The Possessed character has an embodied familiar with a physical body—a small imp. The imp, like the Animal Familiar above, is profoundly devoted to its Possessed master (really, it’s more devoted to the demon than to the human host, though imps are allowed to favor the mortal soul, instead). It will throw itself into harm’s way only if the character demands it, however. The Animal Familiar does so without question or command, but imps can be a bit cowardly—an Imp Familiar needs to be urged into combat (or cajoled, or threatened).
If an Imp Familiar is slain, its Infernal spirit usually discorporates and returns to whatever Hell from whence it came. Sometimes, though, it latches onto its master and feeds off his memories, drinking deep of the hunter’s soul to sustain itself in ethereal form. In game terms, a Possessed character’s player may, upon the destruction of his embodied familiar, choose to immediately spend 10 experience points as a reflexive action to preserve the demon as a Twilight Familiar (see Inferno, p 127). Stats for the Imp Familiar can be found in the sidebar below.
Imp Familiar Traits
Attributes: 5/4/3 (divide among Mental, Physical and Social)
Skills: 9/6/3 (divide among Mental, Physical and Social); the familiar receives a free dot in Brawl, Larceny or Stealth
Willpower: Equal to Resolve + Composure
Essence: 10 (10 max)
Initiative: Equal to Dexterity + Composure
Defense: Equal to lowest of Dexterity and Wits
Speed: Strength + Dexterity + 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: 3 or less
Health: Equal to Stamina + Size
Vestments: Choose two Innate Vestments from the imp’s primary Vice category.
Innocuous: Embodied familiars are very good at not being noticed by others. Anyone but its bonded master suffers a –2 penalty on Perception rolls to notice the familiar, unless it does something to draw attention to itself.
Through the Eyes: By spending a point of Willpower, the master of an embodied familiar can shift his perceptions to the familiar. He sees what the familiar sees, hears what it hears, and so on. He is oblivious to his own surroundings while viewing through his familiar, but still possesses tactile sensation (and thus he is aware of any damage or physical sensation to his own body). Ending this viewing is a reflexive action and requires no roll.