");
HW.writeln("");
HW.writeln("How it works");
HW.writeln("");
HW.writeln("Conceptually it is very simple, all you do is pick a starting career and then");
HW.writeln("the program stacks further careers on top of that until you have accumulated");
HW.writeln("enough experience points to make you the desired age. The resultant age is");
HW.writeln("variable, even for the same desired age, due to the random career path and the");
HW.writeln("rounding off of skills, hence the age range, not number.");
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");
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");
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Specifics");
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");
HW.writeln(" - Each player is assigned a first 'full' career, along with somewhat");
HW.writeln(" fitting characteristics and Virtues.");
HW.writeln("
- Further 'half' careers are then added, with a 30% chance it will be the");
HW.writeln(" 'half' career for the current career, a 60% chance it will be a career from");
HW.writeln(" the suggested career exit list for the current career, and a 10% chance it");
HW.writeln(" will be a random career. These percentages may vary as some careers may not");
HW.writeln(" be able to be taken, due to age gained or low characteristics. This");
HW.writeln(" process is repeated until the age limit is reached.");
HW.writeln("
- Each career adds experience points, and after reaching the desired age,");
HW.writeln(" these are turned into scores. Obviously this may leave extra experience");
HW.writeln(" points which are randomly reassigned to other fractional skills.");
HW.writeln("
- The character's age is then adjusted to take account of any rounding of");
HW.writeln(" skills that has occurred, and Virtues such as Educated.");
HW.writeln("
- The grog is then aged if needed. If this process results in a");
HW.writeln(" death, it is repeated until a differing result is obtained.");
HW.writeln("
- Finally, weapons are assigned and armour based on the load of the weapon");
HW.writeln(" for which the character has the highest skill.");
HW.writeln("
");
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HW.writeln("
Careers");
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");
HW.writeln(" - Each career consists of a number of skills, suggested characteristics,");
HW.writeln(" combat class, suggested");
HW.writeln(" Virtues, excluded Flaws, minimum characteristics and a series of suggested exit");
HW.writeln(" careers. ");
HW.writeln("
- For each skill, there are two numbers of experience points gained,");
HW.writeln(" those for a 'full' career and a 'half' career. The only time a grog goes");
HW.writeln(" through the 'full' career is the grog's first career. All other careers are");
HW.writeln(" 'half'. ");
HW.writeln("
- The suggested characteristics are split into primary, secondary,");
HW.writeln(" tertiary and other, with characteristics classed as primary having the highest");
HW.writeln(" chance of getting the highest scores, etc.");
HW.writeln("
- Each grog will have a 50% chance of getting the suggested Virtues and no");
HW.writeln(" chance of getting the excluded Flaws. However, some Virtues such as Educated");
HW.writeln(" will alway be chosen for scholars, for example.");
HW.writeln("
- Each career is classed as either combatant or noncombatant and thus if");
HW.writeln(" the grog's first career is a cook, s/he won't be getting Virtues such as");
HW.writeln(" Berserk.");
HW.writeln("
- Some careers have minimum characteristics requirements, for example the");
HW.writeln(" 'Sergeant', which gets the 'Greatweapon' skill, must have a Strength of at least");
HW.writeln(" 0 to wield the easiest greatweapon.");
HW.writeln("
- Each career has a number of suggested exit careers which are more likely");
HW.writeln(" to be chosen than others. Thus the cook is less likely to move straight into");
HW.writeln(" a Sergeant's position.");
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");
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");
HW.writeln("