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MAGE VERION VAMPIRE VERSION

Familiar (••• or ••••) Familiar (*** or ****)


Prerequisite: Awakened Prerequisite: Kindred & ability to communicate with
Effect: Your character has a magical bond with a spirits; needs to cast a ritual to create a bond, or
spirit that aids him, one that is either in Twilight have someone else do it for them.
(that is, immaterial and invisible) or embodied.
Twilight familiars have no bodies: they are spirits Effect: Your character has a mgical bond with a spirit
existing in an ephemeral state of existence called that aids him, one that is either in Twilight (that is,
Twilight. Embodied familiars inhabit a physical body immaterial and invisible) or embodied.
in the material world. A Twilight familiar is bought Twilight familiars have no bodies, they are spirits
for three dots; it is a spirit originating in the Shadow exisiting in an empheral state of existence called
Realm, also known as a “fetch.” Twilight familiars Twilight. Embodied familiars inhbait a physical body
can temporarily manifest like ghosts (see in the material world. A Twilight familiar is bought
“Manifestations,” p. 210 in the World of Darkness for three dots; it is a spirit originating in the Shadow
Rulebook), but their ephemeral bodies are Realm, also known as a “fetch.” Twilight familiars
otherwise invisible and intangible to the physical can temporarily manifest like ghosts (see
world. A Twilight familiar “Manifestations,” p. 210 in the World of Darkness
must manifest or use Numina to affect anything in Rulebook), but their ephemeral bodies are
the physical world — except for its bonded mage, otherwise invisible and intangible to the physical
whom it can touch at will (its mage can also see and world. A Twilight familiar
speak with the familiar even when he is not using a must manifest or use Numina to affect anything in
spell that allows him to see Twilight). Twilight the physical world — except for its bonded mage,
familiars exist on the material side of the Gauntlet, whom it can touch at will (its mage can also see and
although they can accompany their masters across speak with the familiar even when he is not using a
into the Shadow, or travel there themselves if their spell that allows him to see Twilight). Twilight
Numina allow it. familiars exist on the material side of the Gauntlet,
An embodied familiar is bought for four dots. It although they can accompany their masters across
takes the form of an earthly creature. Many of the into the Shadow, or travel there themselves if their
legendary stories of sorcerers with cunning animal Numina allow it.
companions — cats, rats, bats — are actually An embodied familiar is bought for four dots. It
references to embodied familiars. takes the form of an earthly creature. Many of the
legendary stories of sorcerers with cunning animal
A familiar’s bonded mage is considered to be its companions — cats, rats, bats — are actually
anchor to the material world, although there is no references to embodied familiars.
limit to how far a familiar can travel from its mage. It
does not lose Essence for every hour it spends in the A familiars bonded vampire is conidered to be its
physical world or Twilight. It must follow all the anchor to the material world, although there is no
other rules concerning Essence, however, including limit tohow far a familiar can travel from its
spending one Essence per day. If it is reduced to vampire. It does not lose Essence for every hour it
zero Essence, it falls into slumber (see “Essence,” p. spends in the phsyical world or Twilight. It
319), but it is not transferred back into the Shadow mustfollow other rules concering Essence,
Realm as long as the mage-familiar bond still exists. however;including spending oneEssence per day. If
it is reduced to Zero essenceit falls into slumber see
“Essence,” p. 319), but it is not transferred back into
Like other spirits, it can gain Essence by being in the Shadow Realm as long as the vampire-familiar
proximity to something that it reflects, or its mage bond still exists.
can spend Mana points to give it Essence.
The master and familiar have an empathic Like other spirits, it can gain Essence by being in
connection; each can automatically feel the emotions proximity to something that it reflects, or its
of the other. (Magical effects that damage or vampire can spend Vitae points to give it Essence.
manipulate the familiar through an emotional attack The master and familiar have an empathic
don’t damage or manipulate the master.) connection; each can automatically feel the emotions
of the other. (Magical effects that damage or
All familiars have a Sensory sympathetic connection manipulate the familiar through an emotional attack
to their bonded mage, meaning that a mage’s scrying don’t damage or manipulate the master.)
spells can use the familiar’s senses in place of a
scrying window, with no sympathetic penalty. This All familiars have a Sensory connection to their
makes familiars superlative spies. bonded vampire, meaning the vampire can use the
Even more useful, however, the mage can spend his familiars senses instead of it’s own. Furthermore the
familiar’s Essence points as Mana points, no matter vampire can use disciplines requiering sight or eye
how distant the familiar is from the mage. He can contact through the familiar. This makes familiars
also spend his own Mana points to give his familiar superlative spies.
Essence.
Even more useful however, the vampire can spend
Improvement: To improve a familiar, a mage’s his familiar’s Essence points as Vitae points, no
player must spend some of his character’s matter how distant the familiar is from the mage. He
experience points on the familiar can also spend his own Vitae points to give his
familiar Essence.

