Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum
- Text in grey is from source material.
- Text in green is new tweaks to rules.
From Mage:
The Awakening 2nd Ed:
Merit:
Familiar (•• or
••••)
Effect: Your
character has been bonded to a Familiar, an ephemeral entity (a ghost, spirit,
or Goetia) that has agreed to partner her in exchange for safety from bleeding
Essence. Design your familiar with the rules for ephemeral entities in Chapter
Six; it may be wholly in Twilight or Fettered to an item or animal. Two dots in
this Merit indicate a Rank 1 entity. Four dots indicate a Rank 2 entity.
Spell:
Familiar (Spirit ••••)
Practice: Patterning
Primary Factor: Duration Suggested Rote Skills: Athletics,
Expression, Intimidate The mage creates a Familiar bond between a spirit and a
mage, who must both be subjects of the spell. The spirit may not be greater
than Rank 2. The mage gains the Familiar Merit and the spirit the Familiar
Manifestation Condition for the Duration of the spell. Both parties must be
willing, and can end the bond whenever they wish. Substitute Death •••• or
Mind ••••: The mage may bind a ghost or a Goetia as a familiar instead.
Familiars
A Familiar
is an ephemeral being bonded to a mage. The ephemeral being receives the
Familiar Manifestation effect. A mage always has a Connected sympathetic
connection to her Familiar, and if another mage created the Familiar bond, the
Familiar has a strong connection to that mage. The Familiar Merit above.The
Familiar Manifestation lasts until the mage or the Familiar chooses to end it,
or until another mage severs the bond (this requires an Unmaking spell using
the appropriate Arcanum). Once bound, the Familiar retains its personality,
free will, and moral compass (which can vary widely depending on the being in
question). Forcing the Familiar to do something that would compromise its
ethics or violate a ban is an Act of Hubris against Enlightened or
Understanding Wisdom.
Manifestation
Condition: FAMILIAR
The entity has been bonded to a mage. It may use any other
Manifestations freely, but is protected from Essence bleed. The entity and its
bonded mage have a Connected Sympathetic link to one another, may use one another’s
senses with a reflexive action (casting magic through a Familiar requires a
Reach for remote viewing, but does not require the Sympathetic Range
Attainment), and can pass Mana and Essence between them — Mana given to the Familiar converts into Essence,
and Essence given to the mage converts into Mana, but one point of the
transferred resource is lost with the exchange. If an entity under the effects
of Familiar is discorporated, it will reform in a location bearing the mage’s
Signature Nimbus. Causing the Condition: This Condition is created with
the Familiar spell.
Rank Trait
Limits Attribute Dots Max
Essence
Numina
•
Squire/Lesser Gaffling 5 dots 5–8 10 1–3
•• Knight/Greater
Gaffling 7 dots 9–14 15 3–5
••• Baron/Lesser
Jaggling 9 dots 15–25 20 5–7
•••• Count/Greater
Jaggling 12 dots 26–35 25 7–9
••••• Marque/Lesser
Incarnea 15 dots 36–45 50 9–11
Merit:
Potent Familiar (••)
Original
Source:
Tome of the Watchtowers p. 154
Owing to the mage’s (or perhaps his
mentor’s) facility with the Spirit Arcanum, or perhaps some especially
difficult vision quest the mage completed in the Realms Invisible, the Shaman’s
familiar is more powerful than most beginning familiars. This may be just the
advantage a mage needs to survive the difficult early days after his Awakening. This Merit provides the mage with 3 Experience Points that he can use only to
upgrade his familiar. This Merit may be purchased multiple times, but may only
be purchased at character creation. After that, the mage must raise his familiar’s
stats by spending experience points accrued during play.
The Potent Familiar
merit is no longer a Character Creation only merit. Instead it must be purchased when the
familiar merit is first purchased and can be bought multiple times to get Familiar
specific XP that can be used to increase the Rank of the spirit. This merit and associated experience costs
represent the extra time, care and effort made to summon and bind a more
powerful spirit to them. Approval for
taking this Merit more than once must be discussed with the Storyteller.
Ranks: While it might be
possible to strengthen a Familiar to Rank 5 and beyond, it is exceedingly
unlikely to get a Rank 3 Familiar or higher it is also dangerous to the
mage. Being spiritually chained to a minor
god would not be healthy and the chances of retaining free will also
decrease. At what point does the mage
become the Familiar.
