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familiar
spirits
a spellcaster’s companion for the corporiA rpg
©
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PREFACE TO THIS DIGITAL EXPANSION


Thank you for purchasing the digital edition of this first Corporia
expansion written specifically for spellcasters (sorcerer and witcher
archetypes)! To make your reading experience as comfortable as possi-
ble, please note the following suggestions.

SIZING
Corporia digital products are designed to be easily read on
all tablets and computer monitors. On tablets, it is best
viewed in ‘portrait’ mode showing a single page at a
time.
For reading on your desktop monitor, create a
‘landscape’ viewing experience. Set Adobe Acrobat
or Reader to display a spread of two full pages, so
you’re viewing it just like an open book. You can
set this manually in those programs by selecting
these viewing options:
VIEW > ZOOM > FIT HEIGHT
VIEW > PAGE DISPLAY > TWO-UP
VIEW > PAGE DISPLAY > SHOW COVER PAGE
DURING TWO-UP

BOOKMARKS
This edition uses Adobe bookmark links to
chapters and sections. To turn this view on
(and off), just click the Bookmark icon in the
navigation pane.

HYPERLINKS
When a page number or other item is referenced within
the text and also appears in blue (such as “see page 8”),
you can click on the text to instantly jump to it. Page
numbers that appear on top of art may be hyperlinked
but not blue.

ABOUT THIS EXPANSION


Each rules expansion in the Corporia series carries on
the core rulebook’s numbering in sequence, making it
as easy as possible to cross-reference between books
and variant digital editions. For example, section 1.1
will always be in the core rulebook, and you won’t have
to worry about whether it’s section 1.1 in the core rule-
book or section 1.1 in one of several expansions. The core
rulebook ended with Chapter 6: Game Mastery, and con-
tinued into Chapter 7: New Hires, and Chapter 8: Agents
of Change. This numbering compatibility only applies
between rulebooks, not other game resources (e.g., a
character generation guide or book of adventures).

I | PREFACE
Corporia_Familiars_150612:Layout 1 6/15/15 8:25 PM Page 1

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)

INTERIOR ART (FRONT MATTER)


Blackroom (city sphere), cliparts.co (dragon shadow), Dario Lo Presti (knight in suit),
Mjth (businessman)

INTERIOR ART (CHAPTER 9)


Dreamerve (raven), George Hodan (cat eyes), Mixclipart Mari (conjuring)

INTERIOR ART (CHAPTER 9 ANIMAL SILHOUETTES)


all-silhouettes.com (small dog, large dog, raccoon, skunk, snake, squirrel), inky2010 (cat),
openclipart.org (small bird), Pearson Scott Foresman (medium dog), Peileppe (large bird)

CONTENTS
Front Matter
3 | What is Corporia?

Chapter 9: Familiar Spirits


5 | Conjuring a Familiar
6 | Familiar Abilities
9 | Sample Familiars
12 | Familiar Record Sheet

Copyright © 2015 Brabblemark Press


All rights reserved.

First Digital Printing, June 2015

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

2 | CREDITS AND CONTENTS


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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

6 | CONJURING A FAMILIAR 8 | SIDEBAR: REFRESHING SPELLS


WITH MEDITATION AND TRANSFORMATION. WHEN YOUR DAILY SPELL LIMIT ENDS.

6 | SIDEBAR: SORCEREROUS NAMES 9 | SAMPLE FAMILIARS


ALTERNATE FAMILIAR TERMS. POTENTIAL COMPANIONS TO CHOOSE FROM.

7| FAMILIAR ABILITIES 12 | REGISTRATION SHEET


WHAT THEY CAN DO. A CHARACTER SHEET FOR YOUR FAMILIAR.

