25.
  Raven familiars, 21.
  Recommended GURPS books, 3.
  Redundant skills between elements, 16.
  Religious Ritual skill, 7, 12.
  Salamander familiars, 27.
  Secondary characteristics, 4.
  Servitor of Caduceus, 19.
  Servitor of Good class, 12.
  Shapeshifting spell, 8, 21; see also Animal
  Allies.
  Shared Thoughts lens, 24.
  Shark Allies, 10.
  Shield-Wall Training perk, 18.
  Shoulder dragon familiars, 27-28.
  Skills, developing, 4; redundant between
  elements, 16.
  Skunk lens, 11.
  Social Stigma (Infernal) disadvantage, 26.
  Spider familiars, giant, 25.
  Stallion Allies, 11.
  Steeds, Allies, 11; celestial, 13.
  Swarm (for Injury Tolerance), 9.
  Sylph familiars, 28.
  Talus familiars, 28-29.
  Telepathic, 13.
  Tiger lens, 8.
  Timber wolf lens, 9.
  Traits granted by familiars, 20; see also
  specific familiars.
  Travel element, 18.
  Tweaking familiars, 24.
  Undine familiars, 29.
  Unholy lens, 13.
  Unholy Might, 12.
  Universal enhancement, 15.
  Viper familiars, 25.
  War element, 18-19.
  Water element, 19.
  Winged lens, 13.
  Wisdom element, 19.
  Wolverine Allies, 11.
  INDEX
  Practitioners of Druidic Arts
  and Holy Might can summon
  Allies, while spellcasters can
  rely on familiars.
  
SOURCE: textdata/thevault/GURPS [multi]/GURPS - 4th Edition - Dungeon Fantasy 5 - Allies.pdf