______________ Purpose tabThe Companion Creation Shop is the answer for a continuous problem reflected both in canon and in most Roleplaying Guilds we have witnessed: when can a Beastmaster companion be something other than the average animal? This Shop serves to answer that question by laying out guidelines for unique features that are added onto a base animal, allowing the creation of intelligent, over sized, or chimeric allies with which Beastmasters utilize in their daily lives. From combat to exploration, from travel to simple luxurious foot warmers, companions serve as the primary drive for someone to become a Beastmaster. tabWhile going out and capturing a beast or monster, training with it over time to earn its love, affection, and loyalty is still a possibility, this shop allows players to custom create their own companions that fit to their personal desires. Doing so, however, is structured in such a way as to take up certain amounts of Companion Creation Slots [CCS] depending on how complex the companion's design becomes. tab Below you will find the guidelines for creating these unique pets. For further questions please see the Approval Moderation Crew, who will gladly answers your questions!
______________ Terms to Know tab• Companion Creation Slots tabtabtab→ Also known as CCS, these are awarded based on the D - ranked Discipline selected upon choosing to be a Beast Master. If only one companion is allowed with the discipline, the character receives one [1] CCS, unless otherwise specified. If they are granted a range, from two to four [2 - 4] the character receives the median of that range, being three [3] in this example. This number can be raised or lowered depending on further Disciplines, event rewards, or Prestige Classes. If the character has three [3] CCS available, and one companion requires the same number of CCS, than the character may only have this one [1] pet until more CCS is garnered from above examples of sources. tab• Limb tabtabtab→ These are described as anything attached to the Torso, though in the case of this guide, a Limb is referencing arms and legs only. tab• Sentience tabtabtab→ Written on a scale of one [1] to ten [10], with one [1] being an average animal and ten [10] being equivalent to the average player character, Sentience is the measure of the intellect of the creature in question. Specific capacity cannot be directly inferred, not in any distinct way, but it most definitely can be used to infer intellect on a vague, or general, scale. tab• Points tabtabtab→ The "currency" spent to "purchase" changes to the base animal, each change requires Points that, when added up, determines how many CCS are taken up by the companion "purchased" based on what threshold the points reach. tab• Base Animal Stats and Selection tabtabtab→ When selecting a Base, whether animal or insect, please see it's entry in the Bestiary for those base stats. If said animal or insect desired doesn't exist, please see a member of the Approval Committee to have it generated for you. Furthermore, a Base can only be selected if the entry is marked as "tamable".
______________ Protocol // Rules tab• Begin creation by selecting the base animal to have. All Companions in this shop are based off of real world animals, or the lowest ranking animals of guild canon. If unsure if an animal can be used as a base contact the Approval Moderation Team for verification. tab• Below are a list of a list of abilities, options, and limbs that may be utilized to create a custom Companion. Every selection carries with it a certain number of Points that add up. Mark down each "purchase's" point cost as you go. tab• The number of Points utilized in the purchasing of changes is compared to the CCS Thresholds written below. If the points add up to a three [3] CCS Threshold, than the character must have chosen a Discipline that allows for that many CCS in order to have this pet. tab• It is a known fact that monsters are not animals. As such, they cannot be used as a Base Animal. Such examples would be a Hydra, a Dragon, a Roc, etc. tab• All Beastmaster Pets receive a flat amount of Mana and Stamina for their energy pool depending on the Experience Rank of the pet. The Experience Rank limit is written within the D - ranked Disciplines of Beastmaster. The limits for the pools are: E ► 75 Cp//Sp, D ► 150 Cp//Sp, C ► 225 Cp//Sp, B ► 300 Cp//Sp, A ► 375 Cp//Sp, S ► 450 Cp//Sp. tab• Pets are limited in one Spells they are able to utilize, whether Arcanist Spells // Illusionist Spells, or Talents in Stages of Learning, by their Experience Rank. These limits are as follows: E - ranks ► C - rank at most, D - ranks ► B - rank at most, C - ranks ► B - rank at most, B - ranks ► A - rank at most, A - ranks ► A - rank at most, S - ranks ► S - rank at most.
