It’s dangerous to go alone! On the dark adventures ahead, you may have need of a falcon, a hunting dog, or even a paid retainer or scribe. In CROWN and SKULL these are called companions. You can customize a companion much like a spell or piece of prized equipment.

With a clear concept of your companion in mind, get a heap of points ready to spend, and use the rules below.

The most important thing to remember with companions is that they will not serve to double your actions in combat. A companion action counts as your own. You operate as one! This keeps companion characters from overtaking the table.


  • 3-Point Companion (Small animals)
    A ferret, rat, snake, parrot, frog, or hedgehog may not have great strength, but they make good company, stow away with ease and generally go unnoticed by foes.
    d4 attacks, 1 skills value at 9, 6 Defense

  • 5-Point Companion (Medium sized beasts or simple devices)
    Dogs, cats, falcons, owls, or even small pigs count as medium-sized. Also in this group are tiny devices such as mechanical animals, orbs or smaller automatons. The latter should be very rare in any campaign. Medium companions have more combat capability, but also become targets.
    d6 attacks, 2 skills value at 9, 9 Defense

  • 12-Point Companion (Large animals or retainers)
    A tiger, wolf, bear, or condor is considered the largest of companions. Also in this group are trainee human fighters, equipment squires, chroniclers or personal chefs. The GM should be prepared to manage the mechanics and story for such a companion, without allowing them to consume more table time than any other character type.
    d8 attacks, 3 skills value at 9, 9 Defense


Companion Skill List

  1. Retrieve: Roll to recover an object of equal or smaller mass.
  2. Track: Roll to reliably follow a designated quarry for 1 round.
  3. Attack: Roll damage with natural weapons.
  4. Stand Watch: This companion reliably keeps guard, alerting at any event.
  5. Protect: The companion clings to its charge, taking damage when possible.
  6. Find: Locate a person or object in 1d4 rounds.
  7. Report: In 1d4 rounds, scout the area and report back in simple terms.
  8. Carry: This companion can carry its weight or less with ease.
  9. Hunt: Once per day, this companion can feed a group with its efforts.
  10. Pin Down: Roll to pounce on a foe and pin it. Versus rolls encouraged.
  11. Endure: This companion gains a +1 protective attrition against a lethal hit.
  12. Frighten: With a roll, scare a foe into hesitating for 1 round.
  13. Taunt: With a roll, require a foe to attack for 1 round.

Upgrading your Companion

(Cost 3 pts each) When out of danger, a companion can be trained with time…

  • Deadly: Upgrade the companion’s damage with an additional die.
  • Cunning: Upgrade the skill value used by +1.
  • Precise: Your companion ignores most penalties in combat.
  • Evasive: This creature gains +3 Defense.

Companion Limitations List

(Gain 3 pts for each)

  • Frightened: On a roll of 4 or less, or in special circumstances, this companion will flee, vanishing for 1d4 days.
  • Trophy: This companion is sought after by shadowy folk, collectors, jailers, or those who simply hate it.
  • Feral: Once attacking, this companion will not stop attacking until all immediate foes are slain or subdued.
  • Impulsive: When battle is joined, this companion rolls its best skill. On a failed roll, it makes its own opening decision, using the hero’s phase.
  • Clumsy: This companion is almost never stealthy, hidden, or silent. The group’s sneaking or stealth efforts are afflicted by a -3 penalty.