Familiars
Although Familiars are often found in the houses of Noble races it is not uncommon to see other races acquire them. There is no real 'one' type of Familiar that dictates how all familiars look. Their origins are unknown.
Often their moods range from curious to mean depending on the type of familiar, how they have been trained, and what they do for the person that they serve. Their main goal in their lives is assisting their owners in their daily tasks.
It is not odd to see a younger person in the company of a familiar as they are often seen as protectors and and sometimes 'spiritual guides' until the person harnesses their powers or skills. Some often stay around after this happens. Others will return to where they came from or look for another to protect.
Familiars will sometimes bond with their master/owner for life as it is their choosing where they go and what they do. Most choose living in the presence of another to serve and take care of things.
Familiar's come in different sizes types or summon types [ In red are examples that are allowed]:
- Spiritual [ Ghosts or Specters either medium or small ]
- Physical [ Wolves, Birds, Bats ]
- Insect [ Spiders , Scorpion ]
- Human Like [ Dolls, Faeries, Pixies , Clockwork (wind up), Maids that have 'hosted bodies' ]
- Unique [ Anything that people can't put a existing name on ]
General Strengths
Empathetic Bond(passive) - this allows the ‘master’ or ‘owner’ to have a link with their familiar up to a certain distance. Which means this allows them to communicate with each other in simi lengthy distance. [This means the familiar can be ahead of you on sim map but within reason. This does not cover if the player is WAY across sim obviously that is not acceptable.] Also being Empathetic and having a link/bond with their familiar does not mean that they can see through the eyes of their familiar. With such limited nature that it is most anything may be felt is emotions that could be shared through the tone of link.
[IE: Salrious may tremble in fear because he feels the traces of emotional fear through his familiar at his/her location but CANNOT see where they are at. ]
General Weakness
Weakened Spells(passive) - while a familiar may share or can mimic his/her masters skills they are considered catraps or bothersome annoyances. A Familiar who finds themselves trying to mimic one of their masters skills can see that it comes out as a failure. Some may find it humorous seeing a Familiar trying to ‘zap’ someone and it only singes the targets coat tail. (as example.) This is because the volume of magic or skill that a familiar draws from is very small and even with a granted amulet or charm from their master. Their threat is nothing more than child's play to some when it comes to full blown magic skills. Most Familiars may be intelligent to pool decent magic but not enough to be considered threatening outside of using their own skills.
[ This does not apply to their own personal skill they can pick from below or something that comes natural to them. Example : A spiritual familiar who spits ectoplasm at someone may actually hurt someone (depending on dice roll) vs them mimicking or trying to ‘mimic’ something that does not belong to them.]
Skills
[Remember only to choose 2 out of 5]
Ectospit (active) - Spits Ectoplasm at the aggressor and it can turn into a small rash or what could feel like a third degree burn. ( Rolls under 50 = small rash 50-70 = peels the skin Rolls over 70 = 3rd Degree burn)
Warm Touch (active) - a small stream of warm magic that wraps around the target. May it be another familiar or another person that the familiar is trying at the attempt of healing small wounds [ burns /scrapes / cuts] ( Roll of 30 or higher is required to be considered a success ]
Resistance Elementa (passive) - if a familiar is hit by element and is hurt ( lighting, darkness, holy, fire, water,etc) they can rebound quicker then most other races and types. They do not take full damage to elements like other creatures or races do.
Stalk (active) - Familiars can attempt at camouflaging themselves to spy upon conversations requires a roll of 80 or higher to go un noticed. Anything under they are caught.
Advanced Sensing (passive) - grants a familiar to be aware of another presence before they come in range of the familiar. This allows them to judge if it is a hostile or friendly nature. However may not work all the time. [This depends on who's approaching, what race and if they are cloak/stalking/going unnoticed that is a succeed in an skill that is ‘active’ that requires a roll.)
Empathetic Bond(passive) - this allows the ‘master’ or ‘owner’ to have a link with their familiar up to a certain distance. Which means this allows them to communicate with each other in simi lengthy distance. [This means the familiar can be ahead of you on sim map but within reason. This does not cover if the player is WAY across sim obviously that is not acceptable.] Also being Empathetic and having a link/bond with their familiar does not mean that they can see through the eyes of their familiar. With such limited nature that it is most anything may be felt is emotions that could be shared through the tone of link.
[IE: Salrious may tremble in fear because he feels the traces of emotional fear through his familiar at his/her location but CANNOT see where they are at. ]
General Weakness
Weakened Spells(passive) - while a familiar may share or can mimic his/her masters skills they are considered catraps or bothersome annoyances. A Familiar who finds themselves trying to mimic one of their masters skills can see that it comes out as a failure. Some may find it humorous seeing a Familiar trying to ‘zap’ someone and it only singes the targets coat tail. (as example.) This is because the volume of magic or skill that a familiar draws from is very small and even with a granted amulet or charm from their master. Their threat is nothing more than child's play to some when it comes to full blown magic skills. Most Familiars may be intelligent to pool decent magic but not enough to be considered threatening outside of using their own skills.
[ This does not apply to their own personal skill they can pick from below or something that comes natural to them. Example : A spiritual familiar who spits ectoplasm at someone may actually hurt someone (depending on dice roll) vs them mimicking or trying to ‘mimic’ something that does not belong to them.]
Skills
[Remember only to choose 2 out of 5]
Ectospit (active) - Spits Ectoplasm at the aggressor and it can turn into a small rash or what could feel like a third degree burn. ( Rolls under 50 = small rash 50-70 = peels the skin Rolls over 70 = 3rd Degree burn)
Warm Touch (active) - a small stream of warm magic that wraps around the target. May it be another familiar or another person that the familiar is trying at the attempt of healing small wounds [ burns /scrapes / cuts] ( Roll of 30 or higher is required to be considered a success ]
Resistance Elementa (passive) - if a familiar is hit by element and is hurt ( lighting, darkness, holy, fire, water,etc) they can rebound quicker then most other races and types. They do not take full damage to elements like other creatures or races do.
Stalk (active) - Familiars can attempt at camouflaging themselves to spy upon conversations requires a roll of 80 or higher to go un noticed. Anything under they are caught.
Advanced Sensing (passive) - grants a familiar to be aware of another presence before they come in range of the familiar. This allows them to judge if it is a hostile or friendly nature. However may not work all the time. [This depends on who's approaching, what race and if they are cloak/stalking/going unnoticed that is a succeed in an skill that is ‘active’ that requires a roll.)