When Dungeons and Dragons went 3.0, Wizards of the Coast (WoTC), and by extension the new owners Hasbro, took a new path. In times past TSR published setting after setting and adventure module after adventure module for the different D&D versions while suing anyone else who wanted to do the same. WoTC recognized that this could be a problem for them. The market needed these settings and these adventures to keep D&D popular, but WoTC didn't want to take the sole financial risk. Instead, early on WoTC focused on the core rules and key potentially profitable settings. They licensed "lesser" settings and adventure publishing rights to other companies: for example, White Wolf licensed Ravenloft.
WoTC also developed the OGL (Open Gaming License) and the SRD (System Resource Documentation). When WoTC redesigned D&D they created a core mechanic underlying key character roles and called it D20. The D20 mechanic refers to the interplay of character ability scores, saving throws, and skills with the roll of a d20 (20-sided die). The SRD is a document of many of the core mechanics and principles underlying D&D, including the D20 mechanics, and governed by the OGL. The OGL allows other companies, under varying terms, to use the D20 mechanics and some of the basic, core content of the D&D games, to make other games and resources which may or may not ultimately be compatible or similar. Use of the D&D logo or statements of open compatibility with D&D required extra licensing, I believe, but generic SRD compatibility, which became synonymous with at least marginal compatibility with D&D, was free for the taking as long as you contributed some of your rules back to the system under the OGL. It was a give and take. Use the SRD under the OGL and give your modifications back under the OGL, thus the Open in OGL.
Where am I going with this? Castles and Crusades uses the OGL and the SRD to achieve a streamlined, D20 play feel but strips out a lot of the complexity in an attempt to get old school RPG feel (dungeon delving and the like) with a cleaner rules set. In this goal they appear to have succeeded. I haven't managed to play a game yet, but the rules seem clean, clear, and simple, if a little plain in places. What's not to like about a classic fantasy game that harkens back to Gary Gygax's style of play?
On to the character. I will apologize. I rerolled his abilities when my first roll turned out to be a total dud (seriously, I doubt any GM would have made me stick with those stats, save the cruel ones). C&C uses a roll 3d6 method. No extra dice, no extra rolls. My rerolled stats would be considered a bit on the good side; sort of a complete opposite to my original rolls.
This fellow's name is Lifmaar Hillbottom. He's a Halfling Assassin. This is an unusual career choice for a Halfling as they are generally agreeable types. He has low strength but his other characteristics are pretty good. His class choice limits him in armor selection and, though the book doesn't seem to go into any detail about this, his size (3 ft tall, average for a Halfling) limits his weapon choices as well. Odd thing for the book to neglect. That's what it gets for not having an index. I don't care if it's only 130 pages long. I didn't go into his items or anything like that, but one should assume he's likely to have access to various poisons, especially considering one of his weapons (blowpipe). Lifmaar is all about avoiding direct conflict and, instead, killing or incapacitating discreetly. It will likely be a problem if he every achieves any sort of reputation as Halfling assassins are likely uncommon, meaning people may be wary. C&C lets you choose "prime" states which improve your saves. I chose his to be DEX and INT, naturally. He must be quick and intelligent to survive in this business. Find his character sheet below. Click on it to see it larger.
