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Familiars

Index | Time Under Chaos | Almanac | Magical Items | Familiars

Familiars are regular Shadow-creatures that have been infused with part of the Sorcerer’s essence. Effectively, the creature becomes a part of them, just as the Sorcerer becomes part of the creature. This bond will be one of the most intimate the Sorcerer will probably experience. Both benefit from this connection for a variety of reasons.

This mythical bond provides the Familiar with several abilities, not the least of which is the intrinsic understanding of Sorcery. As such, they can Rack and learn spells, thus serving as a living, thinking Spell-rack. They can also prepare and maintain Hung spells, saving the Sorcerer considerable maintenance time. In addition, Familiars are quite intelligent, providing them the ability to read, write, and speak (although they may be limited to one language). Finally, their psychic connection to the Sorcerer provides them with added resiliency to normal weapons. They cannot, however, cast spells (their essence would burn out from the effort).

In game terms, the basic Familiar is an ‘Item’ with the following qualities: Speaks in Tongues, Psychic Sensitivity, Chaos Psychic Resistance, Resistant to Magic, Resistant to Resistant to Weapons, and Rack, Use, and Maintain Spells. Further qualities may be infused into it during creation, but must be purchased, as well as allowed by the GM.

As the observant player might notice, this is a significant amount of power packed into such a ‘cheap’ item (16 points for 5). Well, as with all things, the bad can outweigh the good. Familiars, as stated, are infused with the Sorcerer’s essence. As such, they create a direct Link to the Sorcerer. If a captured Familiar’s psychic resistance is beaten (which isn’t too tough), they create a Connected link for the purposes of Sympathetic Sorcery. Even worse, if a Familiar is killed, the owning Sorcerer immediately accumulates 11 points of Bad Stuff (yes, you heard that right). This reflects the psychic and emotional trauma the Sorcerer suffers from the loss; you just lost part of your SOUL, after all. This Bad Stuff is essentially ‘temporary’ and can only be removed through lengthy rehabilitation and intense role-play (i.e. the GM decides when to remove it).

Familiars may be any type of creature, but smaller, more manageable, creatures are strongly suggested (no dragon or manticore Familiars, please). They are also individuals with strong personalities, so no matter how close your connection with them is, they must be treated with respect (even the closest friends fight now and again). This intimate psychic connection can also cause problems. They can get jealous, nosey, and downright bossy. Both Sorcerer and Familiar can trade personality quirks; for example, a fastidious Sorcerer with a Raven Familiar might develop kleptomania, while the Familiar might spend more time cleaning itself instead of reading that tome it was supposed to.

Purchasing this ‘level’ of Sorcery later in play is complex and requires work (rather than spending 5 point and having a Familiar). Finding a Familiar and bonding with it is a protracted and intense process of role-play. The process can become an entire sub-plot for your character. The GM will help you in this regard when you’re ready to begin seeking one.

Page last modified on October 08, 2006, at 05:52 PM