|
Enter the naval service or become a privateer! All this is possible in this
exciting role playing game. All the rules needed to begin a career of courage
and honor on the high seas are included with a Gamemaster's screen, character
sheet, ship record sheet, and even cut-apart counters for naval battles. |
|
PRIVATEERS AND GENTLEMEN is a role playing game that covers the period of
the tall ships and the iron men who commanded them (1750-1820). |
|
PRIVATEERS AND GENTLEMEN |
|
The complete boxed set contains three volumes covering the age of sail in
detail. Included are: |
|
Promotions and Prizes: the basic system for role playing as an officer in
the era. Character generation, combat, promotions, skills, etc. are all discussed
in depth (32 pages). |
|
Tradition of Victory: world notes for the period that discuss naval codes
of behavior, prize money, prices, and even the politics of the time (32 pages). |
|
Heart of Oak: naval miniatures rules for use with the role playing system
to accurately simulate naval combat in the age of sail. Also listed are typical
ship classes of the major nations (40 pages with 8 pages of reference tables
and cutouts). |
|
The boxed set also includes a GM's screen, character sheet, ship record sheet,
and even cut-apart counters for naval battles. |
|
|
Complete naval miniatures rules for the age of sail covering the years 1755
to 1815. Also included are cut-apart ship counters for those who do not wish
to use detailed naval miniatures. |
|
HEART OF OAK covers all aspects of naval combat and tactics in depth and
even details how the sailing ships actually worked with their environment.
The effects of wind direction and strength of the wind are carefully explained to make a more detailed and
accurate simulation. Crews must deal with sail handling to maneuver into combat. |
|
Perhaps the best way to judge the realism in any simulation is to compare
the tactics used successfully in a game with those used historically. Players will
note the same evolution in combat tactics occurring amongst their foes as was seen
on the oceans of the world in the 18th and early 19th century. Line of Battle
will be understood and will be introduced and finally true Nelsonian tactics will develop to break battle lines.
While the age of fighting sail ended historically before the early advent of steam powered ships, this need not
be the case for players as peaceful interludes will not interrupt the evolution of combat tactics
to go beyond even those of Nelson. |
|
Here, complete in one volume, is all you need to understand and enter this
exciting area of miniatures simulation. The workings of he ships and crews
are fully explained. Rules cover crews, crew quality, weather, ship classifications,
handling characteristics, etc. Sample ship classes for all major powers in
the of sail are included to assist players to easily set up scenarios. Campaign and
tournament rules are also included. |
|
|
Scraps of paper danced loose spirals in the gutter, highlighted by the weak
glow of a street lamp. The rumble of distant traffic and the low grumble of
the sleeping city came to "Red" Larson as he stopped before a vacant storefront.
Breathing softly, he reached out with his mind. |
|
"I know he's here, I felt him earlier". He thought as he searched for the
object of his mission - a new recruit, an untrained mind of above average power.
On the edge of his scan, a slight touch. As he began to focus, a sudden, terrifying
noise; the sound of footsteps on pavement. Someone moving about, who didn't
register on his scan. Silently fading into the shadows of some steps, Red
quickly set his mind shield. As the steps approached, he hugged the cool, damp
stone. Two figures stopped in the light of the street lamp. Red fingered the
butt of his illegal needle pistol. One of the men drew a small box from the
pocket of his brown suit. As he adjusted a set of dials, both men exchanged
comments and started off down an ill-lite side street. "Damn", cursed Red as
he loped across the street, "THE HUNT IS ON!" |
|
So begins a scenario of . . . PSI WORLD. |
|
An exciting new role playing game in which characters use or deal with awesome
psionic powers in a near future setting. PSI WORLD offers over seventy-five
different skills, twenty-five psionic disciplines, and over ninety specific
psionic abilities. |
|
The gamemaster chooses the nature of the near future society, and with the
input of the players, selects the style for their campaign. There are two options: |
|
* The Government has attempted to gain dictatorial
powers and uses the Psis as scapegoats to distract public
attention from the Government's illegal grab for power. |
|
* The Psis are a true threat to democratic
rule as they use their powers to gain unfair advantages in business,
politics, and all aspects of daily life. Players take the roles of members of
the Psi Police to protect the public
from this psionic menace. |
|
Be a Psi and control awesome powers of the mind! Protect the innocent from
those with great powers as a member of the Psi Police! The choice is yours.
Seek adventure in this fast paced game of action and excitement in a near future
setting wherein psionic powers have appeared in a small portion of the human
race. The only limits are your imagination! |
|
PSI WORLD includes complete and easily understandable rules (32 pages), the
PSI WORLD ADVENTURE with introductory adventures to get your campaign started
(20 pages), cardstock Gamemaster's Screen (3 panel double sided), and a master
cardstock character sheet suitable for photocopying (character sheet is single
sided). Everything needed to begin your PSI WORLD campaign is included in the
boxed set. |
|
|
New rules and two complete adventures for use with Psi World. The original
designers of the game offer a new major discipline, several new minor disciplines
and two adventures for both psionic and non-psionic characters. Included
in 'The Hammer Shall Strike are: |
|
* New Talents: The animalist major discipline, several new minor disciplines,
and the definition of the force shield. |
|
* Transition: High school students are exhibiting signs of the transition and
developing psionic powers, but they are not fully aware of all this portends. They are being sought by both the psi police and
a psionic group. Who will get to them first? |
|
* The Hammer Shall Strike: What is really going on and what is behind the Cult
of Perfect Oneness? People claim they are forced or brainwashed into joining the cult, but other seem quite happy in
the communal lifestyle. The characters, psionic or non-psionic, must investigate and discover the surprising facts behind the
façade of Perfect Oneness and its intentions. |
|
New abilities and two complete adventures for psionic and non-psionic characters
in Psi World. |
|
|
Three complete adventures for use with Psi World. All are set in the same
locale with the same background to form an inter-connected campaign. This background
setting can be the basis to an ongoing campaign well beyond the three adventures
contained in this book. |
|
Included in 'Underground Railroad' are: |
|
* The Eigerson Factor: Psis are being rounded
up by the authorities and an important scientist, sympathetic to the psionic
cause is about to enter the area to defect to the free state. It is beginning to
look like the confederacy police have some sort of new method for tracking down
psis. Your assignment is to locate this secret and to eliminate the danger posed
to all psis in the area, and to the scientist in particular. |
|
* Underground Railroad: The free state operates,
with the aid of a psionic underground in the confederacy, a series of escape routes
for psis who wish to get out of the repressive police state of the confederacy. It is
feared that Professor John Lewis is the, as yet, unidentified victim of an automobile
accident. If so, it is vital that this pro psi scientist be rescued and safely
transported to the free state before his identity is established by the confederacy
police. Your assignment is positive identification and rescue. |
|
* They Strike at Dawn: After years of saber
rattling, it is rumored that the confederacy plans an invasion of the free state
before an alliance of the small democracies around the confederacy can be finalized.
Is the rumor true? Your assignment is to gather information and definite proof of
confederacy plans before an invasion can take place. |
|
Three complete adventures for psionic characters. |
|