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familiar
spirits
a spellcaster’s companion for the corporiA rpg
©
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SIZING
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I | PREFACE
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corporia:
familiar
spirits
a spellcaster’s companion
Mark Plemmons
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CREDITS
WRITING, DEVELOPMENT, AND GRAPHIC DESIGN
Mark Plemmons
COVER
Flat-it (Bebas font), Oleg Kozlov (witcher with raven), Peshkova (background)
CONTENTS
Front Matter
3 | What is Corporia?
ISBN 978-0-9914897-4-9
This is a work of fiction. Names, characters, places, logos, businesses, institutions, organizations, corporations, products, incidents,
and locales either are coincidental products of the author’s imagination or are used fictitiously. Pop culture references are included
to help readers capture the look and feel of Corporia. No violation of copyright or trademark ownership is intended.
No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photo-copying, record-
ing, or other electronic or mechanical methods, without the prior written permission of the publisher, except in the case of brief quota-
tions embodied in critical reviews, and certain other non-commercial uses permitted by copyright law.
www.brabblemark.com
WHAT IS CORPORIA?
If you’re reading this expansion, you probably already know what Corporia is. On the other
hand, maybe you ran across this expansion by accident, or downloaded it with a batch of
pirated files (which you really shouldn’t, but we won’t get into that now). So, just for you,
let’s recap what Corporia is. The rest of you can skip ahead.
Corporia is a tabletop role-playing game set in ‘The City’, a near-future metropolis
ruled by an alliance of powerful mega-corporations. Players take on the roles of members
of the Knightwatch, the elite supernaturally-powered special operations unit of the
Watchman private security company, under the auspices of its mega-corporate entity
Valyant and Chief Executive Officer Lance Martin—the reincarnated Sir Lancelot du Lac.
The Knightwatch resolve extreme incidents involving manifestations of other-dimensional
energies (aka the Flux), including mutated humans, monsters from exotic dimensions, and
corporate experiments gone wrong.
Members of the Knightwatch have been hand-picked from individuals touched by the
Flux, ironically gaining their abilities from the very force that also transforms innocent
citizens into dangerous mutants and provides fascinating new resources for the mega-corps
to exploit. Exactly how an individual’s powers manifest depends on his or her personality,
social caste, and profession, among other factors.
Because public knowledge of your character’s abilities could lead to him or her being
hunted down by cryptids, criminals, and rival mega-corporate research teams, the Knight-
watch is usually a character’s only family. Thus, how your characters interact with each
other is as much a part of the Corporia
experience as combat, if not more so.
For example, not every character may
agree on the correct action to take
when a child insists on protecting
her ‘imaginary friend’ or when a
doctor starts stealing from
the blood bank to support
his wife’s newly Flux-acquired
vampirism. Your characters’
decisions are as equally
valid a way to provide
conflict as are the threats
of monsters, rogue Virtual
Intelligences, and even
greedy mega-corporate
overlords. It’s all about
role-playing.
WHAT IS CORPORIA? | 3
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9
FAMILIAR
SPIRITS
4 | CHAPTER CONTENTS
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INTRODUCTION TO FAMILIARS | 5
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9.2.1 | AUTONOMY
Familiars are less autonomous than living creatures, with no natural curiosity or hunger,
and so do not wander off or explore on their own. Unless otherwise commanded, they stay
by their master’s side. They do not use their skills (i.e., make skill checks) unless attacked
or when their master or the Director instructs them to do so.
9.2.2 | COMMAND
A familiar understands simple verbal commands (attack, come, guard, fetch, heel, protect,
sit, stay) and follows them to the best of its ability. Because of the familiar’s magical link
with you, no training or skill check is required. The magical link also allows for silent
mental commands, and some minor extrapolation (like “attack that morlock”, “protect
John”, or “go to that red car”), within reason.
Complex commands that require reasoning and/or have two or more steps (like “go to
that door, count to 10, and then bark as loudly as you can”) are too difficult for the familiar
to follow. For complex tasks, wait for the familiar to complete one command before you
issue the next one, or use the Possession ability instead.
9.2.3 | DISMISS/SUMMON
There may be times when it’s too inconvenient or dangerous to have your familiar accom-
pany you. Rather than leave it behind or subject it to the dangers of the mission, you can
magically ‘dismiss’ the familiar, essentially dissolving it into the ambient Flux of The City.
It can then be ‘summoned’ to reconstitute at will. The familiar always returns in its original
shape and within arm’s length of its master.
COST: Summoning a familiar costs one daily spell use, but it can be dismissed at will
(no cost).
9.2.4 | EYE-JACK
You can see the world through your familiar’s eyes. While doing so, however, your own
vision is obscured. For example, if Christopher uses this ability to see through his canine
familiar’s eyes, he sees everything that the dog sees, but his human eyes are temporarily
blinded.
COST: This ability costs one daily spell use to activate, but can be dismissed at will (no
cost).
9.2.5 | MINDLESS
Familiars are immune to Charm, Horror, Influence, and other such mind-affecting spells
and spell-like abilities. Thus, they have no Valor statistic; use the master’s when needed.
6 | FAMILIAR ABILITIES
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“DURING THE
CONJURATION, THE
FAMILIAR APPEARS IN
A SMOKY, UNDEFINED
FORM, SLOWLY
BECOMING CORPOREAL
AS THE ‘CASTER
CONTINUES TO
MEDITATE.”
