Familiar Playbook

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A familiar can gain abilities related to their species such as flight, armor bonuses, or healing when making camp. They also have the ability to recall and cast spells from their former master's domains. Familiars have telepathic communication and the ability to speak all languages.

Being a familiar grants the ability to recall and cast spells from domains of their former master. They also gain custom moves related to their animal nature and resistance to magical effects. A familiar can gain assistance through advising companions or issuing commands to others of their species.

A familiar starts with rations and can choose coins or a dagger and armor for equipment. They also choose two additional items like a book, medical supplies, or antitoxins. Their load is based on their strength.

Choose an appropriate species and describe your appearance: • Flying: owl, bat, hawk, raven, etc.

• Reptile or amphibian: toad, snake, lizard, turtle, etc.


• Mammal: rat, cat, weasel, fox etc.
• Monster: goblin, imp, brownie, homunculus, etc.

Drive
o Servitude Master of My Domain (INT)
Help to fulfill someone’s wishes. Write down 2 of the magical domains (Illusion, Divination, Necromancy, Evocation,
Alchemy, etc.) of your former master. You have a vague recollection of numerous spells
o Respect from these domains, but they never seem to work the way you remember.
Earn respect from someone who doubts you.
_________________________ _________________________
o Liberation
_________________________ _________________________
Free someone from literal or metaphorical bonds.
When you attempt to recall and cast a spell from a selected magical domain, describe
Species Type the spell and what you remember about it. Roll + INT. On a 10+, choose 2 things that go
right and 1 that goes wrong. On a 7-9 choose 1 thing that goes right and 2 that go wrong.
o Flying
Take +1 to Discern Realities when you are aloft.
• Safety: You keep yourself safe from harm or danger.
• Targeting: Your aim is true.
o Reptile or Amphibian • Effect: It works more or less the way you remember it.
Your small size grants you +1 armor.
The GM will describe the effects. Once you cast the spell, it is forgotten and must be
o Mammal recalled again to recast.
When you Make Camp, you heal your full HP.
Animal Nature (WIS)
o Monster Work with your GM to write 2 custom moves associated with your species. See the
You’re a scrappy fighter. Your base damage is d6. Animal Nature Moves page for examples.

____________________________ ____________________________

Fill in the names of your companions in at least one: ____________________________ ____________________________


____________ would make a good master.
When you use an Animal Nature move, roll + WIS. On a 10+, you do it. On a 7-9, you
I’d like to teach ____________ something about magic.
still do it, but the GM will offer you an ugly choice, a hard bargain, or a worse outcome.
____________ underestimates my ability.
Do You Believe in Magic? (WIS)
Language After being overexposed in the past, you have developed a natural resistance to magical
effects. When you attempt to resist a magical spell that targets you, roll + WIS. On a
10+, choose 2. On a 7-9, choose 1.
You understand both Common and the language of your species.
You may only speak verbally in the language of your species. • The spell does not affect you.
You may speak telepathically to all creatures who are within • You learn something valuable about the source of the spell.
range of a normal speaking voice, and everyone will understand
• The source of spell becomes distracted or vulnerable for a short time.
your words as if you had spoken in their language. This ability
does not allow others to speak to you telepathically.

THE FAMILIAR V1.1 BY ALEXANDER BARRETT


Your load is 6+STR. You start with dungeon rations (5 uses, 1 weight.) You
keep a token taken from your former master. Describe it. Choose two:
o A blank book
Choose one: o Bandages
o 5 coins o Poultices and herbs (2 uses, 1 weight)
o A dagger (hand, 1 weight) and leather armor (1 armor, 1 weight) o 3 antitoxin (0 weight)

When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these moves or the level 2-
5 moves.
o Familiar Assistance (INT)
When you offer your advice or criticism to help or hinder a companion, o Family Tongue
you may roll Aid or Interfere with INT instead of bond. If your companion Requires: Mother Tongue
succeeds (or fails if you interfere) because of your intervention, mark XP. You may use your Mother Tongue move on more than one of your species at
a time.
o Mother Tongue (WIS)
When you issue a command to one of your own species, roll + WIS. On a o I Have No Faith in Magic
7+, the target does what you say, at least for a while. On a 10+, choose 2. On Requires: Do You Believe in Magic?
a 7-9, choose 1. If you roll a 12+ to resist a spell, you may replace the option “The spell does
not affect you” with “The spell does not affect you or your companions.”
• The target doesn’t resent you.
• The target understands your command clearly. o Nine Lives
• Your reputation among your own kind isn’t tarnished. When you take damage that would normally kill you, you may spend 1 XP
and take a debility instead.
o Third Nature
Add another custom move to your Animal Nature list. o Ignorance is Bliss
Your small stature avails you. You may ignore the ignores armor tag on
o Double Double attacks against you.
If you roll doubles while recalling and casting a spell, choose one:
o Harder to Hit
• The spell’s effects are doubled. Replaces: Hard to Hit
• The spell’s targets are doubled. Take +2 armor when you use your small size to your advantage.