Source: Mage the Awakening p. 83 Improvement: To improve a familiar, a mage’s


player must spend some of his character’s
experience points on the familiar

Improving Familiars

Source: http://nwod.org/wiki/index.php/Familiar

Trait Xp Cost (Fetch – Twilight familiar) Xp cost (Embodied – Animal familiar)


Attribute X8 5/dot (capped at 5)
Skill - 5/dot (capped at 5)
Skill Speciality - 3/ speciality
Numen 25 (up to 4 numen) 25 (up to 5)

Napomena: Embodied familiar počinje s 2 numena od kojih jedan mora bitiInnocous Numen, a
Twilight s 1 numenom, dakle oba slučaja imaju jednak broj max numena.

Početne statistike Familiara:

Familiar Traits
Whether immaterial or embodied, a familiar is considered to be a rank 1 spirit (a “squire”; seen “The
Spiritual Hierarchy,” p. 317). The Storyteller designs the spirit’s traits. Each familiar begins play with at least
one dot in each Attribute, with extra dots as listed below. See “Spirits,” pp. 317- 322, for rules concerning
spirit traits.

Twilight Familiar Traits


Attributes: 3/3/2 (allocate dots in any order among Power, Finesse and Resistance)
Willpower: Equal to Power + Resistance
Essence: 10 (10 max)
Initiative: Equal to Finesse + Resistance
Defense: Equal to highest of Power and Finesse
Speed: Equal to Power + Finesse + “species factor” (same as its earthly counterpart)
Size: 5 or less (same as its earthly counterpart)
Corpus: Equal to Resistance + Size
Influence: 2 dots (choose one)
Numina: Choose one
Ban: The fetch has one Ban, chosen by the Storyteller
Most mages with a fetch have a respectable command of Spirit Arcanum, since its spells are useful for
influencing the familiar. It is possibleto have a fetch without knowledge of Spirit magic — or even knowing
what the fetch really is — but such a relationship may torment the mage more than it helps him.
When a fetch manifests, use the following modifiers:

Location Modifier
Wilderness +3
Demesne +3
Hallow +2
Place associated with the spirit’s Influence +2
Ley line nexus +1
Handmade structure (wooden bridge, shed) +1
Parking lot –1
Modern commercial building –1
Modern industrial building –2
Modern laboratory –3

Vampire translation: having disciplines or rituals that can affect spirits are recommened for this type of
familiar.

Embodied Familiar Traits


Attributes: 5/4/3
Skills: 9/6/3
Willpower: Equal to Resolve + Composure
Essence: 10 (10 max)
Initiative: Equal to Dexterity + Composure
Defense: Equal to lowest of Dexterity and Wits
Speed: Strength + Dexterity + “species factor” (based on its animal type)
Size: 5 or less (based on its animal type)
Health: Equal to Stamina + Size
Influence: 2 dots (choose one)
Numina: Innocuous (see below), and choose one more
Ban: The fetch has one Ban, chosen by the Storyteller.

