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[DL] Rules for familiars? [Goff?]



Hi all.

Thought the rules for Huckster Familiars were a bit boring (like, there
really are none except the familiar background in H&H), so I came up with a
list of powers one of my characters can buy for his familiar. Any
feedback/new power ideas etc mucho appreciated. Especially for the "Use
Senses" power, which I don't like in its present form.

The familiar gets made up as per normal (from RV&C1) and I gave him three
points of the following powers to start with, then the character can use
his/her bounty points to buy more as time goes on...

Brian "Looking forward to any/all comments" Leybourne.

--

Familiar Powers (level 1-5 in all cases)

(Bounty Point Cost: Next level * 2. New power costs 3 points)

Magical Focus

Each level adds +1 to all spell casting rolls when familiar is within range
(see Range power). This bonus does not apply when racking spells in familiar
(see Magic Rack power).

Magical Rack

This power allows the character to 'rack' spells in his familiar. Spells are
cast into the familiar and may be recalled at any future time. The card draw
for the spell is made at the time of casting, so the caster will know
exactly how potent the spell will be when it is drawn from the familiar.
High enough levels in this power will even allow the familiar to cast racked
spells itself. Casting the racked spell takes one action, and is treated as
a trick - the caster (or familiar) must make the original casting roll again
(note that the familiar may have a different die type than the caster) and
draw one card for every success and raise (difficulty 5) - as long as any of
the cards are red, the spell is successful. This roll is also used to
determine if the spell hits successfully (for spells that must be targeted,
such as soul blast). If the roll is failed or all black cards are drawn, the
racked spell fails and is lost.

Level 1: Rack one spell in the familiar. Can use it while familiar is in
range
Level 2: Rack one spell. Use while familiar is in range, from character or
from familiar.
Level 3: Rack two spells. Use while familiar is in range, from character or
from familiar.
Level 4: Rack two spells: Familiar can use (intelligence allowing) while in
range.
Level 5: Rack three spells. Familiar can use (intelligence allowing), even
if not in range.

Intelligence

The more intelligent the familiar, the better it can understand verbal or
telepathic (see relevant power) commands. The base chance a familiar will
understand such commands is 3d4. Each level in this power increments the die
type (to a maximum of d12+2). The base difficulty is generally 5, although
more complex commands may raise the difficulty. Simple commands, such as
'fetch!' or 'attack!' do not generally require a roll (or are difficulty 3).
This power in no way replaces or supplants the animal's natural instincts or
cunning.

Telepathy

Allows telepathic communication with the familiar. This is limited to the
physical distance determined by the Range power. The Intelligence Power
determines how easily the Familiar will understand the command.

Level 1: Single word commands (one way only - animal cannot respond)
Level 2: Short (self evident) sentences (one way only)
Level 3: Animal can respond with single words (Intelligence allowing)
Level 4: Animal can respond with simple (short) sentences
Level 5: Normal conversations are possible (Intelligence allowing)

Range:

The Range power determines how far the Familiar can be from the character
and still grant the character its abilities and powers. The base is 10
yards. Each level in this power adds another ten yards (to a maximum of
sixty).

Fate Chips:

Ordinarily, animals cannot use fate chips. This power gives the familiar
fate chips to use (at the start of the session, as usual). The character is
always able to give fate chips to the familiar for the usual cost (another
chip of the same level or greater).

Level 1: One random fate chip per night. Chip is lost at the end of the
session if not used
Level 2: One random fate chip per night. Chips may be stored from session to
session
Level 3: Two random fate chips per night. Chips may be stored from session
to session
Level 4: Two random fate chips per night. Chips may be given to character
for usual cost
Level 5: Three random fate chips per night. Chips may be given to character
for usual cost

Use Senses:

This power allows a character to utilise the senses of his familiar, from a
distance. In this way, the character may know what his familiar is seeing,
smelling, etc. This power only works while the animal is within range (see
Range power), and is extremely draining - the character loses 1d4 wind per
round while using this power. This wind loss comes back slowly, at a rate of
three points per hour.

Level 1: Character may look through familiar's eyes while within range
Level 2: As level one, but character may also hear through familiar's ears
while in range
Level 3: As level two, plus character can smell what the familiar smells
while in range
Level 4: As level three, but the wind loss is now only 1 wind per round
Level 5: As level three, but the character is no longer physically drained
by the use of this power


.-->
Brian Leybourne
NT Systems Administrator
Wang; Air New Zealand
brian.leybourne@airnz.co.nz

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