A familiar is a being, usually a spirit, that has been bound into the service of a mage.
First Edition[]
Familiars may be bound as Twilight beings or embodied ones. Twilight familiars, also known as fetches, are ephemeral beings and, as such, must manifest or use Numina to interact with the world around them. Their master is an exception; familiars can interact with said mage freely. Embodied familiars take the form of an animal of some kind, usually one associated with cunning.
The mage acts as the familiar's Anchor, though it will not bleed Essence, no matter how far it wanders from the mage (all other Essence rules still apply). The master and familiar share an empathic connection. Additionally, the mage can Scry using the familiar's senses and can use the familiar's Essence in place of his own Mana.
Character Sheet[]
The following stats apply to freshly bound familiars. They can be improved by spending experience points.
Twilight Familiar
Attributes: 3/3/2 (allocate dots in any order among Power, Finesse and Resistance)
Willpower: Power + Resistance
Essence: 10 (10 max)
Initiative: Finesse + Resistance
Defense: Higher of Power and Finesse
Speed: Power + Finesse + "species factor" (same as its earthly counterpart)
Size: 5 or less (same as its earthly counterpart)
Corpus: Resistance + Size
Influence: 2 dots (choose one)
Numina: Choose one
Ban: The fetch has one Ban, chosen by the Storyteller
Embodied Familiar
Attributes: 5/4/3
Skills: 9/6/3
Willpower: Resolve + Composure
Essence: 10 (10 max)
Initiative: Dexterity + Composure
Defense: Lower 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, and choose one more
Ban: The fetch has one Ban, chosen by the Storyteller
Second Edition[]
The familiar is an ephemeral being bound by spell to a mage. Commonly, this is a spirit. However, a mage sufficiently skilled in the Death or Mind Arcanum may bind a ghost or Goetic demon instead. Both parties in the pact must be willing, and the agreement can be broken freely at any time by either side.
The bond prevents the familiar from bleeding Essence. Meanwhile, the mage always has a Connected sympathetic connection to the familiar. The two may freely pass Mana and Essence between one another; the resources convert readily, though one point is lost in the exchange either way. The familiar retains its personality, free will, and moral compass.
Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Athletics, Expression, Intimidate
References[]
- MTAw: Mage: The Awakening Rulebook, p. 82-83
- MTAw: Mage: The Awakening Second Edition, p. 101, 183, 253, 260