Psychic Familiars


All Familiars are considered sapient and capable of learning. They quickly learn the language of their master and are capable of speaking with their master mind to mind.

Rules for Advancing Psychic Familiars:

Psychic Familiars use the Advance Profile here. They gain half of the XP as their master per session.

As they accumulate experience and due to their nature and constant exposure to the Warp they can change significantly.

Controlling Familiars:

Commands must be issued in order for the Familiar to perform specific tasks. These are generally made up of single words or a short sentence by the controlling character (although it can also be done in an instant by a mind-impulse). Issuing a command is a Free Action. At the GM’s discretion, a Familiar may have to succeed on an Intelligence Test to carry out a complicated order.

The range at which a Familiar can follow mental orders is equal to its master’s Willpower Bonus in kilometres, but this may be adversely influenced by local conditions, again at the GM’s discretion.

If the Familiar’s master comes under attack, the Familiar will automatically move to his defence, attacking the assailant until it receives instructions otherwise, or the assailant is vanquished. Upon completing a task, a Familiar will return to its master’s side unless it has received prior orders.

Linked Minds

Due to the nature of the bond, anything that the Familiar detects, its master also notices, and vice-versa. This awareness may be imprecise, however, depending on the circumstances and the Familiar itself. A Familiar with particularly poor senses might not be able to reveal the identity of a person it sees, merely making its master aware of a person’s presence.

Should a Familiar be subjected to any effect that inflicts Insanity or Corruption Points (except for the Sin-Eater Psychic Feature), its master must make a Challenging (+0) Willpower Test or gain the same number of Insanity or Corruption Points. This is because whilst the Familiar may not be in direct contact with its master, the bond is a strong neural link that taps directly into the mind of both creature and master.

If a Familiar receives more than 10 Insanity or Corruption points, it is recommend that it be removed from the game as with the recommendation for NPCs.

In the event of a Familiar’s death, its master must make a Challenging (+0) Willpower Test. If he fails this Test, the character is Stunned for one Round and receives 1 Insanity point as psychic feedback momentarily overloads the bond with a psychic death scream. In the event of its master’s death, a Familiar attacks the cause of its master’s demise until it is destroyed or restrained and sedated. It is possible to change the master of a particular Familiar with some arcane ritual or surgery, this is often obscure and rarely available. Until a Familiar is allotted a new master, it acts as normal for its species.

An Explorer cannot usually be bound to more than one Familiar at a time, and can never gain the benefits of the abilities of more than one Familiar at a time.

Explorers with the Untouchable Trait cannot use Familiars.

Familiars and Psykers

A psychic Familiar is obviously of greatest use to a psyker. A character with a Psy Rating may treat a Familiar as a psyfocus so long as it is within a number of metres equal to his Willpower Bonus. A psyker may choose to use any Psychic Technique with the range of Self on his Familiar instead of on himself.

Finally, if both the Familiar and the psyker possess a Psy Rating, the psyker may use his Psychic Techniques through his Familiar, treating it as the origin point of any power so long as it is within a number of metres equal to his Willpower Bonus x 5. The psyker is still considered the point of origin for Psychic Phenomena or Perils of the Warp.

Psychic Familiars

Rogues and Roses Jimibp