NEW - Familiar Information

Rules and limitations for familiars



1: Familiars are able to send a "distress call" to their vampire, which the vampire is free to ignore.

2: The vampire is mentally "aware" of the familiar in terms of alive, okay, in trouble, unconscious/dead.

3: Those vampires with the bonding and/or sending abilities -may- be able to inspire slightly greater levels of communication in the familiar (alive, happy, okay, scared, really in deep shit, dead) that are still rudimentary but possibly a little less vague. In very intense/emotional/desperate/needful circumstances, the familiar bonded to a Sender might be able to Send briefly themselves.

4: The familiar bond will decrease and increase in strength depending on distance apart and the condition of the vampire. If a vampire is blood-starved enough to lose control of his or her abilities the familiar bond cannot be kept up.

Number of familiars allowed (all clans)


3 for Ancients
2 for middle age
1 for Adolescent

(An Elder is permitted one additional familiar over and above what their age allows.)

Age Breakdown

Familiar Bonds

(choose one and only one for any and all familiars)
Lull - A lulled familiar would be in a peaceful, somewhat apathetic state, not caring what goes on around them and not concerned if some vampire wants to feed on them. Reasonably easy to keep loyal, though also not as traditionally useful so much as compliant.

Dominate - A dominated familiar would be unable to go against his/her master's will even if they wanted to. Even thinking against their master can lead to madness and mental anguish and eventually physical pain. However, their mind is still very much their own and they can hate their master's guts all they want to as long as they don't act, or even dream of acting, on it.

Allure - An allured familiar is ruled by their desire for their master. They genuinely want to serve and love their vampire. Allured familiars are easy to control and still maintain much of who they are, but should they find something even more captivating the bond can be weakened.

Damn - A damned familiar feels tainted by the vampire touch. Their lives are hopeless shadows, forever cast in darkness. Can easily be controlled and manipulated, though since this tends to be a depressing condition they may not be as useful as they could be. A sudden epiphany of faith (along the lines of a religious experience) could, however, break this bond.

Ally - An allied familiar sees themselves as equal to their vampire and seeks to protect them from harm. Any harm to their vampire would cause unmitigated emotional devastation. Allied familiars are the most difficult to control, though they are also the most useful as they keep the most of their 'selves' in tact. This is also, however, one of the most difficult bonds to break as Allied familiars are, first and foremost, loyal to their vampires

Awe - An awed familiar is amazed by the presence and perhaps even the very thought of their vampire. There is simply something about them that seems otherworldly. Awed familiars are loyal but not as easily controlled as some. They may do many things that they "think" the vampire would enjoy and approve of but they might not understand their vampire enough to be correct. They are prone to an almost worshipful view of their vampire. This leaves them very biased and less useful than some as they have a tendancy to become caught up and even nervous in the vampire's presence