FrivYeti/FamiliarStuff

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Merits

Mutation note: I don't think that Familiars should be allowed to purchase the Large, Huge, Giant, Small, Dimunative, Sturdy, or Tough mutations. These mutations are far more powerful than their cost would suggest, and exist for NPC purposes only.

Size: Note that familiars who do not have one of these Merits are assumed to be about the size of a large cat or small dog.

Large: (1 pt). The familiar is anywhere from the size of a large dog to the size of a horse, and probably weighs over 200 lbs. Increase the familiar's Strength by 1, and it can buy its Strength up to 7 without having to double cost. However, it suffers a -1 die penalty to Dodge and Stealth rolls, and cannot fit into many small areas.

Huge: (2 pts). The familiar is very large; up to ten feet tall/long and weighs over 600 lbs. Increase the familiar's Strength by 2 and give it one extra -1 health level. It can buy its Strength up to 10 without having to double cost. However, it suffers a -2 die penalty to Dodge and Stealth rolls, and has extreme difficulty with most indoor or underground areas.

Small: (1 pt). The familiar is quite small, and weighs under 10 lbs; from the size of a small cat to that of a mouse or small bird. The familiar's Strength is reduced by 1 (to 0), and it cannot buy Strength above 3 without doubling cost, but it gains +1 die to Dodge and Stealth rolls, opponents' attack rolls against it are at -1 die, and can easily be carried by its master or otherwise slip about.

Tiny: (2 pts). The familiar is miniscule, weighing significantly less than a pound; the size of a hummingbird or large insect. The familiar's Strength is reduced by 1 (to 0), and it cannot buy Strength above 1 without doubling cost; it cannot even then buy Strength above 3. It also loses one -2 health level. However, it gains +3 dice to Dodge and Stealth rolls, opponents' attack rolls against it are at +1 difficulty, and it is very easy for it to vanish due to its tiny size.

Essence Resevoir: (1 - 5 pts). The familiar is capable of containing a small amount of extra Essence. This Essence may be shared with its master, or (if it can channel Essence) used by itself. For each point, 2 motes of Essence are stored.

Speech: (1 pt). The familiar is capable of speech. Either it can communicate telepathically with only its master, or it can speak any language it understands. Each ability may be purchased seperately.

Flaws

Quadraped: (1-2 pts). The familiar has no hands. For 1 pt, it lacks opposable thumbs and suffers a -4 die penalty to any action based around carrying in its hands or manual dexterity. For 2 pts, it lacks any sort of hand and cannot perform such actions at all. This is a very common flaw for familiars.