Adventurers

Adventuring Races
Adventuring Professions
Character Statistics
Alignment

Adventuring Races
There are many races living on Crasimoff’s World but only four are suitable for adventuring, these being, human, elf, dwarf and halfbreeds. Other races are not generally allowed to enter towns and most do not have the right combination of intelligence and skill to last long as adventurers.

While one race may not exactly love another, all members of a party, whatever their race, will work together for the benefit of all.

Humans - Bred as slaves by the ancient race called the Astoffs, humans were required to perform a wide range of tasks for their 'masters'. When they freed themselves of their bondage, they developed further and soon became the most predominant race on Crasimoff's World. Their adaptability has ensured their survival so far, humans being capable to an equal degree in all professions.

Dwarves - Thought to have been perhaps related in someway to the Astoffs, dwarves proved to be a hardier race. They may be short and stocky but their great strength and love of a good fight has made them tough over the centuries. Their disadvantage lies in their short stature which makes it difficult for them to use some of the larger weapons, such as long bows or great swords. They are the most adept in using the astoff armaments of the bygone age.

Elves - Known in their own tongue as 'Children of the Pine', elves' origins lie back beyond memory when nature truly held the world firmly in its grasp. Tall, swift, graceful and extremely intelligent, they are only let down by their weakness in stamina and strength which puts them at risk in melee combat. They have made up for this failing with an almost innate skill in missile weapons, elves always being favourites in archery tourneys.

Halfbreeds - Despised by most other races, Halfbreeds are also known as 'Demon Kin' for they only came about as a result of the Dark Time. The demonic creatures spawned by that period of history still inhabit the world and it is their matings with humans that mainly create halfbreeds. Pug-nosed with almost tusk-like fangs, Halfbreeds lean towards evil. Life for them is a question of survival and they soon develop high awareness and sharp reflexes.
 

Adventuring Professions
There are four classes of adventurer, these being fighter, mage, priest and thief. Each class is open to adventurers of all races and each has its own advantages and disadvantages. We recommend that at least one character of each class is selected for your original group. Each class also contains professions, more of which can be recruited as the game progresses.

The reason for only having four character classes and many professions is that it allows you to use a single order for all the characters of a certain class. This makes changing tactics and trade easier and faster.

Fighter - Warriors, Gladiators, Archers, Footmen, Knights and Berserkers all come under this title for all are skilled in combat. The handling of weapons and armour comes with ease to members of this profession. The main attribute for the fighter is his toughness but awareness is useful when missile weapons are used. There is never a shortage of work for a strong sword arm.

Priest - Clerics, Druids, Paladins, Monks, and Mystics all come under this title for they are the servants of the Gods. For services they carry out in the name of the Gods, they are blessed with the ability to perform miracles. The nature of the miracles will be determined by which God, or Gods that the priest serves. Most priests are revered by townsfolk.

Thief - Rogue, Pickpocket, Assassin, Scout; the thief title covers all of these. Awareness is the crucial attribute for characters who follow this profession. As thieves are not normally keen on a fair fight, they tend to be skilled with missile weapons so as to avoid direct combat. Crime is big business in Crasimoff's World.

Mage - Wizard, Warrior Mage, Illusionist, Elementalist; call them what you will for these are the people skilled in the ancient Astoff arts of magic. Most beginning mages will know only a few of the simpler spells. It is as the game progresses that they can learn many more through research, experiment and experience. Due to the intensity of their studies, mages find weapons difficult to master though they are not prevented from using any sort of arms or armour.
 

Character Statistics

Party Statistics
Party Weapons
Party Profile
Equipment
Spells & Powers

On each turn you will receive an update for each character in your group. The update will show character number, name, race, class, gold pieces, skill, toughness, awareness, charisma, experience points, current health, and full health. Lower down you will find melee weapon, missile weapon, armour, load and energy. The meanings of most of  these are fairly obvious and we've given a brief description below for each statistic. There are also other 'hidden' statistics which you will only learn about during play.


PARTY STATISTICS
## NAME TYPE SEX GOLD SK TO AW CH EXP HEALTH
1 Tarvi DF-Wa M 190 33 69 49 34 372 31 (69)
2 Kistan BF-Be M 132 29 65 54 27 333 52 (65)
3 Jarrol DP-Cl M 121 36 49 35 44 179 29 (49)
4 Gallen HP-Pa M 76 35 42 44 38 117 26 (42)
5 Faras ET-As F 88 25 30 62 29 16 25 (30)
6 Shindi EM-Wi M 66 38 23 50 32 40 21 (23)
Total cash =673 gold                    Rations = 155

Party Statistics
The character number is used whenever a character issues an order, or is the target of an order. You should choose a name for each character when you recruit them. Race and class are determined before the character is recruited and never change. Both of these stats are in the column titled 'Type'. For example: Character type 'BF-Be' represents a Halfbreed Fighter of the Berserker Profession.

