Caster’s Companions

What System(s)?

As you’ll come to learn, at Penny Thought Exchange, we think people make too big of a deal about different systems and converting stats and rules. It’s usually pretty easy, and going into mathematical formulas or developing schemes for “direct conversions” often lead to wildly unbalanced characters or mechanics. This is because different systems utilize abilities and statistics in different ways, and rely on different ones for the same things. It’s also because many games are scaled differently, or contain mechanisms to balance out the rule or character you’re converting that do not exist in your system of choice. That’s why it’s best to go with the general feel of the rule, monster, or character being converted.

We won’t drag this out or belabor the point. Here’s a guide to converting if you want to look it over. Instead, we’ll illustrate by way of example, beginning with a default of general OSR rules - such that are compatible with pretty much any edition of D&D/AD&D pre-3e - how we would utilize the same rules or ideas in a few other systems that we’re familiar with. Fair warning, we’re old, so the systems we’ll give examples of may also be kind of old, but they will nevertheless give you a fine idea of how to do the same for the system for which you wish to “import” said rule or character - in this case, rules for familiar and unfamiliar spirits. Besides, we want to show a strange variety of system types to better demonstrate the ease with which rules and characters can be converted.

Our rules for familiar spirits are both more useful and more dangerous than as given in most OSR systems, but only a bit - because that’s the way we roll. Unfamiliar spirits are their own thing, and are much more durable than familiars, though not also without risks, though overall much lower ones.

Familiar Spirits

“Familiar” is the commonly-used term for a creature that in times past was called a “familiar spirit.” It was called this because the familiar reflected its master and resembled its master’s soul. Not only people, but places could have a “familiar spirit.” The spirit was familiar to the location, since it was the only place it appeared. So, too, when the magician’s familiar spirit was seen, its master would not be far. In this way, the creatures are “familiar.”

The latter point is accepted by all; but not everyone believes the familiar to be a reflection of the caster. The familiar so called is at random, is it not? Perhaps you don’t believe in random chance. You then point out that some casters indeed receive familiars which are demonstrably tied to their soul - elsewise, why do some dark sorcerers find quasits or imps answering their call? Because an imp just happened to be in the area? Bah!

The point can be, and has been, argued for as long as familiars existed. The real question is, what do familiars do? What are they, in fact? Stories of wizards with handfuls of familiars, subsisting on blood, sent by demonic powers to protect and aid the caster are (mostly) nonsense.  

What Are the Effects of Having a Familiar Spirit?

While such rarities as magical creatures or demons as familiars are known to happen, most familiars are enchanted animals, formerly natural creatures, tied to a wielder of caster spells and transformed in body and spirit. Note that they do not “register” as enchanted, in that they cannot be detected via enchantments that detect or drive off or otherwise effect or influence magic or magical creatures.

A Familiar Spirit’s Stats

This supernatural alteration gives the familiar spirit the following statistics, regardless of animal: 1d3 + 1 + ½ caster rank HTK total, and defense 15. In U.U.A.G, it has 1 + caster rank HTK and defense 15.

Whether the DEF is from size, speed, or hide is up to the GM, should such a determination be necessary or desired. Its intellect is marginally higher than a typical animal of its type.

Oh, the familiar’s master gets to add the familiar’s HTK to their own.

Enhanced Senses That Pass the Savings On To You

Familiar spirits maintain any special abilities they had as mundane animals, including locomotive abilities such as flight or swimming as well as sensory abilities. Familiar spirits share the latter sensory abilities with their master. In other words, if they use sonar, their master also gets to use sonar. This added sensory input grants the caster a +15% to surprise checks. Note, the caster isn’t using their familiar’s sight directly and cannot see through their familiar’s eyes; they are simply granted the same ability or abilities, whether it’s enhanced hearing or sharpened eyesight.

The familiar maintains a psychic link with its master or mistress, allowing the two to communicate at distances up to a mile. The familiar’s thoughts will be hampered by its own instincts, however, and it may find itself distracted by potential predators, prey, or other curiosities. Being frightened or openly threatened could result in the communication of a stream of terrified consciousness.

