A Twilight Familiar is a spiritual entity with no proper physical body of its own. A Twilight Familiar is also known as a “fetch.” Twilight Familiars can temporarily manifest like ghosts (see Manifestations, p. 210 in The World of Darkness Rulebook), but their ephemeral bodies are otherwise invisible and intangible to the physical world. A Twilight Familiar must manifest or use Numina to affect anything in the physical world—except for its master, whom it can touch at will. (Its master can also see and speak with the familiar freely, even if he cannot see or hear into Twilight.) A Twilight Familiar often leaves behind a subtle sign of its presence, even when it is not manifested. A whiff of sulfur might waft from its location, or the lights may flicker in the room when the entity is present. A Twilight Familiar, when manifested, often represents its Possessed master’s Vice: a Gluttonous character may have something that resembles a bloated, tumor-besieged bullfrog, while a Lustful character may instead be served by a lithe succubus or priapic incubus. Stats for the Twilight Familiar can be found in the sidebar below.
Twilight Familiar Traits
Attributes: 3/3/2 (allocate dots in any order among Power, Finesse and Resistance)
Willpower: Equal to Power + Resistance
Essence: 10 (10 max); the demon regains 1 point of spent Essence per day spent in its master’s presence. A familiar can also regain spent Essence by witnessing (or causing) acts related to its Vice.
Initiative: Equal to Finesse + Resistance
Defense: Equal to highest of Power and Finesse
Speed: Equal to Power + Finesse + 5
Virtue: Choose Virtue
Vice: Any. Most familiars share their master’s Vice, but not all. A familiar regains all spent Willpower by fulfilling its Vice once per chapter, just as a mortal does for fulfilling her Virtue.
Morality: Familiars have no Morality score.
Size: 5 or less
Corpus: Equal to Resistance + Size
Born of Sin: The Twilight Familiar is a base creature, born of sin and capable of calling that sin out in others. The familiar can manipulate the presence of its Vice, enhancing or manipulating its manifestation in a creature, mortal or otherwise. The target need not have the same Vice as the demon; he must merely be experiencing the emotion. A character whose Vice is Pride can still feel Lust for a beautiful woman, or Envy of a neighbor’s new car, for example. The demon cannot create a Vice where none exists. Enhancing a Vice, making an individual feel the emotion more strongly, requires the expenditure of 1 point of Essence and a contested roll of Power + Finesse versus the target’s Resolve or Composure, whichever is higher. The familiar can produce a moderate shift with a success; mild attraction might become infatuation, or infatuation might become full-blown obsession in the case of Lust, but mild attraction cannot be turned into full-blown obsession directly. An exceptional success, however, allows the demon to fan even the tiniest spark of Vice into an inferno. The changes last for one minute per success. The demon cannot enhance the same Vice in the same target more than once per scene.
Manipulating a Vice, changing its target, requires the expenditure of 2 points of Essence and a contested roll of Power + Finesse versus the target’s Resolve or Composure, whichever is higher. Success allows the demon to slightly alter the target of a character’s emotion. For example, a character feeling Sloth toward his work might have that laziness redirected toward laziness regarding investigating those weird sounds in the basement, or a man proud of his status as a player might instead be made to focus that Pride upon his ass-kicking prowess— which might cause problems if he’s never been in a fight in his life.
Numina: Assign three Numina.
Anchor: The demon’s master is considered to be its anchor to the material world, although there is no limit to how far a familiar can travel from its master. See Anchors on p. 209 of the World of Darkness Rulebook.
When a familiar manifests, use the following modifiers:
Location - Modifier
Profane or blasphemous site (desecrated church, massacre location) - +3
Place associated with the demon’s Vice - +2
Occult location (ley line nexus, pagan temple, etc.) - +1
Within line of sight of a holy symbol (cross, Star of David, statue of Buddha) - –1
Within line of sight of a church synagogue, temple, etc. - –2
Holy ground - –3