Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84 +MMDF+MULTI+2.11; site reading.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!mcvax!ukc!reading!cs.reading.UUCP!west From: west@cs.reading.UUCP (Jeremy West @ Reading Unversity) Newsgroups: net.games.frp Subject: Re: Familiars in FRP Message-ID: <1000@cs.reading.UUCP> Date: Tue, 21-May-85 18:30:22 EDT Article-I.D.: cs.1000 Posted: Tue May 21 18:30:22 1985 Date-Received: Fri, 24-May-85 20:25:22 EDT References: <5284@ucla-cs.ARPA> Reply-To: west@reading.UUCP (Jeremy West @ Reading Unversity) Organization: Comp. Sci. Dept., Reading Univ., UK. Lines: 65 Xpath: reading cs gateway.cs In article <5284@ucla-cs.ARPA> mccolm@ucla-cs.UUCP writes: > >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? Throw out the spell as given and bring in more interesting monsters (eg the Hell Cat (FF?) or is it the Shadow Cat?) with powers similar to those of the imp etc. Further, key the familiar to the MUs level, first level guys get the feret (eyes and nose) or owl (eyes and ears) and a chance to honourably "trade it in" for a better model at (say) fifth level. The higher level guys can start researching their own homonculii spells to build themselves a familiar with more powers than your average imp(!) or of different alignment etc. >.. having a familiar is a really spiffy thing for a magician. Absolutely, hence the major disadvantage (HP loss)! >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. Hmmm, maybe. I prefer to let my MUs make pacts with the supernatural world (ie summon a few off-plane beings) to get the really big goodies. Of course, you could argue that summoning a familiar does just that. But familiars don't argue with you, or fight back... The bigger the risk, the higher the reward. >(Question: >is there such a thing as a magician of paladin-like motivations/powers?) Motivation: yes; powers: see the discussion currently raging for the answer to that! But there's no reason why a LG guy shouldn't make a pact with his god to have the use of a servant (for the correct price, of course). >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? Well, off the top of my head (a dangerous place to start talking from)... Why not allow all suitable monsters (esp animals for the lower levels and 'spirits' (dryads, pixies) for the medium levels) to be familiars. The intelligent ones could be treated as henchmen (cos they've been asked by the powers that be to help you out for a while) and, properly played, will be an advantage in their own right. Thus familiars from the Prime Material might not provide the 'special' powers expected from a Being of the Planes, but will be just as useful and probably a darn sight more enthusiastic in their service. Perhaps Lee Gold's C&S in Japan has rules for all sorts of Spirits, since the mythos/background there has spirits living in/on/around EVERYTHING. -- Jerry West ..ukc!reading!cs.reading!west