Also, on an unrelated note, familiars are awesome, at least in Changeling: The Lost. Well, they're Hedge Beast Companions, but they're fun to write about. I know that Mage has familiars, how do they stack up against this?
*snip*
In Awakening there are a number of 'companion' type things you can eventually end up with, but the basic Familiar is this:
[ 3 or 4 ] Familiar
( Mage: The Awakening -- Page 82 )
Effect: Your character has a magical bond with a spirit that aids him, one that is either in Twilight (that is, immaterial and invisible) or embodied. Twilight familiars have no bodies: they are spirits existing in the ephemeral state of existence called Twilight. Embodied familiars inhabit a physical body in the material world. A Twilight familiar is bought for three dots; it is a spirit originating in the Shadow Realm, also know as a "fetch." Twilight familiars can temporarily manifest like ghosts (*manifestation rules reference*), but their ephemeral bodies are otherwise invisible and intangible to the physical world. A Twilight familiar must manifest or use Numina to affect anything in the physical world - except for it's bonded mage, whom it can touch at will (its mage can also see and speak with the familiar even when he is not using a spell that allows him to see Twilight). Twilight familiars exist on the material side of the Gauntlet, although they can accompany their masters across into the Shadow, or travel there themselves if their Numina allow it. An embodied familiar is bought for four dots. It takes the form of an earthly creature. Many of the legendary stories of sorcerers with cunning animal companions - cats, rats, bats - are actually references to embodied familiars.
Twilight familiar
Attributes: 3/3/2
WP: Power + Resistance
Essence: 10 (10 max)
Initiative: Finesse + Resistance
Defense: Highest of power or Finesse
Speed: Power + Finesse + 'species factor' (same as it's earthly counterpart)
Size: 5 or less (same as it's earthly counterpart)
Corpus: Resistance + Size
Influence: 2 dots (choose one)
Numina: Choose one
Ban: one storyteller selected Ban
Embodied Familiar
Attributes: 5/4/3
Skills: 9/6/3
WP: Resolve + Composure
Essence: 10 (10 max)
Initiative: Dexterity + Composure
Defense: Lowest of of Dexterity and Wits
Speed: Strength + Dexterity + 'species factor' (based on its animal type)
Size: 5 or less (based on it's animal type)
Health: Stamina + Size
Influence: 2 dots (choose one)
Numina: Innocuous + 1 additional
Ban: One ban as chosen by the storyteller