________________Arms // Legs tab• Additional Arm // Leg tabtab→ +1 point per Limb tabtab→ After the first additional pair, each individual limb costs an additional +1. Three [3] limbs would cost +2, four [4] limbs would cost +3, etc. tab• Reinforced Claws tabtab→ +2 per Rank of Damage, beginning at E - rank. Acts as Unnamed Combat. tab• Opposable Thumbs tabtab→ Grants hand-like structures to limbs. Costs +1 per pair of limbs effected. tab• Muscular Structure tabtab→ Enhanced muscular structure grants lifting power. +1 to Strength. Costs +2 per limb. tab• Reversible tabtab→ +2. Grants the ability to rotate limbs to face opposite direction without breakage. tab• Extra Joints tabtab→ +1 per extra set of joints. Allows more precise manipulations. tab• Tentacle tabtab→ +1 Per Tentacle, granting a one [1] meter tentacle to be placed wherever desired. Tentacle is prehensile. +1 point per additional meter in length. tab• Different Material tabtab→ +2. Grants a limb a different texture or material, such as steel plate growth on limb for Defense bonus. tab• Bounding tabtab→ +2 Grants the ability to leap up to four time [4] times further, and higher, than normal.
________________Head tab• Extra Eye // Ear tabtab→ +1 point per Eye // Ear tabtab→ After the first additional pair, each individual eye // ear costs an additional +1. Three [3] limbs would cost +2, four [4] limbs would cost +3, etc. tab• Perception Filter tabtab→ +1 per additional vision rage. Includes Thermal, Low - Light, Radiation Detection. tab• Distance tabtab→ +1 per 1x Increase. Increases the distance that one can perceive with absolute clarity. tab• Increased Sense tabtab→ +1 per Sense, +1 per 1x. Sight, Scent, Sound, Touch, and Taste. tab• Unusual Jaw Structure tabtab→ +2. tab• Additional Oriface tabtab→ +2. Adds mouth. Digestive connection automatic unless otherwise desired. tab• Horns tabtab→ +2 per pair. +2 per rank of damage to add.
________________Torso tab• Breathing Capacity tabtab→ Increases lung capacity to hold breath longer. +1 per 1x. tab• Breathing Type tabtab→ +2. Adds ability to breath underwater, in thin air, under ground, etc. tab• Wings tabtab→ +2 per pair. tab• Tail tabtab→ +2 per tail. tab• Pedal Change tabtab→ +3. Able to stand if normally unable to, or move on all (four's) like an animal, etc tab• Organ Arrangement tabtab→ +3. Changes the internal arrangement of organs, making knowledge of internal structures by others moot. tab• Redundant Organs // Muscles tabtab→ +4 per Organ. Extra Organ in case of organ failure or damage.
________________Cosmetic tab• Armored Skin tabtab→ +2 per Rank desired, beginning at E - rank. As Defense, with a durability equal to 2x Experience Rank. tab• Scaled Flesh tabtab→ +3, granting scaled flesh that gives a D - ranked Defense bonus. tab• Mirrored Flesh tabtab→ +4. Reflective Flesh reflects light based attacks. Can be used for stealth, and like a mirror. tab• Obscured Flesh tabtab→ +4. Form destabilizes upon command for no cost, granting a D - ranked Dodge bonus as the exact whereabouts are difficult to discern. tab• Vapor Flesh tabtab→ +4. Allows for mist to form around body, or smoke, granting D - ranked Dodge bonus. Can be used for techniques. tab• Elemental Sheathe tabtab→ +4. Allows an element to be applied to body cosmetically, such as flaming skin. Counts as Minor Bonus, found in Crafting.
________________Non-Physical tab• Sentience tabtab→ See above. +1 per Intellect. All bases begin with Sentience score of one [1]. tab• Size Change tabtab→ +1 per size increase or decrease of 1x. Compounds for Animals (1, 2, 4, 8, 16). Insectoids growth rate can be referenced as 4x being large enough for a praying mantis to be horse sized. tab• Mana Element tabtab→ +3. Gains a second Mana Element. +2 for each additional. tab• Mana Capacitor tabtab→ +3. Acts same as Energy Reserve, storing up to one fourth [1/4] the current Energy Pool Total of the Beastmaster. tab• Massive tabtab→ +1. Increase mass of base animal by 1x per point spent. tab• Ephemeral tabtab→ +1. Decrease mass of base animal by 1x per point spent. tab• Energy Pool Increase tabtab→ +1 per fifty [50] Mana and Stamina.
