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Eternal SuperSpy Game
Espionage and intrigue distilled to a perfect roleplay form.
A two-page set of rules to run Theater of the Mind masterspy thrillers or high volume action flix with simplicity and balance. The excitement takes place during the Cold War, the War on Terrorism, or even Revolutionary War through the Victorian Era. Set your game where you’re comfortable or in an underserved era of your imagination.
Spies are eternal. They are mentioned in the Bible. All countries employ them. Countless movies have been created. When John Kennedy mentioned his enjoyment for reading Ian Fleming, the most iconic character of cinema was created, a man who has been represented by eight actors. We’re not talking Dr Who; they number over a hundred.
Trademark law prevents me from giving any further clue, but if you don’t know Sean Connery, this game may not be for you. Yet there are countless other impressive characters of film who deserve a rewrite in your living room.
Chronicles of the Outlands
The players are fantasy characters without class distinction, proto Vikings, exploring and adventuring in a broad continental land bordered by seas. Magic works. All the characters will slowly improve a magical sword and train a magical mount. Magic is an integral part to play. Yet there are no spells per se, as each player character grows in power through the actions of the game.
There are six principal traits of characters: Bold, Clever, Energetic, Gifted, Methodical and Rugged. There is no degree that measures a trait; they are either present or not. The absence of a trait denotes the character is not any better than the norm in that area.
The player characters will also acquire a special set of combat skills, called swaggering techniques, by engaging in battle. These will be personal fighting styles as well as techniques gain specific to their Blade, Mount, Longboat and Wizardry. The new (level zero) character probably has practiced and even fought, but only through often repeated exercise of the game mechanics will he obtain great swagger.
To gain levels the character must perform Ignoble Deeds, nine tests of worthiness. These will relate to game events of the following types: Adventure, Fame, Battle, Ingenuity, Magic, Profit, Forethought, Comradeship and Courage.
Magic is performed like any other skill. The player describes an action based on a wizardry technique, and the Referee decides the degree of difficulty that must be rolled to succeed. It’s that simple (or not). In combat however, the mechanics of each Q&D apply. The various magical techniques will be seen as Advantages, making the dice roll easier. Once the player discovers any Wizardry techniques, he can shift to Recitation Method and use his magic for specific results. Yet using magic dooms the character to slowly change to something less human.