I was watching Jojo's Bizzare Adventure
recently. This came to mind.
Art @Rowena Morill |
Familiars = Stands
Sometimes, Wizards
bind their souls to demons. Perhaps in this hypothetical setting,
magic can only be cast by supernatural beings, and as such it is
required to have a familiar to cast spells. Maybe the magic of a
familiar spirit is the only kind of magic that is available to
humans, beyond pesudo-works such as Alchemy. Perhaps Wizards don't
have familiars, but you decree that your Warlocks do instead. Perhaps
Wizards don't need familiars, but having one is a seductive power
boost.
When
a Magician binds a demon to themselves; it appears to them. Only
those with familiars can see other familiars. Familiars can only be
damaged by other familiars, or by “magic” weapons. Familiars can
be Turned, but only if the Cleric knows one is present. To those not
with a familiar spirit, the demon is invisible. The “attacks” of
the familiar appear as spontaneous wounds on the victim's flesh, but
it is truly the work of the demon perched invisibly on the Wizards
shoulder.
Finally;
nobody can get rid of a familiar, and everyone can only have one.
Once you have it, you have it, and that's that. The familiar is
banished if the user dies, except
in the cases of suicide. Exceptionally forceful or ambitious demons
will sometimes manipulate fate to make their user kill themselves, so
they can be free, but by doing so lose access to the mental and
spiritual energy that allowed them to manifest. As such, they trick
their user only to kill themselves with a cursed blade they can
reside in, or within a circle of standing stones that become their
home, and so on.
Familiar Stats
Familiar Stats
- All Familiars start with AC 10 and a To-Hit bonus of +0
- Any damage taken to the familiar go to its user.
- Familiars can move or pick up small objects, like books or keys. What most people believe a levitation or floating spell is actually a familiar carrying the object to its master
- Familiars cannot be seen except with True Sight or by anyone else with a Familiar
- Familiars can only be harmed by magic weapons
- Familiars feed off their user's mental strength and are primarily manifested by it. Add the user's Intelligence modifier to the Familiars To-Hit and AC
- Familiars are demons; they can be Turned.
- Familiars have a maximum range from their user, which is based on their power level.
Familiar Power Levels
Not all familiars
are equal. Each familiar has a different level of power, represented
by their size.
Imps are
about as big as housecats to small dogs, and are the weakest and most
common type of familiar. They deal 1d4 damage on a hit. Their maximum
range is equal to a whole valley. Those with imp familiars often send
them to spy on foes, or to deliver secret messages.
Devils
are about as big as a human. They deal 1d6 damage on a hit. These
include the ranks of succubi and incubi. Their maximum range is
within a few rooms or a small forest clearing.
Danavas
are about as big as an ogre. They deal 1d8 damage on a hit, and have
a maximum range of one pace away from their user. Mostly, this means
the master has to touch a target to harm them.
Familiars
may have special powers. These are like signature spells, and if luck
would have it the Wizard's new free magical ability could give them a
serious edge over the competition, those once again it is the
familiar doing the work.
In
order to generate a familiar power, roll on the Cavegirl Gifted
tables. Once for Aspect and once for Methods. Then, roll a 1d12 to
see its damage/effect die size and then another 1d12 on the range if
applicable. This isn't a perfect method but could get you close to
something a random stand-power generator might be.
Side
Notes
You
could easily fit this concept of Familiars or “stands” into your
game as a supplemental magic system. If you're one of those people
with a hypothetical “you don't level up but get more powerful by
stuff in the world” sort of guys, then this concept would work well
as a side method of advancement for Wizardly characters. I would
probably say getting bound to a familiar means you get +1d6 hit
points, since Familiars are just an extra target for you to take
damage from.
It's an interesting idea, I grant you. I actually wrote my own Stand User class, though it's much more complicated than yours. Interestingly, I made it for players in a setting where learning traditional magic was impossible.
ReplyDeleteYeah, Stands as a magic system are deep and interesting enough that they can be a magic system all their own. Fantasy settings don't really need more then one. The concept of combining Stands with Demonic Familiars was just an idea to try and slot the idea into traditional fantasy a little more faithfully.
DeleteI have never clicked on a link so fast in my life
ReplyDeleteSuch a simple idea. Yet one that solves so many game design problems. Bravo.
ReplyDelete