Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site mit-eddie.UUCP Path: utzoo!linus!security!genrad!mit-eddie!hammy From: hammy@mit-eddie.UUCP (J. Scott Hamilton) Newsgroups: net.games.pbm Subject: Re: Character Generation Message-ID: <932@mit-eddie.UUCP> Date: Wed, 16-Nov-83 19:58:43 EST Article-I.D.: mit-eddi.932 Posted: Wed Nov 16 19:58:43 1983 Date-Received: Thu, 17-Nov-83 03:24:20 EST References: <931@mit-eddie.UUCP> Organization: MIT, Cambridge, MA Lines: 62 There are a couple of things I forgot to mention... Stats - When I was talking about high stats, I was referring to potentials. Most of what I said should be modified by how crummy a stat is to begin with, although I am inclined to think that in a campaign where every one reaches third or fourth level fairly rapidly, the bad stats quickly even themselves out. You DON't want something like a 26/99 for something like a Spell Users mental prime requisite, the poor fool will have NO spell points until he can get his stat to a 75 or higher. If your temporary is more than 15 away, I would count on getting about 10 points a level, although it is easy enough to figure out what the actual average is. Also, a lot of your decision of where to put the stats are based on your character conception. I have seen a Rogue build into a fighter, thief, archer, scout, ranger, and spy. I have a Mystic who considers himself a well rounded martial artist, even though people could have mistaken him for a Sorcerer, Magician, Monk, Mentalist or Illusionist (granted, he does have exceptional stats). Elemental Spells - One thing to watch out for about elemental spells. They are not easy to come by, and they are fairly costly to cast. If my memory serves me correctly, the following are ways to get elementals. You can check in Spell Law books to be sure. Class or Realm Spell List Level Channelers - Shock Bolt Light Law 7 Mentalists - Shock Bolt Light Law 6 Essence Users - (I don't know if there is any on open or closed, there should) Astrologers - Starfires "Light Law" Disgusting (20?) Mystics - Waterbolt Water Alt. 5 Firebolt Gas Alt. 9 Magicians - Firebolt Fire Law 6 Icebolt Ice Law 6 Waterbolt Water Law 4 Shockbolt Light Law 2 Lightningbolt Light Law 10 Clearly, if you want to specialize in blastems, you must become a Magician. Even then, it is fairly high level before you can cast them. Also, you start out casting one Elemental (as well as other spells) once every three rounds. Shockbolt becomes instantaneous at 8 level, Waterbolt at 10, Firebolt and Icebolt at 12, and Lightning bolt at 16. You can reduce this by using the spell Store, but this means that you had to store the appropriate spell the night before (assuming you have the spell points then), and it must be the next spell you cast, or you lose it. By the way, this is a trick that we use to "carry over" spell points to the next day, and also gives the MU a chance to have a "quick draw" spell. My Mystic carries around a Fear spell in storage (Verbal component is "Boo!") unless he is feeling paranoid, in which case he carries Invisibility (he is sixth level). He could just as easily carry Waterbolt or Shockbolt. -- J. Scott Hamilton !genrad!mit-eddie!hammy