Blame this.
Squid-Helmets (TL1+2) [10/12 pt]
Squid-Helmets are what you get when somebody figures out during the Bronze Age how to successfully train a tree octopus so that it can be usefully worn on somebody’s head, then the species gets selectively bred accordingly over the next few thousand years. By the time you hit a medieval-equivalent Tech Level you’ll have something that’s simultaneously useful, and not a little bizarre. But not creepy — or at least no creepier than a domestic goat or pig. Squid-Helmets live about thirty years, if properly fed; the species is almost extinct in the wild*.
Squid-Helmets aren’t even remotely suitable for hand-to-hand combat situations, given that they are boneless, armorless mollusks that have been trained from birth to adhere themselves to a flexible leather helmet that leaves the face and ears free. Their usefulness lies in their tendrils: Squid-Helmets have a set of very dexterous arms that can be used on command by their owners. Individual Squid-Helmets have native IQs of 4 to 6, are utterly tame, and can be taught a standard set of voice/click commands by their owners. Mages and natural philosophers love these things; so do rogues and thieves, for somewhat different reasons.
Advantages: Per +1 [3], Extra Arm [Extra Flexible, No Physical Attack] [5], High Manual Dexterity 1 [3]. In campaigns with sonic attacks, add DR 2 [Sonic attacks, Occasional] [2]. All Advantages have the Breakable [2 DR**, -20%] and Can Be Stolen [DX Roll] [-30%] modifiers. Quirk: “Slightly increased life support” [-1]. The Squid-Helmet needs to eat, after all (they, fortunately, are easily house-trained).
*In Infinite World campaigns, Infinity has noted that there is an almost direct correlation between the existence of tree octopuses, and the existence of Sasquatches, in any particular parallel.
**Representing the hat. Squid-Helmets themselves have 10 HP, but the hat is both much easier to destroy, and infinitely less valuable.