Nicely presented with some good stuff in there Alex
alex_greene said:
I hope you enjoy the familiar creations rules. They are a radical departure from the usual familiar creation rules which are a legacy from RuneQuest.
Legend is, in its entirety, a legacy from RuneQuest - so there's no particular merit in erasing or escaping the legacy, only in going new places with it. You've used the key element in the legacy RQ rules, which is the need to give an incomplete creature a complete set of stats (adding variable INT and CHA)
The only published familiar rules for Legend I am aware of are in Age of Treason, so are these the 'usual' ones? However your rules sweep up/provide alternatives for fetches as well which are in the Spirit Magic rules.
To make some comment:
On first read I like the variety of familiars you have captured in your doc - it's liberating and creative. OTOH I'm concerned about how you are calibrating the 'factors' being applied to build them.
As a basic design note, adding together two skills and dividing by 10 (rather than using one) is a departure from a tried/expected legend mechanic to arrive at a measure of Magnitude or Intensity. While I know that mechanic can demand some hard thinking about how to scale effects to a range that typically spans 3-12, simply doubling it up so you can expect a range of 6-18 and some serious NPCs racking up to 30+ creates its own.
For example, under your system a half decent magician will be able to add 10D6 or more to their familiar's stats. So let's say he uses a hound. 2D6 is more than enough to add to INT (just 1D6 will make the INT variable, job done), why does he need more than a couple of dice of CHA, it's a dog? - hence 6D6 or 36 points are left to uber-boost the rest of his stats.
Likewise I'm puzzled why the Animates and Golems start out with a base level of stats prior to enchantment - unless this is simply to make sure that hen factors are spent on them the right final number is going to be arrived at when it would not if they started from 0.
By the way - you advise vetoing T-Rex familiars? I'd let 'em try. You've provided that a natural creature has to be caged/rendered helpless...that' a quest in itself, could be great fun. And try taking it into town with you. Sounds like fun...