And a Little In Return

When the familiar is within melee range of its master, it can utilize its master’s effect mitigation chances if these are preferable. If an attack that allows effect mitigation would normally inflict hits, the familiar suffers none if the effect is mitigated, or half if they fail to mitigate.

Absence Makes the Heart Grow Feebler

If separated from the caster, the familiar suffers 1 hit each day, dying as does everything else when it reaches its HTK.

Care and Treatment of Your New Bestest Friend

Familiars don’t exist for combat, fighting only in the direst need. Infernal (evil) familiar spirits are 90% likely to book it instead, leaving their master or mistress to their fate.

Deliberate mistreatment, failure to feed and care for the familiar, never giving it pettings, or continuous unreasonable demands have adverse effects on the familiar’s relationship with its master. Purposely causing the death of one’s own familiar is an act so heinous that the divine powers will shower wrath upon such a character.

Dead Puppies Aren’t Much Fun

On the down side - and boy are there a few - if their familiar snuffs it, the caster loses double the extra HTK they had gained from their familiar, permanently. That’s if they survive! First they must successfully mitigate affliction or, uh… you know, die. Even if they survive this check, the caster loses 1 rank from their S2/Health/Body(StG!, SoW, U.U.A.G.), or 1 point/5% from the equivalent ability score in your system of choice. And they can’t get another familiar for a whole year. Bummer!

So How Do I Get a Familiar?

In our upcoming Shadows of Wrath game, familiars are purchased via an advantage system. If you’re playing most OSR systems, you’ll probably gain a familiar via a spell or enchantment.

The easiest way to model a quick ritual spell for summoning a familiar is simply by saying that a familiar can be summoned via a ritual that can take up to a day, but generally about a half. It requires a number of ritual implements as you, the GM, see fit, such as an altar, proper attire, ritual wand and blade, incense burners, candles, and so on, with disposable materials required equaling the value of a valuable gem in your world. These can include disposable ingredients such as salt, colored and blessed chalk to draw protective and summoning circles, and precious incense of varying kinds. The caster must maintain concentration throughout the rite. At the end, the GM rolls to see what kind of familiar is summoned.

Usually, it’s assumed that a familiar is within the area and has been randomly affected, and if this is what you prefer, re-roll any results that don’t fit. Personally, we like to allow all possibilities and if something unusual ends up selected, such as an arctic creature in a temperate area, some story could be concocted to explain such happenstance, or it can simply be chalked up to magic. So if a caster manages to net a penguin as their familiar outside a city in a temperate area, it must have escaped or been otherwise freed from some zoo within, or traveling circus, or rich weirdo’s private collection or what have you. This also puts the PC in a bind if the animal’s owned is looking for it, and offers a potential storyline revolving around the animal. Or, you know, reroll if you don’t like that kinda thing.

Table: Familiar Spirits

d% Type Sensory Powers

1-20 Cat excellent night vision & superior hearing

Roll a random cat here using a d8-1 for the tens and a d10 for the ones, or use a custom roller rolling a d78!

21-30 Dog excellent smell

Roll a random dog here by rolling a d20, going to that page, then rolling a d12. There are 20 pages with about 12 dogs on each! If a page has a different number, roll an appropriate die. (It it has 9, then roll a d10 and re-roll a 10, for example, or use a custom die roller or weirdo d9.)

