The easiest way to handle this is to create one by taking a creature from the Animal and Vermin list (Chapter XII: Aliens, Heretics and Antagonists of Dark Heresy) and applying one or both of the following modifications that follow. Upon completing a task, the familiar returns to its master’s side unless it’s received prior instructions or some other instinct applies.įamiliars can be based on a wide number of living creatures, bio-constructs or pure automata. Should a master come under attack, the familiar automatically moves to its master’s defence, attacking the assailant unless it receives specific instruction (or possesses an instinct) to the contrary. At the GMs discretion, the familiar may have to succeed onĪn Intelligence Test to interpret a contradictory or complex order. These are generally single words, short sentences or the equivalent, and so giving a command is generally a Free Action. Familiars are controlled by their masters through the use of simple commands. However, because of their servitude to their controller, they require special rules. They have Characteristics, Skills, Talents, Traits and more. In many respects, familiars function as other creatures.
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