System
The Fabled Lands system was fairly simple, as with most other gamebooks. The player has six basic attributes:
- CHARISMA - the knack of befriending and impressing people; also represents bardic skills
- COMBAT - fighting skills
- MAGIC - the art of casting spells
- SANCTITY - the gift of divine power and wisdom
- SCOUTING - the techniques of tracking and wilderness lore
- THIEVERY - the talent for stealth, agility and lockpicking
The player's initial score in each of these six attributes is determined by their chosen profession. There are six different professions to choose from: Warrior, Mage, Priest, Rogue, Troubadour and Wayfarer (a wandering traveller, most similar to Rangers in other fantasy systems). Each profession is proficient or weak in different abilities; for example, Priests have high SANCTITY but low COMBAT scores, and Wayfarers have high SCOUTING but low CHARISMA scores. The player has opportunities to increase these abilities throughout the books by completing quests. For example, after successfully tracking down a wild boar in a forest, the player can roll two dice, and if they score higher than their SCOUTING ability they can increase it by 1. No ability can be raised higher than 12, or drop below 1.
When the player is given the opportunity to use an ability, the task is given a Difficulty rating. The player rolls two dice and adds their score in the ability; to succeed in the task, they must score higher than the ability. For example, a player wishes to calm down an angry innkeeper. This might have a CHARISMA score of 9, and the player's CHARISMA ability is 3. The player would have to roll 7 or higher to succeed. It is possible to obtain "blessings" in various abilities from different shrines and temples, which allow the player to reroll failed ability rolls. These work once only, however, and cost money.
Combat in the Fabled Lands is an extension of ability rolls; the enemy's DEFENCE is the Difficulty, and the player uses their COMBAT skill to try to defeat their opponent. The amount the player rolls above the enemy's DEFENCE is how many Stamina points the enemy loses.
The player's own DEFENCE score is equal to their Rank + their COMBAT score + the bonus for any armour they are wearing (if any). Their own Stamina score is given when they begin playing, and can be increased by going up in Rank (which gives them 1d6 Stamina).
The player's starting Rank is equal to the number of the book they begin in (e.g. a player starting in The War-Torn Kingdom begins at 1st Rank, while a player starting in Lords of the Rising Sun begins at 6th Rank). The player can increase Rank by performing extremely difficult taks, such as slaying a dragon or defeating three samurai in unarmed combat (the book will tell the player when they can increase in Rank).
The player can carry up to 12 possessions, which are marked in bold text (e.g. gold compass). Some items give ability bonuses - for example, an amber wand (MAGIC +1) or a set of splint armour (DEFENCE + 4). The player can carry unlimited amounts of cash.
The series feature a number of smaller quests, which can help the player increase his personal might, status and wealth. Many of these, however, are profession-specific: In the War-Torn Kingdom, for instance, only a Wayfarer will get the Chief Druid's mission on the Druid's Isle, while in The Plains of Howling Darkness only a Rogue may claim the title of 'Nightstalker'.
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