Embodied familiars live in the material world in a physical body, although it might be a rather strange
body. They are often clever and loyal animals, the black cat or cunning rat of sorcerous legend. All embodied
familiars have the Innocuous Numen (see pp. 321-322). It is very good at not being noticed by others.
Anyone but its bonded mage suffers a –2 penalty on perception rolls to notice the familiar, unless it does
something to draw attention to itself.
Familiar Pact (Spirit •••) Familiar Pact (Cruac •••)
The mage can forge a personal pact The vampire can forge a personal pact
with a familiar. with a familiar.
Practice: Weaving Action: Extended (target number =
Action: Extended (target number = Merit dots)
Merit dots) Duration: Lasting
Duration: Lasting Cost: 1 Vitae
Aspect: Covert
Cost: 1 Mana See the “Familiar” Merit, p. 82, for
See the “Familiar” Merit, p. 82, for more details. The target must have
more details. The target must have purchased the Familiar Merit to cement
purchased the Familiar Merit to cement the bond. Such a bond cannot be
the bond. Such a bond cannot be dispelled. Only one familiar may be
dispelled. Only one familiar may be pacted at a time to the same person.
pacted at a time to the same person. The caster must be able to see and
The caster must be able to see and speak to the desired spirit (see “Spirit
speak to the desired spirit (see “Spirit Tongue,” p. 246), and he must be able
Tongue,” p. 246), and he must be able to touch it during each extended roll
to touch it during each extended roll (see “Gossamer Touch,” p. 247). A
(see “Gossamer Touch,” p. 247). A spirit in the Shadow World cannot be
spirit in the Shadow World cannot be targeted by this spell. It must first be
targeted by this spell. It must first be brought across the Gauntlet to become
brought across the Gauntlet to become a Twilight spirit, either by
a Twilight spirit, either by coaxing or command (see “Control
coaxing or command (see “Control Spirit,” p. 248). The spirit cannot be
Spirit,” p. 248). The spirit cannot be forced by magic to accept the familiar
forced by magic to accept the familiar bond. It must enter willingly into such
bond. It must enter willingly into such an agreement.
an agreement.
Mysterium Rote: Soul-Bonding
Dice Pool: Manipulation + Socialize
+ Spirit
Supplemented by conversation,
coaxing and even by threats and bribery,
this rote enables a mage of the
Mysterium to enter into a bond that
ties a willworker to her familiar. Mages
of every order make use of this magic,
though, as familiars are popular among
the Awakened.

Grant Familiar (Spirit ••••) Grant Familiar (Cruac ••••)


The mage can forge a pact with a The vampire can forge a pact with a
familiar for another mage. This is how familiar for another vampire. This is how
most inexperienced mages (those who most inexperienced vampire (those who
begin play with the Familiar Merit) get begin play with the Familiar Merit) get
such helpmates. such helpmates.
Practice: Patterning
Action: Extended (target number = Action: Extended (target number =
Merit dots) Merit dots)
Duration: Prolonged (one scene) Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Vitae
Cost: 1 Mana
See “Familiar Pact,” p. 249. The See “Familiar Pact,” p. 249. The
subject pays the Merit cost. This spell subject pays the Merit cost. This spell
uses the advanced prolonged Duration uses the advanced prolonged Duration
factors. The familiar bond cannot be factors. The familiar bond cannot be
forced onto a mage and a spirit; both forced onto a mage and a spirit; both
parties must be willing. parties must be willing.
Silver Ladder Rote: Mentor’s Gift
Dice Pool: Presence + Persuasion + Duration Target Number
Spirit One scene/hour Basic success
By casting this rote, a Ladder mage 24 hours +1 success
can bond another willworker to a familiar, Two days +2 successes
provided that neither already shares One week +3 successes
in such a bond and that both parties are One month +4 successes
willing. Mysterium mages impart familiars Indefinite* +5 successes
upon their apprentices by way of
* The spell is permanent until cancelled or dispelled.
their own variant of the rote (Intelligence
Living targets, however, grow, change and heal.
+ Persuasion + Spirit).
Spells with an indefinite Duration cannot be cast
upon a living creature

Furthermore in order to make the familiar to


another kindred permanent the caster must sacrifice
a willpower dot.

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