Corvid excellent vision

31 Crow  

32 Raven

33 Rook

34 Magpie

35 Jackdaw

36 Jay

37 Treepie

38 Chough

39 Nutcracker

40

Accipitridae very superior distance vision

41 Kite

42 Fish-eagles

43 Old World vulture

44 Snake-eagle

45 Harrier

46 Sparrowhawk

47 Hawk

48 Buzzard

49 Large eagle

50   Booted eagle

Strigidae night vision equals human daylight visual ability, superior hearing

51 Flammulated owl

52 Screech-owl(50% Western or Eastern, or select based on region)

53 Equal chance snowy owl or great horned owl(or choose based on region)

54 Equal chance boreal owl or northern saw-whet owl

55 Northern hawk owl

56 Pygmy-owl(50% Northern or Ferruginous)

57 Elf owl

58 Burrowing owl

59 Equal chance spotted, barred, or great grey owl

60 50% chance either short-eared owl or long-eared owl

Toad wide angle vision

61 American toad

62 Woodhouse’s toad

63 Great Plains toad

64 North American green toad

65 Fowler’s toad

Snake Jacobson’s organ

66 Garter snake

67 Rat snake

68 Northern water snake

Mustelid

69 badger

70 ferret

71 ratel(honey badger)

72 martens (50% chance fisher or sable)

73 mink

74 polecats

75 tayra

76 weasels (50% chance ermine or short-tailed)

77 wolverine  

78 zorille

Rat

79-83 Brown rat(Norway rat or “sewer rat”)

84-88 Black rat(“roof rat”)

Hare Sound wave bounce detection, enhanced smell

89 Whitetail jackrabbit

90 Blacktail jackrabbit

91 Snowshoe hare

92 Antelope jackrabbit

93 European hare

94 Player’s choice! You lucky, lucky individual!

95 GM’s choice! (Malevolent laughter)

96-100 Special

Table: Special Familiar Determination

Doctrine of Caster Result of Special Familiar

Indifferent                              Fae

Negative                                 Infernal

Positive                Holy

Note that special familiars are entitled to a saving throw versus magic when summoned by the spell, and if they succeed, they will ignore the spell, and NO familiar will be available that year to the caster.

Unfamiliars

Unfamiliars are said by some to be “familiars from another direction.” As familiars are sent by higher(or lower) powers to serve a caster, and possibly represent a reflection of that individual, the unfamiliar instead represents the power served by the caster. Now, this does not necessarily mean a divine or infernal power or a god; some may serve their fellow sentient beings, some may serve their own greed. “Everyone has a master,” they say.

Of course, this is only what people say. It’s a quite open-ended concept to interpret, and not everyone accepts such analyses. In fact, there are more hypotheses on the nature of unfamiliars than there are on the nature of familiars, due to their much greater variety and often bizarre forms(especially that unfamiliars can be almost anything, as opposed to familiars with are usually common creatures such as cats or owls), more obvious powers and confrontational nature(in that normal familiars don’t fight or cast spells) and somewhat more mysterious origins.

One ancient culture associates the unfamiliar spirit with a part of the soul they call the shadow or shewt, which in that language literally means “reflection.” In this interpretation, this is a reflection of shadows, a Jungian concept where the unfamiliar reflects aspects of the caster(in both meanings of the term) that they do not know or do not wish to accept about themselves.

As can be expected, all these interpretations can lead to hurt feelings or physical injury when individuals or mobs of townsfolk speculate on or insist upon some particular interpretation of a caster’s unfamiliar. To put it plainly, other people will surely hit on some aspect of the unfamiliar which implies some unfavorable or insulting trait of said caster; and it takes little explanation to see why superstitious peasants might be frightened into murderous action by the sorcerer’s winged, horned snake unfamiliar.

That the unfamiliar is tied to the caster through some eternal bond is unquestionable; for the magician not only forms the creature themselves, but upon completing the same rite in the future, they will always find the same resultant unfamiliar. Legends of casters driven mad by their hatred for their own unfamiliar, repetitively destroying then creating anew the same creature until they committed “suicide by summoning,” is an old chestnut in caster’s legends.

So, What Actually Is It? Give Us the Rules Already!

Whereas a familiar, which is expected to be treated with utmost care and respect by the gods that sent it and is not necessarily loyal to the death, and which, if killed, must be followed by a period of a year before it can be replaced, the unfamiliar is unquestioning, imminently replaceable, and built for combat.

