Draft:Ordinary human

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Omega 0.90.4
@ Ordinary human
FormOrdinary creature
Attacks1 physical attack, raw 0–4; 1 defense
Special abilitiesVariable occupational description; ordinary conversation
Base level0
HP10
Hit5
Defense5
Action interval5 ticks; lower is faster
Kill experience5, on normal death in sight
GenerationSee generation and identity below
Carried itemsNone at ordinary generation
ImmunitiesNone innate
RemainsNamed for the generated form; 50% on normal death
Remains useCannibalism; no alchemy
Traits
  • Initially peaceful
  • wanders
  • opens doors
Referenceminit.h in Omega 0.90.4, line 20[1]

An ordinary human is a peaceful wandering person whose displayed occupation is chosen at generation. These descriptions do not grant a shop or profession-specific service. A were-human can initially use the same descriptions.[2]

Generation and identity

Ordinary humans occur in random-monster pools. Each receives one of twenty equally likely descriptions: janitor, beggar, barbarian, hairdresser, accountant, lawyer, indian chief, tinker, tailor, soldier, spy, doctor, miner, noble, serf, neer-do-well, vendor, dilettante, surveyor or jongleur. The description is also used for the corpse's name.[3]

The internal description 0th level NPC is normally replaced before the creature appears. This species is distinct from a historical adventurer, a historical officeholder or a master thief initially displayed as a human.[4]

Description

An ordinary human has one physical attack, raw damage 0–4, and one defense. It can open doors, wanders while peaceful and has no innate immunities, fixed possessions or random treasure. Conversation produces ordinary social remarks without a mechanical reward or service.[5]

Normal death has a 50% chance to leave a corpse. Eating it lowers alignment by ten and adds eight food; a previously lawful player first has food reset to 25. It has no alchemical use.[6]

Strategy

The occupation is not evidence of special equipment or services: a vendor is not automatically a merchant, and a doctor does not heal the player. There is little material reward for killing an ordinary human. The identical starting descriptions used by were-humans also make appearance alone an unreliable promise of this weak combat profile.

References