[Prev] [Contents] [Next]

Characters

Character Generation

Players must specify the race, class, and religion of their characters. Only certain combinations are allowed. There are four races available to players at PrinceCon

Humans
Humans are a tall race (many are over 6') of varied individuals. Any particular human may excel in one of several different arts, be it fighting, scouting, wizardry, or the priesthood. They don't live as long as some other races, but they learn quickly in their chosen professions.
Elves
Elves are about 5' tall and weigh about 100 pounds. They possess infravision and are generally knowledgable about woodland situations. Elves are excellent mages because of their intelligence, but they are also handy with a sword, and their agility and knowledge of the outdoors make them impressive scouts
Dwarves
Dwarves are about 4 1/2 feet tall and weigh about 150 pounds. They are fierce in battle and skilled with their hands. They have infravision and are generally knowledgeable about craftsmanship, stone work, construction, and underground areas. They can recognize and evaluate Mithril, gems, and jewelry.
Hobbits
Hobbits are a short, man-like people, about 3'-4' tall. They are typically chubby, weighing about 80 pounds, but are nimble and dextrous nevertheless. They rarely wear shoes or boots, because of their hair-covered feet and leathery soles. They live in holes and are exceptionally good at moving quietly and hiding.

Racial Restrictions on Class and Religion

Fighters All races
Scouts All races
Clerics All races, but note racial religion restrictions below.
Mages Humans, Elves
Fighter-Mages Elves

All religions are open to followers of all races. However, only certain races may become Clerics of certain religions.

Humans All but Daglir
Elves Danu, Carrunos, Hermit, Samwise
Dwarves Daglir, Leo, Carrunos, Samwise
Hobbits Janda, Hermit, Danu, Samwise

Experience Points

Characters begin with 24,000 experience points. If a character dies, the next character will get one half the experience points the previous character had when it died. All numbers in the following chart are in thousands.

Experience Point Chart

+ = amount needed for each level thereafter
Level 2 3 4 5 6 7 8 9 10 +
Human Fighter 2 4 8 16 32 64 120 240 360 120
Dwarf Fighter 2.5 5 10 20 40 80 150 300 450 150
Hobbit Fighter 2.5 5 10 20 40 80 150 300 450 150
Elf Fighter 3 6 12 24 48 96 180 360 540 180
Human Mage 2.5 5 10 20 40 80 150 300 450 150
Elf Mage 3 6 12 24 48 96 180 360 540 180
Human Cleric 2 4 8 16 32 70 150 300 450 150
Other Clerics 2.5 5 10 20 40 90 180 360 540 180
All Scouts 1.5 3 6 12 24 50 100 200 300 100
Elf F/MU 5 10 20 40 80 160 300 600 900 300

Requisites and Hit Points

Each requisite is determined from a distribution appropriate to the character's race and class (and religion, if a cleric). Substandard characters are rejected by the computer.

All first-level characters are given hit points equal to the maximum of the hit die of their class. Hence, 1st level fighters have 8 hit points, plus their constitution bonus, if they have one. Subsequent levels add normal hit dice.

Zero hit points means that one is unconscious, while negative hit points means that one is dead. A character dies at the end of the phase in which he is reduced below zero hit points. Thus, a fighter killed in Melee Phase may not be cured in Clerical Spell Phase.

Wounded characters will recover one hit point for every eight hours of uninterrupted sleep. All damage, level drain and most other effects will be restored automatically when you return to Hireling Hall; however, Raise Dead is not available.

[Prev] [Contents] [Next]


Last Modified on August 28, 1995.

ammulder@princeton.edu