Step 1 - Form and High Concept.
Each player character(PC) is a small creature that used to serve a powerful magic user of some kind as a familiar. You were used to fetch components, channel arcane energies, serve as look out and spy, or anything else you might have read about or imagined in a Fantasy Genre Book/Game/property/etc. Consider the types of service you performed for your master when developing your High Concept.
Each PC is a small creature in a world of ruled by humanoid creatures, and filled with innumerable dangers because almost everything is bigger than you. Consider the form you take when developing your High Concept.
There are three basic forms that are available to PCs: Animal, Fantastic, and Homunculus. Each one has a slight advantage over the other. Each advantage will be explained here, but you might need to keep reading the creation guidelines to understand fully.
Animal - The most common style of Familiar. This type starts life as an average small animal, anything a human being could comfortably carry in one arm. At some point their master performed a ritual and bound their souls together. The animal is then blessed with human level intelligence and the ability to be a conduit for their master's magic. Services performed by these type of familiars was generally limited by their natural capabilities. Now that their master is gone PCs find they have powers of their own that can overcome those frailties. Popular Animal Familiars are : Cats(domesticated), Rats, Bats, Ravens, Snakes, Spiders, Toads, Weasels, Lizards, and Owls. Other animals are viable, this list is simply the most common types.
Advantage - +1 Refresh. Animals start the game and each session with an extra Fate Point. This Refresh can never be lost or turned into a Stunt. Animal type familiars always have 1 Refresh
Fantastic - This type of familiar covers all of the "naturally existing" creatures in the world that aren't regular animals. They tend to have more natural capabilities than animals, but they are far more conspicuous. Usually Fantastic types were captured in their natural environment or summoned and bound to the material world. They are still small and serve in all the same ways other familiars do, but the relationship between master and familiar is more equal. The master typically pledges the familiar to a limited contract or one that is more mutually beneficial. Common Fantastic types include: Nixies, Pixies, Weirds, Quasits, faerie dragons, or wisps. Again this list is by no means exclusive, merely the most common examples. ((A note* - Demons and devils are not available to PCs. Demon familiars do exist, but they follow different rules. Usually when their master dies, his or her soul is bound for a torturous afterlife and the evil familiar takes them their kicking and screaming. Don't ask to be a demon. Quasits fill the role of human shaped outsiders))
Advantage - Fantastics get two more Magic descriptors for free. They do not need to pay a Refresh to have a total of 6 descriptors, and the bonus descriptors do not have to be bound to their Magic type. ((For more on this see the Extras posting below.))
Homunculus - This type of familiars that are constructs and fabrications created by the master they served. Their forms are the most varied, but there is one common thread...they were infused with the life essence of the person who created them. The bond between master and Homunculus was the strongest of all the familiar bonds. The master's will was the Homunculu's will. There were no contracts or bindings to be threatened, the homunculs served because it was an extension of the master. This also makes them the most volatile familiar after the death of the master. Common Homonculus forms include: Clay, Brass, Stone, Bone, and Wood. Again this list is by no means exclusive, merely the most common examples.
Advantage - Homunculi are extremely durable. The magic that sustains them keeps them from going to pieces. Homunculus familiars gain an extra Minor Consequence (2 point Consequence) ((See the Stress section below.))
When deciding on your High Concept, please include the type of familiar you are going to play in the aspect and be as specific as possible. (i.e. Rat, Toad, Pixie, Brass Automaton). Also consider describing what the most common service you performed for your master as part of your High Concept. This service isn't mandatory, just a suggestion.