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Familiar CYOA 0.2

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Jun 16th, 2016
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  1. MAGE’S FAMILIAR
  2.  
  3. Well, it appears you’re dead. Unfortunate. Your soul and consciousness flies, formless, through the Astral Plane and to your final destination, the light at the end of the tunnel. Before you cross the threshold, though, mystic runes and symbols appear around you, and the light you were fast speeding to abruptly disappears like a snuffed torch, and all goes black.
  4.  
  5. “Ah! It worked!”
  6.  
  7. You blearily blink your eyes open and try to get your bearings. Everything feels off, you try to sit up, only to realize the world around you is far, far bigger than you’re used to. A voice speaks to you, no, inside of you, probing your mind, distant echoes of awe and wonder. Somehow, it puts you at ease, it’s a voice you can trust, a voice that will help you if you help it, the voice of your Master.
  8.  
  9. Wait, Master?
  10.  
  11. Knowledge floods into your mind, and you instantly learn the basics of the world you’re in, a realm called Catheridge, a country called Xeria. A world of magic, ancient wonders, and fantastic races. Thoughts of Earth become fuzzy, distant memories, overridden by the knowledge and power seeping into your head. The world around you clears, and you look up to your new companion, who is a…
  12.  
  13. (Choose Wizard or Witch)
  14.  
  15. WIZARD - Knowledge and Power
  16.  
  17. Wizards are male, scholarly, studious mages who draw power from Rule Magic, which was designed by Io, the Master of Time and Father of Gods; though Wizards tend not to be overtly religious. Runes, glyphs, incantations and foci are what they use to channel their magic, and a Wizard’s familiar aids them by specializing in a certain school of magic and passively sharpening their senses and focus. You help him study, do little errands, and enhance the power of his spells. Wizards are respected throughout the country, and their advice and knowledge is well regarded.
  18.  
  19. WITCH - Compassion and Mystery
  20.  
  21. Witches are female, mysterious, wild pariahs who draw power from spirit magic, created by Eva, Mother of Nature and the Spiritual Caretaker. Alchemy, hexes, sorceries, and fetishes (no, not THAT kind of fetish, you perv) are how they channel their magic, and a Witch’s familiar is their source. Though you can’t personally cast anything, you feel power lying dormant in your body, a mysterious force that can only be harnessed by your master. Witch’s familiars tend to be more independent, clever, and aloof than a Wizards, but they are deeply connected to their master. Witches are feared and shunned in civilized society, but nonetheless are the only masters of spirit magic, and can become a force to be reckoned with.
  22.  
  23. You take a moment to examine your new life partner and take in every aspect of their body. They’re so much bigger than you, but you feel safe before them…
  24.  
  25. (Choose 1 of 3 based off of your master’s class)
  26.  
  27. Your Wizard is a…
  28.  
  29. Young Student: A freshman teen at the prestigious King’s Academy in the capitol city of Xeria, Ambition City. He’s a young, wide-eyed apprentice, somewhere around 15 or so, who’ll be spending the next 5 years learning all there is to know about wizardry. It’s going to be some time before you see the world outside of the city, but it’s safe, poses little danger or adventure, and there are plenty of other familiars (read: anons) like yourself you can hang out with.
  30.  
  31. Adult Mage: A young man in his 20s, once apprenticed to a wizard outside of the academy. He has ideas and theories he wants to put to the test, and a wanderlust to see the world and delve into its many secrets. This fellow is going to be joining an adventuring party soon, and you’ll be able to enjoy many of the sights, sounds, and dangers the world of Catheridge has to offer. There’s no other wizards or witches in this group, however, so aside from your master, get ready to be a little lonely. Maybe you’ll see other mages on the road?
  32.  
  33. Elder Master: (You are an Improved Familiar!) An older wizard of high status and renown, he decided to bid his old familiar farewell and use his powerful magic to summon a better, stronger familiar, which happens to be you. This Wizard is a font of knowledge and is supremely powerful, using his abilities to help govern and further unlock the great secrets of rule magic. He sits in a council of other archmages, with their own familiars, and it’s a tight, prestigious circle to be in. However, you’re going to have a lot of responsibilities as an Improved Familiar, expected to learn and cast spells of your own, send messages back and forth, and participate in a lot of very risky, very dangerous magical rituals.
