Familiar

Familiars (optional Enhancement)
Familiars cost an Enhancement to take.

You begin play with 4 “Familiar Points.” Your familiar begins with one point in every attribute. Each level of Familiar Enhancement you purchase after the fact grants an additional 4 attribute points to spend as you please and four more additional Familiar Points. Each one of the listed powers costs one Familiar Point. You may also spend Familiar Points to increase attributes on a one-for-one basis.

You may only take levels in this Enhancement a number of times equal to one-half your Will, rounded down.


 * Range:
 * 0 points: Your familiar must be with you always, within (Affinity) yards.
 * 1 point: Your familiar may travel freely.
 * 2 points: You can communicate with your familiar over long distances.
 * 3 points: You can extend your senses through those of your familiar.
 * 4 points: You can extend your magic through your familiar.
 * Empowerment: the familiar rejuvenates your essence and spirit, causing Push to drain at a much more rapid pace (halve it for each time you take this bonus.)
 * Soulbond: the familiar has one point of Push it can 'hold' for you when you pay push costs, that doesn't count toward your thresholds (like having a small amount of push you can shunt aside into it, instead of yourself.)
 * It can grant an Enhancement to the owner, including the Vulnerability, without the cost of two additional Push. Said enhancements should be smaller than normal ones.
 * The elemental can conjure lasting instances of it's element that don't count as 'summoned' by you, so they aren't subject to duration costs: VERY useful for all concerned. like, a fire elemental can just shit out permanent, natural, nonmagical fire
 * The familiar can grant +1 Will, Strength, Dexterity or Endurance to the owner as appropriate to it's element
 * The elemental imparts two skills to the owner appropriate to it's element
 * The elemental has command over creatures of a similar elemental affiliation.