Familair Augmentation

Have any of you considered mutant or cybernetic familars in your game. This is because I thought that converting Alternity mutations and cybernetics into 3rd edition might allow you to boost the power of your familar. Do you have any objections?
 

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How will what ruin what? No specifics, no way to answer any questions -- let alone raise "objections".

-- N
 

Depends on your wizard's/familiar's relationship. A mutegentic quasit could have some real rp potential. Cybernetics could also have been used to save a familiar, rather then let it die (some magic folks do get attached).


Besides, just because a spellcaster has a familiar doesn't mean they have to like each other. And a familair is a 'wiiling' magical beast avaiable for experiments. :]
 

I'm going to list a group of acceptable mutations and cybernetic augmentations after check out a copy of the Alternity Player's Handbook. Unless one of you posts a list first.
 

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