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* AZALTA *
-----------------------------------
- RACES AND CLASSES -
-----------------------------------
Abbreviations used:
STR = Strength
DEX = Dexterity
INT = Intelligence
LP = LifePoints
MP = MagicPoints
XP = Experience Points
Note: Just because the descriptions here describe a class or race
as being good at one thing is no reason for you not to have them
go into something completely different. For example, there is no
reason that a hobbit shouldn't be a barbarian or a knight, or
that a shepherd couldn't eventually develop into a powerful
spell-caster. You are free to train your characters as you see
fit.
****************************************************************
RACES
****************************************************************
Here STR, DEX, INT, LP, and MP represent bonuses which are
added to each of these attributes when the character is created,
and every time a new level is passed. If a number is shown here
for XP, this is a "penalty" -- this amount of experience points
must be gained in addition to the standard amount to pass each
experience level. Thus, the larger this number is, the slower the
character will advance in levels.
Note: It is possible for characters to exist as other types
of life forms not listed here -- but only through the power of
magic ....
****************************************************************
Human
An all-purpose, well-balanced race. Not particularly good at
any one thing, but not bad at any either. A good choice for
beginners. Easiest to advance in experience levels.
NO BONUSES/PENALTIES
Elf
Elves are a magical, graceful race of humanoids with faintly
greenish skin and pointy ears. They are usually slightly taller
than humans on average, and often more agile. Elves also have a
much longer lifespan, and wise old elves of over 400 years in age
have been known to exist.
DEX+1 INT+1 MP+2 XP+40
Dwarf
The dwarves are a short, stalky race often associated with
mines and mining -- many of them have developed their excellent
sense of sight to a stage where they can even see in the darkness
of the catacombs. In spite of their stature, dwarves are
extremely rugged and tough, making them valuable as allies and
dangerous as enemies.
STR+1 DEX+1 XP+30
Hobbit
Hobbits are even shorter than dwarves are, which makes them
excellent for hiding, sneaking ... and stealing. They are not as
strong as the dwarves, however. A curious and often playful race,
hobbits can add fun to any group of adventurers.
DEX+2 XP+15
Half-Orc
A half-orc is a relatively new breed, part human and part
orc. Usually very strong -- but because orcs are inherently evil,
this part of the half-orc's blood sometimes causes these
characters to act recklessly. They also have the reputation of
being quite crude and vulgar; often they find work as soldiers or
guards. Though not usually thought of as being very bright, half-
orc's occasionally make successful magic-users.
STR+2 LP+1 XP+35
Lizard-Man
Contrary to the name they have been given, the members of
this race are not men at all, but a form of large, intelligent,
human-like reptile. They usually remain with their own kind in
large desert settlements, but many have turned to more human ways
of living and have moved into man's cities, rapidly adopting the
english language as their own. Lizard-men are slightly larger
than humans, averaging about a foot taller in height. They are
also outstanding runners, capable of sprinting at speeds
exceeding 40mph.
STR+1 DEX+1 XP+25
****************************************************************
CLASSES
****************************************************************
Strength, Dexterity, and Intelligence are described as one of:
VERY HIGH, HIGH, AVERAGE, LOW, or VERY LOW. Each is an equal step
up from the one below it.
LifePoints and MagicPoints values are the number of points
awarded upon completion of each experience level.
The value for Experience Points is the number of XP that must be
gained to reach level two. The amount needed goes up from there
for each successive level.
For some classes, one or more of these attributes often have an
upper limit slightly lower than others. This means that, for
example, a barbarian's strength will eventually get very high,
but a sorcerer's strength, while still able to grow to an
impressive amount, will never be able to equal the barbarian's.
But then the barbarian's intelligence will never approach that of
the sorcerer. It balances out.
****************************************************************
Alchemist
An alchemist is a person well-learned in the ways of
chemistry. Their goal has always been to turn base metals --
lead, for example -- into gold.
STR: Very Low LP: 4
DEX: Low MP: 9
INT: Very High XP: 360
Special Skill: Disable
Restrictions: Light weapons only, no heavy armor.
Bandit
These are the scum that rob innocent passers-by along dark
forest paths at night. However, when their skills are put to
better uses, bandits can make good companions.
STR: High LP: 8
DEX: High MP: Nil
INT: Very Low XP: 330
Special Skills: Pick Lock, Rob
Restrictions: May not use certain heavy weapons/armors.
Barbarian
A brutal, muscle-headed killing machine -- that's all a
barbarian is, and that's all he/she wants to be. Talents include
drinking large amounts of ale, and "bashing stuff real good".
STR: Very High LP: 10
DEX: Very Low MP: Nil
INT: Very Low XP: 300
Restrictions: No missile weapons allowed.
Bard
Poetic and musically gifted, the bards are the travelling
music-makers of Azalta. They live on the road, and so know how to
protect themselves in times of need. Although bards are not
usually educated academically, they often develop many talents on
their own, and may even dabble in magic.
STR: Average LP: 7
DEX: High MP: 1
INT: Low XP: 330
Restrictions: Cannot use some heavy weapons/armors.