  34.  
  35. Your Witch is a…
  36.  
  37. Orphaned Waif: Saint Adella’s Orphanage for Girls and Animal Shelter exists in the seedier, forgotten underbelly of Ambition City, and is run by a Madame Circe. On the surface, it looks like a two-part, large manor, one section devoted to the orphans, and the other devoted to animal care. Below the surface, though, the Madame teaches young girls the secrets of witchcraft, and your new master happens to be one such girl. The orphanage is safe, the Madame kind-hearted, and the animal shelter houses a good number of other familiars. It allows for a good deal of privacy when you’re not with your Master.
  38.  
  39. Wandering Mistress: The wilds of Xeria are host to many small, tight-knit communities and solitary wagons and travelers. Your master happens to own one such wagon, and, in fact, is part of a trader’s caravan that carouses the country. Having a good grasp of the basics of alchemy and spirit magic, this lovely vixen decided it was high time to get a familiar. Her wagon is cozy and the people of the caravan exotic and friendly. But traveling the roads can be dangerous and treacherous at times, and your master will rely on you to help keep the people safe. The caravan’s large enough to host one or two other witches, but aside from that you and your master have plenty of time to get well acquainted.
  40.  
  41. Wizened Hag: (You are an Improved Familiar!) Okay, so she’s not really a spring chicken, but don’t underestimate this old and experienced dame. This master of spiritual magic learned all she could from her previous familiar, and used its knowledge to ascend to the next level. This kind, mature lady works with a coven of several other witches (and their familiars!) to help keep their secluded part of the forest and a nearby village safe from dangers, while also occasionally practicing… questionable arts. Expect to take part in or assist with complex alchemy, scout the forest and land on a regular basis, and hunt for rare and valuable reagents!
  42.  
  43. SPECIES
  44.  
  45. Now that you’ve had a chance to share thoughts with and get to know your master, you take a moment to look over yourself, and, well, suffice to say, you aren’t human anymore. The type of creature you are is mostly aesthetic, but there are certain things to consider when you realize what you are, which is a…
  46.  
  47. (Choose 1 species group, and any animal you can think of belonging to it, or one of the specific options if you’re an Improved Familiar)
  48.  
  49. MAMMAL: One of the broadest and most common types of familiar. Mammals range from the timid mouse to the clever fox. Anything from house cats, rodents, mustelids, and small canines fall in this group. Hell, you could even be a small monkey if you want. They move swiftly over the ground, can take a fair amount of punishment, and, depending on the specific animal you choose, don’t draw attention when taken out to settled society.
  50.  
  51. AVIAN: Ravens and owls tend to be the common picks, but any bird smaller than a hawk is eligible to be a mage’s familiar, bats fall under this group as well. Avians, obviously, can fly (which is a lot of fun), and are well suited to delivering written notes between places. Avians tend to perch out of reach, as they are quite fragile, and usually don’t draw attention unless you perch on your master’s shoulder, or arm, or head. Mind the talons if you’re a bird of prey!
  52.  
  53. REPTILE: Geckos, snakes, frogs, toads (yes, I know frogs and toads technically aren’t reptiles), turtles, and regular ol’ lizards fall into this category, and are one of the more exotic choices for a mage’s familiar. Expect stares in public. Reptiles tend to be docile and passive, but can exhibit surprising bursts of speed and a good deal of them are either poisonous or venomous. Try not to get too cold, however.
  54.  
  55. INSECT: No, nothing like a fly or bee. Insect familiars are intimidating and creepy, and can be large spiders, scorpions, ants, or centipedes. You can creep and crawl all over the place, and, uniquely, are naturally resilient to mind-affecting spells and illusions, as insect minds are hard to comprehend and have unique senses when compared to other familiars. You’re very sneaky and are the smallest of the familiars, but also quite easily squash-able and can scare the living daylights out of most people, so watch out!
  56.  
  57. IMPROVED FAMILIARS
  58.  