4 | CHAPTER CONTENTS
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9.1 | CONJURING A FAMILIAR


Familiars are corporeal manifestations of the Flux in animal form. Like the familiar spirits
of occult lore, they serve spellcasters as pets, companions, and magical aids, and can be
useful both in and out of combat. A ‘caster can have only one familiar at a time.
To first conjure a familiar, a sorcerer or witcher must spend at least one hour in
uninterrupted meditation, drawing upon the Flux to turn a mental image of the familiar
into a solid one. This conjuration also requires a ‘caster’s entire spell energy for one day.
To illustrate, let’s say that Caitlyn is a witcher with MGK 5 who wants to conjure a
familiar. She can normally cast five spells/day without harm, but the act of conjuring a
familiar drains all this arcane energy from her. If she casts any more spells that day, each
additional spell suffers a cumulative -1 casting penalty (just as with normal spell expendi-
ture). If Caitlyn had already cast one spell today (and so has only four ‘free’ daily spells left),
she cannot conjure a familiar today, but must wait until tomorrow when her daily spell
limit refreshes to five. Furthermore, if she becomes interrupted (distracted for 1 minute or
more) during her meditation, the conjuration fails and she loses all her daily spells until
her next refresh.
During the conjuration, the familiar appears in a smoky, undefined form, slowly
becoming corporeal as the ‘caster continues to meditate. Meanwhile, the ‘caster temporarily
grows one or more of the familiar’s physical characteristics, like fangs or feathers. When
the familiar fully manifests, it is outwardly indistinguishable from a living animal, but not
truly sentient. Living animals know instinctively that the familiar is a magical presence
and will flee from or attack it, depending on the natural aggressiveness of the animal in
question. Its personality is reflected from its master; snarling people have snarling
familiars, happy people have happy familiars, etc.
The ‘caster chooses the familiar’s shape.
While one person might attempt to conjure Eschewing the familiar, familiar spirit, or
a raven, another ‘caster might want to con-
animal guide terms that are traditional
jure a black cat, and still another could try
for a fluffy white poodle. Of course, this form
among witchers,
does have some limitations, as imposed by some sorcerers
the Flux and the constraints of the setting. prefer to describe
First, the familiar must resemble a wild, familiars by more
feral, or domestic bird, reptile, or mammal modern or scientific
that is common to The City’s alleys, parks, nomenclature, like:
abandoned lots, and other urban and subur-
ban features. The local Flux energies are ‘ac- - bond creature
customed’ to these shapes and so allow the - mon
creation of familiars that resemble those - phantasmatic
creatures. The Flux cannot shape familiars - plasmaform
that resemble uncommon or exotic animals
from elsewhere (even if specimens do exist in
a zoo, pet store, private collection, and so on).
In addition, a familiar cannot be more massive than its conjurer; an adult ‘caster can’t
conjure a police horse, nor can a Moppet (see Agents of Change section 8.2.3) conjure a large
mastiff. The more unusual the familiar, the more it will draw attention from NPCs. For
example, a man walking a dog probably wouldn’t draw a second glance from most
passersby, and while a snake or rat could be concealed, and a cat or bird might get that
second glance, a raccoon or skunk would probably attract a crowd. Once conjured, a familiar
cannot have its appearance altered or be exchanged for a different familiar; its form is set,
magically bonded to the character until death (see the Nine Lives ability).
Finally, perhaps because of some magical duality of yin and yang, a conjured familiar
is always the opposite sex of its master.

INTRODUCTION TO FAMILIARS | 5
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9.2 | FAMILIAR ABILITIES


Each familiar shares a mental bond with its master, allowing the ‘caster to command it,
see through its eyes, possess it, or use it as a spell delivery agent. Some of these abilities
cost spell energy to activate (i.e., spend one spell use from the ‘caster’s daily limit, much
like with conjuration), as noted in the list below. Activating one of these abilities in combat
(or in other situations where concentration is vital; Director’s call) also requires 1 Move or
Attack action to use.

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.

9.2.6 | NINE LIVES


Because it is not a living being, a familiar cannot be easily killed. When ‘slain,’ its corporeal
form simply dissipates into the local Flux. It can be summoned again after [24 – MGK]
hours, seemingly no worse for the experience.