Burglar
These characters are highly skilled at what they do --
burgling. A burglar will never rob a person directly, but will
instead "visit" their places of residence when they are absent.
Expert at breaking in and getting around undetected.
STR: Low LP: 6
DEX: Very High MP: Nil
INT: Low XP: 375
Special Skills: Pick lock, Find, Disable, Conceal
Restrictions: Cannot use/wear loud or awkward weapons/armors
that might hamper burgling abilities.
Cleric
A cleric is one whose single purpose in life is to strive to
be pure and righteous in his/her religion, and obey all its
rules. Adept in the healing arts as well as in fighting, a cleric
is usually a welcome member of any party.
STR: Average LP: 7
DEX: Average MP: 7
INT: High XP: 465
Restrictions: All sharp or pointed weapons are not allowed, for
religious reasons.
Druid
A druid is a follower of the Ancient Order, an obscure and
mysterious religion from the Early Days when the world was still
new. Very little is known about the druids by outsiders. Their
rituals seem either bizarre or grotesque to most who witness them
-- the "Death Rite", for example, in which the druid
ceremoniously kills his enemy with precise stabs of a single
blade.
STR: Low LP: 5
DEX: Very Low MP: 10
INT: Very High XP: 390
Restrictions: Only weapons allowed are single blades meant for
stabbing.
Enchanter
Some people are not trained in the ways of magic, yet they
possess strong magical powers of their own from birth. These
people are called "enchanters" by the general public. Though they
are powerful, they often have not learned to use these powers as
well as they could with proper training. Many enchanters use
their magic simply to entertain family and friends, but there is
usually much potential for their unused powers.
STR: Very Low LP: 6
DEX: High MP: 10
INT: High XP: 435
Restrictions: No heavy weapons/armors allowed.
Fighter
A fighter's job is simple; they fight. Always training, they
work constantly to familiarize themselves with every conceivable
weapon, armor, and every possible battle situation. A well-
disciplined fighter is difficult to beat.
STR: High LP: 10
DEX: Average MP: Nil
INT: Very Low XP: 330
Restrictions: None.
Illusionist
An illusionist is a powerful magic-user who primarily uses
his/her powers for trickery and show. Often these people make a
living by doing fantastic stage shows, in which they seemingly
conjure up terrifying dragons and other creatures to delight
captivated audiences. These powers can be useful on adventures.
STR: Very Low LP: 4
DEX: Average MP: 9
INT: Very High XP: 420
Restrictions: Only light weapons/armors allowed.
Jester
Fun-loving jesters are expert entertainers. But juggling,
dancing, singing, and tumbling are not their only skills; because
of their amazing dexterity they can sneak up on foes extremely
well and also use missile weapons to full effect.
STR: Very Low LP: 5
DEX: Very High MP: Nil
INT: Very Low XP: 260
Special Skills: Rob, Conceal
Restrictions: No heavy weapons/armors.
Knight
Distinguished and noble, a knight always tries to do the
honorable thing. Rescuing damsels in distress is a favorite
pastime. Knights are well-trained by the Crown in the methods of
fair combat. A good character to have for protection.
STR: Very High LP: 9
DEX: High MP: Nil
INT: Low XP: 390
Restrictions: Not allowed to use any evil or blackmarket items.
Magician
The magician "knows every trick in the book" as they say.
Loves putting on a show of his/her magical abilities. Magicians
are extraordinarily quick with their hands, which can make them
useful for more than just magic.
STR: Low LP: 5
DEX: Very High MP: 8
INT: High XP: 450
Restrictions: Light weapons/armors only.
Medium
A medium is one who communicates with the spirits of those
long-dead. Although often shunned by the public, these people
have strong magical abilities which can prove very useful.
STR: Average LP: 5
DEX: Average MP: 7
INT: Very High XP: 405
Restrictions: Heavy weapons/armors not allowed.
Mercenary
Brutal, fierce, and unmerciful, mercenaries are ruthless
killers, usually hired to "get rid of" someone who is unwanted.
They will do anything to anyone if the price is right.
STR: Very High LP: 10
DEX: Low MP: Nil
INT: Very Low XP: 315
Special Skills: Rob
Restrictions: None.
Monk
Diligent in their beliefs, monks spend much of their time
practicing the daily religious exercises and ceremonies of their
strict discipline. They are highly intelligent and possess a
mastery of magical forces, and can also protect themselves in a
battle if needed.
STR: Average LP: 5
DEX: Low MP: 9
INT: Very High XP: 435
Restrictions: Must not use any item made of dead animal parts,
such as skin or bone.
Ninja
Dark and mysterious is the way of the ninja. These
characters come from a far off and undiscovered land, some say to
the East. They are highly skilled, but secretive, so they are
often greatly underestimated by their enemies. The ninja is
master of rare and exotic weapons of all sorts, and also
possesses unknown magical powers.
STR: High LP: 7
DEX: Very High MP: 2
INT: Average XP: 495
Special Skills: Pick Lock, Rob, Find, Disable, Conceal
Restrictions: Cannot use any weapons/armors that are loud or
awkward or that will hamper abilities in any way.
