A Contest of Nisse and Release
Rule: All familiars are as intelligent as children of eight or nine years. They can fetch items and do chores, but have no book learning and are easily distracted. Familiars can communicate with their masters as well as if they were speaking through noises, postures, and expressions. When a familiar is touching its master, it makes an additional five motes of Essence available. It is “stored” in the familiar but is otherwise treated as Personal Essence. It is regenerated after the familiar’s master has regained all his own Essence. The familiar’s master can share one of its senses when the familiar is within 100 yards. Previously, these benefits were reserved for small animals at Familiar 3 or larger animals at higher ratings.
Familiar 1: A normal mundane animal, with no Attribute greater than 5, such as a horse or dog.
Familiar 2: A normal mundane animal, with no Attribute greater than 10, such as a bear or strix.
Familiar 3: A normal mundane animal, with no Attribute greater than 15, such as a tyrant lizard.
Exceptional animals have higher ratings. For each point in the background above their size, the familiar receives 15 bonus points to spend on appropriate things. (thus an bear chosen as a familiar and a rating of 4 would give the character 30 bonus points to spend on the animal. Animals that excel beyond the norm for their species spend these points on attributes and abilities. Animals of a supernatural origin, such as gryphons, spend these points on mutations. God-blooded animals can spend these points on Charms (provided they have first purchased the Enlightened Essence mutation). Familiars spend bonus points as though they were mortals.