Thoughts on Familiars
By Adam SimpsonPart 1: The Peanut Gallery
Lately I’ve been thinking about how familiars are used in Mage games. Although I’ve seen some players devise truly original familiars to aid their mages all too often I see them cut from the same cloth; cutesy talking animals that serve as comic relief who occasionally spout incomprehensible wisdom (with the same forethought as a hiccup). Familiars such as these certainly have their place in the world of Mage but when you run into too many cute talking animals you start feeling like a character in children’s literature. It is with this in mind that I offer the following six examples of familiars and their masters. It is my hope that this article will stimulate an idea or two for your players or perhaps give you some for an NPC to spice up your games.
George
Quote: "Are you going to finish that sandwich?"
George is a beagle whose number one priority is the same as most other dogs: food. Any activity or conversation in which he’s involved gets dropped when his sensitive nose detects a ham sandwich. George lives with a paraplegic Chorister named Janice. Although Awakened, Janice is confined to a wheelchair and spends the majority of her time in magical research in her secluded home on the edge of town.
Janice was given a beagle puppy a few years ago and named him after her family pet when she was a child. When the puppy became ill she dreaded the thought of being alone again and used her magics to call an angelic being. She pleaded with the representative of the Almighty for the animal’s life and when that proved impossible she requested a companion to aid her in the Lord’s work. Her request was granted and the puppy was fully healed and filled with a helpful spirit.
George isn’t nearly as intelligent as his master but his keen nose and hearing help him pick up things that she would otherwise miss. George is useless as a source of magical or even mundane learning and is rather simple minded. However, he removes a good deal of the paradox that accumulates during Janice’s experiments and is a welcome companion. Janice thinks of George as the child she was never able to have. She’s also trained George to watch TV and cable news broadcasts in the morning and parrot back what he hears. In this way Janice can at least marginally keep up with current events without wasting time in front of the TV. George has learned to hold his tongue when Sleeper guests visit but loves chatting with other mages when they come to ask Janice for wisdom.
Alec
Quote: "I’d be a lot more enthusiastic about your spy work if you didn’t make me give back the stuff I snatch."
Jake is also a Chorister but quite a different one from Janice. Jake is well-trained in martial arts and travels the world and the Otherworlds as a messenger and trouble shooter for an influential Chorister Chantry. On one of his journeys he traversed a silvery road through a domain dominated by Luna and found a fox caught in a ward by the roadside. After freeing the fox it was full of gratitude and offered undying loyalty if he would show it the way to Earth. After reaching the physical world the fox was overjoyed but discovered his oath was binding and asked Jake to give him a new name. Jake decided on Alec.
Alec would prefer to be free of his oath of loyalty to his new master but considers it a worthwhile price to pay for the chance to live outside the realms of spirit. Besides, he’s grown rather fond of the easy-going Chorister. Alec doesn’t understand why he is only able to speak at night but uses the time to share his knowledge of umbral matters and pick Jake’s brain for everything he can learn about Earth. Alec is high strung and very active. With his aversion to anything technological the fox avoids keyboards and doesn’t have the patience to study methods of communication. As a result he keeps quiet during daylight hours but follows most orders that Jake gives him (it’s worth it for the benefits). Jake uses Alec as a spy as the fox can squeeze into places no human would fit and is very good at sneaking around. Unfortunately, Alec also uses these gifts to snatch just about anything that looks “shiny.”
Nick
Quote: "Nothing on the Web about that but your buddy Trigger just Emailed me back. He said to try this..."
During a raid on a Progenitor laboratory Rob, a young Virtual Adept, felt an uncharacteristic moment of sympathy and rescued a white lab rat from its cage. He brought it home and named it Nicodemus after a character from Mrs. Frisby and the Rats of NIMH by Robert C. O'Brien. Rob was stunned when the rat headed for the keyboard of his desktop and typed out a thank you note for the nice new name.
