Action!/Schtick/Sorcery/Familiar

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Familiar[edit | edit source]

Tier 3
Provides a Magical Being that enhances and supports the Sorcerer in many different ways. Built as Supporting Character starting with 5p. Choose two of the following:

Ride Familiar[edit | edit source]

Tier 1
You may fall in a trance, looking through your Familiar's eyes.

Telepathic Command[edit | edit source]

Tier 1
You may communicate with and command your Familiar at any range.

Homunculus[edit | edit source]

Tier 1
While in physical contact with the Familiar, the Sorcerer gains Regeneration 1. Familiar gains Regeneration 1.

Power Fountain[edit | edit source]

Tier 1
Share Power with the Sorcerer.

Powermonger[edit | edit source]

Tier 1
Raise Daily Power Pool Gain by 1

Charge Master[edit | edit source]

Tier 1
While the Familiar is in physical contact with the Sorcerer, they may trade a Power point each for a positive AV die on Sorcery rolls.

Flaws[edit | edit source]

Channel Lifeforce[edit | edit source]

Flaw 1
The Sorcerer protects the Familiar by absorbing half the Damage the Familiar receives.

Channel Death[edit | edit source]

Flaw 1
The death of the Sorcerer's Familiar causes severe backlash, even if the Familiar is Immortal, has Inevitable Comeback, or any other protection from Death.
The Sorcerer falls down, unconscious, and loses all Power points, Shock points and all but 1 Wound.

Disingenious[edit | edit source]

Flaw 1
The Familiar is now feels it is working under duress, and will try to shirk its duties as often as possible. Interaction will keep it in line, most of the time.

Dealmaker[edit | edit source]

Flaw 1
The Familiar wants to be payed for its services, every time. Some cajoling might allow for temporary tabs, but most of the time the Familiar wants to be payed upfront.