o Spellbound o Domain Name Server


When you have time and the proper supplies, you may enchant a blank book, Add an additional magical domain to your “Master of My Domain” list.
which allows you to telepathically transcribe notes. After successfully
recalling and casting a spell, you may record notes in your book. When you o Who’s the Boss?
refer to your notes later before using the spell again, take +1 forward. You seem to have a knack for finding people who want to have you as a
familiar. When you’re in a populated area and put out word that you’re
o Hard to Hit looking for a new master, people line up to be selected. Treat your new
When you use your small size to your advantage, take +1 armor. master as an adept hireling with absolute loyalty. Select their cost and
distribute 6 additional points across the other hireling skills of your choosing.
o Old Familiar
Spell casters take +1 to cast a spell if you are physically touching them when o I Have No Idea What I’m Doing
they do it. You may attempt to recall and cast any spells that you have personally
witnessed, even those outside of your former master’s domains. If you do,
o The Smell of Magic take -1 forward to your roll.
In addition to the questions already on the list, you may ask “What here is
magical?” when Discerning Realities. o Give This a Try
When you offer aid to someone who is hacking and slashing in combat, they
o Whisper add 2d4 to the damage dealt.
Instead of speaking with the entire crowd, you may target your telepathic
communication to selected individuals within a group. o Superior Master of My Domain
When you roll a 12+ when recalling and casting a spell, all 3 things go
o Servant’s Servant right.
You’ve learned to conjure an ongoing invisible floating hand. It’s able to
carry Load 2 and manipulate objects at your command. You can call upon o Fourth Nature
this apparition once each day. It will remain in your presence until it is Requires: Third Nature
attacked or you dismiss it. Add another custom move to your Animal Nature list.

THE FAMILIAR V1.1 BY ALEXANDER BARRETT


ANIMAL NATURE MOVES
Flying Mammals
Bat Rat
• Hide in the shadows. • Hide in a corner.
• Echolocate an object or creature. • Squeeze through a tight opening
• Pass through a small opening. • Infect with a disease.
• Navigate a dark and treacherous space. • Call in the swarm.

Owl Cat
• Tear apart with your beak. • Land on your feet.
• Fly silently. • Stalk silently.
• Detect subtle movement and sound. • Climb a precarious obstacle.
• Strike from above. • Cross someone’s path and bring them bad luck.

Hawk Weasel
• Hunt for food. • Endure the cold.
• Rend flesh with your talons. • Find a hidden passageway.
• Spot over a great distance. • Fiercely defend yourself from an attack.
• Dive from a great height. • Slink away.

Raven Fox
• Call upon the murder. • Follow a scent.
• Find a shiny object. • Jump over a high obstacle.
• Mimic an animal’s call. • Trip up a two-legged creature.
• Gather gossip. • Hunt for food.

Reptiles and Amphibians Monsters


Toad Goblin
• Provide a psychedelic vision. • Pick a pocket.
• Catch something small with your tongue. • Rake with your claws.
• Leap a great distance. • Strike a bargain in your favor.
• Disappear in the mud or water. • Voraciously eat almost anything.

Lizard Imp
• Drop your tail. • Transform into a small animal.
• Intimidate with your frills. • Fly a short distance.
• Endure great heat. • Sting with your tail.
• Alter your color to match the environment. • Disappear and reappear.

Snake Brownie
• Strike with venom. • Mend something broken.
• Constrict. • Find safety in the forest.
• Frighten someone. • Create flashes of light and sound.
• Remain completely motionless. • Win someone over with kindness.

Turtle Homunculus
• Hide in your shell. • Poison with a bite.
• Snap your jaws shut. • Spit acid.
• Offer beneficial wisdom. • Hover in the air.
• Continue moving unabated. • Ignore poisons and diseases.

THE FAMILIAR V1.1 BY ALEXANDER BARRETT

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