A familiar is not considered a magical creature, per se,  the unfamiliar is very magical. The job of a familiar is to act as a companion, a spy, a covert guard, and a health and sensory enhancement. It is a friend, it is extra eyes and ears. It enhances the caster as a person. The unfamiliar enhances the caster as a wizard. It increases the caster’s arcane power, by casting spells of its own, “saving” spells to be cast again, or by protecting the caster from a spell being spoiled.

So How Do I Get an Unfamiliar?

In our upcoming Shadows of Wrath, an unfamiliar is created through the expenditure of an advantage, but your system might not have such a mechanism. This means it’ll be a spell ritual, much like the one for summoning/binding a familiar spirit, but will include wax(some traditions may use other modeling substances), oil, and pigments as part of the cost, which are added to a boiling cauldron or kettle, the unfamiliar emerging at the end of the rite.

The details of the unfamiliar are rolled on the proceeding tables. However, you might decide to allow unfamiliars to be molded for a greater expenditure of time and money, possibly quests for magical substances and so on. Note that such a thing undermines the ideas expressed about the unfamiliar being a reflection of the powers the caster serves, but that’s just fluff anyway; you can always make unfamiliars whatever you want them to be in your world.

That being said, randomly rolling unfamiliars is a lot of fun!

The unfamiliar does not add any HTK, sensory abilities, or similar bonuses. They do share the same psychic bond, and the same rules regarding hits inflicted by distance. The unfamiliar may use its master’s saving throws as a familiar does. If an unfamiliar is killed, the caster must make a system shock roll or lose a caster level.

Unfamiliars have a set number of HTKD/HTK to begin, as listed, but also have +1 HTK per level exceeding 1 of its master. They gain 1 HTKD per 3 levels of its master beginning at 6th. If the caster is multi-classed etc this is of course referring to levels in the class used to create the unfamiliar, such as caster.

Caster rank Bonus HTKD and HTK Caster rank Bonus HTKD and HTK

1        0                 21         +3 HTKD, +10 HTK

3        +1 HTK         23         +4 HTKD, +11 HTK

5        +1 HTKD, +2 HTK       25         +4 HTKD, +12 HTK

7        +1 HTKD, +3 HTK     27         +4 HTKD, +13 HTK

9           +1 HTKD, +4 HTK       29         +5 HTKD, +14 HTK

11         +2 HTKD, +5 HTK     31         +5 HTKD, +15 HTK

13         +2 HTKD, +6 HTK     33         +5 HTKD, +16 HTK

15           +2 HTKD, +7 HTK     35         +6 HTKD, +17 HTK

17         +3 HTKD, +8 HTK     37         +6 HTKD, +18 HTK

19         +3 HTKD, +9 HTK     etc

A spell unfamiliar begins with 3 HTKD. Thus, the spell unfamiliar of a rank 15 caster would have 5+7HTKD, and so 5d8+7 HTK.

All unfamiliars have a 25% chance of having an oddity. If the unfamiliar has an oddity, roll on Table 8. If the oddity reflects something the unfamiliar already has(wings or a tail for instance), re-roll.

Unfamiliar Types

There are three types of unfamiliar: warrior unfamiliars, casting unfamiliars, and spell unfamiliars. Regardless of the size, shape, or appearance of an unfamiliar, they all fall under one of those three types, with statistics to match, though its appearance may modify its basic statistics as given - for example, winged unfamiliars being able to fly or other special abilities that will be described. This is in addition to the aforementioned possibility of the unfamiliar possessing an oddity.

Unfamiliars must typically be within melee range - 10’ - of the wizard for the wizard to gain any of the special bonuses for the unfamiliar's type.

Warrior Unfamiliar

A warrior unfamiliar is a strong, tough, hand-to-hand expert. This type of unfamiliar grants no magical bonuses to the caster, but will fight to defend their master or mistress. They are not laborers and will not force open doors, carry items, or anything else unrelated to combat. (This applies to all unfamiliars.)

Steal This Game!