________||► Baseline Data: Name: 羽風 Hakaze- [Feather wind] Base Species:Eastern Imperial Eagle Rank:E Age:6 years body Height:31 inches. Wing span 6'5 ft Weight: 6.0 lbs Frame:Medium Description:Hakaze is a fairly large eagle that was found in a nest north of the once prominent hidden leaf village. He was raised and trained within the six years of his maturity to be an effective hunter and companion for any worthy ninja or kunoichi assigned to him. After reaching full maturity and passing his tests, Hakaze was assigned the kunoichi, Tatsuki Kakuja, and the two had not left each other sense then. They hunted, fed, even bickered a bit but they where the definition of partnership. One day the pair of them where assigned a mission and was suddenly preserved in what his mind perceived as a form of rock before shutting down.
When he and Tatsuki woke up it was a whole new world. It wasn't a bother for him but it upset his partner greatly so for her sake he tried his best to help provide for her.
Hakaze Has always been a prime example of a Imperial Eagle. his plumage is largely a tar-like blackish-brown but for a well-demarcated and highly contrasting creamy to golden buff colour about the crown, hindneck and neck sides. Furthermore, Hakaze has bold white spots on his shoulder braces, which are usually fairly conspicuous on perched birds. Hakaze’s tail is narrowly dark barred over a greyish ground colour and has a broad black subterminal band, while a white tail tip sometimes manifest in Hakaze that are freshly molted. The undertail coverts are sometimes indistinctly paler, rust to creamy, combined with grey tail base to give the appearance of a paler rear end. At rest, the wing tips tend to reach the tail tip. Due to his training with the ninja's his normally bright yellow feet with shiny black 1.40 in claws, Hakaze's feet are a light silver color with a metallic shine 2.5 in claw. Hakaze's eyes instead of a normal golden yellow are a vibrant red orange color as well.
________||► Combat Data: Mana Element(s): Energy Pools: tabtabMana Pool →100 tabtabStamina Pool →100 Stats: tabtabPower →2 tabtabAgility →2 tabtabIntelligence →2 tabtabMana →2 Skills: tabtab→ tabtab→ Proficiencies: tabtab→ tabtab→ Limitations: tabtabArcanist // Illusionist Spells tabtabStages of Learning ________||► Alteration Data: Slots Needed: Purchased Changes: tabtab Distance → +1 . Increases the distance that one can perceive with absolute clarity tabtab Perception Filter → Thermal Vision, tabtabReinforced Claws → E - rank. Acts as Unnamed Combat tabtab tabtab→ tabtab→
Description: Onyx is a force of absolute nature. A large being covered in black shiny scales, making her appear to be made of a single slab polished obsidian rock. She has ivory claws and teeth for inflicting damage to her opponents and isnt afraid to use them on freya's enemies. She has piercing ice blue eyes that seem cold to those who don't understand her or acknowledge her as a thinking individual.
along her unique anatomy of her back lay two powerful wings with the muscles and bones attaching themselves to behind her scapula's. The wings themselves are webbed like a bat and has a soft warm grey tone compare to the stark black scales. They also have a blue based striping inside the wing interior as well as a blueish green edge along the wings membrane connections. Smaller obsidian colored scales cover the upper part of the wings as a sort of protection, there design is more so snakelike than the large crocodile plates around the rest of her body.as with most bat based wings there is a clawed thumb on the 'hand' and four longer fingers that help create the wing, each tipped by a ivory colored claw However the thumb claw is a rather rust colored due to what appears like several large blood vessels underneath the claw itself.
Making the length of her spine are several spikes , again ivory in color. Her massive tail has thinner spines and are webbed together starting from the base of her hipbone down to the last few feet and inches of her tails tip. the webbed spine looks much like a small flipper with a dorsal fin on top. Her horns and claws all appear ivory in color with hints of red along the finger connection to the claw. The same goes for the horns which pulse occasionally along with the heartbeat of Onyx.
