Mage Familiar Companions
Reference: Forged by Dragon's Fire 84-89
- Ignore the examples on pages 90-93, they're not necessarily built right
- Ignore the XP chart on page 93, we haven't been using it
IMPORTANT: Familiars must be fed <level> Quintessence per week (FbDF 82). If not, they start to shrivel up and die (or more realistically wander off and find some other mage who'll feed them properly).
- Quintessence Grazing: If a familiar does have Quint Grazing, then a Node of any level covers their needs without it coming out of the limited supply. (They nom a bit from one of the ley lines or something.)
- Otherwise, you need a Node (+rules nodes), either personal or chantry (+rules chantry).
- There are potentially other ways, but Node is by far the simplest.
Node 1 (1 Quint/week) supports Familiar 1 and also gives the mage full normal use of Node 1.
Node 2 (3 Quint/week) supports Familiar 1-3 and also gives the mage full normal use of Node 2.
Node 3 (6 Quint/week) supports Familiar 1-5 and also gives the mage full normal use of Node 3.
Choose Concept, Nature, Type
Stat type | Baseline | Freebies |
---|---|---|
Attributes | 1 in each (except Appearance) plus 5/3/1 | 5 per dot |
Abilities | 7/5/3 | 2 per dot |
Willpower | 3 | 2 (not 1) per dot |
Essence | 1 | 1 per dot |
Charms | none | See below |
Freebies | 10 per dot in Familiar Companion background |
Familiars regain Essence by resting (8 hours = 1 point) or eating extra Quintessence beyond their weekly minimum (1 Quint = 1 point). (page 84)
Familiars have Health Levels. Default is 7. Taking the Tiny flaw will decrease it.
Type | Causes vulgar-with-witnesses Paradox if seen by a sleeper? |
Other notes |
---|---|---|
Animal | No | |
Bygone | Yes | Quintessence Grazing free, can also learn Animal charms |
Construct | Only if obviously beyond mundane technology | No natural healing, immune to poison and disease, Soak Lethal free |
Elemental | Yes | Quintessence Grazing free |
Undead | Yes | Soak Lethal and one level of Resilience free, can move their free Charisma dot to another attribute |
Charm Type | Charm | Freebie cost | Notes |
---|---|---|---|
General | Aggravated Damage | 5 | 1 Essence |
General | Armor | 3/4/5 | +1 vs bashing/lethal/agg, can be bought multiple times |
General | Bad Luck Curse | 3 | 1 Essence; roll Willpower, each success replaces one of target's successes with a 1 |
General | Claws/Teeth | 2 | Str+1 lethal, can be bought twice for both |
General | Countermagic | 5 | 1 die, mage shares it if physically touching, can be bought multiple times |
General | Flight | 2 | 3+Dex yards/turn |
General | Healing | 5 | heal someone else: 1 Essence for 1 bashing/lethal, 2 Essence for 1 agg |
General | Hide | 1 | take cover and remain quiet/still, +3 diff on search rolls to spot/find it |
General | Illuminate | 1 | can read by it |
General | Invisibility | 5 | 1-2 Essence, lasts the scene, 1 = ends on physical/social interaction with someone besides the mage |
General | Large | 2 | +1 Bruised health level |
General | Luck | 4 | 1 Essence, mage re-rolls and must accept the new result |
General | Paradox Nullification | 5 | 1 per session, can be bought multiple times |
General | Quintessence Grazing | 7 | can draw 1 Quint/day from a node or 1 Quint/week scrounging, free for Bygones and Elementals. See yellow box above for more information. |
General | Read and Write | 1 | multiple languages requires Linguistics, may be limited by its physical form |
General | Resilience | 3 | +1 Bruised health level; can be bought multiple times, up to double original health levels; one level free for Undead |
General | Soak Lethal | 3 | free for Constructs and Undead |