Speed: 12

D40, HTK: 4d6

Attack: M80%, 1d6(description)

Special: Intercept Attack- If the caster and warrior unfamiliar are in melee range of one another(1), the unfamiliar has a 50% chance to intercept any melee or missile attacks on its master. Success indicates the unfamiliar changes places with the caster and takes the attack instead.  

Shadows of Wrath

Speed: 120’

D40, HTK: 4d8

Attack: M80%, 1d8+3

Size: Varies

Special:   Intercept Attack- If the caster and warrior unfamiliar are in melee range of one another(10), the unfamiliar has a 50% chance to intercept any melee or missile attacks on its master. Success indicates the unfamiliar changes places with the caster and takes the attack instead.  

U.U.A.G.

D40, HTK: 12, Speed: 120’

Attack: M72%, 3 hits

Special:   Intercept Attack- If the caster and warrior unfamiliar are in melee range of one another(10’), the unfamiliar has a 50% chance to intercept any melee or missile attacks on its master. Success indicates the unfamiliar changes places with the caster and takes the attack instead.  

Casting Unfamiliar

A casting unfamiliar may be a specialist caster or a typical caster, regardless of the type of magic used by its master. The unfamiliar has 1 enchantment to begin, randomly chosen. They can learn new enchantments just like any other caster with a base 85% chance of success. Any miscasts or negative effects of the spell fall on the caster and not on the unfamiliar. Casting unfamiliars can learn new spells, but no more than 5 total, including the one they begin with.

They cast as rank 1 casters, and can memorize two 1st level enchantments a day. They gain ranks at half the rate of their master, rounded down: so that when their master achieves rank 4, the unfamiliar gains their first rank, reaching 2. At that point, the unfamiliar gains 1 caster rank every even rank of its master. This applies only to casting ranks and does not affect HTK etc.

Casting unfamiliars can only cast spells of their current casting level and the one below that if they are in base contact with their master. They can cast spells of 2 spell levels lower than their casting ability without base contact. (For example, a familiar that can cast 3rd level spells would need base contact to cast 2nd and 3rd spells, but could cast 1st level spells freely.)

Steal This Game!

Speed: 12

D10, HTK: 2d6

Attack: M70%, 1d6  

Special: Enchantments

Shadows of Wrath

Doctrine: Indifferent, Speed: 120’

D10, HTK: 2d8

Attack: M70%, 1d6  

Size: Varies

Special: Enchantments

U.U.A.G.

D14, HTK: 6, Speed: 120’

Attack: M57%, 2 hits

Special: Enchantments

Spell Unfamiliar

A caster with a spell unfamiliar within melee range can often have the power of the enchantment channeled back to them by their unfamiliar. When a caster with a spell unfamiliar within melee range uses an enchantment, there is a 20% chance that the unfamiliar saves their enchantment or its energy and returns it to them. The enchantment or its energy can be used again as if it was never expended to begin with.

Steal This Game!

Speed: 12

D20, HTK: 3d6

Attack: M70%, 1d6  

Special: 20% chance to return enchanted energy to caster within 1.

Shadows of Wrath

Doctrine: Indifferent, Speed: 120’

D20, HTK: 3d8

Attack: M70%, 1d6  

Size: Varies

Special: Special: 20% chance to return enchanted energy to caster within 10.

U.U.A.G.

D26, HTK: 9, Speed: 120’

Attack: M58%, 2 hits

Special: Special: 20% chance to return enchanted energy to caster within 10’.

Rolling an Unfamiliar

Expand these tables however you’d like. They are eternally a work in progress.