  59. Improved Familiars are specific creatures that are inherently magical or fantastic, they’re far more capable and stronger than regular familiars, but have more responsibilities and restrictions as well. If you have the good fortune to be such a creature, choose one from the 9 presented below. Improved Familiars are locked into a set of certain perks, with only enough flexibility to choose 1 extra perk, as opposed to the regular 3.
  60.  
  61. CARBUNCLE: The carbuncle is a magical, levitating beast with a bright red gem embedded in its forehead. It’s a colorful, curious, and charming creature, floating playfully around its master. Physically, it resembles a vibrantly blue colored fox, with a white belly, and a huge, fluffy tail just begging to be touched. Mages with carbuncles tend to get along well with children. A Carbuncle’s locked perks are Charming, Ray, and Speedy.
  62.  
  63. ELEMENTAL: Technically 4 familiars in one. Elementals are, well, raw elements given form and consciousness. In Catheridge, each of the 4 elements correspond to one of the core deities of the realm, and elementals are seen as manifestations of their power. Regardless of their origins, elementals can take the form of burning fire, surging water, stout earth, or swirling wind, taking whatever shape they please, be it animalistic, humanoid, or just a formless mass. An Elemental’s Locked perks depend on the element you choose.
  64. Fire: Ignite, Luminous, Resistant: Fire
  65. Water: Freedom, Sturdy, Resistant: Cold
  66. Earth: Digger, Sturdy, Resistant: Acid
  67. Air: Speedy, Warper, Resistant: Shock
  68.  
  69. IMP: A tiny, infernal, humanoid thing with a pointy tail and bat-like wings, imps are denizens of the Burning Plane who savor trickery and encourage their owner to practice darker magics. Since you yourself aren’t technically from the Burning Plane, however, you can just do whatever you like. You’re about a foot tall, but have a humanoid frame and legitimate hands for manipulating objects, in addition to wings to fly with! Imps are locked into the Detector, Vanish and Venomous perks.
  70.  
  71. MYSTICAL: Sometimes a wizard or witch loved their old familiar so much that instead of getting an entirely new creature, they infuse their old familiar with potent magic and an ascended body. Mystic familiars can resemble any of the 4 classes of regular familiars, except you emit a soft glow and are covered with runes. A Mystic Familiar’s body resonates with the strength of their master, and sometimes they can have skin like starlight, emit soft wisps of flame, and other cool effects. A mystical familiar’s locked perks are Detector, Telepathic, and Wand User.
  72.  
  73. POOKA: A tiny fey creature resembling a rabbit crossed with an elf, pookas are the favored familiars of powerful witches. They’re extremely fast, handy survivalists, and pranksters and thrill-seekers. They love to have fun, sometimes at the expense of others, and are adept at procuring and pilfering supplies. Out of all the familiars, pookas tend to be the more personable. A pooka’s locked perks are Guide, Pickpocket, and Speedy.
  74.  
  75. PSEUDO DRAGON: You’re a tiny little dragon! You’re about the size of a house cat with a wingspan comparable to a hawk. Pseudo dragons tend to be friendly, playful familiars that are also highly protective of their masters. You can breathe little gouts of flame and are the apex predator of insects, rodents, small birds and snakes. Pseudo dragons are locked into the Breath Weapon, Sturdy, and Telepathic perks.
  76.  
  77. TIMEKEEPER: Timekeepers resemble brilliant, clockwork spheres that can burst apart, revealing a shining core beneath them. Timekeepers are servants of Io, and, as a result, tend to be sign of a highly prestigious wizard when called as familiars. Timekeepers make great living journals, as they can store all sorts of information within their core. Timekeeper locked perks are Detector, Guide, and Luminous.
  78.  
  79. VOID WORM: A creature of magic from the depths of space, void worms are long, floating, luminous, snake-like beings of chaos and illusion, favored by wizards who practice Evoking and Illusion, and witches who contemplate The Stars and The Chaos. Void Worms slide through the air like eels in water and glow brightly with any color they want on the spectrum. Void Worms are locked into the Freedom, Luminous, and Mind Shock perks.
  80.  
