You serve a dark patron that has gifted you with eldritch power. As a living extension of your touch, your patron uses your action to act on your turn, but can move independently of you. It has 1 HP, and can either fly, entangle victims, or hide in shadows. You may expend a consumable supply to create a Hex tag, in the form of a totem, charm, or brew. For 2 MP, you or your patron may inflict the hex upon a victim, and the GM chooses a relevant status or spell-like effect to confer thereby. If the familiar dies, you immediately suffer 1 wound, but your patron will return from the dead after 24 hours. Charm spells explode on a 5 or 6.