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Onyx is stoic to her friend Freya having developed a good standing relationship over the time spent with her. Usually though Onyx has a aggressive personality to most things that walk on two legs whether they be human or not. While she doesnt possess the powers of fire breathing like many of her cousins she still likes to flaunt off her power of flight by going at *Almost* sound breaking speeds.
While intelligent she has the base need to feed and often hunts large to medium sized bucks, occasionally she'll eat natural predators as well, Mountain Lions, wolves, one time she even fought off and ate a bear of grizzly decent. Speaking to her is most odd, a speech pattern that was both mystifying and alien to those who can speak to her. Thankfully she does not refer herself in the third person, which Freya has said is a relief to hear and listen to as it makes communication better between them.
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When confronted with the knowledge that she might loose something, anything worth of value to her, Friends, loves, treasure of significant value, she flies into a rage at the target of what is taking that thing away from her. Her Inner animal springs out and with her large size often wins against those who would do such harm
Though considered young in all respects both by her full blooded cousins and most mortal races, Onyx is a ripe and young age of Seventy-Five when she met Freya. She has mostly hunted and learn the basics of survival, communication, and tactics of a couple of area's of interest. She has knowledge of the common tongue, how to find and maintain a lair, hunting animals that she can take on, a basic education of what would have been 1st to 10th graded schools, Human interaction as they differ from draconian interaction most of the time with the list going on for several pages.
When It comes to Freya, Onyx was surprised when she saw her bust out of the crystal prison she was put in, believing her to be just a giant gem for Onyx to take back to her lair, and was hesitant at first to do anything with her. A Few months would go by with the both of them sharing Onyx's lair as a home base, freya surveying the ground whenever she was awake and Onyx surveying the sky in case something came flying in to grab them. After a full half year of working together like this they began to form a strong bond to each other, symbiotic in nature. After making adjustments to some leather she was able to get through hunting Freya crafted a basic leather saddle that would allow her to stay on Onyx's back as they flew. Once in the air Freya couldn't be convinced to have Onyx land, the chill of the high altitude air, the freedom of flight from her partner and the aerial view of the ground below them just made her spirit soar.
________||► Combat Data: Mana Element(s): Wind-Lightning [Additional Mana Element] Fire
Energy Pools: tabtabMana Pool → 300 tabtabStamina Pool → 460
tabtabArcanist // Illusionist Spells Wind Torpedo Rank: C | Strength: C | Speed: C Description: The user gathers a large amount of wind into the lungs and expels a highly explosive ball of wind. The wind forms a torpedo that is near invisible that launches towards the opponent. Upon contact it explodes with the force of two exploding tags in a three [3] meter radius, likely knocking victims off their feet.
Decapitating Air Waves Rank: D | Strength: C | Speed: E Description: The user releases a large blast of wind directly from the palms of the hands, extending about three [3] meters forward. The gust is strong enough to break rock.
Bursting Air Pockets Rank: D | Strength: -- | Speed: D Description: Focusing on the air around them, the user is capable of causing parts of the wind to “burst” suddenly, causing anything nearby to be knocked aside. The burst does not do any damage however, and its primary purpose is to interrupt and leave the enemy open for further attacks. However the bursts can only be created within a twenty meter radius of the user and only at spots they are able to see.
Gale Surge Rank: D | Strength: E | Speed: C Description: A defensive technique. The user distills the air around them and, at the exact moment an attack is about to hit, releases a large burst of air. The blast of wind covers a one [1] meter area, knocks a victim back, and can stop projectiles. It is a defensive move that is usually used when the user is caught off guard. The wind can only be released in one direction.
Mist Waltz Rank: D | Strength: D | Speed: -- Official Description: The user does a string of hand seals and then proceeds to blow a large combustible mist at the target. When the mist hits flame, it will ignite in an explosion of fire.
Flash Fan Rank: D | Strength: D | Speed: D Description: A fairly simple spell, the user breathes in a fair amount of air while performing the necessary seals and breathes it out in a short funnel of flame. Literally lasting only a few seconds, it explodes out of the mouth in a v-like wave and is a commonly used technique among users who like to build into their attacks. The range of this flame, however, is about three [3] meters and the flame itself isn’t held long enough to deal any real damage. Therefore, it isn’t necessarily a viable offensive option as compared to other spells.