General | Soak Aggravated | 2 | prerequisite: Soak Lethal |
General | Speech | 1 | multiple languages other than spirit speech require Linguistics |
General | Speed | 2 | N Essence, double speed N times for scene, must rest N hours afterward |
General | Spirit Gossip | 3 | Cha/Man + Intimidation/Etiquette/etc., takes 1 turn to 1 hour |
General | Telekinesis | 3 | requires concentration (no other actions), 1 Essence per 30 pounds |
General | Telepathy | 3 | anyone in sensory range, regardless of language; no attacks or distractions |
General | Venom | 1/3/5 | reflex after successful attack; 1 per hour plus 1 per Essence spent; 1 = Stamina vs 7 or 2 levels of unsoakable bashing (1 day to heal without medical or magic care); 2 = Stamina vs 8 or 3 (3 days); 3 = Stamina vs 7 or 3 and check again next turn, repeat until you succeed or die (3 days) |
Animal | Darksight | 2 | no penalties for complete darkness |
Animal | Entrancement | 3 | 1 Essence, eye contact, target resists with Willpower (diff = familiar's Willpower), target still reacts if attacked or deliberately distracted |
Animal | Fear | 4 | 1 Essence per target, target resists with Willpower (diff = familiar's Willpower), fail = lose action for 1 turn and +1 diff to everything for 10 turns |
Animal | Night Vision | 1 | no penalties for low light, normal penalties for complete darkness |
Animal | Sharp Sense | 1 | allows e.g. tracking by smell |
Animal | Tracking | 1 | need resonance sample or Prime 2 Mind 2 to reproduce it, Perception + Alertness |
Bygone | Firebreath | 5 | 1 Essence, cone 10 feet long by 3 wide, Dexterity + Melee, 2 levels of agg |
Bygone | Illusions | 7 | 1 Essence for large rock, 3 for giant prancing dragon; Intelligence + Enigmas or physical contact to see through the illusion |
Bygone | Insubstantial | 7 | 1 Essence, lasts the scene, cannot touch or be touched |
Bygone | Swallow | 4 | twice its body weight per day, must fit through its mouth, shunted into Umbra |
Construct | Chill Object | 1 | requires concentration, 1 Essence for -20 F down to freezing, max once per turn |
Construct | Control Electrical Systems | 5 | 1 Essence per object, Wits + Technology |
Construct | Cyberpresence | 3 | can manifest in Digital Web (in its usual physical form) and use abilities |
Construct | Encryption Software | 2 | requires physical connection, 2 dots of Computer per Essence spent (up to double original ability), +1 diff to break in |
Construct | Heat Object | 2 | requires concentration, 1 Essence for +20 F, max once per turn |
Construct | Jack In | 2 | go online, requires cell phone signal |
Construct | Shock | 5 | 1 Essence, 10 feet in straight line, Dexterity + Melee, 2 levels of agg |
Elemental | Create Element | 3 | matching its type, 5 square feet per Essence spent, duration depends on conditions |
Elemental | Elemental Immunity | 3 | matching (not opposite) its type, e.g. salamanders are immune to fire |
Elemental | Engulf | 4 | same as Swallow for Bygones |
Elemental | Insubstantial | 7 | same as Insubstantial for Bygones |
Elemental | Shapeshift | 7 | 1/2/3 Essence for same size / larger / much larger, lasts the scene, cannot go against type |
Undead | Ancient Knowledge | 3 | same as Spirit Gossip but includes ghosts |
Undead | Fear | 4 | same as Fear for Animals |
Undead | Insubstantial | 7 | same as Insubstantial for Bygones |
Undead | Invigorate | 5 | +1 to an attribute per Essence spent, lasts the scene |
Undead | Wither | 4 | Dexterity + Brawl, 1 level of unsoakable bashing per Essence spent |
Flaws:
- Immobile (5)
- Tiny (2) - smaller than a housecat; Bruised -1, Injured -1, Mauled -2, Crippled -5, Incapacitated