Table 1: Unfamiliar group(d6)

1 Animals(roll on Table 2)

2 Larger/smaller creatures(roll on Table 3)

3 Object/parts(roll on Tables 4 & 9)

4 Constructs/humanoids(roll on Table 5)

5 Elemental

6 reroll

Table 2: Animals(d10)

1 Cat(Move Silently 80%, Size -1)

2 Bat(can fly equal to normal speed, Size -1)

3 Rat(or mouse)(Climb ability as appropriate in your game(skill, power, whatever), size -1)

4 Owl(Hawk, Crow, or other appropriate choice of bird)(can fly at normal speed, Size -2)

5 Wolf(or dog)(Tracking proficiency as appropriate in your game(skill, power, whatever), Size 0)

6 Toad(or frog)(Size -2)

7 Snake(non-venomous)(Size -2)

8 Lizard(choose an appropriate one)(Size -2)

9 Spider monkey(Climb skill as appropriate in your game(skill, power, whatever), Size -2)

10 Ferret or Weasel(+1 Dex rolls, Size -2)

Table 3: Larger/smaller creatures(d20)

1 Large spider(Walk on walls at normal speed, Size -1)

2 Large hermit crab(+20 DEF to shell, 75% chance to hit without a Called Shot)

3 Large centipede(Walk on walls at normal speed. On a successful attack, save vs poison or lose 2 points of Str for 1 round. Size -1).

4 Large praying mantis(may Grapple. Size -1).

5 Large fly(Flight = normal speed, Size -2).

6 Large ant(May walk on walls and dig at half speed, Size -2)

7 Large venus flytrap(may Grapple. Size -1).

8 Small dragon(attacks are considered elemental attacks, choose fire, cold, electricity or acid. Size -1).

9 Small xenomorph(2x attacks. Size -2).

10 Small wyvern(Two attacks, one with tail. Tail attack causes save vs poison or lose 1 pt Str for 1d4 rounds. Size -1).

11 Small elephant(May carry 50 lbs of equipment, Size -1).

12 Small crocodile(+20 DEF, Size -1).

13 Small squig(+3 attack roll, Size -2).

14 Small carrion crawler(Attack causes save vs paralyzation or be paralyzed 1 round, Size -1).

15 Small sasquatch(+3 hits inflicted, size -1).

16 Shambling mound(+20 DEF, Size -2).

17 Elemental(appropriate to Lore)(Attacks inflict energy damage that ignore non-magical armor, Size -2).

18 Random Demon or Devil based on wizard's alignment - devil for Lawful, demon for Chaotic, neutral has 50/50 chance for either. (Cause Fear, Size -2)

19 Small octopus(walks on land)(May grapple, size -1).

20 Roll on Table 2(1-3) or Table 3(4-6) and resize to Size -1 or T, whichever the familiar is not.

Table 4: Object/parts(d20)

(Objects may pass as normal objects of their type since anything odd such as wings or legs can be retracted.)

(Also roll on Table 9.)

1 Clothing piece (Size -2) 1d3

1 - Hat

2 - Glove

3 - Shoes/boots

2 Nightstand(size 0)

3 Light source 1d4:

1 - Lantern(Size -2)

2 - Candle with candlestick(Size -2)

3 - Lamp(Size -2)

4 - Torch(Size -2)

4 Book(Size -2)

5 Liquid container(Size -2) 1d6

1 - Beaker

2 - Teacup

3 - Tea kettle

4 - Flask

5 - Beer stein

6 - Keg

6 Eye(+4 to Notice rolls, Size -2)

7 Hand(May Grapple, 50/50 chance Size -2/-1)

8 Mouth(May Grapple, Size -1)

9 Storage 1d4(+10 DEF, Size 0):

1 - Chest/trunk/luggage

2 - Wardrobe

3 - Coffer

4 - Jewelry Box

10 Foot(Speed 16/160/160’, Size -1)

11 Jack-o-lantern(Taunt ability, Size -2).

12 Timepiece

1 - Grandfather clock(Size -1)

2 - Sundial(Size -2)

3 - Wall clock(Size -1)

4 - Pocketwatch(Size -2)

