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It was a question of honor, and honor was always foremost in the minds of
the men who strode through the age of the Sun King. A deserted courtyard on
the edge of Paris was the stage on which they met with . . . FLASHING BLADES. |
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A complete role playing game set in the era of the Three Musketeers. A world
in which a man's courage and ambition knew no bounds. It was a time of adventure
and of intrigue in which the rival interests of King and Cardinal played a deadly
game across France and all of Europe. |
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FLASHING BLADES comes complete with a forty-eight page rulebook, a book of
three introductory adventures to get he campaign started, a judge's screen,
and a mase character sheet suitable for photocopying. Everything needed to begin
a life of romance and adventure in a time when a man's actions could determine
the course of history. |
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Rules are included to cover character creation and skills, secrets and advantages,
combat careers, economics, military campaigns and character involvement, politics
and social standing. Detailed background sections provide a view of the political
climate, laws, religion, customs, lifestyles, and a total 'feel' for the period.
The introductory adventures are designed to demonstrate a wide variety of adventure
styles possible within this popular genre as they deal with out-and-out combat,
intrigue, international politics, and the social picture. |
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Be prepared to be '. . . Born with the gift of laughter and the sense that
the world was mad,' as was Scaramouche in Sabitini's novel. It's all for one
and one for all as adventure and danger await just beyond the next bend in the
road. |
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A complete campaign for use with FLASHING BLADES. The player-characters are
assigned to accompany an Ambassador from the Cardinal to foreign courts and
they find adventure and danger along the way. Included in this book can be found: |
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* HABSBURG HOSPITALITY: The ambassador,
Monsieur de Bienvenu, finds his life in danger in the Imperial Court of Austria.
The player-characters must protect Monsieur de Bienvenu, while at the same time
avoiding an obvious show of their duties as the sanctity of the Imperial
Court must retain the appearance of sanctity. |
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* THE CONSTANTINOPLE EMERALD: An adventure
of intrigue and theft to procure a valuable gem in Venice amidst the chaos
of the Venetian Carnival. |
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* TORRE DEL DIABLO: A dangerous mission
to carry a message to a prisoner in a Spanish prison, and to bring back a reply
in writing. Complications will arise as the adventurers must sneak into the prison
and find their mysterious prisoner. |
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* THE BINNENHOF AFFAIR: Valuable stolen
documents must be recovered for the ambassador while in the Hague. Espionage
and deceit complicate matters as the characters encounter a sinister Dutch secret
espionage organization. |
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* DIPLOMATIC IMMUNITY: An adventure of intrigue
and flight when the international code of Diplomatic Immunity breaks down in England. |
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An Ambassador's Tales is a complete campaign of five interlocking adventures
for use with the FLASHING BLADES game system. FLASHING BLADES is required for
use of this adventure/campaign package. |
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An adventure pack for use with FLASHING BLADES. Included in this package are
four complete adventures and a bonus section. Herein can be found: |
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* A BRIEF HISTORY OF THE MUSKETEERS: An
overview of the formation and history of the Musketeers (both the King's Musketeers
and the Cardinal's Guard), including notes on their uniforms and organization. |
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* THE HAUNTED VILLA: A complete adventure
filled with suspense as the characters explore a long-deserted villa in the
countryside. None who had ventured there previously had ever returned - hence the
reputation as 'haunted.' |
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* THE CARDINAL'S PERIL: A complete adventure
of disguise and intrigue set during the preparations for the siege of La Rochelle.
The Cardinal has his share of political enemies; it stands to reason that they
view him as a threat. |
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* THE LADY OF LA ROCHELLE: A complete adventure
of espionage, intrigue and of a diplomatic mission to La Rochelle during
the siege of the city. |
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* THE ROYAL HUMT: A adventurous outing to
the King's hunting lodge at Fontainebleu where subplots abound and the formal
activities run the gamut of sporting events and (of course) gambling. |
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The Cardinal's Peril (and other tales) is designed for use with the FLASHING
BLADES game system. FLASHING BLADES is required for the use of this package. |
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An expansion for FLASHING BLADES to allow characters to adventure in the New
World and at sea in the Caribbean (or elsewhere). Included herein are complete
rules for the creation of colonial characters, new skills and backgrounds for
the New World, a complete background to the New World and the colonial bureaucracy,
colonial military campaigns, and even the position of he clergy in the Americas.
