OOC
WORLD INFO
CHARACTER BASICS
CORE MECHANICS
INTERACTIONS
FACTIONS
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).