| Races: | Familiars:
Familiars are unusual - they are beings that are made by the Magi Tower. This means they are entire mana/magic based lifeforms that require require magic to survive. Typically there is one familiar assigned to each Magi, as the familiar requires mana to survive, but there has been cases of rogue Familiars being able to survive on their own due to Geyze filled world. With Kumen now lacking mana and being only having spirit energy, it makes Familiars having to be more careful on it. Familiars do not get along well with areas filled with high spirit energy and this also means they cannot interact that much with Spirits. The conflict of mana/spirit energy would not go well for either well. While they can accept teleports from Spirits, it just is better for them to not mix their energies. Familiars - if they are connected to said pactmaker - are capable of sharing their mana, abilities, and other magical connections in return for receiving that pactmaker's mana back. Hence being their "familiar". Familiars can take the appearance of a catgirl, dog girl, or a dragon girl. Most choose a cat and all cat familiars look the same. Being made up of Mana themselves, Familiars make excellent spell casters and can learn all sorts of magic spells; though this does not extend typically toward Spirit Magic. This allows them to become powerful spell casters that can rival even that of top level Magi; the only problem is that they gamble their own life force. Familiars are capable of "transforming" by becoming stronger and learning more powerful magics or becoming more physical fighters. Their base looks are blue hair, but a familiar with white hair is capable of learning more powerful magics and can hold larger amounts of mana inside themselves, while a Familiar with Purple Hair is more suited toward combat and physical damage, pushing their mana toward physical strikes and attacks. Familiars can share Special moves with their Meisters if the Special slots are available and vice versa, but you cannot go over what is there at any given time. Their lifespans are practically indefinite as long as there are mana supplies available with the longest living familiars being Delgi and Bonnie currently. Class Points: 25. Half Race: 13. Pure familiars can take all 4 racial abilities of their choosing as they level up, however hybrids have to pick 2 and 2 from their other chosen race. Full Familiars Stat Boost Bonus: +1 Dexterity, +2 Willpower, +4 Intelligence, +2 Wisdom, +1 Charisma Half-Familiar Stat Boost Choices: +1 Willpower, +2 Intelligence, +1 Wisdom, +1 Charisma Racial Ability A: Familarize - allows the Familiar to use up all their mana at once to triple their strength, willpower, intelligence, and wisdom as well as their Pactmaker; the drawback is this leaves the familiar literally dying due to all their mana being stripped from their body afterward. Racial Ability B: Mana Drain: Once per session, a familiar can attempt to drain mana from a living being or the area for a quick attempt to refill their life/energy. Racial Ability C: Being made up of Mana themselves, Familiars can tap into their mana to power up any magic spell that they know to make it twice as strong. Racial Ability D: Transformation: Familiars can become stronger either with white hair or purple hair depending on what path their transformation takes. A rare Familiar might can juggle both if the GM allows it.
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