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OOC
INTRODUCTION
RULES
STAFF
PREMIUM ACCOUNT
WORLD INFO
SETTING & MAP
WEATHER & SEASONS
FESTIVALS
CHARACTER BASICS
CHARACTERS
BREED & ADOPT
AFTERLIFE
CORE MECHANICS
DICE
STATS
COMBAT
MAGIC
STEALING
ESCAPE & CAPTURE
TRESPASSING
RAIDS
INTERACTIONS
TRADES
NPCs
FAMILIARS
FACTIONS
FACTION INFO
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Familiars
Familiars are creatures that characters can tame as pets. Anyone can have a Familiar, and there is no 'process' for obtaining one; but players should be cognizant of the impact their Familiar's size and appearance have on others. Other characters may find it rude, disruptive, or threatening if a character brings a large or intimidating Familiar with them.
- Cannot be a canine, feline, or hyena.
- Can be any other type of realistic or fantasy type creature - such as a unicorn, dinosaur, snake, raven, etc; but should be able to exist in a prehistoric type setting, fantasy or realistic - ie a robotic squirrel or a sentient rubber tire would not be allowed
- Passive magic is allowed to enhance the Familiar's appearance (ie smoke coming from the nostrils or flowers growing in the fur, etc)
- Cannot be Giant-sized animal (see NPCs for size comparison). A 'giant' species of familiar can be played if the Familiar's body is smaller than normal (so that they are not giant-sized). This must be clearly stated any time the Familiar appears in a post.
What can Familiars Do?
Familiars are limited to basic actions that a trainable pet or wild animal would have.
Familiars can NOT:
- speak verbally
- communicate (in any way) complex sentences
- read, write, chart maps, etc
- craft or build items
- cook or brew potions
- other complex, intellectual tasks
Familiars CAN:
- mimic words or sounds (depending on species, such as a parrot or raven)
- telepathically communicate basic thoughts and feelings only to their owner
- provide companionship, comfort, and entertainment
- deliver items or messages
- carry / transport items or characters (if large enough)
- assist with simple tasks or scout terrain
Familiars in Combat
Familiars can be used in combat, but their actions must be dice-rolled.
- All Familiars have 5 health, regardless of size.
- Familiars always dice-roll using the character's Charisma stat
- A Famiiliar's dice-roll action will use up one of the character's dice-rolls (not the NPC roll)
- Familiars are affected by any abilities that would affect the character's charisma modifier.
- Familiars can use any magic spells possessed by their owner (it's assumed the character's magic is flowing through the Familiar). A Familiar using a spell will use both the character's dice-rolls (1 Charisma roll for the Familiar and 1 character dice-roll for the spell being used). This will put that spell on a cool-down, the same as if the character had cast the spell.
- If a Familiar blocks an attack with their body, the Familiar will take the damage. If the Familiar reaches 0 health, they immediately flee the area or become incapacitated. A Familiar will immediately flee the area if their character is captured, kidnapped, or incapacitated (character has 0 health).
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