  81. WISP: Appearing as a floating ball of harmless, yet comforting blue flames, taking a shape vaguely reminiscent a human head. Wisps in Catheridge are agents of fate and guides to the lost. Appearing and disappearing to help guide travelers to their destiny, for good or ill. They’re mysterious creatures, but experienced Mages can get one as a familiar. Wisps are locked into the Ignite, Luminous, and Warper perks.
  82.  
  83.  
  84. FOCUS
  85.  
  86. Now that you’ve had time to gather your bearings, your new master nods and you close your eyes. Each mage in Catheridge dedicates themselves to one field of mage. Schools for wizards, and Mysteries for witches. This field dictates the kind of mage your master will be, and grants you a special power based upon it…
  87.  
  88. (Choose one category, and then one of the two powers listed under it.)
  89.  
  90. Your Wizard’s School is…
  91.  
  92. Universalist: Your master does a little bit of everything, studying magic just for magic’s sake. As a result, he’s quite flexible, and can accomplish anything given enough time to prepare.
  93. -Telekinesis: You can lift stuff with your mind! Anything within arm’s reach for a normal human you can lift and manipulate as long as the object in question is under 10 lbs. or so. You can manipulate mechanisms with this power, open doors and chests, turn things on and off, and so on.
  94. -Attunement: Your master can store a relatively low power spell in you that you can use at will. Anything from a self defense spell, to utility. Less strain on his mind and a nifty power for you! Using the spell yourself is relatively weaker than if your master cast it, lasting a shorter duration, not dealing as much damage, etc.
  95.  
  96. Abjuration: Abjurers are the defensive masters of the magical world, specializing in wards, counter spells, and resistances.
  97. -Forcefield: You can cover yourself in a spherical field of force that defends against one incoming attack or spell, then shatters. The field can be reconstructed after a brief cool down, around 30 seconds or so.
  98. -Return to Sender: You can attune yourself to an element or type of non-physical damage of your choice and can absorb energy from spells of that damage type in your body, releasing it back as a missile to your target. If you choose the element you have the Resistant perk for, absorbing the element heals you and gives you a burst of energy. This attunement lasts until you sleep and can’t be changed once made.
  99.  
  100. Conjuration: Conjurers are the summoners of the magical world, specializing in teleportation, calling creatures to their aid, and creating something from nothing.
  101. -Recall: Lost? Separated from your master’s side? No worries! With recall, whenever you leave within 10 feet of your master, you can teleport to his side at will. This works regardless of where you are in the Realm. Great for scouting and sending messages!
  102. -Summon Friend: Conjurers are never alone, and so are their familiars. Summon Friend allows you to create a bond with another willing animal or familiar (get their master’s permission!) and summon them to your side for a few minutes. Regular familiars can befriend animals in their species group (a mouse can befriend a lion, but not an eagle).
  103.  
  104. Divination: Diviners are the secret finders and seers of the magical world, specializing in detection, prediction magic, and knowledge.
  105. -Danger Sense: Familiars tend to be more aware of the world around them, and this power amplifies that by tenfold. You can sense attacks and dangers before they happen and warn your master. This allows you to dodge attacks with ease, avoid traps, and generally keep you and your master safe.
  106. -Peek: Peek allows you to share your vision with your master, letting him see things without exposing himself when stealth is needed. You can also set up a magical “camera” in a spot you touch that both you and your master can see through that lasts until you dismiss it.
  107.  
  108. Enchantment: Enchanters are the charmers and controllers of the magical world, specializing in charms, compulsions, and manipulations of the mind.
  109. -Cheer: You can spur your friends and master, improving their focus on whatever task they have at hand. They function better in combat, focus better with their studies, and become less prone to mistakes.
  110. -Heckle: You can jeer, chirp, and distract enemies, sending waves of physic disturbances to them to force them to split their focus. You can make an enemy more prone to mistakes, unable to focus, and make it easier for your master to take advantage of them.
  111.  
  112. Evocation: Evokers are the offensive powerhouses of the magical world, defending their country from invasions, creating, and destroying with the power of raw magic.
  113. -Force Dart: Simple, efficient. Force Dart lets you throw an unerring… well, dart of force at any target you can see. The dart hits with the strength of a solid punch when launched at enemies, and can break most small objects with ease. It’s also quite spammable.