Nick quickly proved himself to be a useful addition to Rob’s life. Although Nick can’t talk he’s a pretty fast typist and loves the keyboard. In fact, Nick loves anything that has buttons and Rob has to keep new inventions wrapped up if he doesn’t want Nick playing with them. Nick has even taken to composing tunes on a synthesizer keyboard that was gathering dust in Rob’s apartment. Nick’s small size limits his talent, though and at times his simple and repetitive tunes drive Rob crazy. Nick more than makes up for this with the computer help he provides. Nick is skilled at finding information both on the Internet and the Digital Web and loves doing it. Always full of energy, Nick has become a regular in Virtual Adept chat areas of the Web and novice Adepts mistake him for a mage.
Nick isn’t able to offer much knowledge on “elite” matters (i.e. technomagic) but is a great source on mundane technical skills and Web navigation. Nick can even enter the Digital Web with Rob and appears there as a small sphere of glowing light that bounces along the ground like a rubber ball. When Rob leaves home he usually leaves Nick behind in front of the desktop. From there, Nick keeps in communication with Rob via Email and Adept-written programs similar to text messaging. Rob carries a palmtop with a cellular modem and has Nick look up information on the ‘Net or Web for him. Nick uses sophisticated applications that Rob wrote to infiltrate data networks.
Nauthna
Quote: "Beware Titanus’ domain. Too many paths and not enough destinations."
Nauthna is a parrot, a red macaw, that lives in the laboratory of a solitary named Wilkins. Nauthna is a mysterious creature and is at times unsettling even to Wilkins. Nauthna is silent for long periods of time and never squawks or makes any noises typical of parrots. It can fly but never wants to leave the laboratory. It surveys its surroundings and all visitors with stone gray eyes and only responds to people when it wants to. Nauthna’s voice is the same as other parrots which only heightens the strangeness of its cryptic advice.
Wilkins does not know why the creature came to live in his laboratory and wonders how it got past his magical defenses. He’s determined that Nauthna means no harm and is a source of true wisdom. Nauthna has uncanny knowledge on a wide range of topics and has offered many insights that have aided Wilkins in advancing his magical prowess. Nauthna reduces Paradox but demands Tass in return. Wilkins considers it a worthwhile arrangement but wonders how long it will last.
Melkolir
Quote: "Yes, I do know that name. But first you’ll have to prove worthy of the answer. Perhaps chess?"
Janus has been a mage of note for years within the Order of Hermes. A member of House Tytalus, he’s never shrunk from a challenge. When he bested an umbrood in its own domain in a contest of logic he was perplexed when the being bade him leave. Janus demanded the pact be honored but the umbrood simply said “later” and Janus found himself alone on an umbral pathway. He made his way back to his sanctum and was still stewing over it a few days later when a cat triggered his wards of protection and sauntered into the room. Ready to drive the interloper away, the cat took a seat by the fire and told Janus not to bother. The cat introduced itself as Melkolir and informed the mage that the umbrood sent it to honor the pact. After sharing a few useful bits of occult lore the cat announced that the fine print of the pact stated that she would stay.
Although initially unwelcome, Melkolir became Janus’ familiar. An orange Persian with elegant long fur, she looks regal even by feline standards. She speaks with an exotic accent and is wise on all manner of topics. However, her help is not free. When Janus wants to hear anything beyond Chantry gossip he must defeat Melkolir in a contest. She usually prefers riddle contests and chess but has tried all kinds of mental puzzles. Melkolir usually doesn’t feel inclined to help people other than Janus but she occasionally accepts a challenge.
Jaeger
Quote: "Grrr..."
Alice Awakened at the age of only 11 and was discovered by the Euthanatos. Coming from a violent and troubled background their teachings on life and death offered solace to the frightened girl. The Euthanatos saw her incredible potential and thought that hers must be an old soul. She took up residence in one of their Chantries and was followed everywhere by a servant’s pet Doberman Pincer. The dog revealed itself to be more than ordinary when it fiercely protected Alice from a fellow student during training. The dog manifested a potent aura and the Chantry leaders declared it was now Alice’s protector and no longer anyone’s pet.
Jaeger looks like a typical Doberman and is unable to speak. He communicates with Alice through subtle body language that only Alice is able to interpret. This communication is quite simple but on rare occasions when Alice looks at Jaeger’s eyes a word or two will form in her mind. Jaeger considers himself Alice’s guardian but also gives her vague hints at times to help her along on her magickal path. Jaeger is trying to convince his charge to take combat training but Alice has an aversion to violence. Some think Jaeger was sent by one of Alice’s previous incarnations to protect her in this life while others think her Avatar quietly summoned the aid. One day Alice asked Jaeger if he’d always protect her. As she looked into his eyes the word “until” was in her mind. Alice can’t get any more information than that from him but she feels his affection for her and considers herself lucky to have such a faithful friend.