Sex represents whether a character is male or female. The gender of characters makes little difference to the success or failure of an action.

Figures in the Gold column show the number of gold orak pieces being carried by each character. Note that gold is not weightless! If you are carrying too much your characters will become tired.

The skill figure (SK) shows the characters ability at his chosen profession. It can be increased by training and through experience.

Toughness (TO) is a measure of strength, vitality and health in general. It is possible for toughness to drop as a result of injury, disease, etc. It may also increase as a result of spells but these increases are usually temporary.

Awareness (AW) indicates the alertness and reactions of your characters. This is especially valuable to thieves and any characters using missile weapons. A high awareness can help in the spotting of traps and avoiding ambushes.

Charisma (CH) is the characteristic defining the personality and appearance of your characters. It will have a considerable effect on all dealings with NPCs (Non Player Characters).

Experience points (EXP) will be gained for worthy actions. They can be converted to skill or toughness in towns and cities (if you can find a suitable teacher).

Health represents physical well being. If a character is injured, health will drop but will increase back to full with rest or healing spells. The first figure is the character’s current health whilst the second shows the character’s full health.


PARTY WEAPONS
## NAME MELEE WEAPON MISSILE WEAPON AR LOAD ENERGY
1 Tarvi Battle Axe Astoff Ballista 5 19% 82%
2 Kistan Great Sword Long Bow 7 22% 72%
3 Jarrol Axe Light Crossbow 3 19% 83%
4 Gallen Axe Long Bow 3 17% 87%
5 Faras Dagger Light Crossbow 3 18% 86%
6 Shindi Bare Hands Light Crossbow 3 20% 80%

Party Weapons
The Melee and Missile Weapon columns show the weapons 'in hand' which a character will use should the character get into a fight.

Armour (AR) shows the current armour class. The higher the number, the better the protection. Characters automatically use the best armour they are carrying.

Load shows how much equipment a character is carrying compared to his maximum. A load of 100% indicates that the character is carrying as much as he can and still just about move.

Energy is a measure of how tired each character is. Low energy will be detrimental to all orders and may result in your party not being able to travel as far as they wish.

Party Profile
At any time during play you can click here and go to the form where you can enter a short description of your party, a shield design and a battle cry. When you meet other parties, they will be given your description on their turn.

The party profile section will also remind you of any standing orders you have set, travelling speeds and your attitudes to others.

Equipment
Each character carries his own equipment and a full list of this is shown in the section below the statistics. The quantity, type and item class number of each piece of equipment is printed. The main weapon used by and armour worn by the character are marked with a star.


PARTY EQUIPMENT
1 Tarvi Astoff Ballista (114), *Battle Axe+1(48791),  *Leather Armour(151),
*Helmet(159), *Small Shield(160), Torch(433),
Wild Draft Horse(703) 
2 Kistan Long Bow(112), *Great Sword +2 48782), *Leather Armour(151),
*Helmet(159), Large Shield(162), Torch(433)
3 Jarrol Light Crossbow(113), *Axe(119), *Cloth Armour(150)
*Helmet(159), Torch(433), Mirauko Head(464)
4 Gallen *Long Bow(112), Axe(119), *Cloth Armour(150),
Helmet(159), Torch(433)
5 Faras Dagger(102), *Light Crossbow(113), *Cloth Armour(150),
*Helmet(159), Magic Potion(63472),
6 Shindi *Light Crossbow(113), *Cloth Armour(150), Helmet(159),
Torch(433), 2 Gartlerseeds(302), 3 Gravesoil(304),
4 Firepowder(306)

Spells and Powers
If the character is a mage or priest, the spells which he knows at the moment will be shown below the equipment list. This section will also show the character's current spell points and standing orders for spell casting in combat. The Automatic Spell Conditions (ASC) determines when a character will cast spells, and the columns indicate the spells he will cast. This is explained more fully in the orders section of the rules.

Note that if the character's spell points are currently low or he is short of spell components he may not be able to cast some of the spells on his list.
 

Alignment
Alignment is a special characteristic shared by all members of the group. It represents the favour (or lack of it) that you show to the major religions in the game. As you will see from the diagram, as you swing towards K’nor (good), you move away from V’garn (evil), and vica versa.

Your characters are assumed to be of neutral alignment when they enter the game. They are young and innocent, as yet unshaped by the powers of the world. As the game progresses their alignment and beliefs will develop, influenced partly by their actions, but also in accordance with your desires.

Alignment is especially important to any priests in your party. Priests are the servants of the gods. They are trained to spread knowledge of the gods to the people of the world and they are gifted with special powers to help them in their work. The extent of these powers is largely dependent on their dedication and experience but the nature of the powers they receive depends on their alignment, (see miracles).

It is quite possible with prayer to become dedicated to one particular God. If you do this and then decide to worship another god, at first you will not be accepted and your alignment will drift from your first god back towards neutral. Once you have become neutral, regular prayer will move you towards your chosen deity.

Return to Top

Back from whence you came