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1.5.2 Setting Stat Levels
A value of 8 is `normal' or `average' for each of the stats
Strength, Constitution, Dexterity, Intelligence, and Presence. That is, a
normal adult, with a reasonable amount of experience in life, would be
expected to have values around 8. A basic premise of Argo, though,
is that `player characters' are a cut above the masses... They have at
least the potential to develop their stats signicantly higher than the
default value of 8.
Characters start off with 8 points for each stat, and a certain amount of
character development points set by the MUCK administrators.
The default amount of is 16 points. You can also take Disadvantages, giving
you additional points totalling any amount up to the maximum level set by
the MUCK administrators; the default limit is 8 points. So,
with the default settings, you will have up to 24 points to spend. Some will
be needed for skills, however, so don't spend them all on stats.
The command for viewing your stats and other levels is
+sheet. Typing the command shows your character sheet; the
first time you use the command for a character, Argo sets your
stats to 8 each and allocates the starting amount of character points and
money. At first, that's all your character sheet will show; later, when
you've taken advantages and disavantages and learned skills, these will be
shown on the sheet as well. (You may need to go to a designated setup room
to run +sheet the first time.)
Increasing a stat above the norm costs points; decreasing a stat `buys
back' points. There are no maximum stat levels, but there is always a chance
of failed rolls, no matter high one's stats and skills: one reaches a point
of diminishing returns somewhere around 14 points. A character has to have
at least 1 in all stats, but anything below 5 is abysmally poor for a human.
(There is also a system parameter for min_stats , which
regulates how low a stat may be set. Its default value is 4.)
Strength affects how much damage you do in unarmed combat and which
weapons you can use. On occassions, you might want to roll against your
Strength to see if you can lift or push something. Player-vs-player contests
like arm wrestling would also involve rolls against Strength. Strength also
contributes to the amount of energy you have for activities that require
exertion, such as fighting or powering spells.
Constitution is important for anyone likely to be subjected to physical
harm: it determines how much damage one can take before falling unconscious
or dying. Along with Strenth, Constitution determines how long you can
continue tiring activities such as fighting or spellcasting. For many types
of characters merchants, artisans, pilots... anything that doesn't
put the character at the receiving end of a weapon Constitution is
less crucial, though hazards like poisons and disease also work against
CON .
Anyone whose skills involve physical ability artisans, artists,
sailors, hunters, pilots, warriors, etc. will need a high Dexterity.
Magicians too need a good DEX : it (along with Intelligence
and Presence) determines whether their spells succeed or fail. The only
characters for whom Dexterity is relatively unimportant are those who's
skills and profession are purely social or mental: beureaucrats,
rumor-mongers, and cortisans; scholars, librarians, and
mathematicians.
Intelligence, too, is important for a number of character types. It
determines not only one's facility with Intelligence-based skills but also
which skills one can learn and one's ability to notice things, including
clues and signs of danger.
Presence is most important for characters whose skills revolve
interaction with other characters: Conversation, Detect Lies, Diplomacy, the
Influence skills, Oratory, Politics, etc... all these are based on Presence.
So, political or military leaders, journalists, investigators, and so forth
would all require a strong Presence. Presence is also the base stat used
when calculating defence against many spells and psionic abilities.
Increasing a stat during character generation costs one character
point per level the stat is raised. Lowering a stat `buys back' one
point per level. The command for changing a stat level is
+stats . Type the command and follow the prompts. When you
first enter the command, you will be asked which stat you want to
adjust, then what value you want to set it to. The cost is deducted
from the Available Points field on your character sheet. Type `.q' to
exit the program. You can talk and pose while using the program (or
while at any Argo prompt), but you cannot use other
MUCK commands.
After you have completed character generation and had your character
approved (or, if your MUCK has automatic character
approval, after you've used the +finished command to
indicate the character is complete), increasing a stat costs
three character points rather than one, so you should spend the
necessary points to get them close to the level you want while going
through chargen, even if that means deferring learning a few desired
skills for a while. Also, stats cannot be lowered once the character is
approved, only raised.
You don't have to do all adjustment of stats at once: you can adjust
your stats, work on advantages, disadvantages, and skills, then come
back and make further adjustments to stats. Until you have had your
character approved, the cost remains the same and stats are freely
adjustable.
The MUCK is using the default settings, so Antar has 16
Character Development Points to spend. Depending on how many Disadvantages
he takes, this can be raised up to 24. Looking over the skills and weapons
tables, he sees that Fencing, like most combat skills, is a Physical skill,
so he'll need a good Strength, Constitution, and Dexterity. The Fencing
weapons have very low minimum strength levels just about anyone could
use them so Strenth is probably the least important of the three.
`Courtier' itself is a skill, a Craft. So he'll need good values in
Intelligence and Presence as well. Influence and Diplomacy, both of which
look like they would fit with the character he has in mind, are based on
Presence, so it will probably be a good idea to put more points on that than
Intelligence.
Antar is going to have to make some tough choices: the character he has
in mind requires him to raise all his stats. He notices that
Dexterity is a component of both Physical skills and Crafts, and the idea of
being quick and nimble fits especially well with his character conception,
so he decides to put the most points on Dexterity: he raises that to 13,
spending 5 points. He also reads that armor reduces one's effective
Dexterity, and besides, he pictures himself in fine linens and a cloak, not
clanking around in armor. If he's not going to be significantly armored, he
had better have a Constitution that will let him take reasonable amounts of
damage. He sets CON to 12. He then does some figuring: if he
sets his Strength to 11, the value used to calculate Physical skill roles
the average of STR , CON , and
DEX will be 12. If his Strenth is 10, the average would
be 11.7, which would mean a Physical skill of 11 (average values are always
rounded down in Argo). He decides he wants at least 12. However,
he could get the same result by setting Dexterity higher and Strength lower;
Dexterity will probably be more important in combat, and it will help his
Craft skills as well. So he adjusts to the following settings:
STR 10, CON 12, DEX 14. He's spent 12
of his 16-24 points. That seems like a lot, but it's hard to raise stats
after starting play. He bites the bullet and spends another three points on
Presence, so he'll have a decent chance of exercising Influence around
court. His Craft skill is 11. (DEX 14 + INT 8 +
PRE 11 = 33, 33 / 3 = 11). OK, so he's not the scholarly type.
Not yet at least.
Nim has things a little bit easier here. She needs a high
Intelligence, for both skills and spells, and a high Strength and/or
Constitution will help her power the spells. If those spells are going
to go off with any degree of reliability, she will need a fairly high
Dexterity too. She's a magic-user that is, she practices the
Craft of Mage so Presence should be important as well, but her
DEX and INT will keep her Craft skill high,
and there are spells and potions that can help out when it comes to
influencing people. Besides, as a hedge witch, she pictures herself as
shy and retiring, and not a great one for social graces. So, even though
it may be a disadvantage at times, a low Presence fits the character
conception. The number and type of spells she can cast will be affected
by her Fatigue, which is calculated from STR and CON. She'll get the
same result if she raises either of these, and a high CON seems more
appropriate to the character idea than a high Strength.
Nim sets her Intelligence to 13, her Dexterity to 15, and leaves her
Presence at 8, giving her a Craft skill of 12 (13 + 15 + 8 = 36, 36 / 3 =
12). She sets her Strength to 10 and leaves her Constitution at 8. Her
Physical skill is a respectable 11, owing to her high Dexterity.
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