animalistic magical helpers
Genre: Fantasy (can work with any)
Campaign Options: Hooks and Tales, Pumping Clichés, Double Pumps, Lucky Shots/Questing Dice
Points/Dice: 10 Dice
Description: Tied to a spellcaster by means you don't really understand, you play out the role of the spellcaster's familiar - their assistant, magical lookout, confidant, friend. If only you could get him to understand you.
Welcome to the world of the magical flunky - a spellcaster's familiar. It might be helpful to look over all of the implications of the word familiar:
In this game, you will be playing the a role that takes into account all of these aspects of the term familiar. You will be playing an extraordinary creature that has formed a bond with a spellcaster. You will be acting as the spellcaster's servant, friend, and companion. You will be the spellcaster's eyes and ears in the world. You will be the spellcaster's last line of defense against foes (both magical and mundane). It is your job to keep your spellcaster out of trouble.
Clichés are a bit different for familiars. Let's face it, you are usually considered a lesser creature (compared to your spellcaster and his ilk). As a familiar has to interact with the world in many ways for the spellcaster, most spellcasters will choose a creature that will not draw undue attention to itself (animals like cats, dogs, crows, etc. are quite common). That being said, there is nothing to stop you from being something a little more rare (a magically animated creature like a puppet, etc.), just keep in mind that it will help to draw unwanted attention (and danger) to your spellcaster. Whatever creature or construct you are should be considered your primary cliché.
However, in this game, you are more than a one-eyed black and orange striped alley cat much too tough for it's own good (4). You are extraordinary. You might be extraordinary through natural affinities, or through magical enchantment (sometimes even both). In order to simulate your extraordinary natural affinities, this game uses Lucky Shots (for genral activities), and Questing Dice for activities that are specifically related to your nature as a familiar (usually tied directly to your spellcaster).
It is possible that your spellcaster has magically enchanted you - granting you special abilities. In game terms, you take Magically Enchanted (ability) as a double-pumped cliché (magic isn't cheap, but it can be powerful). This ability is usually something that you are not capable of doing as part of your regular animal nature. This can range from the useful (speaking), to the truly powerful (ability to create magical effects, even attacks) depending on the tone that the GM wishes for the game.
Another option is to take Magical Assistant as a cliché (double pump required). This really endears the familiar to his spellcaster - it allows the familiar to team up with a spellcaster. At the GM's discretion, it can also allow the casting of minor magics.
As the players could conceivable be any type of creature, setting target numbers can be a real challenge. You have to take into account the nature of the creature. For example, if the player has to get something down off of a shelf, this might be simple if they can climb or fly - not so easy if they are earthbound. Just try to keep things loose and fun, and you should have no problem. Also keep in mind, that while the players might be smaller or larger than each other (or the populace of your game world), they each get to use the standard d6.
While on the surface, Something Familiar seems suited for 1 player, 1 GM style of play, if your game world incorporates spellcasting communities (coven/cabal/lodge/circle of wizards/etc.) — it isn't too difficult to have a group of familiars doing things together.
Can You Pass the Salt?
Your spellcaster is in need of a critical component and needs you to get it for him.
A local group of people are investigating the strange goings on in the area. Will they find your spellcaster?
Your spellcaster is totally oblivious to what is going on around him. His latest attempt to summon Belcazor is not going well and attracting supernatural attention (that he just isn't noticing).
Your spellcaster is busy and hasn't noticed that the alarms are going off. What has invaded the compound? Will it be friendly or is it out for blood?
Your spellcaster has come into a magical item (scroll, potion, etc.), and he isn't sure what it does. What happens when he tries it out on you?
Every good spellcaster has a friendly competition going on with someone (who gets on their nerves and totally frustrates them). What happens when your spellcaster's rival shows up (with a familiar that is very similar to you)?
Out on the Town
Your spellcaster heads out to the local tavern to meet up with old friends and ends up going out on an adventure. Can you keep him alive?
A variation of Out on the Town, instead of going with your spellcaster, you have to protect his home while he is away.