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.”
Corporia_Familiars_150612:Layout 1 6/15/15 8:25 PM Page 8

COST: You can speed up this regenera-


tion process by expending one unused daily A ‘caster can choose
spell to reduce the time by 6 hours. when her daily spell
For example, Caitlyn has MGK 5, so her limit refreshes: at
familiar regenerates in 19 hours (24 – MGK sunrise, noon,
5 = 19), but let’s say that she doesn’t want to dusk, or at
wait that long. She hasn’t cast any spells yet midnight.
today, so she can ‘spend’ four of her five
daily spell uses to reduce the regeneration Once a time
time from 19 hours to 0 hours (in other
is chosen, it
words, instantaneously). Of course, Caitlyn
can only spend from her unused spell limit; is permanent for
if she already cast three of her five daily the life of her
spells, she can only spend the two remaining character.
spell uses on her familiar’s regeneration –
thus reducing the time from 19 hours to 7
hours. She now has no ‘free’ daily spells left,
and any remaining spells cast today suffer a cumulative –1 casting penalty as normal.
A familiar can ‘die’ eight times and be restored without incident, as mentioned earlier.
On its ninth death, however, it cannot be restored. You can then meditate and spend a
day’s worth of spell energy to conjure a new familiar. This familiar may resemble the
previous familiar, but can’t be exactly identical. For instance, you may conjure a new cat
familiar to replace a slain cat familiar, but the new one must be slightly different in size,
or coloration, or breed, or so on. Appreciate your familiar while you have it – you’ll never
have exactly the same one again.
SPECIAL: If a ‘caster attempts to ‘kill’ his own familiar, each wound acts as a self-
inflicted wound upon the ‘caster, becoming cumulatively more painful with each death.
For example, if a familiar suffers two wounds and dies by its master’s hand, the ‘caster
suffers an equivalent two wounds. The next time the ‘caster slays his familiar, he suffers
the inflicted wounds plus one additional wound. The third time, the ‘caster suffers the
inflicted wounds plus two additional wounds.
If one of the ‘caster’s allies attempts to slay the familiar, that ally suffers those
sympathically inflicted wounds instead.

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).

9.2.8 | SPELL SHARING


If the familiar is within your line of sight, you can use it to deliver a ‘touch’ spell just as
if you cast it yourself. Furthermore, you can choose whether any spell you cast upon your-
self also affects your familiar.
COST: Neither action costs a daily spell use, except for the ‘touch’ or ‘self’ spell itself,
but the TN to cast it increases by +2.

8 | FAMILIAR ABILITIES
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9.3 | SAMPLE FAMILIARS


Like their masters, familiars take the high result on a Flux Dice roll. Their Core Compe-
tencies are: Core Values 6, Skill Set 8. They have no KNO rank or KNO-based skills, and
mostly ‘1s’ in the STR core value; large canines might have a STR of 2. Any core value or
skill rank may be 0 (zero); familiars with Athletics 0 only move [DFT –1] feet per turn, and
familiars with MTL 0 have only 1 wound level. Familiar can sprint without running first.
Familiars use Fisticuffs to attack, but cannot use weapons or tools effectively; they
use unarmed attacks [DFT + Fisticuffs] instead. They cannot wear armor, but mammals
can wear suit weave ‘vests’ that can be summoned or dismissed along with the familiar;
these specially tailored vests have a cost equivalent to human suit weave.
Advanced magic ops training is available for a cost of $65,000 (see page 12).

BIRD, SMALL | 9.3.1


QR: INIT +3; MV 100’ (fly); ATK +6 [0 dmg]; DEF +10; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 0, Fisticuffs 1; DFT 5, Athletics 5; MTL 0; KNO 0;
WIT 1, Instinct 2; MGK 0
T YPICAL ATTACK: Small birds can fly at an enemy’s face; a successful attack
deals no damage but causes that enemy to lose its next action.
SPECIAL: Flight
EXAMPLES: Pigeon, Sparrow, Starling