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9.2.7 | POSSESSION
This ability allows you to take possession of your familiar, commanding its body as if it
were your own. You hear, see, touch, taste, and smell everything just as your familiar
would. However, your human body is effectively in a coma for the duration—unable to
consciously feel, speak, hear, or move.
COST: This ability costs one daily spell use to activate, but can be dismissed at will
(no cost).
8 | FAMILIAR ABILITIES
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CAT | 9.3.3
QR: INIT +5; MV 75’; ATK +4 [1 claw dmg]; DEF +6; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 1, Fisticuffs 1; DFT 3, Athletics 3; MTL 0; KNO 0;
WIT 2, Instinct 3; MGK 1
T YPICAL ATTACK: Cats can swipe with their claws or run between enemy feet
to trip; a successful trip attack deals no damage but causes the opponent
to lose its next action.
SPECIAL: Cats gain an additional +2 bonus on DFT-related sneaking checks.
EXAMPLES: Domestic Longhair or Shorthair, Persian, Siamese
SAMPLE FAMILIARS | 9
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RABBIT | 9.3.7
QR: INIT +3; MV 125’; ATK +5 [0 dmg]; DEF +9; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 0, Fisticuffs 1; DFT 4, Athletics 5; MTL 0; KNO 0;
WIT 1, Instinct 2; MGK 1
T YPICAL ATTACK: Although living rabbits prefer to flee, rabbit familiars can
run between an opponent’s feet to trip; a successful trip attack deals no
damage but causes the opponent to lose its next action.
SPECIAL: Rabbits have an additional +2 bonus on jumping-related Athletics checks.
RACCOON | 9.3.8
QR: INIT +5; MV 75’; ATK +4 [1 bite/claw dmg]; DEF +4; DR 0/0/0; WD 2
T YPICAL ABILITIES: STR 1, Fisticuffs 3; DFT 1, Athletics 3; MTL 1; KNO 0;
WIT 3, Instinct 2; MGK 0
T YPICAL ATTACK: A raccoon can deal small claw or bite attacks, or run
between an enemy’s feet to trip; a successful trip attack deals no damage
but causes the opponent to lose its next action.
SPECIAL: Raccoons get an additional +1 bonus on climbing-related Athletics checks.
RAT | 9.3.9
QR: INIT +6; MV 75’; ATK +2 [1 bite dmg]; DEF +4; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 1, Fisticuffs 1; DFT 1, Athletics 3; MTL 0; KNO 0;
WIT 2, Instinct 4; MGK 2
T YPICAL ATTACK: Rats can inflict small but painful bites.
SPECIAL: Rats gain a +2 bonus on hiding-related DFT checks.
10 | SAMPLE FAMILIARS
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SKUNK | 9.3.11
QR: INIT +3; MV 25’; ATK +5 melee [1 bite dmg], +5 ranged spray; DEF
+5; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 1, Fisticuffs 1; DFT 4, Athletics 1, Firearms 4 (spray
only); MTL 0; KNO 0; WIT 1, Instinct 2; MGK 0
T YPICAL ATTACK: Skunk familiars are prized (and feared) for their noxious
spray, but can inflict small bites or run between an opponent’s feet to trip; a successful
trip attack deals no damage but causes the opponent to lose its next action.
SPECIAL: Once per turn, a skunk familiar can spray liquid musk at a single opponent within
5 feet. Attacking a target past 5 feet applies a –2 penalty to the attack. At 10 feet, add
another –2 (–4 total), at 15 feet add another –2 (–6 total), and so on to the max effective
25-foot range (–10 total).
A sprayed opponent loses his remaining Attack actions this round. The victim must
also succeed at a [STR + MTL] check versus TN 15, or lose all Attack actions for the
following round as well.
SQUIRREL | 9.3.12
QR: INIT +3; MV 100’; ATK +5 [1 claw dmg]; DEF +8; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 1, Fisticuffs 1; DFT 4, Athletics 4; MTL 0; KNO 0;
WIT 1, Instinct 3; MGK 0
T YPICAL ATTACK: A squirrel can rake with its sharp claws.
SPECIAL: Squirrels get a further +2 bonus on climbing-related Athletics checks.
SAMPLE FAMILIARS | 11
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1. Familiar Information
Full Name Call Name Sex
Identifying Marks
4. Advanced Training (familiar has received magic ops training* in these**) 5. Head Front View (insert sketch or photograph)
qAgility (+1 bonus to Defense checks)
qArson Detection (+2 bonus to Instinct checks to detect accelerants)
qCorpse Detection (+2 bonus to Instinct checks to locate human remains)
qCryptid Detection (+1 bonus to Instinct checks to locate one particular type of cryptid)
qExplosives Detection (+2 bonus to Instinct checks to locate explosive devices)
qNarcotics Detection (+2 bonus to Instinct checks to locate residual drug odors)
qSuspect Apprehension (+1 bonus to Attack checks made to herd, hold, or trip the target)
qTracking (+1 bonus to Instinct checks to locate one specific person)
*Magic ops training workshops have an additional cost of $65,000 per familiar.
**A familiar can only be specialized in one of the above; once trained, this is permanent.