PC
Controlled Familiars & Spirits
Usually a spirit should never be
played by a player, they are special tools scalable for use as a storyteller
and usually can only change through growth but never can change their nature
(through will). However, the Storyteller
may approve that a Player may roleplay his character’s familiar. First, the link between the Mage and Familiar
also links this familiar to the Supernal. Magic quickens the spirit, allowing
the Spirit to gain sustenance from Mana converted into Essence. The Mana of a mage holds the same resonance
as the Mana source and when it passes through the Mage it also gains the added
flavor of the Mage’s personality and magical composition. This allows familiars to be a bit more
dynamic than a normal spirit would. For
instance, they can learn!
Familiars cannot have Social Merits
but can take advantage in some cases the External Social Merits of their master
(Contacts, Allies, Retainers, Staff, etc).
If they possess at least close to human intelligence they may help develop
or sustain the relationships represented by these merits. Utilizing these
merits usually limits the Familiar to using ones that only interact with other
spirits and supernatural sources. These
uses require Storyteller Approval. If
the Familiar is helping build Shared Merits like Sanctum: Security or Social
Merits like Allies: Air Spirits, these should be purchased by the Familiar’s
Master instead. Any property or
resources that a Familiar develops are really the property of the mage. Ranks of Spirits increases when they cross
the minimum total dots meets the threshold on the spirit hierarchy table listed
above.
Improving Familiars takes the Mage’s
own Experience Points and Arcane Experience points. If the familiar takes a
central role in a story the player may reward experience points as if the
character were present and acting where ever the familiar was and may split the
experience points rewarded to the Familiar and Master. If a character was not directly involved they
may also opt to have their familiar retain all the experience points they gain.
- Attribute Costs: Power, Finesse, and Resistance are increased with 2 Experiences, this does not require Storyteller approval unless it increases the Rank of the Spirit.
- Influence Costs: Influences can be bought up to the Rank of the Spirit and are 3 Experiences for each point of influence but are limited in how many dots any one influence can have by their Rank.
- Numina Costs: Numina are special tools that allow an ST to represent varied powers of spirits and entities and are not rated based on their rarity or effectiveness. If a Familiar dedicates themselves to learning a lot of new tricks it is at the expense of increasing the spirits overall power instead. Each Numen desired must be approved by the Storyteller on a case by case basis and cost 1-3 Experiences each depending on their power and rarity.
- Using Spell-Like Numina : Sometimes it makes sense for Spirits to gain powers similar to those of their masters, gaining some aspect of the Supernal transitively through the connection in the Mage and a Mage’s Arcana or Path may justify the Familiar getting abilities that mirror that. Or sometimes it is just a matter something Resonant with the Spirit that the current books and systems really don’t have a Numina for. First and foremost, all Spell-Like Numina must Resonant with a Spirit nature and cannot be purchased without that. Spell-Like Numina take penalties for spell factors and each Reach costs an Essence and levies an additional -3 penalty to the roll. The spirit’s Max reach for any given Numen is equal to their Rank and they get one free Reach that can either be used to create the effect instantly or save the free reach and take an hour of preparation. The ST has final say on whether certain powerful abilities can be bought at all. Lastly, their costs vary based on the number of dots in an Arcanum needed to achieve the effect. Numina that replicate Arcana dot practices require the Rank to support that. A 2 dot spell-like Numina requires a Rank 2 entity.
A note on spending Essence to boost stats – not reflected in the text is the nuance of how
these powers work. On its turn a spirit
can spend a number of essence to increase its Attributes for a Scene. These boosts are on a 1 for 1 ratio and any
Attribute bonus cannot exceed Rank + 2.
Only one stat can be boosted in a turn and the boosting must occur on
the spirit’s turn.
The main
types of known Familiars are:
*all can be
embodied or ephemeral, some Familiars can materialize permanently.
- Supernal Companion from a Supernal Realm (Summoners): Requirement: Ruling Arcanum 3
- Infernal Familiars from Abbadon (Inferno) including Animals or Imps: Requirement: UnknownGhost
- Familiars from the Twilight or the Underworld (MtA 2.0 Corebook): Requirement: Death 4
- Geotic Familiars from Astral Planes (MtA 2.0 Corebook): Requirement: Mind 4
- Shadow Spirits from the Shadow (Covered in MtA 2.0 Corebook): Requirement: Spirit 4
- Abyssal Familiars (ST approval): Requirement: Unknown
Prerequisites for Familiar
Binding Ritual (with no Arcana used): Occult OO
While advanced Arcana are the most
obvious way to forge the bond of the Familiar, there are other ways. A Pact (source material dependent upon the
entity) can be used or other hedge magics.
