T3

Sorcery / Schticks / Familiar

This schtick builds upon the work of Psychedelic Goblin

This schtick does not provide extra spells. It provides a useful, and utterly loyal minion.

Familiar Effects

You have in your service a minor supernatural creature, with which you have a powerful bond of mastery and loyalty. This familiar is always on hand, utterly loyal, and doesn't need to be summoned or commanded. Neither can a rival sorcerer do so to your familiar. The familiar is essentially a small (typically 15-30 cm in length/height) demon/monster. It can look like anything you desire, but must look "unnatural". Examples include small dragons, bat-winged imps, twisted dwarves, butterfly winged sprites, small flesh puppets, winged cats etc.

If your familiar dies, you can acquire a new one - the process is as ardorous as the gamemaster wants it to be.

The familiar is a Named character. Create you Familiar using the following archetype. These are minimum scores. During play, a Familiar will always have at 60% of the points of its master, and will thus slowly advance in ability.

Familiar Template

Yessss master...

Attributes: Bod 3, Chi 4, Mnd 5, Ref 5

Divide 3 points among the Primary attributes. Divide 4 points among the Secondary attributes. The maximum of all attributes (including Secondary) is 8.

Skills: Powers =9, Scholar 8

Add 3 Skill Bonus points. It costs a single point to get a skill to the default value, another to increase it to ten, and one point each thereafter.

Schticks: 2 Creature Schticks, see limitations below.

Limitations: Supernatural Creature (limited).

Unique Schticks

  1. It can completely avoid an attack that would inflict damage by running away at the cost of a fortune point. It will then become lost, see below.
  2. The familiar has a Dodge rating three points higher than it's attack skill because of it's small size.
  3. It is immune to Summoning used by anyone but its master, except for Purification and Warding Circle.
  4. The master can use the familiar's Magic points when they are in physical contact.
  5. When it has lost contact with its master, it will start looking for him. Under these circumstances it is usually not noticed by guards et al and can sneak with great resourcefulness, using its Dodge as Intrusion. The GM may make a montage of this, otherwise it is generally just a matter of time before it finds you.

Limitations

  1. They can't be healed by mundane doctors (characters using the Medicine skill).
  2. All schticks must always be agreed upon with the gamemaster
  3. They are not subject to supernatural creature juncture modifiers, because their link to their master allows them to draw power from him.
  4. If the Familiar is killed the Sorcerer suffers a Backlash and takes Wound Points equal to the Familiar's Magic.

Sample Familiars

Abacus the Fox Fetch

Bod 3, Chi 7 (Magic 8), Mnd 5 (Per 8), Ref 5

Skills: Deceit 9, Powers 9, Scholar 8, Sorcery 10.

Schticks: Dematerialisation (living matter & soil), Immortality.

Divination (single-schtick).

Abacus appears as a silver-white fox with large violet eyes, usually sitting on his master's shoulder or pacing right behind him. He is physically frail, and will seek to avoid physical conflict if at all possible. Instead, he roams the spirit world for his master, speaking with spirits there and providing his master with rumours and tips from his immaterial allies. He also enjoys playing pranks on others, for which his master often has to assume responsibility.

Shou Lung the Pocket Dragon

Bod 3, Chi 4 (Magic 8), Mnd 7, Ref 6

Skills: Medicine 11, Powers 9, Scholar 8

Schticks: Blast (Fire: Damage 10), Flight.

Shou Lung appears as a 1' long, wingless dragon with emerald green scale, and sapphire blue eyes. He's usually hidden in his master's satchel, which features nice silk padding, air vents, and a small spy hole. Fond of cigars, he always smokes one while relaxing, puffing little smoke rings. He's grumpy and irritable, especially when called upon to help patch up the wounded 'idiots' who gallivant around, getting shot, and making his life difficult. When severely threatened or annoyed he blasts the offender with a gout of flame. He also finds it useful for lighting his cigars.

Wretch-Vomit the Twisted Dwarf

Bod 6 (Str 8, Toughness 8), Chi 4, Mnd 5, Ref 5

Skills: Intimidation 11, Powers 9, Scholar 8

Schticks: Blast (Foul Spew: Nauseating Chunks), Abysmal Spines (Claws: 11 Damage).

Wretch-Vomit is a mere 40 cm tall, but is equally broad, and rippling with sinewy muscle. His skin is blotchy, putrid yellow, with pulsing green-black veins. His features are wrinkled and evil, his hair is greasy red, and his eyes are pure black. His gnarled hands are tipped with tiny black claws. He wears a custom-made tiny suit. He acts as a bodyguard, labourer, and torturer for his master, enjoying his prolonged 'information extraction' duties immensely. He's utterly sick and sadistic. The only things he believes in are his master and inflicting misery.