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The tables presented run as a story. Sometimes you have a choice and sometimes you become a victim of fate. Live and die by what occurs. Just once being declared a Heretic (on the tables) is rather fun and worth a purchase. Multiply that by eighty-nine sections of twenty events.
Now gaming is best with friends, whether in competition or cooperative. Yet solo role-play is more common than ever. Our lives are busy and not all of us can game on the same schedule.
A Referee may use this as a Catch-Up table that lets someone missing a session find out what happened to his character. This is not always an excuse for Why? the character was absent, but at least he may not fall behind the rest of the group in abilities.
Inside these tables are character improvement and level advancement. The mechanics are those of the fantasy free-style role-play game Chronicles of the Outlands. However, things are as they seem, and the system is useful in your other favorite role-play game. Award character xps based on what you do.
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.