Take the following system from Hunter: The Vigil “Witchfinders” page
183-185:
A mage must possess 2 dots of Occult
and research a Familiar binding spell, this can be done without the applicable
Arcana. They also need to research the entity itself. The ritual involves gathering items with
sympathy between and representative of both the mage and the designed
familiar. For Ghosts this is usually
their anchor and the Mage’s body is offered as the replacement anchor. Without Death magic at least one anchor must
be ritually burned in the case of a Ghost familiar. While the sacraments & correspondences
burn the mage chants the True name (or at least one Sympathetic Name) of the
entity it wishes to bind. The mage then rolls Resolve + Occult as an extended
action (each roll is 5 minutes) while the entity (if unwilling the binding
always fails) Withstands with their Resistance.
To seal the bond the mage dedicates a permanent willpower dot or buys
the appropriate Familiar Merit with experience points. This process does not help the master attract
or summon the familiar, just solidify the bound after negotiation is complete.
Familiar Inherent Traits
In addition to the Familiar creations
rules in the sourcebooks, the following traits for familiars are also used:
- Smpathetic Connection - A mage always has a Connected sympathetic connection to her Familiar, and if another mage created the Familiar bond, the Familiar has a strong connection to that mage as well.
- Shared Senses – The Master and Familiar may use one another’s senses with a reflexive action (casting magic through a Familiar requires a Reach for remote viewing, but does not require the Sympathetic Range Attainment). This does not extend to emotions. One can “ping” the other and feel it when their other is using their senses.
- Manifestation Engine (Ephemeral Only) – the Familiar can use any of their Manifestations freely and do not suffer Essence Bleed over any distance. No roll is required for these Manifestations.
- Source Transfer – The Master and Familiar can transfer energy between them. Mana given to the Familiar converts into Essence, and Essence given to the mage converts into Mana, but one point of the transferred resource is lost with the exchange. This is a reflexive action but they only can tap as much as the mage’s usable mana per turn and this limit applies to the Familiar and the Essence as well.
- Fettered/Anchored - Incorporeal entities have at least one Anchor or Fetter, their Master, but have no limit on how far away they can travel from the mage. They can use Influences and Numina on the Master as easy as they can use their powers upon themselves over any distance. Embodied Familairs are sealed Fettered or Anchored to their host bodies.
- Twilight Slumber - If an entity under the effects of Familiar is discorporated, it will reform in a location bearing the mage’s Signature Nimbus once it has the Corpus to do so. Familiars are not banished back to their home realm when they discorporate. Embodied Familiars die as normal and have to be re-summoned and bonded into the body of a new host. They still suffer from the Amputation effect.
- Innocuous – The familiar gains Innocuous as a free Numen. Anyone but its bonded mage suffers a –2 penalty on perception rolls.
- Amputation - If the corporeal familiar is killed or the incorporeal familiar completely destroyed (no corpus, no essence/mana, and the mage didn’t transfer any mana/essence over in time. The mage loses a Permanent willpower dot to represent the loss of part of the self and that strong spiritual connection. While the mage does not have to re-buy the familiar merits (Sanctity or Merits or sold back for full xp) the mage will have to perform a new ritual of binding and get a new familiar.
- Master’s Protection - A familiar gains half the Mage’s Gnosis rounded up as an armor trait to protect it from harm at all times. If it’s Rank higher it can use that instead at full rating. Class of Wills and Withstands can use either Rank or Gnosis, whatever is higher.
- Magical Synergy - Master and familiar are a team, anytime the master is ritually casting a spell and can physically touch or interact with the familiar confers a +2 Yantra bonus to the casting.
References:
1. Chronicles of Darkness
Corebook “Ephemeral Beings”
2. Mage: The Awakening 2.0
Corebook
3. Summers “Ghost Familiar
Merit” pg 39 (We allow up to 5 dots, not limited by 3 dot)
4. Grimoire or Grimoires
“Goetic Familiar Merit” pg 96
5. Tome of the Watchtowers
“Additional Familiars” pg 154
6. Magical Traditions “Temp
Familiars Lu Merit” pg 54
7. Free Council
“Manifestation Machine Merit” pg 131
8. Summoners “Supernal
Companion Merit” pg 186
9. Witches’ Familiars - Hunter:
The Vigil “Witchfinders” page 183-185 (utilized above only)
10. Inferno “Animal Familiar
Merit” pg 125 (Can adapt this to a Spirit in an animal version)
11. Inferno “Infernal Demon
Imp Familiar Merit” pg 125 (ST approval)
12. Inferno “Twilight
Infernal Demon Imp Familiar Merit” pg 126
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