Fire Resistance Rank: Passive | Strength: -- | Speed: -- Description: This is a passive ability that is the first in two steps to protect the user from damaging themselves with their very own fire spells. Although not necessarily mandatory to learn the finer points of the tree, it does provide a buffer against self-inflicting injuries. For example the user is able to withstand increasing amounts of heat, up to their experience rank.
Lightning Transformation Rank: D | Strength: E | Speed: B Description: When performing this skill, the user transforms into an extremely quick 'strand' of lightning. In this quick state, nothing is done slowly - everything is in a rush for the user. However, this strand of lightning is incapable of changing directions on its own. It can only change directions by bouncing off another object, such as a tree or a boulder, but the user is capable of bouncing off in any angle they wish to. The transformation automatically dissipates when the user makes contact with a living target: being in a state similar to lightning, the user plunges completely into their target, and ends up in their physical state on the other side of their opponent. In addition to giving the target a painful electrical shock, this skill causes temporary paralysis (lasting one [1] post). Because of the fast speeds associated with this skill, the user will feel dizzy, confused, and often nauseous for some time afterward. This spell can be used in conjunction with other spells, such as the Call of Lightning, or the Lightning Clone, to confuse the opponent. However, no skills can be used in this state. The user can dispel the spell at any time. Can be maintained until dispelled or until the user comes in contact with a living being, for an upkeep of half the original cost per post.
Lightning Bolt Rank: D | Strength: E | Speed: C Description: A simple spell in concept and execution, in which the user performs the necessary hand seals and then emits a short bolt of lightning from his or her hand. This is a simple bolt, akin to a fireball, as opposed to being a continuous stream. On impact, the target will suffer minor electric shocks and numbness in the area it strikes.]
Electrical Resistance Training Rank: Passive | Strength: -- | Speed: -- Description: A passive skill that prevents the user from being harmed inadvertently from the creation of the lightning used in his or her own spells. A person who doesn't learn this skill will generally feel pain when performing their own lightning spells, whereas one who learns this ability tends to notice that minor shocks generally do not hurt them. Provides a half [.5] rank resistance to all lightning spells as well. • Must be trained up to the rank of the spell being used for immunity. • Does not take up a spell slot, but requires the Lightning element to learn.
• Dokuji no Gyoushi [ Leer of the Peculiar ] →→Rank: D →→P/S. Sense: Sight // - →→Base Duration // Upkeep: 1 // - →→Source: Eye Contact →→Description: A somewhat harmless Jutsu, this one is made through eye contact. A form of intimidation, this one seemingly communicates malicious intent upon a victim and is often used to open up attacks for teammates. Not necessarily stunning, it does provoke an opponent into thinking twice before engaging in battle. By paying an additional D - rank in cost the technique may be cast without handsigns. After duration ends the emotion that was caused remains, though it is no longer compulsory. →→Special: Can be learned as an Instance technique instead.
So with the change that has been implemented, both the base CCS and the point threshold given by them have been adjusted. Please refer to the Beastmaster class if needed. You get [4] CCS from your Discipline, as well as [1] per rank backtracking to E rank. So you get [6] CCS total, and therefore [25] points to spend, as per the chart in the description above.
We also changed the Size Change cost to scale as the size increases, to make it more realistic.
At this time, your companion uses [47] points, so you will need to reduce and/or save some things until higher ranks.
We also changed it to base off of the Bestiary entry for the base of the companion, so that might help make up for some differences. I will add the Komodo Dragon to the Bestiary as soon as I can.
On that note, when you update it, please provide the number of points used per alteration made, as well as a total if possible.
Also, just like characters, companions don't come with spells/talents pre-learned, so your companion will still need to learn those spells in character at an academy or from another character. Likewise unless I am mistaken, it doesn't say anywhere that companions get any elements to start with, unless bought with points.
We'll be discussing a bit in the future about sentience and what is required for a companion to speak, but companions by default cannot speak. They can be trained more than a normal animal however.