This pale steed has pale lavander eyes that twinkle with intellegence beyond that of most. A loyal companion that has been with her since soon after her Exaltation. Their shared experiences have strengthened the bonds till the Student has difficulty imagining a time when Furcas will not be at her side. Rumor has it that he is more than the ghost of a horse and a true child of the Malfeans, dreamed as one fell into death.
Stats
Str/Dex/Sta Will HL Attacks Spd/Acc/Dam Dodge/Soak Abilities
6/3/6 4 -0x2/-1x2 Bite: 6/6/2+1L 6/3L/6B Athletics 4, Aware 3
-2x3/-4x2/I Kick: 3/7/5L Brawl 2 (Bite/Kick 1) Dodge 3
Ghostly Horse, dreamed of Him of the Forbidding Silence (8 points) Your animal companion is a ghost-like creature, native to the Underworld. It is naturally Immaterial in the Creation (and Shadowlands during the Day), but can materialize in the proximity of the Abyssal if the Deathknight spends 5 motes of essence. This ability does not require commited essence, and allows the beast to stay materialized as long as it remains within (Essence x 100) yards of the Abyssal.
Ghostly Familiars are tireless, but otherwise normal animals of their type, which must be purchased separately. I.e., a Ghostly Wolf costs 5 points.
Your animal compaion is the offspring of a God, blessed with strength and intelligence beyond the norm. These beasts are unusually intelligent, often as much as a human, though they frequently have no more ability to communicate than the norm. They also tend to possess some minor ability of one kind or another, more often increased ability in some endeavor as opposed to anything charm-like (and seldom worth more than 1 point).
God-Blooded Familiars also have a Godly-relative, though the exact relationship between beast and God is likely to vary in general.
Long-Lived (0 point) All Familiars have exceptionally long life spans, but are not fully immortal. Most Familiars will live 100 years per point of the Familiar bond.
Obedient (0 point) The character is generally able to command his familiar as if it was a well-trained domesticated animal. The exact amount of control depends on the personality and nature of the animal in question, but this is largely a roleplaying issue.
Very Clever (0 point) Your familiar is quite clever for an animal, but still doesn't really approach human intelligent. It can probably pull off a number of things that normal animals of its type can't manage, however, and follow simple instructions.
Intelligent (0 points, requires Very Clever) Your familiar is about as intelligence as a young child of eight or nine years. It can fetch items and do chores, but it has no book learning and is pretty easily distracted. Even if the Familiar doesn't have a way to communicate with you, it's pretty good at expressing itself via it's natural means of communication.
Sensory Sharing (1 point) The bond between you and your animal companion is strong enough that you can share your familiar companions senses whenever it is within 100 yards. This allows you to see through your familiars eyes, smell as it smells, or otherwise benefit from it's senses in various ways. If this becomes important for game play, assume that the character gains a bonus to sense-related rolls equal to his rating in the Familiar background.
Small Mote Reserve (2 points) Whenever you are in close contact with your familiar, you have access to an additional 5 motes of Personal Essence. You can spend this essence as if it was your own, and it only regenerates only after your own essence pool is full.
Cunning Mind (1 point, requires Intelligent) Furcas has a mind beyond that of other deathsteeds, even those of noble blood. Perhaps this is due to his origin, perhaps he was one of the first of his kind and later generations have dilluted that sentience. Either way, he is as intellegent as a fully grown human, able to learn and understand as they might.
Expressive (1 point, requires Very Clever) Your familiar is unusually expressive, and you are able to communicate with it almost as well as if it were speaking through it's posture and facial expression. This allows you to manage more impressive instructions and tasks, though your familiar is still limited by it's overall intelligence.
Telepathy (1 point, requires Expressive) You can communicate with your familiar telepathically, and vice versa, provided both you and your familiar are within 100 yards. While this ability allows you to communicate fully and silently with your companion, the beasts overall ability to communicate and act upon your instructions is limited by his intelligence.
Speech (2 points, requires Expressive) Your familiar can physically communicate, speaking in a somewhat crude but recognizable voice in the character's native language. With time and difficulty, the character can teach the beast other languages. As with telepathy, above, this trait has no overall impact on the beasts overall ability to communicate or act upon instructions.
Rush of Blooded Might (0 points, God-Blooded) Furcas' hooves carry small sharp ridges and hooks that tear at flesh, and his teeth are sharp and made to rend away flesh. As such, kicks do 5L and bites add 1L.
Speed of Reaper's Scythe (2 points) By calling upon the energies within, Furcas can pass along, flashing from place to place with a speed that rivals the wind at times.
Walking the Mountain's Bones (2 points) Furcas is able to climb up almost any surface with ease, finding places and ghostly footholds where no mortal steed, and even few godly horses could travel.