Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site ucla-cs.ARPA Path: utzoo!linus!philabs!cmcl2!seismo!harvard!talcott!panda!genrad!decvax!ittvax!dcdwest!sdcsvax!sdcrdcf!trwrb!cepu!ucla-cs!mccolm From: mccolm@ucla-cs.UUCP Newsgroups: net.games.frp Subject: Familiars in FRP Message-ID: <5284@ucla-cs.ARPA> Date: Wed, 8-May-85 22:12:31 EDT Article-I.D.: ucla-cs.5284 Posted: Wed May 8 22:12:31 1985 Date-Received: Sun, 12-May-85 01:25:19 EDT Organization: UCLA Computer Science Department Lines: 47 *** REPLACE THIS PALADIN WITH YOUR AVERAGE BEAR *** Ever wonder why that evil baddie wizard has a familiar? Aside from the gross and noxous imps and quasits that can do real stuff for them; I'm referring to the toads and ferrets. What good are they? Why do magicians get familiars when they know the odds on getting one of the interesting ones are so long? In AD&D, having a familiar grants certain limited powers, chief among them being the addition of some sensory inputs and some meta-hit-points. Considering this also adds the vulnerability of the familiar, which might GET RUBBED OUT, this is not really a great boon. Proposal: having a familiar is a really spiffy thing for a magician. Not only is it the in thing this season, but the magicial derives some relatively major benefits from the existence of the familiar. The old temporary level increase idea is sort of appealing, but in view of the fact most magicians have a dearth of spells, this isn't all that wonderful. I should think that the benefit to the magician for the existence of the familiar must be something really earth-shaking, like being able to memorize more spells of a level, or something really major like that. What concept do people nowadays associate with the magician's familiar? Mostly, associations with Nether powers, for advice, instruction, power, and so forth. So it seems rational that those magicians who go in for metaphysical influences would have angelic/demonic familiars. (Question: is there such a thing as a magician of paladin-like motivations/powers?) But for the magician, are all familiars divinely/diabolically inspired? Are there "neutral" familiars? (non-aligned, etc) Is a familiar necessarily a creature of divine origin, or can it be merely a convenient kindred spirit? And if so, what does the magician expect to gain? Increased spells, spell-power, spell-like abilities that the familiar performs, sources of arcane knowledge (who would know better how the cosmos worked than a magical spirit?), or just a real good permanent "Wizard Eye" spell and some hit points? No referee I have ever gamed with (including me) has ever produced a set of rules for familiars that I found satisfying. I would appreciate your comments, as I am at a loss to improve on the ideas of mana batteries and cross-planar spies. -fini- -finissimo- *the lack of opinions expressed is solely mine...* Eric McColm UCLA (oo'-kluh) Funny Farm for the Criminally Harmless ...!{ucbvax,ihnp4,sdcrdcf,cepu,trwspp}!ucla-cs!mccolm