Part 2: Some Assembly Required
In the previous section I gave some examples of possible familiars. Hopefully it inspired you to make a few of your own and toss them into your games. For those players who would like a method for devising more detailed and versatile familiars I’ve devised a set of house rules for doing so. Storytellers with a copy of World of Darkness: Bygone Bestiary already know how to create player character familiars and familiars for NPC’s. What follows is a system for building familiars for player characters. For this to be useful you will need to have World of Darkness: Bygone Bestiary.
Original Familiar Background from Mage Players Guide:
See page 47 of The Book of Shadows (Mage Players Guide)
House Rules Revision for Familiar Background:
The Quintessence requirements are the same but the familiar does not automatically eat Paradox. If you want it to eat Paradox you should buy Feast of Nettles (pg. 114 Bygone Bestiary). In 2nd Edition Mage familiars still act as Mentors but in 3rd Edition they become the same dots in Library.
Use the same physical stats and Willpower as those listed in the books for your chosen animal (Bygone Bestiary, Book of Mirrors - Mage Storytellers Guide, and the back of Vampire: Dark Ages Companion). Either have the storyteller determine the social and mental attributes or set each to one and distribute six additional dots among them. I’d recommend an additional die be added to the familiar’s dice pool when making Willpower rolls against things that would make them harm or annoy their master. Toss out the listed Abilities for your animal and use the information below, based on how many dots you put into Familiar.
- 4 Ability points, 0 Backgrounds, 1 Special Advantage point, 10 freebies points
- 6 Ability points, 0 Backgrounds, 2 Special Advantage points, 12 freebies points
- 10 Ability points, 0 Backgrounds, 3 Special Advantage points, 14 freebies points
- 14 Ability points, 1 Backgrounds, 4 Special Advantage points, 16 freebies points
- 18 Ability points, 2 Backgrounds, 5 Special Advantage points, 18 freebies points
Now you can decide your familiar’s abilities using the Bygone Bestiary. Use the Freebie Points chart on page 101. I’d recommend letting players choose appropriate Abilities from the Mage core book and the Bygone Bestiary (for example, a python with Firearms is not appropriate). No Abilities over 3 unless freebies are spent. If you think this creates familiars that are too powerful then try the alternate method: Give the familiar the Abilities listed in their animal description, toss out the extra Ability points and cut the freebies points in half.
Design Notes: This was designed so that even the highest rating in Familiar will not get a familiar as powerful as one made as a player character. There’s just no substitute for a player character familiar. If players start abusing the Feast of Nettles Special Advantage then perhaps you should double the cost. An interesting idea is to allow players to spend their own experience points on improving their familiar. If you do this use the Experience Costs chart on page 101 of Bygone Bestiary but I’d recommend making Special Advantages (cost x2) or even (cost x3).
Familiars designed under this system are more powerful and versatile than those created under the old rules. Storytellers might be concerned that players will become too powerful or dependant on their familiars. However, there are a few things worth pointing out. Familiars usually aren’t all that tough. As they get more and more involved in the action the risk of them getting injured, killed or kidnapped increases. One or 2 lessons should be enough to remind your players how fragile their companions are. Also, the more useful the familiar is, the more the mage’s enemies will notice it and try to harm it.
Appendix: Additional Animals
Here are 2 animals I couldn’t find in the Bygone Bestiary.
Rat (from Vampire: Dark Ages Companion)
STR 1, DEX 2, STA 3
Abilities: Alertness 2, Brawl 1, Dodge 3, Stealth 3
Willpower 4
Health Levels: ok, -1, -5, incapacitated
Bite for 1 die of damage
Mouse (from house rules)
Str 1, Dex 2, Sta 2
Abilities: Alertness 2, Brawl 1, Dodge 3, Stealth 4
Willpower 4
Health Levels: -1, -3, incapacitated
Bite for 1 die of damage