Also included are complete rules for shipbuilding, ship types, sea travel and
trade, and ship-to-ship combat. Additional sections provide a complete background
to the world of pirates and privateers. |
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This book is rounded out by a complete mini-campaign set amidst the pirates
of the Spanish Main. Herein can be found: |
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* SCAVENGER'S DAUGHTER: An introductory
adventure involving French-born characters sent from France to the New World
on a perilous mission of importance for their monarch. |
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* PIKE'S TROVE: An adventure wherein the pieces of a treasure map come together
to lead to both riches and dangers. |
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* GUEDE-JE-ROUGE: An adventure of rescue involving the beautiful daughter of
a Colonial Governor and a voodoo curse. |
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* PORTOBELO: An adventure of intrigue and
espionage in a Spanish city on the Spanish Main wherein await potential rewards
and perilous encounters. |
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The first adventure pack for use with FLASHING BLADES. Included in this package
are four complete adventures and several bonus sections. Herein can be found: |
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* THE FENCING MASTER: A complete adventure
involving fencing schools and their rivalries, as well as a rescue mission to
the south of France. |
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* THE GRAND THEATRE: A complete adventure
built upon espionage and the influence of powerful figures, all compounded
by the rivalry between King and Cardinal and between the King's Musketeers and
the Cardinal's Guard. |
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* THE GREAT MARKSMANSHIP TOURNAMENT: An
adventure of pomp and ceremony during the official celebrations marking
French military victories with subplots of intrigue and danger. |
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* SCAVENGER HUNT: A humorous quest through
the streets of Seventeenth Century Paris, interspersed with typical encounters
in a major city. |
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* EXOTIC ITEMS: A new section on exotic
and interesting items that were becoming popular of fashionable in Paris during
the Seventeenth Century. |
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* A GUIDE TO PARIS: A new section on exotic
and interesting items that were becoming popular or fashionable in Paris during
the Seventeenth Century. |
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* A GUIDE TO PARIS: A view of Paris in the
Seventeenth Century discussing major buildings and their functions, neighborhoods
and backgrounds. |
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* THE RUMORMILL: A source of rumors for
any campaign to use as a starting point for many adventures or to add subplots
of overall background to an adventure in progress. |
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We've been invaded, and the invasion is successful. Military units may or
may not be continuing the fight against the invaders, but valiant bands of Freedom
Fighters take up the fight for freedom and liberty. A unique concept in
design allows the Gamemaster to select the invader and create the details of
the situation faced by the Freedom Fighters. The invader may be any of the
following: |
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* Soviet and Warsaw Pact forces with Latin American allies. |
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* The "Martians" written about by H.G. Wells in a return visit - this time
better prepared for Earth's bacteria. |
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* A more silent and secret alien invasion
where the invaders pretend friendship and gain control of governments, while
most citizens are unaware of the true state of affairs. |
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All of these are only possibilities - other potential invaders could also
be used, making the list endless. |
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Freedom Fighters allows for the design of detailed characters who can fit
any style campaign to participate in the heroic struggle for renewed American
freedom and liberty! |
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The nature of the fight is up to the gamemaster and the players, as is the
true nature of the invasion and possible occupation of North American territory. |
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Can you save America from the powerful forces of the invaders? Will the American
will to be free win out in the long struggle against tyranny and oppression?
Only your characters can decide these issues as they take part in the resistance
movement and attempt to liberate their homeland. |
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INCLUDED IN THE FREEDOM FIGHTER'S BOXED SET: |
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* The Character: Rulebook 1 for Freedom
Fighters, this volume contains all the data required to create detailed characters
in the 1990s. Regardless of the choice made for the nature of the invader, all
characters will have complete and detailed backgrounds, contacts in many walks
of life, skills, and professional backgrounds. Book 1: The Character is 80 pages
long. |
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* The Resistance: Rulebook 2 for Freedom
Fighters, this volume details the rules for combat, equipment, weapons, large
scale military actions, military organizations, and the actual organization of the
Resistance. Guidelines for the different style campaigns are also included
for the Gamemaster. Book 2: The Resistance is 96 pages long. |
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* A 32 page booklet of charts and tables for use in character generation. |
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* The Errant Knight Gambit: 8 page Introductory Adventure |
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* Two 6-sided dice and a pair of mini-twenty sided dice for percentile rolls. |
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* The Freedom Fighters pin/button. |
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Freedom Fighters also comes complete with a judge's screen and a master character
sheet (suitable for photocopying). |
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Other important master forms for the listing of military units, vehicles,
etc. are also included in a form suitable for easy photocopying. |
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In short, this box contains everything required to begin a full-blown campaign
wherein the player-characters take part in the ongoing fight for freedom and
to liberate America from the tyranny of Invading Forces. |
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