Table 5: Constructs(d12) - UNFINISHED

1 Scarecrow(Size -2)

2 Suit of Armor(Size -2)

3 Golem(Size -2) 1d10:

1 - Bone golem

2 - Clay golem

3 - Doll golem

4 - Flesh golem

5 - Gargoyle golem

6 - Glass golem

7 - Iron golem

8 - Necrophidius

9 - Stone golem

10 - Wood golem

4 Skeleton(Size -2)

5 Clothing including hat, shirt, pants, shoes/boots etc, seemingly empty(Size -2)

1 - Peasant's garb with simple hat

2 - Explorer's outfit with leather cap

3 - Heavy winter outfit with wool or fur cloak and hood

4 - Wizard or sorcerer's robes with hat or hood

5 - A noble's outfit

6 - A guard's uniform

6 Dummies, mannequins and dolls

1 - Training dummy(1 in 3 chance size -2, -1, or 0)

2 - Store mannequin(1 in 3 chance size -2, -1, or 0)

3 - Baby doll

4 - Ventriloquist dummy

5 - Hand puppet

6 - Marionette

Table 6: Monsters and Humanoids

Size d6: 1-2  size -2, 3-4 size -1, 5-6 size 0)

(d10)

1 Fair Folk(Flight = Speed) 1d6

1 - Sprite

2 - Pixie

3 - Fairy

4 - Brownie

5 - Leprechaun

6 - Kilmoulis

2 Imp or quasit based on wizard's alignment. (Intimidation)

3 Small bird-man(Flight = Speed)

4 Goblinoid 1d3

1 - Goblin(Taunt ability)

2 - Bugbear(+1 hits inflicted)

3 - Norker(+5 DEF)

5 Kobold(Taunt ability)

6 Troll(Regenerate 1 HTK per round)

7 Treant(+10 DEF)

9 Ogre

10 Giant 1d10

1 - Cloud

2 - Cyclops

3 - Ettin

4 - Fire

5 - Fog

6 - Fomorian

7 - Frost

8 - Hill

9 - Mountain

10 - Stone

Table 7: Elementals

Size -2 or -1, 50% chance either)

1 Tornado/whirlwind of (1 dust 2 wind 3 fire 4 water 5 lightning 6 ice shards 7 stones 8 mud 9 smoke 10 ?)

2 Human shaped creature (1 dust 2 wind 3 fire 4 water 5 lightning 6 ice shards 7 stones 8 mud 9 smoke 10 ?)

3 Bird shaped creature(as 2)

4 Quadruped

5 Insect

6 Arachnid

7 Non-human primate

8 Hulking creature(ogre, troll, etc)

Table 8: Oddities(d12)

1 Wings - fly at normal  speed

2 Tail - +1 to agility/dexterity-based rolls or their equivalents as determined by GM

3 1d2 extra arms

4 1d2 extra legs(speed increased by 1/3rd per extra leg)

5 Compactable - Familiar can shrink, fold, or compact in a way that it can fit in a pocket or hat, where it cannot be harmed by any attack(but confers NO bonuses).

6 d6:

1-2 fangs

2-3 claws

4-6 horns(50% each horns or antlers)

Hits inflicted = 1d6(Stg!), 1d4(SoW).

7 Moon head - Intimidate ability. (Spend one round to force one opponent to check their melee resolution, or morale. Or as the GM sees best to interpret.)

8 Half size, walks on stilts. 1/2 speed.

9 Jester's outfit - gains the taunt ability. (Spend one round to force an opponent to mitigate mind control or be enraged or upset enough by the insult that their DEF is reduced by 5.)

10 Roll on Chaos Mutations chart!

11 Roll twice; 2 oddities!

12 Roll again and double - i.e. 1d4 extra arms or legs, fly at 2x speed speed for wings, 1d6(StG!) or 2d4(SoW) hits inflicted for fangs claws or horns, etc. For 5, 7, or 9, count as a roll of 11, i.e. take two oddities.

Table 9: Familiar locomotion type(d6)

1 1d6:

1-3 Flies with no wings

4-6 Flies with wings

2-3 Legs(walks normal speed)

4-6 1d6:

1-5 Small hops(normal speed)

6 Frog or grasshopper legs(normal Pace, can hop 18/180/180’ high avoiding any obstructions that low automatically)

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