  114. -Elemental Touch: For familiars that like to live dangerously, Elemental touch infuses your paw, tail, limb, whatever with a surge of elemental power that can be released with a touch. It can start fires, cause frostbite (and freeze food!), release a surge of electricity, and melt through flesh and wood with acid. Please use responsibly.
  115.  
  116. Illusion: Illusionists are more than just stage magicians, creating figments and phantasms to confound their enemies and amaze their friends.
  117. -Disguise: You can magically alter your appearance to resemble that of any other small critter or animal you can think of. The disguise is an illusion, and other mages might see through it, while common folk will be none the wiser.
  118. -Spook: You can enhance your stealth and make quick noises and moving shadows in a small area, causing paranoia to anyone in the vicinity with scuttling noises, distant cries, and movement at the edge of their vision. Or you can just muffle the noise you make and cover yourself in shadow.
  119.  
  120. Necromancy: Ever the controversial school, Necromancers create undead and command the powers of life and death.
  121. -Zombified: You don’t go down easily. Your body is fueled by necromantic energy, and as such you have no heartbeat, blood flow, or nervous system. You can be decapitated, cut in half, burned, whatever, and all that needs to be done is have your master put you together again. Scars are forever, though!
  122. -Lifesense: You can sense the living and un-living energy of creatures around you, switching your vision to a foggy blur where living creatures appear as glowing auras and undead creatures appear as black, crackling auras. The range for this is limited to about 50 feet or so, but it sees through all surfaces.
  123.  
  124. Transmutation: Transmuters are the movers and shakers of the magical world, able physically change their surroundings and themselves with magic.
  125. -Enlarge: You can grow up to the size of a horse! This increases your strength several times over, and, assuming your body type supports it, allows your master to use you as a traveling mount. This ability requires focus to maintain, and significant distractions (like combat) will end it, but otherwise this ability can be used at will.
  126. -Wallop: You can infuse yourself with a burst of great strength, and release it with a single rapid, charging strike. Used against a creature, the force of the blow easily sends them flying. You can knock doors off hinges, and even charge through walls. The exertion is tiresome, though, fatiguing your little body, and you won’t be able to use the ability again until you get some rest.
  127.  
  128.  
  129. PERKS - WIP (More detailed explanations needed, and more perks)
  130.  
  131. Regular Familiars choose 3. Improved Familiars choose 1 in addition to their locked perks.
  132.  
  133. Breath Weapon - breath small gout of chosen element, rarely fatal, but decently distracting
  134. Charming - You’re a cute! CUTE!
  135. Detector - Can sense magic being cast, spells in effect, etc.
  136. Digger - You can dig, popping through walls or hiding underground.
  137. Freedom - You’re a slippery little bastard and can’t be grabbed, constrained, or hindered by rough terrain.
  138. Guide - You always know where north is, what time it is, phase of the moon, and what direction the nearest settlement is.
  139. Ignite - You can burst into flame! Or ice spikes! Or electricity! Whatever!
  140. Luminous - You shine bright like a diamond, and can control your light to create a blinding flash, light up the dark, and dim it or turn it off completely,
  141. Mind Shock - You can daze enemy creatures
  142. Pickpocket - Sneak up on people and steal shit!
  143. Prodigal - Give up your focus power (and extra perk, since you chose this one) to be an Improved Familiar.
  144. Ray - Pew Pew!
  145. Resistant - Immune to an element of your choice.
  146. Speedy - Gottagofast. Humanoids at full sprint can’t catch you if you’re running from them. Flying familiars are hecka fast.
  147. Sturdy - You can take a hit or five before going down.
  148. Telepathic - Normally familiars can only communicate with their masters and other familiars, this let’s you talk to anyone.
  149. Vanish - Poof! Go invisible for a few seconds.
  150. Venomous - You have a bite or sting that’s legitimately debilitating. Insects and Reptiles get a bonus.
  151. Wand User - You can hold a wand in your mouth or whatever and use a single spell your master knows.
  152. Warper - You can teleport short distances with a minor cool down.
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