BIRD, MEDIUM | 9.3.2


QR: INIT +3; MV 100’ (fly); ATK +4 [1 claw dmg]; DEF +8; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 1, Fisticuffs 1; DFT 3, Athletics 5; MTL 0; KNO 0;
WIT 1, Instinct 2; MGK 1
T YPICAL ATTACK: Medium birds can fly at an enemy’s face (use the rules for
small birds) or attempt to rake with their talons.
SPECIAL: Flight
EXAMPLES: Crow, Owl, Peregrine Falcon, Seagull

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

DOG/CANINE, SMALL | 9.3.4


QR: INIT +4; MV 75’; ATK +4 [1 bite dmg]; DEF +5; DR 0/0/0; WD 2
T YPICAL ABILITIES: STR 1, Fisticuffs 2; DFT 2, Athletics 3; MTL 1; KNO 0;
WIT 1, Instinct 3; MGK 1
T YPICAL ATTACK: Small canines can nip at ankles or run between a foe’s feet
to trip; a successful trip attack deals no damage but causes the opponent
to lose its next action.
SPECIAL: Canines gain an additional +2 bonus on Instinct checks when they track by scent.
EXAMPLES: Beagle, Dachshund, Fox, small Terriers

SAMPLE FAMILIARS | 9
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DOG/CANINE, MEDIUM | 9.3.5


QR: INIT +4; MV 75’; ATK +4 [2 bite dmg]; DEF +5; DR 0/0/0; WD 2
T YPICAL ABILITIES: STR 2, Fisticuffs 2; DFT 2, Athletics 3; MTL 1; KNO 0;
WIT 1, Instinct 3; MGK 0
T YPICAL ATTACK: A medium canine can bite or trip an enemy (use the trip
rules for small canines). On a successful bite attack, the canine can
perform an opposed STR check each round to maintain its hold; if successful, it automat-
ically deals bite damage each round it maintains the hold.
SPECIAL: Canines gain a +2 bonus on Instinct checks when they track by scent.
EXAMPLES: Bulldog, Chow Chow, Coyote, Labrador Retriever

DOG/CANINE, LARGE | 9.3.6


QR: INIT +3; MV 75’; ATK +4 [2 bite dmg]; DEF +5; DR 0/0/0; WD 4
T YPICAL ABILITIES: STR 2, Fisticuffs 2; DFT 2, Athletics 3; MTL 2; KNO 0;
WIT 1, Instinct 2; MGK 0
T YPICAL ATTACK: A large canine can bite an enemy (use the bite rules for
small and medium canines) or attempt to knock the enemy prone. On a
successful knock-down, the canine can perform an opposed STR check
each round to keep the enemy prone.
SPECIAL: Canines gain a +2 bonus on Instinct checks when they track by scent.
EXAMPLES: Akita, Bloodhound, Golden Retriever, Rottweiler

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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SNAKE, SMALL | 9.3.10


QR: INIT +6; MV 75’; ATK +3 [wand dmg]; DEF +5; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 0, Fisticuffs 1; DFT 2, Athletics 3; MTL 0; KNO 0;
WIT 2, Instinct 4; MGK 2
T YPICAL ATTACK: Snakes use their sharp fangs to bite.
SPECIAL: A familiar snake’s bite injects Flux energy as venom. This deals
arcane damage equivalent to a touch attack from its master’s wand.
EXAMPLES: Black racer, garter, hognose

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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Valyant No. 4102-102; Classified

Watchman Private Security Department


Form AF-1, Arcane
Covert Operations and Special Tactics Division [Knightwatch] Familiar Registration

1. Familiar Information
Full Name Call Name Sex

qAvian qCanine qFeline qReptile qOther Small Mammal qOther:


Breed(s) Color Weight

Identifying Marks

Is familiar also registered as animal? q yes If yes, in what district/neighborhood?


q no

2. Core Values and Skill Set 3. Base Fitness Ratings


STR DFT MTL WIT MGK Melee Ranged vs. Physical vs. Mental
Initiative Dodge Sprint
Attack Attack spell spell
Fisticuffs Athletics Firearms Valor Instinct

Special Modifiers (+/-)

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.

6. Body Side View(s) (insert sketch or photograph)

Employee Name (print) _______________________________________ (signature) _______________________________________________

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