Paladin
The paladin is a powerful soldier who follows the path of
righteousness much like a knight does. A paladin, however, is
also a trained healer, and when wounded, can often heal
him/herself and get back into the battle.
STR: High LP: 8
DEX: Average MP: 1
INT: High XP: 375
Restrictions: No evil or blackmarket items allowed.
Priest
Priests are dedicated and completely loyal to their chosen
divinity; their sole purpose in life is to please this divine
one. They are intelligent, and often serve as teachers. Healing
is also a useful talent a priest may practice.
STR: Very Low LP: 4
DEX: Average MP: 8
INT: Very High XP: 405
Restrictions: For religious reasons, cannot use objects made of
wood.
Ranger
A ranger is an expert in outdoor survival techniques. The
ways of the forest are his/her ways. The ranger is master of the
bow and arrow, and can use it to hunt animals with great skill.
STR: Average LP: 7
DEX: High MP: 1
INT: Low XP: 405
Special Skills: Find, Disable, Conceal
Restrictions: Some heavy weapons/armors may not be used.
Robber
In the world of thievery, the robber is the happy medium.
Not as technically skilled as the burglar, but less of a brutish
oaf than the bandit; he/she can deftly pick someone's pocket, but
just in case he/she should get caught, the robber is still tough
enough to handle a fight.
STR: Average LP: 7
DEX: High MP: Nil
INT: Very Low XP: 345
Special Skills: Pick Lock, Rob, Conceal
Restrictions: Certain heavy weapons/armors not allowed.
Sage
Brilliant magical abilities, but that's about it. Vastly
intelligent and wise, the sage's entire life is spent on nothing
but improving his/her magic skills and learning new spells.
Should stay clear of swordfights, if at all possible.
STR: Very Low LP: 3
DEX: Very Low MP: 10
INT: Very High XP: 300
Restrictions: Only light weapons/armors allowed.
Shaman
A shaman is a mystic who has the ability to channel spirits
and to occasionally see through time. More primitive cultures
call these people "medicine men"; they are also well-learned in
many ancient curing and healing techniques. A powerful spell-
caster.
STR: Average LP: 6
DEX: Average MP: 10
INT: Very High XP: 495
Restrictions: Cannot use any objects made of metal.
Shepherd
A shepherds life is a peaceful one. He/she watches over the
flock, and has a lot of time to think and develop other skills
such as playing musical instruments or using magic. Has a keen
eye and is adroit at finding lost sheep. Shepherds also must
occasionally rescue a lamb from a prowling wolf or a lion; their
fighting skills are above average.
STR: Average LP: 6
DEX: Average MP: 1
INT: Average XP: 360
Special Skills: Find
Restrictions: Some heavy weapons/armors may not be used.
Sorcerer
Surpassed in spell-casting abilities only by the wizard and
the sage, the sorcerer is a very powerful magic-user. Often
specializing in spells of a destructive nature, they can be a
great help in difficult battles.
STR: Very Low LP: 5
DEX: Very Low MP: 9
INT: Very High XP: 375
Restrictions: Can only use light weapons/armors.
Swordsman
Highly skilled in the use of the sword, a swordsman is a
deadly opponent to be up against in a duel. These people usually
began with fencing lessons at an early age, under the training of
another Master swordsman. In addition to their knowledge of
blade-fighting techniques, swordsmen frequently explore the uses
of various other weaponry and armors as well.
STR: High LP: 8
DEX: High MP: Nil
INT: Very Low XP: 330
Restrictions: Cannot use missile weapons.
Thief
Though scorned by many, the thief is an exceptionally
skilled character, valuable to any adventuring party. A Master
thief is able to weasel his/her way out of nearly any conceivable
danger situation. Good for him/her, but not always so good for
the other companions who are often left behind.
STR: Average LP: 6
DEX: Very High MP: Nil
INT: Low XP: 390
Special Skills: Pick Lock, Rob, Find, Disable, Conceal
Restrictions: No loud or awkward weapons/armors allowed.
Tracker
There is no better character for hunting something, or
someone, than the tracker. Able to stalk his/her prey silently, a
tracker can be a frightening enemy to have on your trail.
Trackers are experts when it comes to identifying signs left by
animals or people and then following these signs to their source;
they can successfully hunt down most anything.
STR: High LP: 7
DEX: High MP: Nil
INT: Low XP: 360
Special Skills: Find, Conceal
Restrictions: Certain heavy weapons/armors not allowed.
Warrior
The warrior is a person experienced in the art of warfare. A
well-trained warrior has a vast range of weaponry mastered from
which to choose from, and armors are expertly used to their
fullest effect.
STR: Very High LP: 10
DEX: Average MP: Nil
INT: Very Low XP: 390
Restrictions: None.
Wizard
One of the most powerful spell-casters, a high-level wizard
can crush his enemies with sheer willpower. Wizards can cast
spells of all sorts when they reach higher experience levels;
however, as with most magic-users, gaining this experience when
first starting out can often be a difficult process.
STR: Very Low LP: 4
DEX: Very Low MP: 10
INT: Very High XP: 375
Restrictions: Only light weapons/armors allowed.
****************************************************************